More Model animations management functions.
This commit is contained in:
68
API.md
68
API.md
@@ -6605,16 +6605,16 @@ Set model transform matrix
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> success = RL.SetModelMesh( Model model, int meshId, Mesh mesh )
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Get model mesh. Return as lightuserdata
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Set model mesh.
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- Failure return false
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- Success return true
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---
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> success = RL.SetModelMaterial( Model model, int modelMaterialId, Material material )
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> success = RL.SetModelMaterial( Model model, int materialId, Material material )
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Copies material to model material
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Set material to model material
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- Failure return false
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- Success return true
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@@ -7057,6 +7057,18 @@ Update model animation pose
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---
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> RL.UnloadModelAnimation( ModelAnimation animation )
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Unload animation data
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---
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> RL.UnloadModelAnimations( ModelAnimation{} animations )
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Unload animation table data
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---
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> valid = RL.IsModelAnimationValid( Model model, ModelAnimation animation )
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Check model animation skeleton match
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@@ -7065,6 +7077,30 @@ Check model animation skeleton match
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---
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> success = RL.SetModelAnimationBone( ModelAnimation animation, int boneId, BoneInfo bone )
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Set modelAnimation bones information (skeleton)
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- Failure return false
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- Success return true
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---
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> success = RL.SetModelAnimationFramePose( ModelAnimation animation, int frame, int boneId, Transform pose )
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Set modelAnimation bones base transformation (pose)
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- Failure return false
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- Success return true
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---
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> RL.SetModelAnimationName( ModelAnimation animation, string name )
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Set modelAnimation name
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---
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> boneCount = RL.GetModelAnimationBoneCount( ModelAnimation animation )
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Return modelAnimation bone count
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@@ -7081,6 +7117,32 @@ Return modelAnimation frame count
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---
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> bone = RL.GetModelAnimationBone( ModelAnimation animation, int boneId )
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Get modelAnimation bones information (skeleton)
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- Failure return nil
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- Success return BoneInfo
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---
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> pose = RL.GetModelAnimationFramePose( ModelAnimation animation, int frame, int boneId )
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Get modelAnimation bones base transformation (pose)
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- Failure return nil
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- Success return Transform
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---
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> name = RL.GetModelAnimationName( ModelAnimation animation )
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Get modelAnimation name
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- Success return string
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---
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## Model - Collision detection functions
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---
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@@ -4001,7 +4001,7 @@ function RL.GetModelBoundingBox( model ) end
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---@return any RL.SetModelTransform
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function RL.SetModelTransform( model, transform ) end
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---Get model mesh. Return as lightuserdata
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---Set model mesh.
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---- Failure return false
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---- Success return true
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---@param model any
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@@ -4010,14 +4010,14 @@ function RL.SetModelTransform( model, transform ) end
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---@return any success
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function RL.SetModelMesh( model, meshId, mesh ) end
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---Copies material to model material
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---Set material to model material
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---- Failure return false
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---- Success return true
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---@param model any
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---@param modelMaterialId integer
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---@param materialId integer
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---@param material any
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---@return any success
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function RL.SetModelMaterial( model, modelMaterialId, material ) end
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function RL.SetModelMaterial( model, materialId, material ) end
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---Set material for a mesh (Mesh and material on this model)
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---@param model any
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@@ -4436,6 +4436,16 @@ function RL.LoadModelAnimations( fileName ) end
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---@return any RL.UpdateModelAnimation
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function RL.UpdateModelAnimation( model, animation, frame ) end
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---Unload animation data
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---@param animation any
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---@return any RL.UnloadModelAnimation
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function RL.UnloadModelAnimation( animation ) end
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---Unload animation table data
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---@param animations table
