Model set/get transform and bug fixes.

This commit is contained in:
jussi
2022-04-03 19:23:26 +03:00
parent 7665cf4bc1
commit 5eadd7d1d8
8 changed files with 351 additions and 36 deletions

24
API.md
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@@ -2848,6 +2848,24 @@ Draw a billboard texture defined by source
---
> success = RL_SetModelTransform( Model model, Matrix transform )
Set model transform matrix
- Failure return false
- Success return true
---
> transform = RL_GetModelTransform( Model model )
Get model transform matrix
- Failure return false
- Success return Matrix
---
## Model - Animations
---
@@ -3210,7 +3228,7 @@ Subtract two vectors
---
> result = RL_Vector3Subtract( Vector3 v1, Vector3 v2 )
> result = RL_Vector3Multiply( Vector3 v1, Vector3 v2 )
Multiply vector by vector
@@ -3239,7 +3257,7 @@ Calculate one vector perpendicular vector
> result = RL_Vector3Length( Vector3 v )
Calculate one vector perpendicular vector
Calculate vector length
- Failure return false
- Success return float
@@ -3385,7 +3403,7 @@ Add two matrices
---
> result = RL_MatrixAdd( Matrix left, Matrix right )
> result = RL_MatrixSubtract( Matrix left, Matrix right )
Subtract two matrices (left - right)

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@@ -0,0 +1,112 @@
Vector2 = {}
Vector2.meta = {
__index = Vector2,
__tostring = function( v )
return "{"..tostring( v.x )..", "..tostring( v.y ).."}"
end,
__add = function( v1, v2 )
return Vector2:new( v1.x + v2.x, v1.y + v2.y )
end,
__sub = function( v1, v2 )
return Vector2:new( v1.x - v2.x, v1.y - v2.y )
end,
__mul = function( v1, v2 )
return Vector2:new( v1.x * v2.x, v1.y * v2.y )
end,
__div = function( v1, v2 )
return Vector2:new( v1.x / v2.x, v1.y / v2.y )
end,
__mod = function( v, value )
return Vector2:new( math.fmod( v.x, value ), math.fmod( v.y, value ) )
end,
__pow = function( v, value )
return Vector2:new( v.x ^ value, v.y ^ value )
end,
__unm = function( v )
return Vector2:new( -v.x, -v.y )
end,
__idiv = function( v, value )
return Vector2:new( v.x // value, v.y // value )
end,
__len = function( v )
local len = 0
for _, _ in pairs( v ) do
len = len + 1
end
return len
end,
__eq = function( v1, v2 )
return v1.x == v2.x and v1.y == v2.y
end,
}
function Vector2:new( x, y )
local o = {
x = x,
y = y,
}
setmetatable( o, Vector2.meta )
return o
end
function Vector2:set( vec )
self.x = vec[1]
self.y = vec[2]
end
function Vector2:arr()
return { self.x, self.y }
end
function Vector2:clone()
return Vector2:new( self.x, self.y )
end
function Vector2:abs()
return Vector2:new( math.abs( self.x ), math.abs( self.y ) )
end
function Vector2:length()
return RL_Vector2Length( self:arr() )
end
function Vector2:dot( v2 )
return RL_Vector2DotProduct( self:arr(), v2:arr() )
end
function Vector2:distance( v2 )
return RL_Vector2Distance( self:arr(), v2:arr() )
end
function Vector2:angle( v2 )
return RL_Vector2Angle( self:arr(), v2:arr() )
end
function Vector2:normalize()
local r = RL_Vector2Normalize( self:arr() )
return Vector2:new( r[1], r[2] )
end
function Vector2:lerp( v2, value )
local r = RL_Vector2Lerp( self:arr(), v2:arr(), value )
return Vector2:new( r[1], r[2] )
end
function Vector2:reflect( normal )
local r = RL_Vector2Reflect( self:arr(), normal:arr() )
return Vector2:new( r[1], r[2] )
end
function Vector2:rotate( angle )
local r = RL_Vector2Rotate( self:arr(), angle )
return Vector2:new( r[1], r[2] )
end
function Vector2:moveTowards( target, maxDistance )
local r = RL_Vector2MoveTowards( self:arr(), target:arr(), maxDistance )
return Vector2:new( r[1], r[2] )
end
return Vector2

