New math functions.
This commit is contained in:
151
API.md
151
API.md
@@ -4726,6 +4726,24 @@ Remap input value within input range to output range
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---
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> result = RL_Wrap( float value, float min, float max )
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Wrap input value from min to max
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- Failure return false
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- Success return float
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---
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> result = RL_FloatEquals( float x, float y )
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Check whether two given floats are almost equal
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- Failure return false
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- Success return int
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---
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## Math - Vector2
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---
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@@ -4818,6 +4836,15 @@ Calculate distance between two vectors
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---
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> result = RL_Vector2DistanceSqr( Vector2 v1, Vector2 v2 )
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Calculate square distance between two vectors
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- Failure return false
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- Success return float
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---
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> result = RL_Vector2Angle( Vector2 v1, Vector2 v2 )
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Calculate angle from two vectors
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@@ -4872,6 +4899,15 @@ Normalize provided vector
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---
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> result = RL_Vector2Transform( Vector2 v, Matrix mat )
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Transforms a Vector2 by a given Matrix
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- Failure return false
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- Success return Vector2
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---
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> result = RL_Vector2Lerp( Vector2 v1, Vector2 v2, float amount )
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Calculate linear interpolation between two vectors
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@@ -4908,6 +4944,43 @@ Move Vector towards target
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---
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> result = RL_Vector2Invert( Vector2 v )
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Invert the given vector
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- Failure return false
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- Success return Vector2
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---
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> result = RL_Vector2Clamp( Vector2 v, Vector2 min, Vector2 max )
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Clamp the components of the vector between
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min and max values specified by the given vectors
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- Failure return false
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- Success return Vector2
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---
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> result = RL_Vector2ClampValue( Vector2 v, float min, float max )
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Clamp the magnitude of the vector between two min and max values
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- Failure return false
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- Success return Vector2
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---
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> result = RL_Vector2Equals( Vector2 v1, Vector2 v2 )
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Check whether two given vectors are almost equal
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- Failure return false
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- Success return int
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---
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## Math - Vector 3
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---
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@@ -5036,6 +5109,15 @@ Calculate distance between two vectors
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---
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> result = RL_Vector3DistanceSqr( Vector3 v1, Vector3 v2 )
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Calculate square distance between two vectors
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- Failure return false
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- Success return float
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---
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> result = RL_Vector3Angle( Vector3 v1, Vector3 v2 )