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---@return any RL.UnloadModelAnimations
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function RL.UnloadModelAnimations( animations ) end
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---Check model animation skeleton match
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---- Success return bool
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---@param model any
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@@ -4443,6 +4453,31 @@ function RL.UpdateModelAnimation( model, animation, frame ) end
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---@return any valid
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function RL.IsModelAnimationValid( model, animation ) end
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---Set modelAnimation bones information (skeleton)
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---- Failure return false
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---- Success return true
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---@param animation any
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---@param boneId integer
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---@param bone any
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---@return any success
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function RL.SetModelAnimationBone( animation, boneId, bone ) end
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---Set modelAnimation bones base transformation (pose)
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---- Failure return false
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---- Success return true
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---@param animation any
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---@param frame integer
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---@param boneId integer
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---@param pose any
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---@return any success
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function RL.SetModelAnimationFramePose( animation, frame, boneId, pose ) end
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---Set modelAnimation name
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---@param animation any
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---@param name string
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---@return any RL.SetModelAnimationName
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function RL.SetModelAnimationName( animation, name ) end
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---Return modelAnimation bone count
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---- Success return int
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---@param animation any
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@@ -4455,6 +4490,29 @@ function RL.GetModelAnimationBoneCount( animation ) end
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---@return any frameCount
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function RL.GetModelAnimationFrameCount( animation ) end
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---Get modelAnimation bones information (skeleton)
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---- Failure return nil
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---- Success return BoneInfo
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---@param animation any
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---@param boneId integer
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---@return any bone
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function RL.GetModelAnimationBone( animation, boneId ) end
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---Get modelAnimation bones base transformation (pose)
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---- Failure return nil
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---- Success return Transform
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---@param animation any
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---@param frame integer
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---@param boneId integer
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---@return any pose
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function RL.GetModelAnimationFramePose( animation, frame, boneId ) end
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---Get modelAnimation name
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---- Success return string
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---@param animation any
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---@return any name
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function RL.GetModelAnimationName( animation ) end
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-- Model - Collision detection functions
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---Check collision between two spheres
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@@ -21,6 +21,7 @@ KEY CHANGES:
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- ADDED: Raygui wrapper library disabled and styles for each element.
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- ADDED: Files management functions.
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- ADDED: More Model management functions.
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- ADDED: More Model animations management functions.
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DETAILED CHANGES:
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- REMOVED: DrawLineBezierQuad, DrawLineBezierCubic.
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3
devnotes
3
devnotes
@@ -19,7 +19,7 @@ Backlog {
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* Core
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* Automation events functionality.
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* Models
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* More Animation management functions.
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* Mesh bone weight management?
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* Examples
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* Improve Dungeon crawler example by generating custom mesh instead of drawing 3D quads.
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@@ -38,5 +38,4 @@ Needs Testing {
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* rlUpdateTexture
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* rlReadTexturePixels
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* rlReadScreenPixels
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* SetModelMesh Test unloading for double free or other errors.
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}
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@@ -24,6 +24,10 @@ function RL.init()
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RL.SetCamera3DTarget( camera, { 0, 0, 0 } )
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RL.SetCamera3DUp( camera, { 0, 1, 0 } )
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RL.SetTextLineSpacing( 26 )
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-- If custom material or mesh is set to model, we need to use custom unloading to prevent double free errors.
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RL.SetGCUnload( false )
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texture = RL.LoadTexture( RL.GetBasePath().."../resources/images/monkey_tex.png" )
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material = RL.CreateMaterial( {
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@@ -37,8 +41,10 @@ function RL.init()
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},
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},
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} )
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model = RL.LoadModel( RL.GetBasePath().."../resources/iqm/monkey.iqm" )
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-- Unload old material.
