UnloadModelAnimations and IsModelAnimationValid.
This commit is contained in:
18
API.md
18
API.md
@@ -4252,6 +4252,24 @@ Update model animation pose
|
||||
|
||||
---
|
||||
|
||||
> success = RL_UnloadModelAnimations( ModelAnimations animations )
|
||||
|
||||
Unload animation data
|
||||
|
||||
- Failure return false
|
||||
- Success return true
|
||||
|
||||
---
|
||||
|
||||
> valid = RL_IsModelAnimationValid( Model model, ModelAnimations animations )
|
||||
|
||||
Check model animation skeleton match
|
||||
|
||||
- Failure return nil
|
||||
- Success return bool
|
||||
|
||||
---
|
||||
|
||||
> boneCount = RL_GetModelAnimationBoneCount( ModelAnimations animations, int animation )
|
||||
|
||||
Return modelAnimation bone count
|
||||
|
||||
@@ -47,6 +47,7 @@ function draw()
|
||||
RL_DrawRectangle( { 200, 120, 40, 50 }, { 100, 170, 255 } )
|
||||
RL_DrawTexturePro( tex, { 166, 138, 128, 128 }, { pos[1], pos[2], 128, 128 }, { 16, 16 }, 0.0, WHITE )
|
||||
RL_DrawText( 0, "Cat MIAU!!", { 16, 32 }, 10, 1, { 255, 180, 155 } )
|
||||
RL_DrawTriangle( { 0, 32 }, { 32, 16 }, { 0, 0 }, RED )
|
||||
RL_EndTextureMode()
|
||||
|
||||
RL_SetTextureSource( TEXTURE_SOURCE_RENDER_TEXTURE )
|
||||
|
||||
@@ -61,6 +61,8 @@ int lmodelsGetModelTransform( lua_State *L );
|
||||
/* Animations. */
|
||||
int lmodelsLoadModelAnimations( lua_State *L );
|
||||
int lmodelsUpdateModelAnimation( lua_State *L );
|
||||
int lmodelsUnloadModelAnimations( lua_State *L );
|
||||
int lmodelsIsModelAnimationValid( lua_State *L );
|
||||
int lmodelsGetModelAnimationBoneCount( lua_State *L );
|
||||
int lmodelsGetModelAnimationFrameCount( lua_State *L );
|
||||
/* Collision. */
|
||||
|
||||
@@ -1029,6 +1029,8 @@ void luaRegister() {
|
||||
/* Animations. */
|
||||
lua_register( L, "RL_LoadModelAnimations", lmodelsLoadModelAnimations );
|
||||
lua_register( L, "RL_UpdateModelAnimation", lmodelsUpdateModelAnimation );
|
||||
lua_register( L, "RL_UnloadModelAnimations", lmodelsUnloadModelAnimations );
|
||||
lua_register( L, "RL_IsModelAnimationValid", lmodelsIsModelAnimationValid );
|
||||
lua_register( L, "RL_GetModelAnimationBoneCount", lmodelsGetModelAnimationBoneCount );
|
||||
lua_register( L, "RL_GetModelAnimationFrameCount", lmodelsGetModelAnimationFrameCount );
|
||||
/* Collision. */
|
||||
|
||||
55
src/models.c
55
src/models.c
@@ -2146,6 +2146,61 @@ int lmodelsUpdateModelAnimation( lua_State *L ) {
|
||||
return 1;
|
||||
}
|
||||
|
||||
/*
|
||||
> success = RL_UnloadModelAnimations( ModelAnimations animations )
|
||||
|
||||
Unload animation data
|
||||
|
||||
- Failure return false
|
||||
- Success return true
|
||||
*/
|
||||
int lmodelsUnloadModelAnimations( lua_State *L ) {
|
||||
if ( !lua_isnumber( L, -1 ) ) {
|
||||
TraceLog( LOG_WARNING, "%s", "Bad call of function. RL_UnloadModelAnimations( ModelAnimations animations )" );
|
||||
lua_pushboolean( L, false );
|
||||
return 1;
|
||||
}
|
||||
size_t animId = lua_tointeger( L, -1 );
|
||||
|
||||
if ( !validAnimation( animId ) ) {
|
||||
lua_pushboolean( L, false );
|
||||
return 1;
|
||||
}
|
||||
UnloadModelAnimation( *state->animations[ animId ]->animations );
|
||||
state->animations[ animId ]->animCount = 0;
|
||||
state->animations[ animId ] = NULL;
|
||||
|
||||
lua_pushboolean( L, true );
|
||||
|
||||
return 1;
|
||||
}
|
||||
|
||||
/*
|
||||
> valid = RL_IsModelAnimationValid( Model model, ModelAnimations animations )
|
||||
|
||||
Check model animation skeleton match
|
||||
|
||||
- Failure return nil
|
||||
- Success return bool
|
||||
*/
|
||||
int lmodelsIsModelAnimationValid( lua_State *L ) {
|
||||
if ( !lua_isnumber( L, -2 ) || !lua_isnumber( L, -1 ) ) {
|
||||
TraceLog( LOG_WARNING, "%s", "Bad call of function. RL_IsModelAnimationValid( Model model, ModelAnimations animations )" );
|
||||
lua_pushnil( L );
|
||||
return 1;
|
||||
}
|
||||
size_t animId = lua_tointeger( L, -1 );
|
||||
size_t modelId = lua_tointeger( L, -2 );
|
||||
|
||||
if ( !validModel( modelId ) || !validAnimation( animId ) ) {
|
||||
lua_pushnil( L );
|
||||
return 1;
|
||||
}
|
||||
lua_pushboolean( L, IsModelAnimationValid( *state->models[ modelId ], *state->animations[ animId ]->animations ) );
|
||||
|
||||
return 1;
|
||||
}
|
||||
|
||||
/*
|
||||
> boneCount = RL_GetModelAnimationBoneCount( ModelAnimations animations, int animation )
|
||||
|
||||
|
||||
Reference in New Issue
Block a user