Merged uluaGet*Index functions to uluaGet* functions.
This commit is contained in:
244
src/models.c
244
src/models.c
@@ -132,9 +132,9 @@ void DrawBillboardRecNoRatio( Camera camera, Texture2D texture, Rectangle source
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Draw a line in 3D world space
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*/
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int lmodelsDrawLine3D( lua_State *L ) {
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Vector3 startPos = uluaGetVector3Index( L, 1 );
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Vector3 endPos = uluaGetVector3Index( L, 2 );
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Color color = uluaGetColorIndex( L, 3 );
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Vector3 startPos = uluaGetVector3( L, 1 );
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Vector3 endPos = uluaGetVector3( L, 2 );
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Color color = uluaGetColor( L, 3 );
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DrawLine3D( startPos, endPos, color);
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@@ -147,8 +147,8 @@ int lmodelsDrawLine3D( lua_State *L ) {
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Draw a point in 3D space, actually a small line
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*/
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int lmodelsDrawPoint3D( lua_State *L ) {
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Vector3 position = uluaGetVector3Index( L, 1 );
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Color color = uluaGetColorIndex( L, 2 );
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Vector3 position = uluaGetVector3( L, 1 );
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Color color = uluaGetColor( L, 2 );
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DrawPoint3D( position, color );
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@@ -161,11 +161,11 @@ int lmodelsDrawPoint3D( lua_State *L ) {
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Draw a circle in 3D world space
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*/
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int lmodelsDrawCircle3D( lua_State *L ) {
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Vector3 center = uluaGetVector3Index( L, 1 );
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Vector3 center = uluaGetVector3( L, 1 );
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float radius = luaL_checknumber( L, 2 );
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Vector3 rotationAxis = uluaGetVector3Index( L, 3 );
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Vector3 rotationAxis = uluaGetVector3( L, 3 );
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float rotationAngle = luaL_checknumber( L, 4 );
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Color color = uluaGetColorIndex( L, 5 );
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Color color = uluaGetColor( L, 5 );
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DrawCircle3D( center, radius, rotationAxis, rotationAngle, color );
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@@ -178,10 +178,10 @@ int lmodelsDrawCircle3D( lua_State *L ) {
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Draw a color-filled triangle (Vertex in counter-clockwise order!)
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*/
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int lmodelsDrawTriangle3D( lua_State *L ) {
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Vector3 v1 = uluaGetVector3Index( L, 1 );
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Vector3 v2 = uluaGetVector3Index( L, 2 );
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Vector3 v3 = uluaGetVector3Index( L, 3 );
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Color color = uluaGetColorIndex( L, 4 );
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Vector3 v1 = uluaGetVector3( L, 1 );
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Vector3 v2 = uluaGetVector3( L, 2 );
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Vector3 v3 = uluaGetVector3( L, 3 );
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Color color = uluaGetColor( L, 4 );
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DrawTriangle3D( v1, v2, v3, color );
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@@ -194,9 +194,9 @@ int lmodelsDrawTriangle3D( lua_State *L ) {
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Draw cube
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*/
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int lmodelsDrawCube( lua_State *L ) {
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Vector3 pos = uluaGetVector3Index( L, 1 );
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Vector3 size = uluaGetVector3Index( L, 2 );
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Color color = uluaGetColorIndex( L, 3 );
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Vector3 pos = uluaGetVector3( L, 1 );
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Vector3 size = uluaGetVector3( L, 2 );
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Color color = uluaGetColor( L, 3 );
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DrawCubeV( pos, size, color );
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@@ -209,9 +209,9 @@ int lmodelsDrawCube( lua_State *L ) {
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Draw cube wires
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*/
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int lmodelsDrawCubeWires( lua_State *L ) {