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Calculate angle between two vectors
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@@ -5100,6 +5182,15 @@ Transform a vector by quaternion rotation
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---
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> result = RL_Vector3RotateByAxisAngle( Vector3 v, Vector3 axis, float angle )
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Rotates a vector around an axis
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- Failure return false
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- Success return Vector3
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---
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> result = RL_Vector3Lerp( Vector3 v1, Vector3 v2, float amount )
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Calculate linear interpolation between two vectors
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@@ -5156,6 +5247,57 @@ NOTE: We are avoiding calling other raymath functions despite available
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---
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> result = RL_Vector3Invert( Vector3 v )
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Invert the given vector
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- Failure return false
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- Success return Vector3
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---
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> result = RL_Vector3Clamp( Vector3 v, Vector3 min, Vector3 max )
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Clamp the components of the vector between
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min and max values specified by the given vectors
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- Failure return false
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- Success return Vector3
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---
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> result = RL_Vector3ClampValue( Vector3 v, float min, float max )
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Clamp the magnitude of the vector between two values
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- Failure return false
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- Success return Vector3
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---
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> result = RL_Vector3Equals( Vector3 v1, Vector3 v2 )
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Check whether two given vectors are almost equal
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- Failure return false
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- Success return int
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---
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> result = RL_Vector3Refract( Vector3 v, Vector3 n, float r )
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Compute the direction of a refracted ray where v specifies the
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normalized direction of the incoming ray, n specifies the
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normalized normal vector of the interface of two optical media,
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and r specifies the ratio of the refractive index of the medium
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from where the ray comes to the refractive index of the medium
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on the other side of the surface
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- Failure return false
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- Success return Vector3
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---
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## Math - Matrix
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---
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@@ -5543,6 +5685,15 @@ Transform a quaternion given a transformation matrix
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---
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> result = RL_QuaternionEquals( Quaternion q1, Quaternion q2 )
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Check whether two given quaternions are almost equal
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- Failure return false
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- Success return int
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---
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## Gui - Global
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---
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@@ -38,7 +38,8 @@ Vector2.meta = {
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return len
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end,
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__eq = function( v1, v2 )
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return v1.x == v2.x and v1.y == v2.y
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-- return v1.x == v2.x and v1.y == v2.y
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return RL_Vector2Equals( v1, v2 ) == 1
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end,
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}
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@@ -114,6 +115,10 @@ function Vector2:distance( v2 )