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RL.UnloadMaterial( RL.GetModelMaterial( model, 0 ) )
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RL.SetModelMaterial( model, 0, material )
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animations = RL.LoadModelAnimations( RL.GetBasePath().."../resources/iqm/monkey.iqm" )
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end
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@@ -85,5 +91,12 @@ function RL.draw()
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Space: Play animation\
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Up arrow: Inreace animation speed\
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Down arrow: Decreace animation speed",
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{ 10, 10 }, 30, RL.WHITE )
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{ 10, 10 }, 30, RL.WHITE
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)
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end
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function RL.exit()
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RL.UnloadTexture( texture )
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RL.UnloadModel( model )
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RL.UnloadModelAnimations( animations )
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end
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@@ -3,7 +3,6 @@
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/* Internals. */
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void unloadMaterial( Material *material );
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/* Deleted from raylib. Need for freeing models. */
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void UnloadModelKeepMeshes( Model model );
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void DrawBillboardProNoRatio( Camera camera, Texture2D texture, Rectangle source, Vector3 position, Vector3 up, Vector2 size, Vector2 origin, float rotation, Color tint );
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void DrawBillboardRecNoRatio( Camera camera, Texture2D texture, Rectangle source, Vector3 position, Vector2 size, Color tint );
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@@ -97,9 +96,17 @@ int lmodelsGetMaterialParams( lua_State *L );
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/* Model animations management functions. */
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int lmodelsLoadModelAnimations( lua_State *L );
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int lmodelsUpdateModelAnimation( lua_State *L );
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int lmodelsUnloadModelAnimation( lua_State *L );
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int lmodelsUnloadModelAnimations( lua_State *L );
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int lmodelsIsModelAnimationValid( lua_State *L );
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int lmodelsSetModelAnimationBone( lua_State *L );
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int lmodelsSetModelAnimationFramePose( lua_State *L );
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int lmodelsSetModelAnimationName( lua_State *L );
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int lmodelsGetModelAnimationBoneCount( lua_State *L );
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int lmodelsGetModelAnimationFrameCount( lua_State *L );
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int lmodelsGetModelAnimationBone( lua_State *L );
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int lmodelsGetModelAnimationFramePose( lua_State *L );
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int lmodelsGetModelAnimationName( lua_State *L );
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/* Collision detection functions. */
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int lmodelsCheckCollisionSpheres( lua_State *L );
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int lmodelsCheckCollisionBoxes( lua_State *L );
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@@ -77,7 +77,6 @@ static void defineTexture() {
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luaL_newmetatable( L, "Texture" );
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lua_pushvalue( L, -1 );
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lua_setfield( L, -2, "__index" );
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lua_pushcfunction( L, gcTexture );
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lua_setfield( L, -2, "__gc" );
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}
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@@ -267,7 +266,6 @@ static int gcModel( lua_State *L ) {
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if ( state->gcUnload ) {
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Model *model = luaL_checkudata( L, 1, "Model" );
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UnloadModel( *model );
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// UnloadModelKeepMeshes( *model );
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}
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return 0;
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}
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@@ -1649,9 +1647,17 @@ void luaRegister() {
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/* Model animations management functions. */
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assingGlobalFunction( "LoadModelAnimations", lmodelsLoadModelAnimations );
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assingGlobalFunction( "UpdateModelAnimation", lmodelsUpdateModelAnimation );
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assingGlobalFunction( "UnloadModelAnimation", lmodelsUnloadModelAnimation );
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assingGlobalFunction( "UnloadModelAnimations", lmodelsUnloadModelAnimations );
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assingGlobalFunction( "IsModelAnimationValid", lmodelsIsModelAnimationValid );
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assingGlobalFunction( "SetModelAnimationBone", lmodelsSetModelAnimationBone );
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assingGlobalFunction( "SetModelAnimationFramePose", lmodelsSetModelAnimationFramePose );
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assingGlobalFunction( "SetModelAnimationName", lmodelsSetModelAnimationName );
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assingGlobalFunction( "GetModelAnimationBoneCount", lmodelsGetModelAnimationBoneCount );
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assingGlobalFunction( "GetModelAnimationFrameCount", lmodelsGetModelAnimationFrameCount );
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assingGlobalFunction( "GetModelAnimationBone", lmodelsGetModelAnimationBone );
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assingGlobalFunction( "GetModelAnimationFramePose", lmodelsGetModelAnimationFramePose );
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assingGlobalFunction( "GetModelAnimationName", lmodelsGetModelAnimationName );
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/* Collision detection functions. */
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assingGlobalFunction( "CheckCollisionSpheres", lmodelsCheckCollisionSpheres );
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assingGlobalFunction( "CheckCollisionBoxes", lmodelsCheckCollisionBoxes );
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238
src/models.c
238
src/models.c
@@ -10,26 +10,6 @@ void unloadMaterial( Material *material ) {
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free( material->maps );
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}
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// Unload model (but not meshes) from memory (RAM and/or VRAM)
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void UnloadModelKeepMeshes( Model model ) {
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// Unload materials maps
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// NOTE: As the user could be sharing shaders and textures between models,
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// we don't unload the material but just free it's maps,
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// the user is responsible for freeing models shaders and textures
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for (int i = 0; i < model.materialCount; i++) RL_FREE(model.materials[i].maps);
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// Unload arrays
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RL_FREE(model.meshes);
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RL_FREE(model.materials);
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RL_FREE(model.meshMaterial);
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// Unload animation data
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RL_FREE(model.bones);
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RL_FREE(model.bindPose);
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TraceLog( LOG_INFO, "MODEL: Unloaded model (but not meshes) from RAM and VRAM" );
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}
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void DrawBillboardProNoRatio( Camera camera, Texture2D texture, Rectangle source, Vector3 position, Vector3 up, Vector2 size, Vector2 origin, float rotation, Color tint ) {
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// NOTE: Billboard size will maintain source rectangle aspect ratio, size will represent billboard width
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// Vector2 sizeRatio = { size.x*(float)source.width/source.height, size.y };
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@@ -589,7 +569,7 @@ int lmodelsSetModelTransform( lua_State *L ) {
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/*
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> success = RL.SetModelMesh( Model model, int meshId, Mesh mesh )
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Get model mesh. Return as lightuserdata
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Set model mesh.