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Vector3 pos = uluaGetVector3Index( L, 1 );
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Vector3 size = uluaGetVector3Index( L, 2 );
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Color color = uluaGetColorIndex( L, 3 );
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Vector3 pos = uluaGetVector3( L, 1 );
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Vector3 size = uluaGetVector3( L, 2 );
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Color color = uluaGetColor( L, 3 );
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DrawCubeWiresV( pos, size, color );
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@@ -224,9 +224,9 @@ int lmodelsDrawCubeWires( lua_State *L ) {
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Draw sphere
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*/
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int lmodelsDrawSphere( lua_State *L ) {
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Vector3 centerPos = uluaGetVector3Index( L, 1 );
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Vector3 centerPos = uluaGetVector3( L, 1 );
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float radius = luaL_checknumber( L, 2 );
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Color color = uluaGetColorIndex( L, 3 );
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Color color = uluaGetColor( L, 3 );
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DrawSphere( centerPos, radius, color );
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@@ -239,11 +239,11 @@ int lmodelsDrawSphere( lua_State *L ) {
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Draw sphere with extended parameters
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*/
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int lmodelsDrawSphereEx( lua_State *L ) {
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Vector3 centerPos = uluaGetVector3Index( L, 1 );
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Vector3 centerPos = uluaGetVector3( L, 1 );
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float radius = luaL_checknumber( L, 2 );
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int rings = luaL_checkinteger( L, 3 );
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int slices = luaL_checkinteger( L, 4 );
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Color color = uluaGetColorIndex( L, 5 );
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Color color = uluaGetColor( L, 5 );
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DrawSphereEx( centerPos, radius, rings, slices, color );
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@@ -256,11 +256,11 @@ int lmodelsDrawSphereEx( lua_State *L ) {
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Draw sphere wires
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*/
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int lmodelsDrawSphereWires( lua_State *L ) {
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Vector3 centerPos = uluaGetVector3Index( L, 1 );
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Vector3 centerPos = uluaGetVector3( L, 1 );
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float radius = luaL_checknumber( L, 2 );
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int rings = luaL_checkinteger( L, 3 );
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int slices = luaL_checkinteger( L, 4 );
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Color color = uluaGetColorIndex( L, 5 );
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Color color = uluaGetColor( L, 5 );
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DrawSphereWires( centerPos, radius, rings, slices, color );
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@@ -273,12 +273,12 @@ int lmodelsDrawSphereWires( lua_State *L ) {
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Draw a cylinder/cone
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*/
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int lmodelsDrawCylinder( lua_State *L ) {
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Vector3 position = uluaGetVector3Index( L, 1 );
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Vector3 position = uluaGetVector3( L, 1 );
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float radiusTop = luaL_checknumber( L, 2 );
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float radiusBottom = luaL_checknumber( L, 3 );
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float height = luaL_checknumber( L, 4 );
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int slices = luaL_checkinteger( L, 5 );
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Color color = uluaGetColorIndex( L, 6 );
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Color color = uluaGetColor( L, 6 );
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DrawCylinder( position, radiusTop, radiusBottom, height, slices, color );
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@@ -291,12 +291,12 @@ int lmodelsDrawCylinder( lua_State *L ) {
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Draw a cylinder with base at startPos and top at endPos
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*/
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int lmodelsDrawCylinderEx( lua_State *L ) {
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Vector3 startPos = uluaGetVector3Index( L, 1 );
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Vector3 endPos = uluaGetVector3Index( L, 2 );
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Vector3 startPos = uluaGetVector3( L, 1 );