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return RL_Vector2Distance( self, v2 )
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end
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function Vector2:distanceSqr( v2 )
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return RL_Vector2DistanceSqr( self, v2 )
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end
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function Vector2:angle( v2 )
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return RL_Vector2Angle( self, v2 )
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end
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@@ -126,6 +131,10 @@ function Vector2:normalize()
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return Vector2:new( RL_Vector2Normalize( self ) )
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end
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function Vector2:transform( mat )
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return Vector2:new( RL_Vector2Transform( self, mat ) )
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end
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function Vector2:lerp( v2, value )
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return Vector2:new( RL_Vector2Lerp( self, v2, value ) )
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end
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@@ -142,4 +151,20 @@ function Vector2:moveTowards( target, maxDistance )
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return Vector2:new( RL_Vector2MoveTowards( self, target, maxDistance ) )
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end
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function Vector2:invert()
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return Vector2:new( RL_Vector2Invert( self ) )
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end
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function Vector2:clamp( min, max )
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return Vector2:new( RL_Vector2Clamp( self, min, max ) )
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end
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function Vector2:clampValue( min, max )
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return Vector2:new( RL_Vector2ClampValue( self, min, max ) )
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end
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function Vector2:equals( v2 )
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return RL_Vector2Equals( self, v2 )
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end
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return Vector2
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@@ -38,7 +38,8 @@ Vector3.meta = {
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return len
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end,
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__eq = function( v1, v2 )
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return v1.x == v2.x and v1.y == v2.y and v1.z == v2.z
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-- return v1.x == v2.x and v1.y == v2.y and v1.z == v2.z
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return RL_Vector3Equals( v1, v2 ) == 1
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end,
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}
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@@ -128,6 +129,10 @@ function Vector3:distance( v2 )
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return RL_Vector3Distance( self, v2 )
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end
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function Vector3:distanceSqr( v2 )
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return RL_Vector3DistanceSqr( self, v2 )
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end
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function Vector3:angle( v2 )
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return RL_Vector3Angle( self, v2 )
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end
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@@ -153,6 +158,10 @@ function Vector3:rotateByQuaternion( q )
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return Vector3:new( RL_Vector3RotateByQuaternion( self, q ) )
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end
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function Vector3:rotateByAxisAngle( axis, angle )
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return Vector3:new( RL_Vector3RotateByAxisAngle( self, axis, angle ) )
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end
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function Vector3:lerp( v2, value )
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return Vector3:new( RL_Vector3Lerp( self, v2, value ) )
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end
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@@ -161,4 +170,20 @@ function Vector3:reflect( normal )
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return Vector3:new( RL_Vector3Reflect( self, normal ) )
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end
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function Vector3:invert()
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return Vector3:new( RL_Vector3Invert( self ) )
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end
