Userdata objects can be referenced with lightuserdata.
This commit is contained in:
104
src/core.c
104
src/core.c
@@ -258,7 +258,7 @@ int lcoreIsWindowResized( lua_State *L ) {
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Set icon for window (Only PLATFORM_DESKTOP)
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*/
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int lcoreSetWindowIcon( lua_State *L ) {
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Image *image = luaL_checkudata( L, 1, "Image" );
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Image *image = uluaGetImage( L, 1 );
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SetWindowIcon( *image );
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@@ -867,7 +867,7 @@ int lcoreLoadShaderFromMemory( lua_State *L ) {
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Begin custom shader drawing
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*/
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int lcoreBeginShaderMode( lua_State *L ) {
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Shader *shader = luaL_checkudata( L, 1, "Shader" );
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Shader *shader = uluaGetShader( L, 1 );
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BeginShaderMode( *shader );
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@@ -893,7 +893,7 @@ Get shader uniform location
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- Success return int
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*/
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int lcoreGetShaderLocation( lua_State *L ) {
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Shader *shader = luaL_checkudata( L, 1, "Shader" );
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Shader *shader = uluaGetShader( L, 1 );
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lua_pushinteger( L, GetShaderLocation( *shader, luaL_checkstring( L, 2 ) ) );
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@@ -908,7 +908,7 @@ Get shader attribute location
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- Success return int
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*/
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int lcoreGetShaderLocationAttrib( lua_State *L ) {
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Shader *shader = luaL_checkudata( L, 1, "Shader" );
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Shader *shader = uluaGetShader( L, 1 );
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lua_pushinteger( L, GetShaderLocationAttrib( *shader, luaL_checkstring( L, 2 ) ) );
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@@ -921,7 +921,7 @@ int lcoreGetShaderLocationAttrib( lua_State *L ) {
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Set shader location index
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*/
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int lcoreSetShaderLocationIndex( lua_State *L ) {
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Shader *shader = luaL_checkudata( L, 1, "Shader" );
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Shader *shader = uluaGetShader( L, 1 );
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int shaderLocationIndex = luaL_checkinteger( L, 2 );
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int location = luaL_checkinteger( L, 3 );
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@@ -938,7 +938,7 @@ Get shader location index
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- Success return int
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*/
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int lcoreGetShaderLocationIndex( lua_State *L ) {
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Shader *shader = luaL_checkudata( L, 1, "Shader" );
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Shader *shader = uluaGetShader( L, 1 );
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int shaderLocationIndex = luaL_checkinteger( L, 2 );
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lua_pushinteger( L, shader->locs[ shaderLocationIndex ] );
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@@ -952,7 +952,7 @@ int lcoreGetShaderLocationIndex( lua_State *L ) {
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Set shader uniform value (matrix 4x4)
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*/
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int lcoreSetShaderValueMatrix( lua_State *L ) {
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Shader *shader = luaL_checkudata( L, 1, "Shader" );
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Shader *shader = uluaGetShader( L, 1 );
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int locIndex = luaL_checkinteger( L, 2 );
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Matrix mat = uluaGetMatrixIndex( L, 3 );
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@@ -967,9 +967,9 @@ int lcoreSetShaderValueMatrix( lua_State *L ) {
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Set shader uniform value for texture (sampler2d)
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*/
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int lcoreSetShaderValueTexture( lua_State *L ) {
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Shader *shader = luaL_checkudata( L, 1, "Shader" );
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Shader *shader = uluaGetShader( L, 1 );
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int locIndex = luaL_checkinteger( L, 2 );
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Texture *texture = luaL_checkudata( L, 3, "Texture" );
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Texture *texture = uluaGetTexture( L, 3 );