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Vector3 endPos = uluaGetVector3( L, 2 );
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float startRadius = luaL_checknumber( L, 3 );
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float endRadius = luaL_checknumber( L, 4 );
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int sides = luaL_checkinteger( L, 5 );
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Color color = uluaGetColorIndex( L, 6 );
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Color color = uluaGetColor( L, 6 );
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DrawCylinderEx( startPos, endPos, startRadius, endRadius, sides, color );
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@@ -309,12 +309,12 @@ int lmodelsDrawCylinderEx( lua_State *L ) {
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Draw a cylinder/cone wires
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*/
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int lmodelsDrawCylinderWires( lua_State *L ) {
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Vector3 position = uluaGetVector3Index( L, 1 );
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Vector3 position = uluaGetVector3( L, 1 );
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float radiusTop = luaL_checknumber( L, 2 );
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float radiusBottom = luaL_checknumber( L, 3 );
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float height = luaL_checknumber( L, 4 );
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int slices = luaL_checkinteger( L, 5 );
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Color color = uluaGetColorIndex( L, 6 );
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Color color = uluaGetColor( L, 6 );
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DrawCylinderWires( position, radiusTop, radiusBottom, height, slices, color );
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@@ -327,12 +327,12 @@ int lmodelsDrawCylinderWires( lua_State *L ) {
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Draw a cylinder wires with base at startPos and top at endPos
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*/
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int lmodelsDrawCylinderWiresEx( lua_State *L ) {
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Vector3 startPos = uluaGetVector3Index( L, 1 );
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Vector3 endPos = uluaGetVector3Index( L, 2 );
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Vector3 startPos = uluaGetVector3( L, 1 );
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Vector3 endPos = uluaGetVector3( L, 2 );
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float startRadius = luaL_checknumber( L, 3 );
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float endRadius = luaL_checknumber( L, 4 );
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int sides = luaL_checkinteger( L, 5 );
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Color color = uluaGetColorIndex( L, 6 );
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Color color = uluaGetColor( L, 6 );
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DrawCylinderWiresEx( startPos, endPos, startRadius, endRadius, sides, color );
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@@ -345,12 +345,12 @@ int lmodelsDrawCylinderWiresEx( lua_State *L ) {
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Draw a capsule with the center of its sphere caps at startPos and endPos
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*/
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int lmodelsDrawCapsule( lua_State *L ) {
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Vector3 startPos = uluaGetVector3Index( L, 1 );
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Vector3 endPos = uluaGetVector3Index( L, 2 );
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Vector3 startPos = uluaGetVector3( L, 1 );
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Vector3 endPos = uluaGetVector3( L, 2 );
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float radius = luaL_checknumber( L, 3 );
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int slices = luaL_checkinteger( L, 4 );
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int rings = luaL_checkinteger( L, 5 );
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Color color = uluaGetColorIndex( L, 6 );
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Color color = uluaGetColor( L, 6 );
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DrawCapsule( startPos, endPos, radius, slices, rings, color );
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@@ -363,12 +363,12 @@ int lmodelsDrawCapsule( lua_State *L ) {
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Draw capsule wireframe with the center of its sphere caps at startPos and endPos
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*/
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int lmodelsDrawCapsuleWires( lua_State *L ) {
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Vector3 startPos = uluaGetVector3Index( L, 1 );
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Vector3 endPos = uluaGetVector3Index( L, 2 );
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Vector3 startPos = uluaGetVector3( L, 1 );
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Vector3 endPos = uluaGetVector3( L, 2 );
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float radius = luaL_checknumber( L, 3 );
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int slices = luaL_checkinteger( L, 4 );
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int rings = luaL_checkinteger( L, 5 );