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@@ -0,0 +1,129 @@
Vector3 = {}
Vector3.meta = {
__index = Vector3,
__tostring = function( v )
return "{"..tostring( v.x )..", "..tostring( v.y )..", "..tostring( v.z ).."}"
end,
__add = function( v1, v2 )
return Vector3:new( v1.x + v2.x, v1.y + v2.y, v1.z + v2.z )
end,
__sub = function( v1, v2 )
return Vector3:new( v1.x - v2.x, v1.y - v2.y, v1.z - v2.z )
end,
__mul = function( v1, v2 )
return Vector3:new( v1.x * v2.x, v1.y * v2.y, v1.z * v2.z )
end,
__div = function( v1, v2 )
return Vector3:new( v1.x / v2.x, v1.y / v2.y, v1.z / v2.z )
end,
__mod = function( v, value )
return Vector3:new( math.fmod( v.x, value ), math.fmod( v.y, value ), math.fmod( v.z, value ) )
end,
__pow = function( v, value )
return Vector3:new( v.x ^ value, v.y ^ value, v.z ^ value )
end,
__unm = function( v )
return Vector3:new( -v.x, -v.y, -v.z )
end,
__idiv = function( v, value )
return Vector3:new( v.x // value, v.y // value, v.z // value )
end,
__len = function( v )
local len = 0
for _, _ in pairs( v ) do
len = len + 1
end
return len
end,
__eq = function( v1, v2 )
return v1.x == v2.x and v1.y == v2.y and v1.z == v2.z
end,
}
function Vector3:new( x, y, z )
local o = {
x = x,
y = y,
z = z,
}
setmetatable( o, Vector3.meta )
return o
end
function Vector3:set( vec )
self.x = vec[1]
self.y = vec[2]
self.z = vec[3]
end
function Vector3:arr()
return { self.x, self.y, self.z }
end
function Vector3:clone()
return Vector3:new( self.x, self.y, self.z )
end
function Vector3:abs()
return Vector3:new( math.abs( self.x ), math.abs( self.y ), math.abs( self.z ) )
end
function Vector3:cross( v2 )
local r = RL_Vector3CrossProduct( self:arr(), v2:arr() )
return Vector3:new( r[1], r[2], r[3] )
end
function Vector3:perpendicular()
local r = RL_Vector3Perpendicular( self:arr() )
return Vector3:new( r[1], r[2], r[3] )
end
function Vector3:length()
return RL_Vector3Length( self:arr() )
end
function Vector3:lengthSqr()
return RL_Vector3LengthSqr( self:arr() )
end
function Vector3:dot( v2 )
return RL_Vector3DotProduct( self:arr(), v2:arr() )
end
function Vector3:distance( v2 )
return RL_Vector3Distance( self:arr(), v2:arr() )
end
function Vector3:normalize()
local r = RL_Vector3Normalize( self:arr() )
return Vector3:new( r[1], r[2], r[3] )
end
function Vector3:orthoNormalize( v2 )
local r1, r2 = RL_Vector3OrthoNormalize( self:arr(), v2:arr() )
return Vector3:new( r1[1], r1[2], r1[3] ), Vector3:new( r2[1], r2[2], r2[3] )
end
function Vector3:transform( mat )
local r = RL_Vector3Transform( self:arr(), mat )
return Vector3:new( r[1], r[2], r[3] )
end
function Vector3:rotateByQuaternion( qua )
local r = RL_Vector3RotateByQuaternion( self:arr(), qua )
return Vector3:new( r[1], r[2], r[3] )
end
function Vector3:lerp( v2, value )
local r = RL_Vector3Lerp( self:arr(), v2:arr(), value )
return Vector3:new( r[1], r[2], r[3] )
end
function Vector3:reflect( normal )
local r = RL_Vector3Reflect( self:arr(), normal:arr() )
return Vector3:new( r[1], r[2], r[3] )
end
return Vector3

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@@ -51,6 +51,8 @@ int lmodelsSetModelMaterial( lua_State *L );
int lmodelsSetModelMeshMaterial( lua_State *L );
int lmodelsDrawBillboard( lua_State *L );
int lmodelsDrawBillboardRec( lua_State *L );
int lmodelsSetModelTransform( lua_State *L );
int lmodelsGetModelTransform( lua_State *L );
/* Animations. */
int lmodelsLoadModelAnimations( lua_State *L );
int lmodelsUpdateModelAnimation( lua_State *L );

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@@ -60,8 +60,10 @@ int laudioLoadSound( lua_State *L ) {
lua_pushinteger( L, i );
checkSoundRealloc( i );
}
return 1;
else {
lua_pushinteger( L, -1 );
return 1;
}
}
/*