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SetShaderValueTexture( *shader, locIndex, *texture );
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@@ -983,7 +983,7 @@ Set shader uniform value
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NOTE: Even one value should be in table
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*/
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int lcoreSetShaderValue( lua_State *L ) {
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Shader *shader = luaL_checkudata( L, 1, "Shader" );
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Shader *shader = uluaGetShader( L, 1 );
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int locIndex = luaL_checkinteger( L, 2 );
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size_t valueCount = uluaGetTableLenIndex( L, 3 );
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int uniformType = luaL_checkinteger( L, 4 );
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@@ -1025,7 +1025,7 @@ Set shader uniform value vector
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NOTE: Even one value should be in table
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*/
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int lcoreSetShaderValueV( lua_State *L ) {
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Shader *shader = luaL_checkudata( L, 1, "Shader" );
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Shader *shader = uluaGetShader( L, 1 );
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int locIndex = luaL_checkinteger( L, 2 );
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size_t valueCount = uluaGetTableLenIndex( L, 3 );
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int uniformType = luaL_checkinteger( L, 4 );
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@@ -1933,7 +1933,7 @@ int lcoreCreateCamera2D( lua_State *L ) {
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Begin 2D mode with custom camera (2D)
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*/
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int lcoreBeginMode2D( lua_State *L ) {
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Camera2D *camera = luaL_checkudata( L, 1, "Camera2D" );
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Camera2D *camera = uluaGetCamera2D( L, 1 );
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BeginMode2D( *camera );
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@@ -1957,7 +1957,7 @@ int lcoreEndMode2D( lua_State *L ) {
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Set camera target (rotation and zoom origin)
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*/
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int lcoreSetCamera2DTarget( lua_State *L ) {
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Camera2D *camera = luaL_checkudata( L, 1, "Camera2D" );
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Camera2D *camera = uluaGetCamera2D( L, 1 );
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Vector2 target = uluaGetVector2Index( L, 2 );
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camera->target = target;
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@@ -1971,7 +1971,7 @@ int lcoreSetCamera2DTarget( lua_State *L ) {
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Set camera offset (displacement from target)
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*/
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int lcoreSetCamera2DOffset( lua_State *L ) {
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Camera2D *camera = luaL_checkudata( L, 1, "Camera2D" );
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Camera2D *camera = uluaGetCamera2D( L, 1 );
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Vector2 offset = uluaGetVector2Index( L, 2 );
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camera->offset = offset;
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@@ -1985,7 +1985,7 @@ int lcoreSetCamera2DOffset( lua_State *L ) {
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Set camera rotation in degrees
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*/
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int lcoreSetCamera2DRotation( lua_State *L ) {
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Camera2D *camera = luaL_checkudata( L, 1, "Camera2D" );
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Camera2D *camera = uluaGetCamera2D( L, 1 );
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float rotation = luaL_checknumber( L, 2 );
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camera->rotation = rotation;
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@@ -1999,7 +1999,7 @@ int lcoreSetCamera2DRotation( lua_State *L ) {
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Set camera zoom (scaling), should be 1.0f by default
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*/
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int lcoreSetCamera2DZoom( lua_State *L ) {
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Camera2D *camera = luaL_checkudata( L, 1, "Camera2D" );
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Camera2D *camera = uluaGetCamera2D( L, 1 );
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float zoom = luaL_checknumber( L, 2 );
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camera->zoom = zoom;
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@@ -2015,7 +2015,7 @@ Get camera2D target
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- Success return Vector2
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*/
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int lcoreGetCamera2DTarget( lua_State *L ) {