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function Vector3:clamp( min, max )
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return Vector3:new( RL_Vector3Clamp( self, min, max ) )
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end
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function Vector3:clampValue( min, max )
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return Vector3:new( RL_Vector3ClampValue( self, min, max ) )
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end
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function Vector3:equals( v2 )
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return RL_Vector3Equals( self, v2 )
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end
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return Vector3
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@@ -8,6 +8,8 @@ int lmathClamp( lua_State *L );
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int lmathLerp( lua_State *L );
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int lmathNormalize( lua_State *L );
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int lmathRemap( lua_State *L );
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int lmathWrap( lua_State *L );
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int lmathFloatEquals( lua_State *L );
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/* Vector2. */
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int lmathVector2Zero( lua_State *L );
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int lmathVector2One( lua_State *L );
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@@ -19,16 +21,22 @@ int lmathVector2Length( lua_State *L );
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int lmathVector2LengthSqr( lua_State *L );
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int lmathVector2DotProduct( lua_State *L );
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int lmathVector2Distance( lua_State *L );
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int lmathVector2DistanceSqr( lua_State *L );
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int lmathVector2Angle( lua_State *L );
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int lmathVector2Scale( lua_State *L );
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int lmathVector2Multiply( lua_State *L );
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int lmathVector2Negate( lua_State *L );
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int lmathVector2Divide( lua_State *L );
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int lmathVector2Normalize( lua_State *L );
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int lmathVector2Transform( lua_State *L );
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int lmathVector2Lerp( lua_State *L );
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int lmathVector2Reflect( lua_State *L );
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int lmathVector2Rotate( lua_State *L );
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int lmathVector2MoveTowards( lua_State *L );
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int lmathVector2Invert( lua_State *L );
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int lmathVector2Clamp( lua_State *L );
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int lmathVector2ClampValue( lua_State *L );
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int lmathVector2Equals( lua_State *L );
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/* Vector3. */
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int lmathVector3Zero( lua_State *L );
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int lmathVector3One( lua_State *L );
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@@ -44,6 +52,7 @@ int lmathVector3Length( lua_State *L );
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int lmathVector3LengthSqr( lua_State *L );
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int lmathVector3DotProduct( lua_State *L );
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int lmathVector3Distance( lua_State *L );
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int lmathVector3DistanceSqr( lua_State *L );
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int lmathVector3Angle( lua_State *L );
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int lmathVector3Negate( lua_State *L );
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int lmathVector3Divide( lua_State *L );
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@@ -57,6 +66,11 @@ int lmathVector3Min( lua_State *L );
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int lmathVector3Max( lua_State *L );
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int lmathVector3Barycenter( lua_State *L );
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int lmathVector3Unproject( lua_State *L );
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int lmathVector3Invert( lua_State *L );
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int lmathVector3Clamp( lua_State *L );
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int lmathVector3ClampValue( lua_State *L );
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int lmathVector3Equals( lua_State *L );
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int lmathVector3Refract( lua_State *L );
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/* Matrix. */
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int lmathMatrixDeterminant( lua_State *L );
