More Model management functions, BoneInfo and Transform.
This commit is contained in:
169
src/lua_core.c
169
src/lua_core.c
@@ -845,7 +845,7 @@ static void defineGlobals() {
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assignGlobalInt( RL_FRAGMENT_SHADER, "RL_FRAGMENT_SHADER" ); // GL_FRAGMENT_SHADER
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assignGlobalInt( RL_VERTEX_SHADER, "RL_VERTEX_SHADER" ); // GL_VERTEX_SHADER
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assignGlobalInt( RL_COMPUTE_SHADER, "RL_COMPUTE_SHADER" ); // GL_COMPUTE_SHADER
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/* RLGL GlVersion */
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/* RLGL GL blending factors */
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assignGlobalInt( RL_ZERO, "RL_ZERO" ); // GL_ZERO
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assignGlobalInt( RL_ONE, "RL_ONE" ); // GL_ONE
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assignGlobalInt( RL_SRC_COLOR, "RL_SRC_COLOR" ); // GL_SRC_COLOR
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@@ -1586,10 +1586,20 @@ void luaRegister() {
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assingGlobalFunction( "IsModelReady", lmodelsIsModelReady );
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assingGlobalFunction( "UnloadModel", lmodelsUnloadModel );
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assingGlobalFunction( "GetModelBoundingBox", lmodelsGetModelBoundingBox );
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assingGlobalFunction( "SetModelTransform", lmodelsSetModelTransform );
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assingGlobalFunction( "SetModelMesh", lmodelsSetModelMesh );
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assingGlobalFunction( "SetModelMaterial", lmodelsSetModelMaterial );
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assingGlobalFunction( "SetModelMeshMaterial", lmodelsSetModelMeshMaterial );
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assingGlobalFunction( "SetModelTransform", lmodelsSetModelTransform );
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assingGlobalFunction( "SetModelBone", lmodelsSetModelBone );
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assingGlobalFunction( "SetModelBindPose", lmodelsSetModelBindPose );
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assingGlobalFunction( "GetModelTransform", lmodelsGetModelTransform );
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assingGlobalFunction( "GetModelMeshCount", lmodelsGetModelMeshCount );
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assingGlobalFunction( "GetModelMaterialCount", lmodelsGetModelMaterialCount );
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assingGlobalFunction( "GetModelMesh", lmodelsGetModelMesh );
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assingGlobalFunction( "GetModelMaterial", lmodelsGetModelMaterial );
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assingGlobalFunction( "GetModelBoneCount", lmodelsGetModelBoneCount );
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assingGlobalFunction( "GetModelBone", lmodelsGetModelBone );
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assingGlobalFunction( "GetModelBindPose", lmodelsGetModelBindPose );
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/* Model drawing functions. */
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assingGlobalFunction( "DrawModel", lmodelsDrawModel );
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assingGlobalFunction( "DrawModelEx", lmodelsDrawModelEx );
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@@ -2481,7 +2491,6 @@ BoundingBox uluaGetBoundingBox( lua_State *L, int index ) {
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lua_pop( L, 1 );
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}
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}
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return box;
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}
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@@ -2518,7 +2527,6 @@ Ray uluaGetRay( lua_State *L, int index ) {
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lua_pop( L, 1 );
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}
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}
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return ray;
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}
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@@ -2581,6 +2589,139 @@ NPatchInfo uluaGetNPatchInfo( lua_State *L, int index ) {
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return npatch;
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}
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GlyphInfo uluaGetGlyphInfo( lua_State *L, int index ) {
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luaL_checktype( L, index, LUA_TTABLE );
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GlyphInfo glyph = { 0 };
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int t = index, i = 0;
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lua_pushnil( L );
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while ( lua_next( L, t ) != 0 ) {
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/* Do not check type since there should be table and ints. */
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if ( lua_isnumber( L, -2 ) ) {
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switch ( i ) {
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case 0:
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glyph.value = lua_tointeger( L, -1 );
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break;
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case 1:
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glyph.offsetX = lua_tointeger( L, -1 );
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break;
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case 2:
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glyph.offsetY = lua_tointeger( L, -1 );
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break;
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case 3:
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glyph.advanceX = lua_tointeger( L, -1 );
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break;
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case 4:
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glyph.image = *uluaGetImage( L, lua_gettop( L ) );
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break;
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default:
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break;
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}
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}
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else if ( lua_isstring( L, -2 ) ) {
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if ( strcmp( "value", (char*)lua_tostring( L, -2 ) ) == 0 ) {
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glyph.value = lua_tointeger( L, -1 );
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}