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Color color = uluaGetColorIndex( L, 6 );
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Color color = uluaGetColor( L, 6 );
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DrawCapsuleWires( startPos, endPos, radius, slices, rings, color );
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@@ -381,9 +381,9 @@ int lmodelsDrawCapsuleWires( lua_State *L ) {
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Draw a plane XZ
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*/
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int lmodelsDrawPlane( lua_State *L ) {
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Vector3 centerPos = uluaGetVector3Index( L, 1 );
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Vector2 size = uluaGetVector2Index( L, 2 );
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Color color = uluaGetColorIndex( L, 3 );
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Vector3 centerPos = uluaGetVector3( L, 1 );
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Vector2 size = uluaGetVector2( L, 2 );
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Color color = uluaGetColor( L, 3 );
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DrawPlane( centerPos, size, color );
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@@ -406,7 +406,7 @@ int lmodelDrawQuad3DTexture( lua_State *L ) {
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while ( lua_next( L, t ) != 0 ) {
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if ( lua_istable( L, -1 ) && i < 4 ) {
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vertices[i] = uluaGetVector3( L );
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vertices[i] = uluaGetVector3( L, lua_gettop( L ) );
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}
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i++;
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lua_pop( L, 1 );
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@@ -420,7 +420,7 @@ int lmodelDrawQuad3DTexture( lua_State *L ) {
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while ( lua_next( L, t ) != 0 ) {
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if ( lua_istable( L, -1 ) && i < 4 ) {
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texcoords[i] = uluaGetVector2( L );
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texcoords[i] = uluaGetVector2( L, lua_gettop( L ) );
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}
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i++;
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lua_pop( L, 1 );
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@@ -434,7 +434,7 @@ int lmodelDrawQuad3DTexture( lua_State *L ) {
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while ( lua_next( L, t ) != 0 ) {
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if ( lua_istable( L, -1 ) && i < 4 ) {
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colors[i] = uluaGetColor( L );
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colors[i] = uluaGetColor( L, lua_gettop( L ) );
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}
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i++;
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lua_pop( L, 1 );
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@@ -464,8 +464,8 @@ int lmodelDrawQuad3DTexture( lua_State *L ) {
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Draw a ray line
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*/
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int lmodelsDrawRay( lua_State *L ) {
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Ray ray = uluaGetRayIndex( L, 1 );
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Color color = uluaGetColorIndex( L, 2 );
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Ray ray = uluaGetRay( L, 1 );
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Color color = uluaGetColor( L, 2 );
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DrawRay( ray, color );
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@@ -532,7 +532,7 @@ Generate cuboid mesh
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- Success return Mesh
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*/
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int lmodelsGenMeshCube( lua_State *L ) {
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Vector3 size = uluaGetVector3Index( L, 1 );
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Vector3 size = uluaGetVector3( L, 1 );
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uluaPushMesh( L, GenMeshCube( size.x, size.y, size.z ) );
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@@ -635,7 +635,7 @@ Generate heightmap mesh from image data
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*/
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int lmodelsGenMeshHeightmap( lua_State *L ) {
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Image *heightmap = uluaGetImage( L, 1 );
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Vector3 size = uluaGetVector3Index( L, 2 );
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Vector3 size = uluaGetVector3( L, 2 );
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uluaPushMesh( L, GenMeshHeightmap( *heightmap, size ) );
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@@ -660,7 +660,7 @@ int lmodelsGenMeshCustom( lua_State *L ) {
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while ( lua_next( L, t ) != 0 ) {
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if ( strcmp( "vertices", (char*)lua_tostring( L, -2 ) ) == 0 && lua_istable( L, -1 ) ) {
