Model set/get transform and bug fixes.
This commit is contained in:
24
API.md
24
API.md
@@ -2848,6 +2848,24 @@ Draw a billboard texture defined by source
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---
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> success = RL_SetModelTransform( Model model, Matrix transform )
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Set model transform matrix
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- Failure return false
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- Success return true
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---
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> transform = RL_GetModelTransform( Model model )
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Get model transform matrix
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- Failure return false
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- Success return Matrix
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---
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## Model - Animations
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---
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@@ -3210,7 +3228,7 @@ Subtract two vectors
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---
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> result = RL_Vector3Subtract( Vector3 v1, Vector3 v2 )
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> result = RL_Vector3Multiply( Vector3 v1, Vector3 v2 )
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Multiply vector by vector
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@@ -3239,7 +3257,7 @@ Calculate one vector perpendicular vector
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> result = RL_Vector3Length( Vector3 v )
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Calculate one vector perpendicular vector
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Calculate vector length
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- Failure return false
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- Success return float
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@@ -3385,7 +3403,7 @@ Add two matrices
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---
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> result = RL_MatrixAdd( Matrix left, Matrix right )
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> result = RL_MatrixSubtract( Matrix left, Matrix right )
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Subtract two matrices (left - right)
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112
examples/resources/lib/vector2.lua
Normal file
112
examples/resources/lib/vector2.lua
Normal file
@@ -0,0 +1,112 @@
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Vector2 = {}
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Vector2.meta = {
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__index = Vector2,
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__tostring = function( v )
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return "{"..tostring( v.x )..", "..tostring( v.y ).."}"
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end,
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__add = function( v1, v2 )
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return Vector2:new( v1.x + v2.x, v1.y + v2.y )
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end,
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__sub = function( v1, v2 )
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return Vector2:new( v1.x - v2.x, v1.y - v2.y )
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end,
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__mul = function( v1, v2 )
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return Vector2:new( v1.x * v2.x, v1.y * v2.y )
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end,
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__div = function( v1, v2 )
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return Vector2:new( v1.x / v2.x, v1.y / v2.y )
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end,
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__mod = function( v, value )
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return Vector2:new( math.fmod( v.x, value ), math.fmod( v.y, value ) )
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end,
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__pow = function( v, value )
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return Vector2:new( v.x ^ value, v.y ^ value )
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end,
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__unm = function( v )
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return Vector2:new( -v.x, -v.y )
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end,
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__idiv = function( v, value )
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return Vector2:new( v.x // value, v.y // value )
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end,
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__len = function( v )
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local len = 0
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for _, _ in pairs( v ) do
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len = len + 1
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end
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return len
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end,
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__eq = function( v1, v2 )
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return v1.x == v2.x and v1.y == v2.y
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end,
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}
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function Vector2:new( x, y )
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local o = {
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x = x,
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y = y,
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}
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setmetatable( o, Vector2.meta )
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return o
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end
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function Vector2:set( vec )
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self.x = vec[1]
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self.y = vec[2]
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end
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function Vector2:arr()
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return { self.x, self.y }
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end
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function Vector2:clone()
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return Vector2:new( self.x, self.y )
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end
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function Vector2:abs()
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return Vector2:new( math.abs( self.x ), math.abs( self.y ) )
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end
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function Vector2:length()
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return RL_Vector2Length( self:arr() )
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end
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function Vector2:dot( v2 )
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return RL_Vector2DotProduct( self:arr(), v2:arr() )
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end
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function Vector2:distance( v2 )
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return RL_Vector2Distance( self:arr(), v2:arr() )
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end
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function Vector2:angle( v2 )
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return RL_Vector2Angle( self:arr(), v2:arr() )
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end
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function Vector2:normalize()