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int lmathMatrixTrace( lua_State *L );
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@@ -101,3 +115,4 @@ int lmathQuaternionToAxisAngle( lua_State *L );
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int lmathQuaternionFromEuler( lua_State *L );
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int lmathQuaternionToEuler( lua_State *L );
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int lmathQuaternionTransform( lua_State *L );
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int lmathQuaternionEquals( lua_State *L );
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@@ -1097,6 +1097,8 @@ void luaRegister() {
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lua_register( L, "RL_Lerp", lmathLerp );
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lua_register( L, "RL_Normalize", lmathNormalize );
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lua_register( L, "RL_Remap", lmathRemap );
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lua_register( L, "RL_Wrap", lmathWrap );
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lua_register( L, "RL_FloatEquals", lmathFloatEquals );
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/* Vector2. */
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lua_register( L, "RL_Vector2Zero", lmathVector2Zero );
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lua_register( L, "RL_Vector2One", lmathVector2One );
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@@ -1108,16 +1110,22 @@ void luaRegister() {
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lua_register( L, "RL_Vector2LengthSqr", lmathVector2LengthSqr );
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lua_register( L, "RL_Vector2DotProduct", lmathVector2DotProduct );
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lua_register( L, "RL_Vector2Distance", lmathVector2Distance );
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lua_register( L, "RL_Vector2DistanceSqr", lmathVector2DistanceSqr );
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lua_register( L, "RL_Vector2Angle", lmathVector2Angle );
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lua_register( L, "RL_Vector2Scale", lmathVector2Scale );
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lua_register( L, "RL_Vector2Multiply", lmathVector2Multiply );
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lua_register( L, "RL_Vector2Negate", lmathVector2Negate );
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lua_register( L, "RL_Vector2Divide", lmathVector2Divide );
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lua_register( L, "RL_Vector2Normalize", lmathVector2Normalize );
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lua_register( L, "RL_Vector2Transform", lmathVector2Transform );
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lua_register( L, "RL_Vector2Lerp", lmathVector2Lerp );
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lua_register( L, "RL_Vector2Reflect", lmathVector2Reflect );
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lua_register( L, "RL_Vector2Rotate", lmathVector2Rotate );
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lua_register( L, "RL_Vector2MoveTowards", lmathVector2MoveTowards );
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lua_register( L, "RL_Vector2Invert", lmathVector2Invert );
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lua_register( L, "RL_Vector2Clamp", lmathVector2Clamp );
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lua_register( L, "RL_Vector2ClampValue", lmathVector2ClampValue );
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lua_register( L, "RL_Vector2Equals", lmathVector2Equals );
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/* Vector3. */
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lua_register( L, "RL_Vector3Zero", lmathVector3Zero );
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lua_register( L, "RL_Vector3One", lmathVector3One );
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@@ -1133,6 +1141,7 @@ void luaRegister() {
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lua_register( L, "RL_Vector3LengthSqr", lmathVector3LengthSqr );
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lua_register( L, "RL_Vector3DotProduct", lmathVector3DotProduct );
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lua_register( L, "RL_Vector3Distance", lmathVector3Distance );
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lua_register( L, "RL_Vector3DistanceSqr", lmathVector3DistanceSqr );
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lua_register( L, "RL_Vector3Angle", lmathVector3Angle );
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lua_register( L, "RL_Vector3Negate", lmathVector3Negate );
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lua_register( L, "RL_Vector3Divide", lmathVector3Divide );
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@@ -1146,6 +1155,11 @@ void luaRegister() {
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lua_register( L, "RL_Vector3Max", lmathVector3Max );
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lua_register( L, "RL_Vector3Barycenter", lmathVector3Barycenter );
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lua_register( L, "RL_Vector3Unproject", lmathVector3Unproject );
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lua_register( L, "RL_Vector3Invert", lmathVector3Invert );