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Camera2D *camera = luaL_checkudata( L, 1, "Camera2D" );
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Camera2D *camera = uluaGetCamera2D( L, 1 );
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uluaPushVector2( L, camera->target );
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@@ -2030,7 +2030,7 @@ Get camera2D offset
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- Success return Vector2
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*/
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int lcoreGetCamera2DOffset( lua_State *L ) {
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Camera2D *camera = luaL_checkudata( L, 1, "Camera2D" );
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Camera2D *camera = uluaGetCamera2D( L, 1 );
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uluaPushVector2( L, camera->offset );
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return 1;
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@@ -2044,7 +2044,7 @@ Get camera2D rotation
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- Success return float
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*/
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int lcoreGetCamera2DRotation( lua_State *L ) {
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Camera2D *camera = luaL_checkudata( L, 1, "Camera2D" );
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Camera2D *camera = uluaGetCamera2D( L, 1 );
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lua_pushnumber( L, camera->rotation );
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return 1;
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@@ -2058,7 +2058,7 @@ Get camera2D zoom
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- Success return float
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*/
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int lcoreGetCamera2DZoom( lua_State *L ) {
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Camera2D *camera = luaL_checkudata( L, 1, "Camera2D" );
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Camera2D *camera = uluaGetCamera2D( L, 1 );
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lua_pushnumber( L, camera->zoom );
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return 1;
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@@ -2095,7 +2095,7 @@ int lcoreCreateCamera3D( lua_State *L ) {
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Begin 3D mode with custom camera (3D)
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*/
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int lcoreBeginMode3D( lua_State *L ) {
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Camera3D *camera = luaL_checkudata( L, 1, "Camera3D" );
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Camera3D *camera = uluaGetCamera3D( L, 1 );
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BeginMode3D( *camera );
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@@ -2119,7 +2119,7 @@ int lcoreEndMode3D( lua_State *L ) {
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Set camera position (Remember to call "RL.UpdateCamera3D()" to apply changes)
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*/
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int lcoreSetCamera3DPosition( lua_State *L ) {
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Camera3D *camera = luaL_checkudata( L, 1, "Camera3D" );
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Camera3D *camera = uluaGetCamera3D( L, 1 );
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Vector3 pos = uluaGetVector3Index( L, 2 );
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camera->position = pos;
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@@ -2133,7 +2133,7 @@ int lcoreSetCamera3DPosition( lua_State *L ) {
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Set camera target it looks-at
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*/
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int lcoreSetCamera3DTarget( lua_State *L ) {
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Camera3D *camera = luaL_checkudata( L, 1, "Camera3D" );
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Camera3D *camera = uluaGetCamera3D( L, 1 );
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Vector3 target = uluaGetVector3Index( L, 2 );
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camera->target = target;
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@@ -2147,7 +2147,7 @@ int lcoreSetCamera3DTarget( lua_State *L ) {
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Set camera up vector (Rotation over it's axis)
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*/
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int lcoreSetCamera3DUp( lua_State *L ) {
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Camera3D *camera = luaL_checkudata( L, 1, "Camera3D" );
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Camera3D *camera = uluaGetCamera3D( L, 1 );
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Vector3 up = uluaGetVector3Index( L, 2 );
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camera->up = up;
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@@ -2161,7 +2161,7 @@ int lcoreSetCamera3DUp( lua_State *L ) {
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Set camera field-of-view apperture in Y (degrees) in perspective, used as near plane width in orthographic
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*/
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int lcoreSetCamera3DFovy( lua_State *L ) {