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- Failure return false
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- Success return true
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@@ -600,52 +580,35 @@ int lmodelsSetModelMesh( lua_State *L ) {
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Mesh *mesh = uluaGetMesh( L, 3 );
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if ( 0 <= meshId && meshId < model->meshCount ) {
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// TODO Test if mesh should be copied instead. Is there issues with unloading.
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model->meshes[ meshId ] = *mesh;
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lua_pushboolean( L, true );
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}
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else {
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TraceLog( LOG_WARNING, "MeshId %d out of bounds", meshId );
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TraceLog( LOG_WARNING, "SetModelMesh meshId %d out of bounds", meshId );
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lua_pushboolean( L, false );
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}
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return 1;
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}
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/*
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> success = RL.SetModelMaterial( Model model, int modelMaterialId, Material material )
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> success = RL.SetModelMaterial( Model model, int materialId, Material material )
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Copies material to model material
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Set material to model material
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- Failure return false
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- Success return true
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*/
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int lmodelsSetModelMaterial( lua_State *L ) {
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Model *model = uluaGetModel( L, 1 );
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int modelMaterialId = luaL_checkinteger( L, 2 );
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int materialId = luaL_checkinteger( L, 2 );
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Material *material = uluaGetMaterial( L, 3 );
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if ( 0 <= modelMaterialId && modelMaterialId < model->materialCount ) {
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/* Copy material data instead of using pointer. Pointer would result in double free error. */
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model->materials[ modelMaterialId ].shader = material->shader;
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model->materials[ modelMaterialId ].maps[ MATERIAL_MAP_ALBEDO ] = material->maps[ MATERIAL_MAP_ALBEDO ];
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model->materials[ modelMaterialId ].maps[ MATERIAL_MAP_METALNESS ] = material->maps[ MATERIAL_MAP_METALNESS ];
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model->materials[ modelMaterialId ].maps[ MATERIAL_MAP_NORMAL ] = material->maps[ MATERIAL_MAP_NORMAL ];
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model->materials[ modelMaterialId ].maps[ MATERIAL_MAP_ROUGHNESS ] = material->maps[ MATERIAL_MAP_ROUGHNESS ];
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model->materials[ modelMaterialId ].maps[ MATERIAL_MAP_OCCLUSION ] = material->maps[ MATERIAL_MAP_OCCLUSION ];
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model->materials[ modelMaterialId ].maps[ MATERIAL_MAP_EMISSION ] = material->maps[ MATERIAL_MAP_EMISSION ];
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model->materials[ modelMaterialId ].maps[ MATERIAL_MAP_HEIGHT ] = material->maps[ MATERIAL_MAP_HEIGHT ];