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size_t len = uluaGetTableLen( L );
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size_t len = uluaGetTableLen( L, lua_gettop( L ) );
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mesh.vertexCount = len;
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mesh.triangleCount = len / 3;
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@@ -671,7 +671,7 @@ int lmodelsGenMeshCustom( lua_State *L ) {
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lua_pushnil( L );
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while ( lua_next( L, t2 ) != 0 ) {
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Vector3 vec = uluaGetVector3( L );
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Vector3 vec = uluaGetVector3( L, lua_gettop( L ) );
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mesh.vertices[(i*3)+0] = vec.x;
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mesh.vertices[(i*3)+1] = vec.y;
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@@ -681,7 +681,7 @@ int lmodelsGenMeshCustom( lua_State *L ) {
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}
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}
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else if ( strcmp( "texcoords", (char*)lua_tostring( L, -2 ) ) == 0 && lua_istable( L, -1 ) ) {
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size_t len = uluaGetTableLen( L );
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size_t len = uluaGetTableLen( L, lua_gettop( L ) );
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mesh.texcoords = (float*)MemAlloc( len * 2 * sizeof(float) );
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@@ -690,7 +690,7 @@ int lmodelsGenMeshCustom( lua_State *L ) {
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lua_pushnil( L );
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while ( lua_next( L, t2 ) != 0 ) {
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Vector2 vec = uluaGetVector2( L );
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Vector2 vec = uluaGetVector2( L, lua_gettop( L ) );
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mesh.texcoords[(i*2)+0] = vec.x;
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mesh.texcoords[(i*2)+1] = vec.y;
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@@ -699,7 +699,7 @@ int lmodelsGenMeshCustom( lua_State *L ) {
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}
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}
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else if ( strcmp( "texcoords2", (char*)lua_tostring( L, -2 ) ) == 0 && lua_istable( L, -1 ) ) {
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size_t len = uluaGetTableLen( L );
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size_t len = uluaGetTableLen( L, lua_gettop( L ) );
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mesh.texcoords2 = (float*)MemAlloc( len * 2 * sizeof(float) );
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@@ -708,7 +708,7 @@ int lmodelsGenMeshCustom( lua_State *L ) {
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lua_pushnil( L );
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while ( lua_next( L, t2 ) != 0 ) {
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Vector2 vec = uluaGetVector2( L );
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Vector2 vec = uluaGetVector2( L, lua_gettop( L ) );
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mesh.texcoords2[(i*2)+0] = vec.x;
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mesh.texcoords2[(i*2)+1] = vec.y;
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@@ -717,7 +717,7 @@ int lmodelsGenMeshCustom( lua_State *L ) {
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}
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}
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else if ( strcmp( "normals", (char*)lua_tostring( L, -2 ) ) == 0 && lua_istable( L, -1 ) ) {
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size_t len = uluaGetTableLen( L );
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size_t len = uluaGetTableLen( L, lua_gettop( L ) );
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mesh.normals = (float*)MemAlloc( len * 3 * sizeof(float) );
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@@ -726,7 +726,7 @@ int lmodelsGenMeshCustom( lua_State *L ) {
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lua_pushnil( L );
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while ( lua_next( L, t2 ) != 0 ) {
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Vector3 vec = uluaGetVector3( L );
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Vector3 vec = uluaGetVector3( L, lua_gettop( L ) );
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mesh.normals[(i*3)+0] = vec.x;
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mesh.normals[(i*3)+1] = vec.y;
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@@ -736,7 +736,7 @@ int lmodelsGenMeshCustom( lua_State *L ) {
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}
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}
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else if ( strcmp( "tangents", (char*)lua_tostring( L, -2 ) ) == 0 && lua_istable( L, -1 ) ) {
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size_t len = uluaGetTableLen( L );
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size_t len = uluaGetTableLen( L, lua_gettop( L ) );
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mesh.tangents = (float*)MemAlloc( len * 4 * sizeof(float) );
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@@ -745,7 +745,7 @@ int lmodelsGenMeshCustom( lua_State *L ) {