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else if ( strcmp( "offsetX", (char*)lua_tostring( L, -2 ) ) == 0 ) {
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glyph.offsetX = lua_tointeger( L, -1 );
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}
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else if ( strcmp( "offsetY", (char*)lua_tostring( L, -2 ) ) == 0 ) {
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glyph.offsetY = lua_tointeger( L, -1 );
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}
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else if ( strcmp( "advanceX", (char*)lua_tostring( L, -2 ) ) == 0 ) {
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glyph.advanceX = lua_tointeger( L, -1 );
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}
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else if ( strcmp( "image", (char*)lua_tostring( L, -2 ) ) == 0 ) {
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glyph.image = *uluaGetImage( L, lua_gettop( L ) );
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}
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}
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i++;
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lua_pop( L, 1 );
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}
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return glyph;
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}
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BoneInfo uluaGetBoneInfo( lua_State *L, int index ) {
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luaL_checktype( L, index, LUA_TTABLE );
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BoneInfo bone = { 0 };
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int t = index, i = 0;
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lua_pushnil( L );
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while ( lua_next( L, t ) != 0 ) {
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/* Do not check type since there should be table and ints. */
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if ( lua_isnumber( L, -2 ) ) {
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switch ( i ) {
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case 0:
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strncpy( bone.name, lua_tostring( L, lua_gettop( L ) ), 32 );
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break;
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case 1:
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bone.parent = lua_tointeger( L, -1 );
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break;
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default:
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break;
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}
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}
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else if ( lua_istable( L, -1 ) ) {
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if ( lua_isstring( L, -2 ) ) {
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if ( strcmp( "name", (char*)lua_tostring( L, -2 ) ) == 0 ) {
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strncpy( bone.name, lua_tostring( L, lua_gettop( L ) ), 32 );
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}
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else if ( strcmp( "parent", (char*)lua_tostring( L, -2 ) ) == 0 ) {
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bone.parent = lua_tointeger( L, -1 );
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}
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}
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i++;
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lua_pop( L, 1 );
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}
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}
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return bone;
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}
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Transform uluaGetTransform( lua_State *L, int index ) {
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luaL_checktype( L, index, LUA_TTABLE );
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Transform transform = { 0 };
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int t = index, i = 0;
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lua_pushnil( L );
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while ( lua_next( L, t ) != 0 ) {
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/* Do not check type since there should be table and ints. */
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if ( lua_isnumber( L, -2 ) ) {
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switch ( i ) {
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case 0:
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transform.translation = uluaGetVector3( L, lua_gettop( L ) );
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break;
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case 1:
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transform.rotation = uluaGetQuaternion( L, lua_gettop( L ) );
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break;
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case 2:
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transform.scale = uluaGetVector3( L, lua_gettop( L ) );
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break;
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default:
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break;
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}
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}
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else if ( lua_istable( L, -1 ) ) {
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if ( lua_isstring( L, -2 ) ) {
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if ( strcmp( "translation", (char*)lua_tostring( L, -2 ) ) == 0 ) {
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transform.translation = uluaGetVector3( L, lua_gettop( L ) );
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}
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else if ( strcmp( "rotation", (char*)lua_tostring( L, -2 ) ) == 0 ) {
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transform.rotation = uluaGetQuaternion( L, lua_gettop( L ) );
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}
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else if ( strcmp( "scale", (char*)lua_tostring( L, -2 ) ) == 0 ) {
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transform.scale = uluaGetVector3( L, lua_gettop( L ) );
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}
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}
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i++;
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lua_pop( L, 1 );
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}
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}
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return transform;
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}