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model->materials[ modelMaterialId ].maps[ MATERIAL_MAP_CUBEMAP ] = material->maps[ MATERIAL_MAP_CUBEMAP ];
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model->materials[ modelMaterialId ].maps[ MATERIAL_MAP_IRRADIANCE ] = material->maps[ MATERIAL_MAP_IRRADIANCE ];
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model->materials[ modelMaterialId ].maps[ MATERIAL_MAP_PREFILTER ] = material->maps[ MATERIAL_MAP_PREFILTER ];
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model->materials[ modelMaterialId ].maps[ MATERIAL_MAP_BRDF ] = material->maps[ MATERIAL_MAP_BRDF ];
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for ( int i = 0; i < 4; i++ ) {
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model->materials[ modelMaterialId ].params[i] = material->params[i];
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}
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if ( 0 <= materialId && materialId < model->materialCount ) {
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model->materials[ materialId ] = *material;
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lua_pushboolean( L, true );
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}
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else {
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TraceLog( LOG_WARNING, "SetModelMaterial modelMaterialId %d out of bounds", modelMaterialId );
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TraceLog( LOG_WARNING, "SetModelMaterial materialId %d out of bounds", materialId );
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lua_pushboolean( L, false );
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}
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return 1;
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@@ -661,8 +624,14 @@ int lmodelsSetModelMeshMaterial( lua_State *L ) {
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int meshId = luaL_checkinteger( L, 2 );
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int materialId = luaL_checkinteger( L, 3 );
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if ( 0 <= meshId && meshId < model->meshCount && 0 <= materialId && materialId < model->materialCount ) {
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SetModelMeshMaterial( model, meshId, materialId );
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lua_pushboolean( L, true );
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}
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else {
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TraceLog( LOG_WARNING, "SetModelMaterial meshId %d or materialId %d out of bounds", meshId, materialId );
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lua_pushboolean( L, false );
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}
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return 0;
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}
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@@ -684,7 +653,7 @@ int lmodelsSetModelBone( lua_State *L ) {
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lua_pushboolean( L, true );
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}
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else {
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TraceLog( LOG_WARNING, "boneId %d out of bounds", boneId );
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TraceLog( LOG_WARNING, "SetModelBone boneId %d out of bounds", boneId );
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lua_pushboolean( L, false );
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}
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return 1;
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@@ -708,7 +677,7 @@ int lmodelsSetModelBindPose( lua_State *L ) {
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lua_pushboolean( L, true );
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}
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else {
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TraceLog( LOG_WARNING, "boneId %d out of bounds", boneId );