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lua_register( L, "RL_Vector3Clamp", lmathVector3Clamp );
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lua_register( L, "RL_Vector3ClampValue", lmathVector3ClampValue );
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lua_register( L, "RL_Vector3Equals", lmathVector3Equals );
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lua_register( L, "RL_Vector3Refract", lmathVector3Refract );
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/* Matrix. */
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lua_register( L, "RL_MatrixDeterminant", lmathMatrixDeterminant );
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lua_register( L, "RL_MatrixTrace", lmathMatrixTrace );
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@@ -1190,6 +1204,7 @@ void luaRegister() {
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lua_register( L, "RL_QuaternionFromEuler", lmathQuaternionFromEuler );
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lua_register( L, "RL_QuaternionToEuler", lmathQuaternionToEuler );
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lua_register( L, "RL_QuaternionTransform", lmathQuaternionTransform );
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lua_register( L, "RL_QuaternionEquals", lmathQuaternionEquals );
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/* Gui. */
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/* Global. */
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382
src/rmath.c
382
src/rmath.c
@@ -110,6 +110,51 @@ int lmathRemap( lua_State *L ) {
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return 1;
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}
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/*
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> result = RL_Wrap( float value, float min, float max )
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Wrap input value from min to max
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- Failure return false
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- Success return float
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*/
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int lmathWrap( lua_State *L ) {
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if ( !lua_isnumber( L, -3 ) || !lua_isnumber( L, -2 ) || !lua_isnumber( L, -1 ) ) {
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TraceLog( LOG_WARNING, "%s", "Bad call of function. RL_Wrap( float value, float min, float max )" );
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lua_pushboolean( L, false );
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return 1;
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}
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float max = lua_tonumber( L, -1 );
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float min = lua_tonumber( L, -2 );
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float value = lua_tonumber( L, -3 );
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lua_pushnumber( L, Wrap( value, min, max ) );
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return 1;
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}
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/*
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> result = RL_FloatEquals( float x, float y )
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Check whether two given floats are almost equal
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- Failure return false
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- Success return int
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*/
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int lmathFloatEquals( lua_State *L ) {
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if ( !lua_isnumber( L, -2 ) || !lua_isnumber( L, -1 ) ) {
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TraceLog( LOG_WARNING, "%s", "Bad call of function. RL_FloatEquals( float x, float y )" );
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lua_pushboolean( L, false );
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return 1;
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}
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float y = lua_tonumber( L, -1 );
|
||||
float x = lua_tonumber( L, -2 );
|
||||
|
||||
lua_pushinteger( L, FloatEquals( x, y ) );
|
||||
|
||||
return 1;
|
||||
}
|
||||
|
||||
/*
|
||||
## Math - Vector2
|
||||
*/
|
||||
@@ -320,6 +365,29 @@ int lmathVector2Distance( lua_State *L ) {
|
||||
return 1;
|
||||
}
|
||||
|
||||
/*
|
||||
> result = RL_Vector2DistanceSqr( Vector2 v1, Vector2 v2 )
|
||||
|
||||
Calculate square distance between two vectors
|
||||
|
||||
- Failure return false
|
||||
- Success return float
|
||||
*/
|
||||
int lmathVector2DistanceSqr( lua_State *L ) {
|
||||
if ( !lua_istable( L, -2 ) || !lua_istable( L, -1 ) ) {
|
||||
TraceLog( LOG_WARNING, "%s", "Bad call of function. RL_Vector2DistanceSqr( Vector2 v1, Vector2 v2 )" );
|
||||
lua_pushboolean( L, false );
|
||||
return 1;
|
||||
}
|
||||
Vector2 v2 = uluaGetVector2( L );
|
||||
lua_pop( L, 1 );
|
||||
Vector2 v1 = uluaGetVector2( L );
|
||||
|
||||
lua_pushnumber( L, Vector2DistanceSqr( v1, v2 ) );
|
||||
|
||||
return 1;
|
||||
}
|
||||
|
||||
/*
|
||||
> result = RL_Vector2Angle( Vector2 v1, Vector2 v2 )
|
||||
|
||||
@@ -454,6 +522,29 @@ int lmathVector2Normalize( lua_State *L ) {
|
||||