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lua_pushnil( L );
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while ( lua_next( L, t2 ) != 0 ) {
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Vector4 vec = uluaGetVector4( L );
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Vector4 vec = uluaGetVector4( L, lua_gettop( L ) );
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mesh.tangents[(i*4)+0] = vec.x;
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mesh.tangents[(i*4)+1] = vec.y;
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@@ -756,7 +756,7 @@ int lmodelsGenMeshCustom( lua_State *L ) {
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}
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}
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else if ( strcmp( "colors", (char*)lua_tostring( L, -2 ) ) == 0 && lua_istable( L, -1 ) ) {
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size_t len = uluaGetTableLen( L );
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size_t len = uluaGetTableLen( L, lua_gettop( L ) );
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mesh.colors = (unsigned char*)MemAlloc( len * 4 * sizeof(unsigned char) );
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@@ -765,7 +765,7 @@ int lmodelsGenMeshCustom( lua_State *L ) {
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lua_pushnil( L );
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while ( lua_next( L, t2 ) != 0 ) {
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Color color = uluaGetColor( L );
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Color color = uluaGetColor( L, lua_gettop( L ) );
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mesh.colors[(i*4)+0] = color.r;
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mesh.colors[(i*4)+1] = color.g;
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@@ -776,7 +776,7 @@ int lmodelsGenMeshCustom( lua_State *L ) {
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}
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}
|
||||
else if ( strcmp( "indices", (char*)lua_tostring( L, -2 ) ) == 0 && lua_istable( L, -1 ) ) {
|
||||
size_t len = uluaGetTableLen( L );
|
||||
size_t len = uluaGetTableLen( L, lua_gettop( L ) );
|
||||
|
||||
mesh.indices = (unsigned short*)MemAlloc( len * sizeof(unsigned short) );
|
||||
|
||||
@@ -813,7 +813,7 @@ int lmodelsUpdateMesh( lua_State *L ) {
|
||||
|
||||
while ( lua_next( L, t ) != 0 ) {
|
||||
if ( strcmp( "vertices", (char*)lua_tostring( L, -2 ) ) == 0 && lua_istable( L, -1 ) ) {
|
||||
size_t len = uluaGetTableLen( L );
|
||||
size_t len = uluaGetTableLen( L, lua_gettop( L ) );
|
||||
Vector3 data[ len ];
|
||||
|
||||
int t2 = lua_gettop( L );
|
||||
@@ -821,14 +821,14 @@ int lmodelsUpdateMesh( lua_State *L ) {
|
||||
lua_pushnil( L );
|
||||
|
||||
while ( lua_next( L, t2 ) != 0 && i < mesh->vertexCount ) {
|
||||
data[i] = uluaGetVector3( L );
|
||||
data[i] = uluaGetVector3( L, lua_gettop( L ) );
|
||||
i++;
|
||||
lua_pop( L, 1 );
|
||||
}
|
||||
UpdateMeshBuffer( *mesh, 0, (void*)data, len * 3 * sizeof( float ), 0 );
|
||||
}
|
||||
else if ( strcmp( "texcoords", (char*)lua_tostring( L, -2 ) ) == 0 && lua_istable( L, -1 ) ) {
|
||||
size_t len = uluaGetTableLen( L );
|
||||
size_t len = uluaGetTableLen( L, lua_gettop( L ) );
|
||||
Vector2 data[ len ];
|
||||
|
||||
int t2 = lua_gettop( L );
|
||||
@@ -836,14 +836,14 @@ int lmodelsUpdateMesh( lua_State *L ) {
|
||||
lua_pushnil( L );
|
||||
|
||||
while ( lua_next( L, t2 ) != 0 ) {
|
||||
data[i] = uluaGetVector2( L );
|
||||
data[i] = uluaGetVector2( L, lua_gettop( L ) );
|
||||
i++;
|
||||
lua_pop( L, 1 );
|
||||
}
|
||||
UpdateMeshBuffer( *mesh, 1, (void*)data, len * 2 * sizeof( float ), 0 );
|
||||
}
|
||||
else if ( strcmp( "texcoords2", (char*)lua_tostring( L, -2 ) ) == 0 && lua_istable( L, -1 ) ) {
|
||||
size_t len = uluaGetTableLen( L );
|
||||
size_t len = uluaGetTableLen( L, lua_gettop( L ) );
|
||||
Vector2 data[ len ];
|
||||
|
||||
int t2 = lua_gettop( L );
|
||||
@@ -851,14 +851,14 @@ int lmodelsUpdateMesh( lua_State *L ) {
|
||||
lua_pushnil( L );
|
||||
|
||||
while ( lua_next( L, t2 ) != 0 ) {
|
||||
data[i] = uluaGetVector2( L );
|
||||
data[i] = uluaGetVector2( L, lua_gettop( L ) );
|
||||
i++;
|
||||
lua_pop( L, 1 );
|
||||
}
|
||||
UpdateMeshBuffer( *mesh, 5, (void*)data, len * 2 * sizeof( float ), 0 );
|
||||
}
|
||||
else if ( strcmp( "normals", (char*)lua_tostring( L, -2 ) ) == 0 && lua_istable( L, -1 ) ) {
|
||||
size_t len = uluaGetTableLen( L );
|
||||
size_t len = uluaGetTableLen( L, lua_gettop( L ) );
|
||||
Vector3 data[ len ];
|
||||
|
||||
int t2 = lua_gettop( L );
|
||||
@@ -866,14 +866,14 @@ int lmodelsUpdateMesh( lua_State *L ) {
|
||||
lua_pushnil( L );
|
||||
|
||||
while ( lua_next( L, t2 ) != 0 ) {
|
||||
data[i] = uluaGetVector3( L );
|
||||
data[i] = uluaGetVector3( L, lua_gettop( L ) );
|
||||
i++;
|
||||
lua_pop( L, 1 );
|
||||
}
|
||||
UpdateMeshBuffer( *mesh, 2, (void*)data, len * 3 * sizeof( float ), 0 );
|
||||
}
|
||||
else if ( strcmp( "tangents", (char*)lua_tostring( L, -2 ) ) == 0 && lua_istable( L, -1 ) ) {
|
||||
size_t len = uluaGetTableLen( L );
|
||||
size_t len = uluaGetTableLen( L, lua_gettop( L ) );
|
||||
Vector4 data[ len ];
|
||||
|
||||
int t2 = lua_gettop( L );
|
||||
@@ -881,14 +881,14 @@ int lmodelsUpdateMesh( lua_State *L ) {
|
||||
lua_pushnil( L );
|
||||
|
||||
while ( lua_next( L, t2 ) != 0 ) {
|
||||
data[i] = uluaGetVector4( L );
|
||||
data[i] = uluaGetVector4( L, lua_gettop( L ) );
|
||||
i++;
|
||||
lua_pop( L, 1 );
|
||||
}
|
||||
UpdateMeshBuffer( *mesh, 4, (void*)data, len * 4 * sizeof( float ), 0 );