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TraceLog( LOG_WARNING, "SetModelBindPose boneId %d out of bounds", boneId );
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||||
lua_pushboolean( L, false );
|
||||
}
|
||||
return 1;
|
||||
@@ -775,7 +744,7 @@ int lmodelsGetModelMesh( lua_State *L ) {
|
||||
lua_pushlightuserdata( L, &model->meshes[ meshId ] );
|
||||
}
|
||||
else {
|
||||
TraceLog( LOG_WARNING, "MeshId %d out of bounds", meshId );
|
||||
TraceLog( LOG_WARNING, "GetModelMesh meshId %d out of bounds", meshId );
|
||||
lua_pushnil( L );
|
||||
}
|
||||
return 1;
|
||||
@@ -797,7 +766,7 @@ int lmodelsGetModelMaterial( lua_State *L ) {
|
||||
lua_pushlightuserdata( L, &model->materials[ materialId ] );
|
||||
}
|
||||
else {
|
||||
TraceLog( LOG_WARNING, "MaterialId %d out of bounds", materialId );
|
||||
TraceLog( LOG_WARNING, "GetModelMaterial materialId %d out of bounds", materialId );
|
||||
lua_pushnil( L );
|
||||
}
|
||||
return 1;
|
||||
@@ -834,7 +803,7 @@ int lmodelsGetModelBone( lua_State *L ) {
|
||||
uluaPushBoneInfo( L, model->bones[ boneId ] );
|
||||
}
|
||||
else {
|
||||
TraceLog( LOG_WARNING, "BoneId %d out of bounds", boneId );
|
||||
TraceLog( LOG_WARNING, "GetModelBone boneId %d out of bounds", boneId );
|
||||
lua_pushnil( L );
|
||||
}
|
||||
return 1;
|
||||
@@ -856,7 +825,7 @@ int lmodelsGetModelBindPose( lua_State *L ) {
|
||||
uluaPushTransform( L, model->bindPose[ boneId ] );
|
||||
}
|
||||
else {
|
||||
TraceLog( LOG_WARNING, "BoneId %d out of bounds", boneId );
|
||||
TraceLog( LOG_WARNING, "GetModelBindPose boneId %d out of bounds", boneId );
|
||||
lua_pushnil( L );
|
||||
}
|
||||
return 1;
|
||||
@@ -1955,7 +1924,6 @@ int lmodelsLoadModelAnimations( lua_State *L ) {
|
||||
uluaPushModelAnimation( L, anims[i] );
|
||||
lua_rawseti( L, -2, i+1 );
|
||||
}
|
||||
|
||||
return 1;
|
||||
}
|
||||
TraceLog( state->logLevelInvalid, "Invalid file '%s'", lua_tostring( L, 1 ) );
|
||||
@@ -1971,14 +1939,47 @@ Update model animation pose
|
||||
*/
|
||||
int lmodelsUpdateModelAnimation( lua_State *L ) {
|
||||
Model *model = uluaGetModel( L, 1 );
|
||||
ModelAnimation *modelAnimation = uluaGetModelAnimation( L, 2 );
|
||||
ModelAnimation *animation = uluaGetModelAnimation( L, 2 );
|
||||
int frame = luaL_checkinteger( L, 3 );
|
||||
|
||||
UpdateModelAnimation( *model, *modelAnimation, frame );
|
||||
UpdateModelAnimation( *model, *animation, frame );
|
||||
|
||||
return 0;
|
||||
}
|
||||
|
||||
/*
|
||||
> RL.UnloadModelAnimation( ModelAnimation animation )
|
||||
|
||||
Unload animation data
|
||||
*/
|
||||
int lmodelsUnloadModelAnimation( lua_State *L ) {
|
||||
ModelAnimation *animation = uluaGetModelAnimation( L, 1 );
|
||||
|
||||
UnloadModelAnimation( *animation );
|
||||
|
||||
return 0;
|
||||
}
|
||||
|
||||
/*
|
||||
> RL.UnloadModelAnimations( ModelAnimation{} animations )
|
||||
|
||||
Unload animation table data
|
||||
*/
|
||||
int lmodelsUnloadModelAnimations( lua_State *L ) {
|
||||
int t = 1, i = 0;
|
||||
lua_pushnil( L );
|
||||
|
||||
while ( lua_next( L, t ) != 0 ) {
|
||||
if ( lua_isuserdata( L, -1 ) ) {
|
||||
ModelAnimation *animation = uluaGetModelAnimation( L, lua_gettop( L ) );
|
||||
UnloadModelAnimation( *animation );
|
||||
}
|
||||
i++;
|
||||
lua_pop( L, 1 );
|
||||
}
|
||||
return 0;
|
||||
}
|
||||
|
||||
/*
|
||||
> valid = RL.IsModelAnimationValid( Model model, ModelAnimation animation )
|
||||
|
||||
@@ -1988,9 +1989,72 @@ Check model animation skeleton match
|
||||
*/
|
||||
int lmodelsIsModelAnimationValid( lua_State *L ) {
|
||||
Model *model = uluaGetModel( L, 1 );
|
||||
ModelAnimation *modelAnimation = uluaGetModelAnimation( L, 2 );
|
||||
ModelAnimation *animation = uluaGetModelAnimation( L, 2 );
|
||||
|
||||
lua_pushboolean( L, IsModelAnimationValid( *model, *modelAnimation ) );
|
||||
lua_pushboolean( L, IsModelAnimationValid( *model, *animation ) );
|
||||
|
||||
return 1;
|
||||
}
|
||||
|
||||
/*
|
||||
> success = RL.SetModelAnimationBone( ModelAnimation animation, int boneId, BoneInfo bone )
|
||||
|
||||
Set modelAnimation bones information (skeleton)
|
||||
|
||||
- Failure return false