return 1;
|
||||
}
|
||||
|
||||
/*
|
||||
> result = RL_Vector2Transform( Vector2 v, Matrix mat )
|
||||
|
||||
Transforms a Vector2 by a given Matrix
|
||||
|
||||
- Failure return false
|
||||
- Success return Vector2
|
||||
*/
|
||||
int lmathVector2Transform( lua_State *L ) {
|
||||
if ( !lua_istable( L, -2 ) || !lua_istable( L, -1 ) ) {
|
||||
TraceLog( LOG_WARNING, "%s", "Bad call of function. RL_Vector2Transform( Vector2 v, Matrix mat )" );
|
||||
lua_pushboolean( L, false );
|
||||
return 1;
|
||||
}
|
||||
Matrix mat = uluaGetMatrix( L );
|
||||
lua_pop( L, 1 );
|
||||
Vector2 v = uluaGetVector2( L );
|
||||
|
||||
uluaPushVector2( L, Vector2Transform( v, mat ) );
|
||||
|
||||
return 1;
|
||||
}
|
||||
|
||||
/*
|
||||
> result = RL_Vector2Lerp( Vector2 v1, Vector2 v2, float amount )
|
||||
|
||||
@@ -550,6 +641,101 @@ int lmathVector2MoveTowards( lua_State *L ) {
|
||||
return 1;
|
||||
}
|
||||
|
||||
/*
|
||||
> result = RL_Vector2Invert( Vector2 v )
|
||||
|
||||
Invert the given vector
|
||||
|
||||
- Failure return false
|
||||
- Success return Vector2
|
||||
*/
|
||||
int lmathVector2Invert( lua_State *L ) {
|
||||
if ( !lua_istable( L, -1 ) ) {
|
||||
TraceLog( LOG_WARNING, "%s", "Bad call of function. RL_Vector2Invert( Vector2 v )" );
|
||||
lua_pushboolean( L, false );
|
||||
return 1;
|
||||
}
|
||||
Vector2 v = uluaGetVector2( L );
|
||||
|
||||
uluaPushVector2( L, Vector2Invert( v ) );
|
||||
|
||||
return 1;
|
||||
}
|
||||
|
||||
/*
|
||||
> result = RL_Vector2Clamp( Vector2 v, Vector2 min, Vector2 max )
|
||||
|
||||
Clamp the components of the vector between
|
||||
min and max values specified by the given vectors
|
||||
|
||||
- Failure return false
|
||||
- Success return Vector2
|
||||
*/
|
||||
int lmathVector2Clamp( lua_State *L ) {
|
||||
if ( !lua_istable( L, -3 ) || !lua_istable( L, -2 ) || !lua_istable( L, -1 ) ) {
|
||||
TraceLog( LOG_WARNING, "%s", "Bad call of function. RL_Vector2Clamp( Vector2 v, Vector2 min, Vector2 max )" );
|
||||
lua_pushboolean( L, false );
|
||||
return 1;
|
||||
}
|
||||
Vector2 max = uluaGetVector2( L );
|
||||
lua_pop( L, 1 );
|
||||
Vector2 min = uluaGetVector2( L );
|
||||
lua_pop( L, 1 );
|
||||
Vector2 v = uluaGetVector2( L );
|
||||
|
||||
uluaPushVector2( L, Vector2Clamp( v, min, max ) );
|
||||
|
||||
return 1;
|
||||
}
|
||||
|
||||
/*
|
||||
> result = RL_Vector2ClampValue( Vector2 v, float min, float max )
|
||||
|
||||
Clamp the magnitude of the vector between two min and max values
|
||||
|
||||
- Failure return false
|
||||
- Success return Vector2
|
||||
*/
|
||||
int lmathVector2ClampValue( lua_State *L ) {
|
||||
if ( !lua_istable( L, -3 ) || !lua_isnumber( L, -2 ) || !lua_isnumber( L, -1 ) ) {
|
||||
TraceLog( LOG_WARNING, "%s", "Bad call of function. RL_Vector2ClampValue( Vector2 v, float min, float max )" );
|
||||
lua_pushboolean( L, false );
|
||||
return 1;
|
||||
}
|
||||
float max = lua_tonumber( L, -1 );
|
||||
lua_pop( L, 1 );
|
||||
float min = lua_tonumber( L, -1 );
|
||||
lua_pop( L, 1 );
|
||||
Vector2 v = uluaGetVector2( L );
|
||||
|
||||
uluaPushVector2( L, Vector2ClampValue( v, min, max ) );
|
||||
|
||||
return 1;
|
||||
}
|
||||
|
||||
/*
|
||||
> result = RL_Vector2Equals( Vector2 v1, Vector2 v2 )
|
||||
|
||||
Check whether two given vectors are almost equal
|
||||
|
||||
- Failure return false
|
||||
- Success return int
|
||||
*/
|
||||
int lmathVector2Equals( lua_State *L ) {
|
||||
if ( !lua_istable( L, -2 ) || !lua_istable( L, -1 ) ) {
|
||||
TraceLog( LOG_WARNING, "%s", "Bad call of function. RL_Vector2Equals( Vector2 v1, Vector2 v2 )" );
|
||||
lua_pushboolean( L, false );
|
||||
return 1;
|
||||
}
|
||||
Vector2 v2 = uluaGetVector2( L );
|
||||
lua_pop( L, 1 );
|
||||
Vector2 v1 = uluaGetVector2( L );
|
||||
|
||||
lua_pushinteger( L, Vector2Equals( v1, v2 ) );
|
||||
|
||||
return 1;
|
||||
}
|
||||
|
||||
/*
|
||||
## Math - Vector 3
|
||||
*/
|
||||
@@ -850,6 +1036,29 @@ int lmathVector3Distance( lua_State *L ) {
|
||||
return 1;
|
||||
}
|
||||
|
||||
/*
|
||||
> result = RL_Vector3DistanceSqr( Vector3 v1, Vector3 v2 )
|
||||
|
||||
Calculate square distance between two vectors
|
||||
|
||||
- Failure return false
|
||||
- Success return float
|
||||
*/
|
||||
int lmathVector3DistanceSqr( lua_State *L ) {
|
||||
if ( !lua_istable( L, -2 ) || !lua_istable( L, -1 ) ) {
|
||||
TraceLog( LOG_WARNING, "%s", "Bad call of function. RL_Vector3DistanceSqr( Vector3 v1, Vector3 v2 )" );
|
||||
lua_pushboolean( L, false );
|
||||
return 1;
|
||||
}
|
||||
Vector3 v2 = uluaGetVector3( L );
|
||||
lua_pop( L, 1 );
|
||||
Vector3 v1 = uluaGetVector3( L );
|
||||
|
||||
lua_pushnumber( L, Vector3DistanceSqr( v1, v2 ) );
|
||||
|
||||
return 1;
|
||||
}
|
||||
|
||||
/*
|
||||
> result = RL_Vector3Angle( Vector3 v1, Vector3 v2 )
|
||||
|
||||
@@ -1011,6 +1220,31 @@ int lmathVector3RotateByQuaternion( lua_State *L ) {
|
||||
return 1;
|
||||
}
|
||||
|
||||
/*
|
||||
> result = RL_Vector3RotateByAxisAngle( Vector3 v, Vector3 axis, float angle )
|
||||
|
||||
Rotates a vector around an axis
|
||||
|
||||
- Failure return false
|
||||
- Success return Vector3
|
||||
*/
|
||||
int lmathVector3RotateByAxisAngle( lua_State *L ) {
|
||||
if ( !lua_istable( L, -3 ) || !lua_istable( L, -2 ) || !lua_isnumber( L, -1 ) ) {
|
||||
TraceLog( LOG_WARNING, "%s", "Bad call of function. RL_Vector3RotateByAxisAngle( Vector3 v, Vector3 axis, float angle )" );
|
||||
lua_pushboolean( L, false );
|
||||
return 1;
|
||||
}
|
||||