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local r = RL_Vector2Normalize( self:arr() )
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return Vector2:new( r[1], r[2] )
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end
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function Vector2:lerp( v2, value )
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local r = RL_Vector2Lerp( self:arr(), v2:arr(), value )
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return Vector2:new( r[1], r[2] )
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end
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function Vector2:reflect( normal )
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local r = RL_Vector2Reflect( self:arr(), normal:arr() )
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return Vector2:new( r[1], r[2] )
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end
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function Vector2:rotate( angle )
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local r = RL_Vector2Rotate( self:arr(), angle )
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return Vector2:new( r[1], r[2] )
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end
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function Vector2:moveTowards( target, maxDistance )
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local r = RL_Vector2MoveTowards( self:arr(), target:arr(), maxDistance )
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return Vector2:new( r[1], r[2] )
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end
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return Vector2
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129
examples/resources/lib/vector3.lua
Normal file
129
examples/resources/lib/vector3.lua
Normal file
@@ -0,0 +1,129 @@
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Vector3 = {}
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Vector3.meta = {
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__index = Vector3,
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__tostring = function( v )
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return "{"..tostring( v.x )..", "..tostring( v.y )..", "..tostring( v.z ).."}"
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end,
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__add = function( v1, v2 )
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return Vector3:new( v1.x + v2.x, v1.y + v2.y, v1.z + v2.z )
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end,
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__sub = function( v1, v2 )
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return Vector3:new( v1.x - v2.x, v1.y - v2.y, v1.z - v2.z )
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end,
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__mul = function( v1, v2 )
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return Vector3:new( v1.x * v2.x, v1.y * v2.y, v1.z * v2.z )
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end,
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__div = function( v1, v2 )
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return Vector3:new( v1.x / v2.x, v1.y / v2.y, v1.z / v2.z )
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end,
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__mod = function( v, value )
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return Vector3:new( math.fmod( v.x, value ), math.fmod( v.y, value ), math.fmod( v.z, value ) )
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end,
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__pow = function( v, value )
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return Vector3:new( v.x ^ value, v.y ^ value, v.z ^ value )
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end,
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__unm = function( v )
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return Vector3:new( -v.x, -v.y, -v.z )
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end,
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__idiv = function( v, value )
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return Vector3:new( v.x // value, v.y // value, v.z // value )
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end,
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__len = function( v )
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local len = 0
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for _, _ in pairs( v ) do
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len = len + 1
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end
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return len
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end,
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__eq = function( v1, v2 )
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return v1.x == v2.x and v1.y == v2.y and v1.z == v2.z
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end,
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}
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function Vector3:new( x, y, z )
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local o = {
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x = x,
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y = y,
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z = z,
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}
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setmetatable( o, Vector3.meta )
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return o
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end
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function Vector3:set( vec )
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self.x = vec[1]
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self.y = vec[2]
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self.z = vec[3]
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end
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function Vector3:arr()
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return { self.x, self.y, self.z }
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end
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function Vector3:clone()
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return Vector3:new( self.x, self.y, self.z )
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end
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function Vector3:abs()
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return Vector3:new( math.abs( self.x ), math.abs( self.y ), math.abs( self.z ) )
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end
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function Vector3:cross( v2 )
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local r = RL_Vector3CrossProduct( self:arr(), v2:arr() )
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return Vector3:new( r[1], r[2], r[3] )
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end
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function Vector3:perpendicular()
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local r = RL_Vector3Perpendicular( self:arr() )
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return Vector3:new( r[1], r[2], r[3] )
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end
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function Vector3:length()
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return RL_Vector3Length( self:arr() )
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end
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function Vector3:lengthSqr()
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return RL_Vector3LengthSqr( self:arr() )
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end
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function Vector3:dot( v2 )
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return RL_Vector3DotProduct( self:arr(), v2:arr() )
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end
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function Vector3:distance( v2 )
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return RL_Vector3Distance( self:arr(), v2:arr() )
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end