|
||||
- Success return true
|
||||
*/
|
||||
int lmodelsSetModelAnimationBone( lua_State *L ) {
|
||||
ModelAnimation *animation = uluaGetModelAnimation( L, 1 );
|
||||
int boneId = luaL_checkinteger( L, 2 );
|
||||
BoneInfo bone = uluaGetBoneInfo( L, 3 );
|
||||
|
||||
if ( 0 <= boneId && boneId < animation->boneCount ) {
|
||||
animation->bones[ boneId ] = bone;
|
||||
lua_pushboolean( L, true );
|
||||
}
|
||||
else {
|
||||
TraceLog( LOG_WARNING, "SetModelAnimationBone boneId %d out of bounds", boneId );
|
||||
lua_pushboolean( L, false );
|
||||
}
|
||||
return 1;
|
||||
}
|
||||
|
||||
/*
|
||||
> success = RL.SetModelAnimationFramePose( ModelAnimation animation, int frame, int boneId, Transform pose )
|
||||
|
||||
Set modelAnimation bones base transformation (pose)
|
||||
|
||||
- Failure return false
|
||||
- Success return true
|
||||
*/
|
||||
int lmodelsSetModelAnimationFramePose( lua_State *L ) {
|
||||
ModelAnimation *animation = uluaGetModelAnimation( L, 1 );
|
||||
int frame = luaL_checkinteger( L, 2 );
|
||||
int boneId = luaL_checkinteger( L, 3 );
|
||||
Transform pose = uluaGetTransform( L, 4 );
|
||||
|
||||
if ( 0 <= frame && frame < animation->frameCount && 0 <= boneId && boneId < animation->boneCount ) {
|
||||
animation->framePoses[ frame ][ boneId ] = pose;
|
||||
lua_pushboolean( L, true );
|
||||
}
|
||||
else {
|
||||
TraceLog( LOG_WARNING, "SetModelAnimationFramePose frame %d or BoneId %d out of bounds", frame, boneId );
|
||||
lua_pushboolean( L, false );
|
||||
}
|
||||
return 1;
|
||||
}
|
||||
|
||||
/*
|
||||
> RL.SetModelAnimationName( ModelAnimation animation, string name )
|
||||
|
||||
Set modelAnimation name
|
||||
*/
|
||||
int lmodelsSetModelAnimationName( lua_State *L ) {
|
||||
ModelAnimation *animation = uluaGetModelAnimation( L, 1 );
|
||||
const char *name = luaL_checkstring( L, 2 );
|
||||
|
||||
strncpy( animation->name, name, 32 );
|
||||
|
||||
return 1;
|
||||
}
|
||||
@@ -2025,6 +2089,66 @@ int lmodelsGetModelAnimationFrameCount( lua_State *L ) {
|
||||
return 1;
|
||||
}
|
||||
|
||||
/*
|
||||
> bone = RL.GetModelAnimationBone( ModelAnimation animation, int boneId )
|
||||
|
||||
Get modelAnimation bones information (skeleton)
|
||||
|
||||
- Failure return nil
|
||||
- Success return BoneInfo
|
||||
*/
|
||||
int lmodelsGetModelAnimationBone( lua_State *L ) {
|
||||
ModelAnimation *animation = uluaGetModelAnimation( L, 1 );
|
||||
int boneId = luaL_checkinteger( L, 2 );
|
||||
|
||||
if ( 0 <= boneId && boneId < animation->boneCount ) {
|
||||
uluaPushBoneInfo( L, animation->bones[ boneId ] );
|
||||
}
|
||||
else {
|
||||
TraceLog( LOG_WARNING, "GetModelAnimationBone boneId %d out of bounds", boneId );
|
||||
lua_pushnil( L );
|
||||
}
|
||||
return 1;
|
||||
}
|
||||
|
||||
/*
|
||||
> pose = RL.GetModelAnimationFramePose( ModelAnimation animation, int frame, int boneId )
|
||||
|
||||
Get modelAnimation bones base transformation (pose)
|
||||
|
||||
- Failure return nil
|
||||
- Success return Transform
|
||||
*/
|
||||
int lmodelsGetModelAnimationFramePose( lua_State *L ) {
|
||||
ModelAnimation *animation = uluaGetModelAnimation( L, 1 );
|
||||
int frame = luaL_checkinteger( L, 2 );
|
||||
int boneId = luaL_checkinteger( L, 3 );
|
||||
|
||||
if ( 0 <= frame && frame < animation->frameCount && 0 <= boneId && boneId < animation->boneCount ) {
|
||||
uluaPushTransform( L, animation->framePoses[ frame ][ boneId ] );
|
||||
}
|
||||
else {
|
||||
TraceLog( LOG_WARNING, "GetModelAnimationFramePose frame %d or BoneId %d out of bounds", frame, boneId );
|
||||
lua_pushnil( L );
|
||||
}
|
||||
return 1;
|
||||
}
|
||||
|
||||
/*
|
||||
> name = RL.GetModelAnimationName( ModelAnimation animation )
|
||||
|
||||
Get modelAnimation name
|
||||
|
||||
- Success return string
|
||||
*/
|
||||
int lmodelsGetModelAnimationName( lua_State *L ) {
|
||||
ModelAnimation *animation = uluaGetModelAnimation( L, 1 );
|
||||
|
||||
lua_pushstring( L, animation->name );
|
||||
|
||||
return 1;
|
||||
}
|
||||
|
||||
/*
|
||||
## Model - Collision detection functions
|
||||
*/
|
||||
|
||||
Reference in New Issue
Block a user