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Camera3D *camera = luaL_checkudata( L, 1, "Camera3D" );
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Camera3D *camera = uluaGetCamera3D( L, 1 );
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float fovy = luaL_checknumber( L, 2 );
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camera->fovy = fovy;
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@@ -2175,7 +2175,7 @@ int lcoreSetCamera3DFovy( lua_State *L ) {
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Set camera projection mode (CAMERA_PERSPECTIVE or CAMERA_ORTHOGRAPHIC)
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*/
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int lcoreSetCamera3DProjection( lua_State *L ) {
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Camera3D *camera = luaL_checkudata( L, 1, "Camera3D" );
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Camera3D *camera = uluaGetCamera3D( L, 1 );
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int projection = luaL_checkinteger( L, 2 );
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camera->projection = projection;
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@@ -2191,7 +2191,7 @@ Get camera position
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- Success return Vector3
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*/
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int lcoreGetCamera3DPosition( lua_State *L ) {
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Camera3D *camera = luaL_checkudata( L, 1, "Camera3D" );
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Camera3D *camera = uluaGetCamera3D( L, 1 );
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uluaPushVector3( L, camera->position );
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@@ -2206,7 +2206,7 @@ Get camera target it looks-at
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- Success return Vector3
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*/
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int lcoreGetCamera3DTarget( lua_State *L ) {
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Camera3D *camera = luaL_checkudata( L, 1, "Camera3D" );
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Camera3D *camera = uluaGetCamera3D( L, 1 );
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uluaPushVector3( L, camera->target );
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@@ -2221,7 +2221,7 @@ Get camera up vector (Rotation over it's axis)
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- Success return Vector3
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*/
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int lcoreGetCamera3DUp( lua_State *L ) {
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Camera3D *camera = luaL_checkudata( L, 1, "Camera3D" );
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Camera3D *camera = uluaGetCamera3D( L, 1 );
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uluaPushVector3( L, camera->up );
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@@ -2236,7 +2236,7 @@ Get camera field-of-view apperture in Y (degrees) in perspective, used as near p
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- Success return float
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*/
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int lcoreGetCamera3DFovy( lua_State *L ) {
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Camera3D *camera = luaL_checkudata( L, 1, "Camera3D" );
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Camera3D *camera = uluaGetCamera3D( L, 1 );
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lua_pushnumber( L, camera->fovy );
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@@ -2251,7 +2251,7 @@ Get camera projection mode
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- Success return int
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*/
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int lcoreGetCamera3DProjection( lua_State *L ) {
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Camera3D *camera = luaL_checkudata( L, 1, "Camera3D" );
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Camera3D *camera = uluaGetCamera3D( L, 1 );
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lua_pushinteger( L, camera->projection );
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@@ -2266,7 +2266,7 @@ Returns the cameras forward vector (normalized)
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- Success return Vector3
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*/
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int lcoreGetCamera3DForward( lua_State *L ) {
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Camera3D *camera = luaL_checkudata( L, 1, "Camera3D" );
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Camera3D *camera = uluaGetCamera3D( L, 1 );
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uluaPushVector3( L, GetCameraForward( camera ) );
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@@ -2282,7 +2282,7 @@ Note: The up vector might not be perpendicular to the forward vector
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- Success return Vector3
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*/
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int lcoreGetCamera3DUpNormalized( lua_State *L ) {
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Camera3D *camera = luaL_checkudata( L, 1, "Camera3D" );
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Camera3D *camera = uluaGetCamera3D( L, 1 );
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uluaPushVector3( L, GetCameraUp( camera ) );
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@@ -2297,7 +2297,7 @@ Returns the cameras right vector (normalized)