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function Vector3:normalize()
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local r = RL_Vector3Normalize( self:arr() )
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return Vector3:new( r[1], r[2], r[3] )
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end
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function Vector3:orthoNormalize( v2 )
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local r1, r2 = RL_Vector3OrthoNormalize( self:arr(), v2:arr() )
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return Vector3:new( r1[1], r1[2], r1[3] ), Vector3:new( r2[1], r2[2], r2[3] )
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end
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function Vector3:transform( mat )
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local r = RL_Vector3Transform( self:arr(), mat )
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return Vector3:new( r[1], r[2], r[3] )
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end
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function Vector3:rotateByQuaternion( qua )
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local r = RL_Vector3RotateByQuaternion( self:arr(), qua )
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return Vector3:new( r[1], r[2], r[3] )
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end
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function Vector3:lerp( v2, value )
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local r = RL_Vector3Lerp( self:arr(), v2:arr(), value )
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return Vector3:new( r[1], r[2], r[3] )
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end
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function Vector3:reflect( normal )
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local r = RL_Vector3Reflect( self:arr(), normal:arr() )
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return Vector3:new( r[1], r[2], r[3] )
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end
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return Vector3
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@@ -51,6 +51,8 @@ int lmodelsSetModelMaterial( lua_State *L );
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int lmodelsSetModelMeshMaterial( lua_State *L );
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int lmodelsDrawBillboard( lua_State *L );
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int lmodelsDrawBillboardRec( lua_State *L );
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int lmodelsSetModelTransform( lua_State *L );
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int lmodelsGetModelTransform( lua_State *L );
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/* Animations. */
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int lmodelsLoadModelAnimations( lua_State *L );
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int lmodelsUpdateModelAnimation( lua_State *L );
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@@ -60,9 +60,11 @@ int laudioLoadSound( lua_State *L ) {
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lua_pushinteger( L, i );
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checkSoundRealloc( i );
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}
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else {
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lua_pushinteger( L, -1 );
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return 1;
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}
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}
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/*
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> success = RL_PlaySoundMulti( Sound sound )
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@@ -727,6 +727,8 @@ void luaRegister() {
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lua_register( L, "RL_SetModelMeshMaterial", lmodelsSetModelMeshMaterial );
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lua_register( L, "RL_DrawBillboard", lmodelsDrawBillboard );
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lua_register( L, "RL_DrawBillboardRec", lmodelsDrawBillboardRec );
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lua_register( L, "RL_SetModelTransform", lmodelsSetModelTransform );
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lua_register( L, "RL_GetModelTransform", lmodelsGetModelTransform );
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/* Animations. */
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lua_register( L, "RL_LoadModelAnimations", lmodelsLoadModelAnimations );
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lua_register( L, "RL_UpdateModelAnimation", lmodelsUpdateModelAnimation );
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53
src/models.c
53
src/models.c
@@ -1764,6 +1764,59 @@ int lmodelsDrawBillboardRec( lua_State *L ) {
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return 1;
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}
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/*
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> success = RL_SetModelTransform( Model model, Matrix transform )
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Set model transform matrix
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- Failure return false
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- Success return true
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*/
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int lmodelsSetModelTransform( lua_State *L ) {
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if ( !lua_isnumber( L, -2 ) || !lua_istable( L, -1 ) ) {
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TraceLog( LOG_WARNING, "%s", "Bad call of function. RL_SetModelTransform( Model model, Matrix transform )" );
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lua_pushboolean( L, false );
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return 1;
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}
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Matrix transform = uluaGetMatrix( L );
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lua_pop( L, 1 );
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size_t modelId = lua_tointeger( L, -1 );
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if ( !validModel( modelId ) ) {
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lua_pushboolean( L, false );
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return 1;
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}
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state->models[ modelId ]->transform = transform;
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lua_pushboolean( L, true );
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return 1;
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}
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/*
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> transform = RL_GetModelTransform( Model model )
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Get model transform matrix
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- Failure return false
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- Success return Matrix
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*/
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int lmodelsGetModelTransform( lua_State *L ) {
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if ( !lua_isnumber( L, -1 ) ) {
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TraceLog( LOG_WARNING, "%s", "Bad call of function. RL_GetModelTransform( Model model )" );
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lua_pushboolean( L, false );
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return 1;
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}
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size_t modelId = lua_tointeger( L, -1 );
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if ( !validModel( modelId ) ) {
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lua_pushboolean( L, false );
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return 1;
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}
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uluaPushMatrix( L, state->models[ modelId ]->transform );