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@@ -727,6 +727,8 @@ void luaRegister() {
lua_register( L, "RL_SetModelMeshMaterial", lmodelsSetModelMeshMaterial );
lua_register( L, "RL_DrawBillboard", lmodelsDrawBillboard );
lua_register( L, "RL_DrawBillboardRec", lmodelsDrawBillboardRec );
lua_register( L, "RL_SetModelTransform", lmodelsSetModelTransform );
lua_register( L, "RL_GetModelTransform", lmodelsGetModelTransform );
/* Animations. */
lua_register( L, "RL_LoadModelAnimations", lmodelsLoadModelAnimations );
lua_register( L, "RL_UpdateModelAnimation", lmodelsUpdateModelAnimation );

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@@ -1764,6 +1764,59 @@ int lmodelsDrawBillboardRec( lua_State *L ) {
return 1;
}
/*
> success = RL_SetModelTransform( Model model, Matrix transform )
Set model transform matrix
- Failure return false
- Success return true
*/
int lmodelsSetModelTransform( lua_State *L ) {
if ( !lua_isnumber( L, -2 ) || !lua_istable( L, -1 ) ) {
TraceLog( LOG_WARNING, "%s", "Bad call of function. RL_SetModelTransform( Model model, Matrix transform )" );
lua_pushboolean( L, false );
return 1;
}
Matrix transform = uluaGetMatrix( L );
lua_pop( L, 1 );
size_t modelId = lua_tointeger( L, -1 );
if ( !validModel( modelId ) ) {
lua_pushboolean( L, false );
return 1;
}
state->models[ modelId ]->transform = transform;
lua_pushboolean( L, true );
return 1;
}
/*
> transform = RL_GetModelTransform( Model model )
Get model transform matrix
- Failure return false
- Success return Matrix
*/
int lmodelsGetModelTransform( lua_State *L ) {
if ( !lua_isnumber( L, -1 ) ) {
TraceLog( LOG_WARNING, "%s", "Bad call of function. RL_GetModelTransform( Model model )" );
lua_pushboolean( L, false );
return 1;
}
size_t modelId = lua_tointeger( L, -1 );
if ( !validModel( modelId ) ) {
lua_pushboolean( L, false );
return 1;
}
uluaPushMatrix( L, state->models[ modelId ]->transform );
return 1;
}
/*
## Model - Animations
*/

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@@ -342,7 +342,7 @@ int lmathVector3Subtract( lua_State *L ) {
}
/*
> result = RL_Vector3Subtract( Vector3 v1, Vector3 v2 )
> result = RL_Vector3Multiply( Vector3 v1, Vector3 v2 )
Multiply vector by vector
@@ -411,7 +411,7 @@ int lmathVector3Perpendicular( lua_State *L ) {
/*
> result = RL_Vector3Length( Vector3 v )
Calculate one vector perpendicular vector
Calculate vector length
- Failure return false
- Success return float
@@ -559,11 +559,11 @@ int lmathVector3Transform( lua_State *L ) {
lua_pushboolean( L, false );
return 1;
}
Vector3 v1 = uluaGetVector3( L );
lua_pop( L, 1 );
Matrix mat = uluaGetMatrix( L );
lua_pop( L, 1 );
Vector3 v = uluaGetVector3( L );
uluaPushVector3( L, Vector3Transform( v1, mat ) );
uluaPushVector3( L, Vector3Transform( v, mat ) );
return 1;
}
@@ -582,11 +582,11 @@ int lmathVector3RotateByQuaternion( lua_State *L ) {
lua_pushboolean( L, false );
return 1;
}
Vector3 v1 = uluaGetVector3( L );
lua_pop( L, 1 );
Quaternion q = uluaGetQuaternion( L );
lua_pop( L, 1 );
Vector3 v = uluaGetVector3( L );
uluaPushVector3( L, Vector3RotateByQuaternion( v1, q ) );
uluaPushVector3( L, Vector3RotateByQuaternion( v, q ) );
return 1;
}
@@ -764,7 +764,7 @@ int lmathMatrixAdd( lua_State *L ) {
}
/*
> result = RL_MatrixAdd( Matrix left, Matrix right )
> result = RL_MatrixSubtract( Matrix left, Matrix right )
Subtract two matrices (left - right)
@@ -889,15 +889,14 @@ int lmathMatrixFrustum( 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, MatrixFrustum( left, right, bottom, top, near, far ) );
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 ) ) );
uluaPushMatrix( L, MatrixFrustum( left, right, bottom, top, near, far ) );
return 1;
}
@@ -916,13 +915,12 @@ int lmathMatrixPerspective( lua_State *L ) {
lua_pushboolean( L, false );
return 1;
}
// float far = lua_tonumber( L, -1 );
// float near = lua_tonumber( L, -2 );
// float aspect = lua_tonumber( L, -3 );
// 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;
}