|
||||
}
|
||||
else if ( strcmp( "colors", (char*)lua_tostring( L, -2 ) ) == 0 && lua_istable( L, -1 ) ) {
|
||||
size_t len = uluaGetTableLen( L );
|
||||
size_t len = uluaGetTableLen( L, lua_gettop( L ) );
|
||||
Color data[ len ];
|
||||
|
||||
int t2 = lua_gettop( L );
|
||||
@@ -896,14 +896,14 @@ int lmodelsUpdateMesh( lua_State *L ) {
|
||||
lua_pushnil( L );
|
||||
|
||||
while ( lua_next( L, t2 ) != 0 ) {
|
||||
data[i] = uluaGetColor( L );
|
||||
data[i] = uluaGetColor( L, lua_gettop( L ) );
|
||||
i++;
|
||||
lua_pop( L, 1 );
|
||||
}
|
||||
UpdateMeshBuffer( *mesh, 3, (void*)data, len * 4 * sizeof( unsigned char ), 0 );
|
||||
}
|
||||
else if ( strcmp( "indices", (char*)lua_tostring( L, -2 ) ) == 0 && lua_istable( L, -1 ) ) {
|
||||
size_t len = uluaGetTableLen( L );
|
||||
size_t len = uluaGetTableLen( L, lua_gettop( L ) );
|
||||
unsigned short data[ len ];
|
||||
|
||||
int t2 = lua_gettop( L );
|
||||
@@ -944,7 +944,7 @@ Draw a 3d mesh with material and transform
|
||||
int lmodelsDrawMesh( lua_State *L ) {
|
||||
Mesh *mesh = uluaGetMesh( L, 1 );
|
||||
Material *material = uluaGetMaterial( L, 2 );
|
||||
Matrix matrix = uluaGetMatrixIndex( L, 3 );
|
||||
Matrix matrix = uluaGetMatrix( L, 3 );
|
||||
|
||||
DrawMesh( *mesh, *material, matrix );
|
||||
|
||||
@@ -969,7 +969,7 @@ int lmodelsDrawMeshInstanced( lua_State *L ) {
|
||||
|
||||
while ( lua_next( L, t ) != 0 ) {
|
||||
if ( lua_istable( L, -1 ) ) {
|
||||
transforms[i] = uluaGetMatrix( L );
|
||||
transforms[i] = uluaGetMatrix( L, lua_gettop( L ) );
|
||||
}
|
||||
i++;
|
||||
lua_pop( L, 1 );
|
||||
@@ -990,7 +990,7 @@ NOTE: Currently only works on custom mesh
|
||||
*/
|
||||
int lmodelsSetMeshColor( lua_State *L ) {
|
||||
Mesh *mesh = uluaGetMesh( L, 1 );
|
||||
Color color = uluaGetColorIndex( L, 2 );
|
||||
Color color = uluaGetColor( L, 2 );
|
||||
|
||||
if ( mesh->colors == NULL ) {
|
||||
TraceLog( state->logLevelInvalid, "Mesh doesn't have vertex colors allocated" );
|
||||
@@ -1128,7 +1128,7 @@ int lmodelsCreateMaterial( lua_State *L ) {
|
||||
printf( "Material Create material.maps[map].texture.id = %d\n", material.maps[map].texture.id );
|
||||
}
|
||||
else if ( strcmp( "color", (char*)lua_tostring( L, -2 ) ) == 0 ) {
|
||||
material.maps[map].color = uluaGetColorIndex( L, lua_gettop( L ) );
|
||||
material.maps[map].color = uluaGetColor( L, lua_gettop( L ) );
|
||||
}
|
||||
else if ( strcmp( "value", (char*)lua_tostring( L, -2 ) ) == 0 ) {
|
||||
material.maps[map].value = luaL_checkinteger( L, -1 );
|
||||
@@ -1224,7 +1224,7 @@ Set color for a material map type
|
||||
int lmodelsSetMaterialColor( lua_State *L ) {
|
||||
Material *material = uluaGetMaterial( L, 1 );
|
||||
int mapType = luaL_checkinteger( L, 2 );
|
||||
Color color = uluaGetColorIndex( L, 3 );
|
||||
Color color = uluaGetColor( L, 3 );
|
||||
|
||||
material->maps[ mapType ].color = color;
|
||||
|
||||
@@ -1268,7 +1268,7 @@ Set material generic parameters (if required)
|
||||
int lmodelsSetMaterialParams( lua_State *L ) {
|
||||
Material *material = uluaGetMaterial( L, 1 );
|
||||
|
||||
size_t len = uluaGetTableLenIndex( L, 2 );
|
||||
size_t len = uluaGetTableLen( L, 2 );
|
||||
|
||||
float params[ len ];
|
||||
|
||||
@@ -1448,9 +1448,9 @@ Draw a model (With texture if set)
|
||||
*/
|
||||
int lmodelsDrawModel( lua_State *L ) {
|
||||
Model *model = uluaGetModel( L, 1 );
|
||||
Vector3 position = uluaGetVector3Index( L, 2 );
|
||||
Vector3 position = uluaGetVector3( L, 2 );
|
||||
float scale = luaL_checknumber( L, 3 );
|
||||
Color tint = uluaGetColorIndex( L, 4 );
|
||||
Color tint = uluaGetColor( L, 4 );
|
||||
|
||||
DrawModel( *model, position, scale, tint );
|
||||
|
||||
@@ -1464,11 +1464,11 @@ Draw a model with extended parameters
|
||||
*/
|
||||
int lmodelsDrawModelEx( lua_State *L ) {
|
||||
Model *model = uluaGetModel( L, 1 );
|
||||
Vector3 position = uluaGetVector3Index( L, 2 );
|
||||
Vector3 rotationAxis = uluaGetVector3Index( L, 3 );
|
||||
Vector3 position = uluaGetVector3( L, 2 );
|
||||
Vector3 rotationAxis = uluaGetVector3( L, 3 );
|
||||
float rotationAngle = luaL_checknumber( L, 4 );
|
||||
Vector3 scale = uluaGetVector3Index( L, 5 );
|
||||
Color tint = uluaGetColorIndex( L, 6 );
|
||||
Vector3 scale = uluaGetVector3( L, 5 );
|
||||
Color tint = uluaGetColor( L, 6 );
|
||||
|
||||
DrawModelEx( *model, position, rotationAxis, rotationAngle, scale, tint );
|
||||
|
||||
@@ -1531,9 +1531,9 @@ Draw a billboard texture
|
||||
int lmodelsDrawBillboard( lua_State *L ) {
|
||||
Camera3D *camera = uluaGetCamera3D( L, 1 );
|
||||
Texture *texture = uluaGetTexture( L, 2 );
|
||||
Vector3 position = uluaGetVector3Index( L, 3 );
|
||||
Vector3 position = uluaGetVector3( L, 3 );
|
||||
float size = luaL_checknumber( L, 4 );
|
||||
Color tint = uluaGetColorIndex( L, 5 );
|
||||
Color tint = uluaGetColor( L, 5 );
|
||||
|
||||
DrawBillboard( *camera, *texture, position, size, tint );
|
||||
|
||||
@@ -1548,10 +1548,10 @@ Draw a billboard texture defined by source
|
||||
int lmodelsDrawBillboardRec( lua_State *L ) {
|
||||
Camera3D *camera = uluaGetCamera3D( L, 1 );
|
||||
Texture *texture = uluaGetTexture( L, 2 );
|
||||
Rectangle source = uluaGetRectangleIndex( L, 3 );
|
||||
Vector3 position = uluaGetVector3Index( L, 4 );
|
||||
Vector2 size = uluaGetVector2Index( L, 5 );
|
||||
Color tint = uluaGetColorIndex( L, 6 );
|
||||
Rectangle source = uluaGetRectangle( L, 3 );
|
||||
Vector3 position = uluaGetVector3( L, 4 );
|
||||
Vector2 size = uluaGetVector2( L, 5 );
|
||||
Color tint = uluaGetColor( L, 6 );
|
||||
|
||||
DrawBillboardRecNoRatio( *camera, *texture, source, position, size, tint );
|
||||
|
||||