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- Success return Vector3
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*/
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int lcoreGetCamera3DRight( lua_State *L ) {
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Camera3D *camera = luaL_checkudata( L, 1, "Camera3D" );
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Camera3D *camera = uluaGetCamera3D( L, 1 );
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uluaPushVector3( L, GetCameraRight( camera ) );
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@@ -2310,7 +2310,7 @@ int lcoreGetCamera3DRight( lua_State *L ) {
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Moves the camera in it's forward direction
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*/
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int lcoreCamera3DMoveForward( lua_State *L ) {
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Camera3D *camera = luaL_checkudata( L, 1, "Camera3D" );
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Camera3D *camera = uluaGetCamera3D( L, 1 );
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float distance = luaL_checknumber( L, 2 );
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bool moveInWorldPlane = uluaGetBoolean( L, 3 );
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@@ -2325,7 +2325,7 @@ int lcoreCamera3DMoveForward( lua_State *L ) {
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Moves the camera in it's up direction
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*/
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int lcoreCamera3DMoveUp( lua_State *L ) {
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Camera3D *camera = luaL_checkudata( L, 1, "Camera3D" );
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Camera3D *camera = uluaGetCamera3D( L, 1 );
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float distance = luaL_checknumber( L, 2 );
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CameraMoveUp( camera, distance );
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@@ -2339,7 +2339,7 @@ int lcoreCamera3DMoveUp( lua_State *L ) {
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Moves the camera target in it's current right direction
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*/
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int lcoreCamera3DMoveRight( lua_State *L ) {
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Camera3D *camera = luaL_checkudata( L, 1, "Camera3D" );
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Camera3D *camera = uluaGetCamera3D( L, 1 );
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float distance = luaL_checknumber( L, 2 );
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bool moveInWorldPlane = uluaGetBoolean( L, 3 );
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@@ -2354,7 +2354,7 @@ int lcoreCamera3DMoveRight( lua_State *L ) {
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Moves the camera position closer/farther to/from the camera target
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*/
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int lcoreCamera3DMoveToTarget( lua_State *L ) {
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Camera3D *camera = luaL_checkudata( L, 1, "Camera3D" );
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Camera3D *camera = uluaGetCamera3D( L, 1 );
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float delta = luaL_checknumber( L, 2 );
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CameraMoveToTarget( camera, delta );
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@@ -2371,7 +2371,7 @@ If rotateAroundTarget is false, the camera rotates around it's position
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Note: angle must be provided in radians
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*/
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int lcoreCamera3DYaw( lua_State *L ) {
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Camera3D *camera = luaL_checkudata( L, 1, "Camera3D" );
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Camera3D *camera = uluaGetCamera3D( L, 1 );
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float delta = luaL_checknumber( L, 2 );
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bool rotateAroundTarget = uluaGetBoolean( L, 3 );
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@@ -2390,7 +2390,7 @@ Rotates the camera around it's right vector, pitch is "looking up and down"
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NOTE: angle must be provided in radians
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*/
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int lcoreCamera3DPitch( lua_State *L ) {
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Camera3D *camera = luaL_checkudata( L, 1, "Camera3D" );
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Camera3D *camera = uluaGetCamera3D( L, 1 );
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float delta = luaL_checknumber( L, 2 );
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bool lockView = uluaGetBoolean( L, 3 );
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bool rotateAroundTarget = uluaGetBoolean( L, 4 );
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@@ -2409,7 +2409,7 @@ Roll is "turning your head sideways to the left or right"
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Note: angle must be provided in radians
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*/
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int lcoreCamera3DRoll( lua_State *L ) {