float angle = lua_tonumber( L, -1 );
|
||||
lua_pop( L, 1 );
|
||||
Vector3 axis = uluaGetVector3( L );
|
||||
lua_pop( L, 1 );
|
||||
Vector3 v = uluaGetVector3( L );
|
||||
|
||||
uluaPushVector3( L, Vector3RotateByAxisAngle( v, axis, angle ) );
|
||||
|
||||
return 1;
|
||||
}
|
||||
|
||||
/*
|
||||
> result = RL_Vector3Lerp( Vector3 v1, Vector3 v2, float amount )
|
||||
|
||||
@@ -1159,6 +1393,131 @@ int lmathVector3Unproject( lua_State *L ) {
|
||||
return 1;
|
||||
}
|
||||
|
||||
/*
|
||||
> result = RL_Vector3Invert( Vector3 v )
|
||||
|
||||
Invert the given vector
|
||||
|
||||
- Failure return false
|
||||
- Success return Vector3
|
||||
*/
|
||||
int lmathVector3Invert( lua_State *L ) {
|
||||
if ( !lua_istable( L, -1 ) ) {
|
||||
TraceLog( LOG_WARNING, "%s", "Bad call of function. RL_Vector3Invert( Vector3 v )" );
|
||||
lua_pushboolean( L, false );
|
||||
return 1;
|
||||
}
|
||||
Vector3 v = uluaGetVector3( L );
|
||||
|
||||
uluaPushVector3( L, Vector3Invert( v ) );
|
||||
|
||||
return 1;
|
||||
}
|
||||
|
||||
/*
|
||||
> result = RL_Vector3Clamp( Vector3 v, Vector3 min, Vector3 max )
|
||||
|
||||
Clamp the components of the vector between
|
||||
min and max values specified by the given vectors
|
||||
|
||||
- Failure return false
|
||||
- Success return Vector3
|
||||
*/
|
||||
int lmathVector3Clamp( lua_State *L ) {
|
||||
if ( !lua_istable( L, -3 ) || !lua_istable( L, -2 ) || !lua_istable( L, -1 ) ) {
|
||||
TraceLog( LOG_WARNING, "%s", "Bad call of function. RL_Vector3Clamp( Vector3 v, Vector3 min, Vector3 max )" );
|
||||
lua_pushboolean( L, false );
|
||||
return 1;
|
||||
}
|
||||
Vector3 max = uluaGetVector3( L );
|
||||
lua_pop( L, 1 );
|
||||
Vector3 min = uluaGetVector3( L );
|
||||
lua_pop( L, 1 );
|
||||
Vector3 v = uluaGetVector3( L );
|
||||
|
||||
uluaPushVector3( L, Vector3Clamp( v, min, max ) );
|
||||
|
||||
return 1;
|
||||
}
|
||||
|
||||
/*
|
||||
> result = RL_Vector3ClampValue( Vector3 v, float min, float max )
|
||||
|
||||
Clamp the magnitude of the vector between two values
|
||||
|
||||
- Failure return false
|
||||
- Success return Vector3
|
||||
*/
|
||||
int lmathVector3ClampValue( lua_State *L ) {
|
||||
if ( !lua_istable( L, -3 ) || !lua_isnumber( L, -2 ) || !lua_isnumber( L, -1 ) ) {
|
||||
TraceLog( LOG_WARNING, "%s", "Bad call of function. RL_Vector3ClampValue( Vector3 v, float min, float max )" );
|
||||
lua_pushboolean( L, false );
|
||||
return 1;
|
||||
}
|
||||
float max = lua_tonumber( L, -1 );
|
||||
lua_pop( L, 1 );
|
||||
float min = lua_tonumber( L, -1 );
|
||||
lua_pop( L, 1 );
|
||||
Vector3 v = uluaGetVector3( L );
|
||||
|
||||
uluaPushVector3( L, Vector3ClampValue( v, min, max ) );
|
||||
|
||||
return 1;
|
||||
}
|
||||
|
||||
/*
|
||||
> result = RL_Vector3Equals( Vector3 v1, Vector3 v2 )
|
||||
|
||||
Check whether two given vectors are almost equal
|
||||
|
||||
- Failure return false
|
||||
- Success return int
|
||||
*/
|
||||
int lmathVector3Equals( lua_State *L ) {
|
||||
if ( !lua_istable( L, -2 ) || !lua_istable( L, -1 ) ) {
|
||||
TraceLog( LOG_WARNING, "%s", "Bad call of function. RL_Vector3Equals( Vector3 v1, Vector3 v2 )" );
|
||||
lua_pushboolean( L, false );
|
||||
return 1;
|
||||
}
|
||||
Vector3 v2 = uluaGetVector3( L );
|
||||
lua_pop( L, 1 );
|
||||
Vector3 v1 = uluaGetVector3( L );
|
||||
|
||||
lua_pushinteger( L, Vector3Equals( v1, v2 ) );
|
||||
|
||||
return 1;
|
||||
}
|
||||
|
||||
/*
|
||||
> result = RL_Vector3Refract( Vector3 v, Vector3 n, float r )
|
||||
|
||||
Compute the direction of a refracted ray where v specifies the
|
||||
normalized direction of the incoming ray, n specifies the
|
||||
normalized normal vector of the interface of two optical media,
|
||||
and r specifies the ratio of the refractive index of the medium
|
||||
from where the ray comes to the refractive index of the medium
|
||||
on the other side of the surface
|
||||
|
||||
- Failure return false
|
||||
- Success return Vector3
|
||||
*/
|
||||
int lmathVector3Refract( lua_State *L ) {
|
||||
if ( !lua_istable( L, -3 ) || !lua_istable( L, -2 ) || !lua_isnumber( L, -1 ) ) {
|
||||
TraceLog( LOG_WARNING, "%s", "Bad call of function. RL_Vector3Refract( Vector3 v, Vector3 n, float r )" );
|
||||
lua_pushboolean( L, false );
|
||||
return 1;
|
||||
}
|
||||
float r = lua_tonumber( L, -1 );
|
||||
lua_pop( L, 1 );
|
||||
Vector3 n = uluaGetVector3( L );
|
||||
lua_pop( L, 1 );
|
||||
Vector3 v = uluaGetVector3( L );
|
||||
|
||||
uluaPushVector3( L, Vector3Refract( v, n, r ) );
|
||||
|
||||
return 1;
|
||||
}
|
||||
|
||||
/*
|
||||
## Math - Matrix
|
||||
*/
|
||||
@@ -2101,3 +2460,26 @@ int lmathQuaternionTransform( lua_State *L ) {
|
||||
|
||||
return 1;
|
||||
}
|
||||
|
||||
/*
|
||||
> result = RL_QuaternionEquals( Quaternion q1, Quaternion q2 )
|
||||
|
||||
Check whether two given quaternions are almost equal
|
||||
|
||||
- Failure return false
|
||||
- Success return int
|
||||
*/
|
||||
int lmathQuaternionEquals( lua_State *L ) {
|
||||
if ( !lua_istable( L, -2 ) || !lua_isnumber( L, -1 ) ) {
|
||||
TraceLog( LOG_WARNING, "%s", "Bad call of function. RL_QuaternionEquals( Quaternion q1, Quaternion q2 )" );
|
||||
lua_pushboolean( L, false );
|
||||
return 1;
|
||||
}
|
||||
Quaternion q2 = uluaGetQuaternion( L );
|
||||
lua_pop( L, 1 );
|
||||
Quaternion q1 = uluaGetQuaternion( L );
|
||||
|
||||
lua_pushinteger( L, QuaternionEquals( q1, q2 ) );
|
||||
|
||||
return 1;
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user