@@ -1566,13 +1566,13 @@ Draw a billboard texture defined by source and rotation
|
||||
int lmodelsDrawBillboardPro( lua_State *L ) {
|
||||
Camera3D *camera = uluaGetCamera3D( L, 1 );
|
||||
Texture *texture = uluaGetTexture( L, 2 );
|
||||
Rectangle source = uluaGetRectangleIndex( L, 3 );
|
||||
Vector3 position = uluaGetVector3Index( L, 4 );
|
||||
Vector3 up = uluaGetVector3Index( L, 5 );
|
||||
Vector2 size = uluaGetVector2Index( L, 6 );
|
||||
Vector2 origin = uluaGetVector2Index( L, 7 );
|
||||
Rectangle source = uluaGetRectangle( L, 3 );
|
||||
Vector3 position = uluaGetVector3( L, 4 );
|
||||
Vector3 up = uluaGetVector3( L, 5 );
|
||||
Vector2 size = uluaGetVector2( L, 6 );
|
||||
Vector2 origin = uluaGetVector2( L, 7 );
|
||||
float rotation = luaL_checknumber( L, 8 );
|
||||
Color tint = uluaGetColorIndex( L, 9 );
|
||||
Color tint = uluaGetColor( L, 9 );
|
||||
|
||||
DrawBillboardProNoRatio( *camera, *texture, source, position, up, size, origin, rotation, tint );
|
||||
|
||||
@@ -1586,7 +1586,7 @@ Set model transform matrix
|
||||
*/
|
||||
int lmodelsSetModelTransform( lua_State *L ) {
|
||||
Model *model = uluaGetModel( L, 1 );
|
||||
Matrix transform = uluaGetMatrixIndex( L, 2 );
|
||||
Matrix transform = uluaGetMatrix( L, 2 );
|
||||
|
||||
model->transform = transform;
|
||||
|
||||
@@ -1713,9 +1713,9 @@ Check collision between two spheres
|
||||
- Success return bool
|
||||
*/
|
||||
int lmodelsCheckCollisionSpheres( lua_State *L ) {
|
||||
Vector3 center1 = uluaGetVector3Index( L, 1 );
|
||||
Vector3 center1 = uluaGetVector3( L, 1 );
|
||||
float radius1 = luaL_checknumber( L, 2 );
|
||||
Vector3 center2 = uluaGetVector3Index( L, 3 );
|
||||
Vector3 center2 = uluaGetVector3( L, 3 );
|
||||
float radius2 = luaL_checknumber( L, 4 );
|
||||
|
||||
lua_pushboolean( L, CheckCollisionSpheres( center1, radius1, center2, radius2 ) );
|
||||
@@ -1731,8 +1731,8 @@ Check collision between two bounding boxes
|
||||
- Success return bool
|
||||
*/
|
||||
int lmodelsCheckCollisionBoxes( lua_State *L ) {
|
||||
BoundingBox box1 = uluaGetBoundingBoxIndex( L, 1 );
|
||||
BoundingBox box2 = uluaGetBoundingBoxIndex( L, 2 );
|
||||
BoundingBox box1 = uluaGetBoundingBox( L, 1 );
|
||||
BoundingBox box2 = uluaGetBoundingBox( L, 2 );
|
||||
|
||||
lua_pushboolean( L, CheckCollisionBoxes( box1, box2 ) );
|
||||
|
||||
@@ -1747,8 +1747,8 @@ Check collision between box and sphere
|
||||
- Success return bool
|
||||
*/
|
||||
int lmodelsCheckCollisionBoxSphere( lua_State *L ) {
|
||||
BoundingBox box = uluaGetBoundingBoxIndex( L, 1 );
|
||||
Vector3 center = uluaGetVector3Index( L, 2 );
|
||||
BoundingBox box = uluaGetBoundingBox( L, 1 );
|
||||
Vector3 center = uluaGetVector3( L, 2 );
|
||||
float radius = luaL_checknumber( L, 3 );
|
||||
|
||||
lua_pushboolean( L, CheckCollisionBoxSphere( box, center, radius ) );
|
||||
@@ -1764,8 +1764,8 @@ Get collision info between ray and sphere. ( RayCollision is Lua table of { hit,
|
||||
- Success return RayCollision
|
||||
*/
|
||||
int lmodelsGetRayCollisionSphere( lua_State *L ) {
|
||||
Ray ray = uluaGetRayIndex( L, 1 );
|
||||
Vector3 center = uluaGetVector3Index( L, 2 );
|
||||
Ray ray = uluaGetRay( L, 1 );
|
||||
Vector3 center = uluaGetVector3( L, 2 );
|
||||
float radius = luaL_checknumber( L, 3 );
|
||||
|
||||
uluaPushRayCollision( L, GetRayCollisionSphere( ray, center, radius ) );
|
||||
@@ -1781,8 +1781,8 @@ Get collision info between ray and box
|
||||
- Success return RayCollision
|
||||
*/
|
||||
int lmodelsGetRayCollisionBox( lua_State *L ) {
|
||||
Ray ray = uluaGetRayIndex( L, 1 );
|
||||
BoundingBox box = uluaGetBoundingBoxIndex( L, 2 );
|
||||
Ray ray = uluaGetRay( L, 1 );
|
||||
BoundingBox box = uluaGetBoundingBox( L, 2 );
|
||||
|
||||
uluaPushRayCollision( L, GetRayCollisionBox( ray, box ) );
|
||||
|
||||
@@ -1797,9 +1797,9 @@ Get collision info between ray and mesh
|
||||
- Success return RayCollision
|
||||
*/
|
||||
int lmodelsGetRayCollisionMesh( lua_State *L ) {
|
||||
Ray ray = uluaGetRayIndex( L, 1 );
|
||||
Ray ray = uluaGetRay( L, 1 );
|
||||
Mesh *mesh = uluaGetMesh( L, 2 );
|
||||
Matrix transform = uluaGetMatrixIndex( L, 3 );
|
||||
Matrix transform = uluaGetMatrix( L, 3 );
|
||||
|
||||
uluaPushRayCollision( L, GetRayCollisionMesh( ray, *mesh, transform ) );
|
||||
|
||||
@@ -1814,10 +1814,10 @@ Get collision info between ray and triangle
|
||||
- Success return RayCollision
|
||||
*/
|
||||
int lmodelsGetRayCollisionTriangle( lua_State *L ) {
|
||||
Ray ray = uluaGetRayIndex( L, 1 );
|
||||
Vector3 p1 = uluaGetVector3Index( L, 2 );
|
||||
Vector3 p2 = uluaGetVector3Index( L, 3 );
|
||||
Vector3 p3 = uluaGetVector3Index( L, 4 );
|
||||
Ray ray = uluaGetRay( L, 1 );
|
||||
Vector3 p1 = uluaGetVector3( L, 2 );
|
||||
Vector3 p2 = uluaGetVector3( L, 3 );
|
||||
Vector3 p3 = uluaGetVector3( L, 4 );
|
||||
|
||||
uluaPushRayCollision( L, GetRayCollisionTriangle( ray, p1, p2, p3 ) );
|
||||
|
||||
@@ -1832,11 +1832,11 @@ Get collision info between ray and quad
|
||||
- Success return RayCollision
|
||||
*/
|
||||
int lmodelsGetRayCollisionQuad( lua_State *L ) {
|
||||
Ray ray = uluaGetRayIndex( L, 1 );
|
||||
Vector3 p1 = uluaGetVector3Index( L, 2 );
|
||||
Vector3 p2 = uluaGetVector3Index( L, 3 );
|
||||
Vector3 p3 = uluaGetVector3Index( L, 4 );
|
||||
Vector3 p4 = uluaGetVector3Index( L, 5 );
|
||||
Ray ray = uluaGetRay( L, 1 );
|
||||
Vector3 p1 = uluaGetVector3( L, 2 );
|
||||
Vector3 p2 = uluaGetVector3( L, 3 );
|
||||
Vector3 p3 = uluaGetVector3( L, 4 );
|
||||
Vector3 p4 = uluaGetVector3( L, 5 );
|
||||
|
||||
uluaPushRayCollision( L, GetRayCollisionQuad( ray, p1, p2, p3, p4 ) );
|
||||
|
||||
|
||||
Reference in New Issue
Block a user