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Camera3D *camera = luaL_checkudata( L, 1, "Camera3D" );
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Camera3D *camera = uluaGetCamera3D( L, 1 );
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||||
float angle = luaL_checknumber( L, 2 );
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||||
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CameraRoll( camera, angle );
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@@ -2425,7 +2425,7 @@ Returns the camera view matrix
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- Success return Matrix
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*/
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int lcoreGetCamera3DViewMatrix( lua_State *L ) {
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Camera3D *camera = luaL_checkudata( L, 1, "Camera3D" );
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Camera3D *camera = uluaGetCamera3D( L, 1 );
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uluaPushMatrix( L, GetCameraViewMatrix( camera ) );
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||||
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@@ -2440,7 +2440,7 @@ Returns the camera projection matrix
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||||
- Success return Matrix
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||||
*/
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int lcoreGetCamera3DProjectionMatrix( lua_State *L ) {
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||||
Camera3D *camera = luaL_checkudata( L, 1, "Camera3D" );
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Camera3D *camera = uluaGetCamera3D( L, 1 );
|
||||
float aspect = luaL_checknumber( L, 2 );
|
||||
|
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uluaPushMatrix( L, GetCameraProjectionMatrix( camera, aspect ) );
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||||
@@ -2454,7 +2454,7 @@ int lcoreGetCamera3DProjectionMatrix( lua_State *L ) {
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||||
Update camera position for selected mode
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||||
*/
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||||
int lcoreUpdateCamera3D( lua_State *L ) {
|
||||
Camera3D *camera = luaL_checkudata( L, 1, "Camera3D" );
|
||||
Camera3D *camera = uluaGetCamera3D( L, 1 );
|
||||
int mode = luaL_checkinteger( L, 2 );
|
||||
|
||||
UpdateCamera( camera, mode );
|
||||
@@ -2468,7 +2468,7 @@ int lcoreUpdateCamera3D( lua_State *L ) {
|
||||
Update camera movement, movement/rotation values should be provided by user
|
||||
*/
|
||||
int lcoreUpdateCamera3DPro( lua_State *L ) {
|
||||
Camera3D *camera = luaL_checkudata( L, 1, "Camera3D" );
|
||||
Camera3D *camera = uluaGetCamera3D( L, 1 );
|
||||
Vector3 movement = uluaGetVector3Index( L, 2 );
|
||||
Vector3 rotation = uluaGetVector3Index( L, 3 );
|
||||
float zoom = luaL_checknumber( L, 4 );
|
||||
@@ -2491,7 +2491,7 @@ Get a ray trace from mouse position
|
||||
*/
|
||||
int lcoreGetMouseRay( lua_State *L ) {
|
||||
Vector2 mousePosition = uluaGetVector2Index( L, 1 );
|
||||
Camera3D *camera = luaL_checkudata( L, 2, "Camera3D" );
|
||||
Camera3D *camera = uluaGetCamera3D( L, 2 );
|
||||
|
||||
uluaPushRay( L, GetMouseRay( mousePosition, *camera ) );
|
||||
|
||||
@@ -2506,7 +2506,7 @@ Get camera transform matrix (view matrix)
|
||||
- Success return Matrix
|
||||
*/
|
||||
int lcoreGetCameraMatrix( lua_State *L ) {
|
||||
Camera3D *camera = luaL_checkudata( L, 1, "Camera3D" );
|
||||
Camera3D *camera = uluaGetCamera3D( L, 1 );
|
||||
|
||||
uluaPushMatrix( L, GetCameraMatrix( *camera ) );
|
||||
|
||||
@@ -2521,7 +2521,7 @@ Get camera 2d transform matrix
|
||||
- Success return Matrix
|
||||
*/
|
||||
int lcoreGetCameraMatrix2D( lua_State *L ) {
|
||||
Camera2D *camera = luaL_checkudata( L, 1, "Camera2D" );
|
||||
Camera2D *camera = uluaGetCamera2D( L, 1 );
|
||||
|
||||
uluaPushMatrix( L, GetCameraMatrix2D( *camera ) );
|
||||
|
||||
@@ -2537,7 +2537,7 @@ Get the screen space position for a 3d world space position
|
||||
*/
|
||||
int lcoreGetWorldToScreen( lua_State *L ) {
|
||||
Vector3 position = uluaGetVector3Index( L, 1 );
|
||||
Camera3D *camera = luaL_checkudata( L, 2, "Camera3D" );
|
||||
Camera3D *camera = uluaGetCamera3D( L, 2 );
|
||||
|
||||
uluaPushVector2( L, GetWorldToScreen( position, *camera ) );
|
||||
|
||||
@@ -2553,7 +2553,7 @@ Get size position for a 3d world space position
|
||||
*/
|
||||
int lcoreGetWorldToScreenEx( lua_State *L ) {
|
||||
Vector3 position = uluaGetVector3Index( L, 1 );
|
||||
Camera3D *camera = luaL_checkudata( L, 2, "Camera3D" );
|
||||
Camera3D *camera = uluaGetCamera3D( L, 2 );
|
||||
Vector2 size = uluaGetVector2Index( L, 3 );
|
||||
|
||||
uluaPushVector2( L, GetWorldToScreenEx( position, *camera, size.x, size.y ) );
|
||||
@@ -2570,7 +2570,7 @@ Get the screen space position for a 2d camera world space position
|
||||
*/
|
||||
int lcoreGetWorldToScreen2D( lua_State *L ) {
|
||||
Vector2 position = uluaGetVector2Index( L, 1 );
|
||||
Camera2D *camera = luaL_checkudata( L, 2, "Camera2D" );
|
||||
Camera2D *camera = uluaGetCamera2D( L, 2 );
|
||||
|
||||
uluaPushVector2( L, GetWorldToScreen2D( position, *camera ) );
|
||||
|
||||
@@ -2586,7 +2586,7 @@ Get the world space position for a 2d camera screen space position
|
||||
*/
|
||||
int lcoreGetScreenToWorld2D( lua_State *L ) {
|
||||
Vector2 position = uluaGetVector2Index( L, 1 );
|
||||
Camera2D *camera = luaL_checkudata( L, 2, "Camera2D" );
|
||||
Camera2D *camera = uluaGetCamera2D( L, 2 );
|
||||
|
||||
uluaPushVector2( L, GetScreenToWorld2D( position, *camera ) );
|
||||
|
||||
|
||||
Reference in New Issue
Block a user