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return 1;
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}
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/*
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## Model - Animations
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*/
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59
src/rmath.c
59
src/rmath.c
@@ -342,7 +342,7 @@ int lmathVector3Subtract( lua_State *L ) {
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}
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/*
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> result = RL_Vector3Subtract( Vector3 v1, Vector3 v2 )
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> result = RL_Vector3Multiply( Vector3 v1, Vector3 v2 )
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Multiply vector by vector
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@@ -411,7 +411,7 @@ int lmathVector3Perpendicular( lua_State *L ) {
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/*
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> result = RL_Vector3Length( Vector3 v )
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Calculate one vector perpendicular vector
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Calculate vector length
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- Failure return false
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- Success return float
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@@ -559,11 +559,11 @@ int lmathVector3Transform( lua_State *L ) {
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lua_pushboolean( L, false );
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return 1;
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}
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Vector3 v1 = uluaGetVector3( L );
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lua_pop( L, 1 );
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Matrix mat = uluaGetMatrix( L );
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lua_pop( L, 1 );
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Vector3 v = uluaGetVector3( L );
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uluaPushVector3( L, Vector3Transform( v1, mat ) );
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uluaPushVector3( L, Vector3Transform( v, mat ) );
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return 1;
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}
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@@ -582,11 +582,11 @@ int lmathVector3RotateByQuaternion( lua_State *L ) {
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lua_pushboolean( L, false );
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return 1;
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}
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Vector3 v1 = uluaGetVector3( L );
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lua_pop( L, 1 );
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Quaternion q = uluaGetQuaternion( L );
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lua_pop( L, 1 );
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Vector3 v = uluaGetVector3( L );
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uluaPushVector3( L, Vector3RotateByQuaternion( v1, q ) );
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uluaPushVector3( L, Vector3RotateByQuaternion( v, q ) );
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return 1;
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}
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@@ -764,7 +764,7 @@ int lmathMatrixAdd( lua_State *L ) {
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}
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/*
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> result = RL_MatrixAdd( Matrix left, Matrix right )
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> result = RL_MatrixSubtract( Matrix left, Matrix right )
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Subtract two matrices (left - right)
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@@ -889,15 +889,14 @@ int lmathMatrixFrustum( lua_State *L ) {
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lua_pushboolean( L, false );
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return 1;
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}
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// float far = lua_tonumber( L, -1 );
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// float near = lua_tonumber( L, -2 );
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// float top = lua_tonumber( L, -3 );
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// float bottom = lua_tonumber( L, -4 );
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// float right = lua_tonumber( L, -5 );
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// float left = lua_tonumber( L, -6 );
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float far = lua_tonumber( L, -1 );
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float near = lua_tonumber( L, -2 );
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float top = lua_tonumber( L, -3 );
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float bottom = lua_tonumber( L, -4 );
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float right = lua_tonumber( L, -5 );
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float left = lua_tonumber( L, -6 );
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// uluaPushMatrix( L, MatrixFrustum( left, right, bottom, top, near, far ) );
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uluaPushMatrix( L, MatrixFrustum( lua_tonumber( L, -6 ), lua_tonumber( L, -5 ), lua_tonumber( L, -4 ), lua_tonumber( L, -3 ), lua_tonumber( L, -2 ), lua_tonumber( L, -1 ) ) );
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uluaPushMatrix( L, MatrixFrustum( left, right, bottom, top, near, far ) );
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return 1;
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}
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@@ -916,13 +915,12 @@ int lmathMatrixPerspective( lua_State *L ) {
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lua_pushboolean( L, false );
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return 1;
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}
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// float far = lua_tonumber( L, -1 );
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// float near = lua_tonumber( L, -2 );
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// float aspect = lua_tonumber( L, -3 );
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// float fovy = lua_tonumber( L, -4 );
|
||||
float far = lua_tonumber( L, -1 );
|
||||
float near = lua_tonumber( L, -2 );
|
||||
float aspect = lua_tonumber( L, -3 );
|
||||
float fovy = lua_tonumber( L, -4 );
|
||||
|
||||
// uluaPushMatrix( L, MatrixPerspective( fovy, aspect, near, far ) );
|
||||
uluaPushMatrix( L, MatrixPerspective( lua_tonumber( L, -4 ), lua_tonumber( L, -3 ), lua_tonumber( L, -2 ), lua_tonumber( L, -1 ) ) );
|
||||
uluaPushMatrix( L, MatrixPerspective( fovy, aspect, near, far ) );
|
||||
|
||||
return 1;
|
||||
}
|
||||
@@ -942,15 +940,14 @@ int lmathMatrixOrtho( lua_State *L ) {
|
||||
lua_pushboolean( L, false );
|
||||
return 1;
|
||||
}
|
||||
// float far = lua_tonumber( L, -1 );
|
||||
// float near = lua_tonumber( L, -2 );
|
||||
// float top = lua_tonumber( L, -3 );
|
||||
// float bottom = lua_tonumber( L, -4 );
|
||||
// float right = lua_tonumber( L, -5 );
|
||||
// float left = lua_tonumber( L, -6 );
|
||||
float far = lua_tonumber( L, -1 );
|
||||
float near = lua_tonumber( L, -2 );
|
||||
float top = lua_tonumber( L, -3 );
|
||||
float bottom = lua_tonumber( L, -4 );
|
||||
float right = lua_tonumber( L, -5 );
|
||||
float left = lua_tonumber( L, -6 );
|
||||
|
||||
// uluaPushMatrix( L, MatrixOrtho( left, right, bottom, top, near, far ) );
|
||||
uluaPushMatrix( L, MatrixOrtho( lua_tonumber( L, -6 ), lua_tonumber( L, -5 ), lua_tonumber( L, -4 ), lua_tonumber( L, -3 ), lua_tonumber( L, -2 ), lua_tonumber( L, -1 ) ) );
|
||||
uluaPushMatrix( L, MatrixOrtho( left, right, bottom, top, near, far ) );
|
||||
|
||||
return 1;
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user