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Buffer* uluaGetBuffer( lua_State *L, int index ) {
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if ( lua_islightuserdata( L, index ) ) {
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return (Buffer*)lua_touserdata( L, index );
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@@ -2866,7 +3007,7 @@ void uluaPushBoundingBox( lua_State *L, BoundingBox box ) {
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}
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void uluaPushGlyphInfo( lua_State *L, GlyphInfo glyphInfo, Image *image ) {
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lua_createtable( L, 4, 0 );
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lua_createtable( L, 5, 0 );
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lua_pushinteger( L, glyphInfo.value );
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lua_setfield( L, -2, "value" );
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lua_pushinteger( L, glyphInfo.offsetX );
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@@ -2879,6 +3020,24 @@ void uluaPushGlyphInfo( lua_State *L, GlyphInfo glyphInfo, Image *image ) {
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lua_setfield( L, -2, "image" );
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}
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void uluaPushBoneInfo( lua_State *L, BoneInfo boneInfo ) {
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lua_createtable( L, 2, 0 );
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lua_pushstring( L, boneInfo.name );
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lua_setfield( L, -2, "name" );
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lua_pushinteger( L, boneInfo.parent );
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lua_setfield( L, -2, "parent" );
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}
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void uluaPushTransform( lua_State *L, Transform transform ) {
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lua_createtable( L, 3, 0 );
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uluaPushVector3( L, transform.translation );
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lua_setfield( L, -2, "name" );
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uluaPushQuaternion( L, transform.rotation );
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lua_setfield( L, -2, "rotation" );
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uluaPushVector3( L, transform.scale );
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lua_setfield( L, -2, "scale" );
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}
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void uluaPushBuffer( lua_State *L, Buffer buffer ) {
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if ( buffer.size == 0 ) {
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buffer.data = NULL;
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222
src/models.c
222
src/models.c
@@ -572,10 +572,49 @@ int lmodelsGetModelBoundingBox( lua_State *L ) {
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return 1;
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}
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/*
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> RL.SetModelTransform( Model model, Matrix transform )
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Set model transform matrix
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*/
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int lmodelsSetModelTransform( lua_State *L ) {
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Model *model = uluaGetModel( L, 1 );
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Matrix transform = uluaGetMatrix( L, 2 );
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model->transform = transform;
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return 0;
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}
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/*
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> success = RL.SetModelMesh( Model model, int meshId, Mesh mesh )
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Get model mesh. Return as lightuserdata
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- Failure return false
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- Success return true
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*/
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int lmodelsSetModelMesh( lua_State *L ) {
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Model *model = uluaGetModel( L, 1 );
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int meshId = luaL_checkinteger( L, 2 );
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Mesh *mesh = uluaGetMesh( L, 3 );
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if ( 0 <= meshId && meshId < model->meshCount ) {
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// TODO Test if mesh should be copied instead. Is there issues with unloading.
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model->meshes[ meshId ] = *mesh;
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lua_pushboolean( L, true );
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}
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else {
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TraceLog( LOG_WARNING, "MeshId %d out of bounds", meshId );
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lua_pushboolean( L, false );
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}
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return 1;
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}
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/*
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> success = RL.SetModelMaterial( Model model, int modelMaterialId, Material material )
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Copies material to model material. (Model material is the material id in models.)
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Copies material to model material
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- Failure return false
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- Success return true
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@@ -585,8 +624,6 @@ int lmodelsSetModelMaterial( lua_State *L ) {
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int modelMaterialId = luaL_checkinteger( L, 2 );
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Material *material = uluaGetMaterial( L, 3 );
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//TODO Could maybe return old shader and textures for storage or get garbage collected?
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if ( 0 <= modelMaterialId && modelMaterialId < model->materialCount ) {
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/* Copy material data instead of using pointer. Pointer would result in double free error. */
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model->materials[ modelMaterialId ].shader = material->shader;
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@@ -630,17 +667,51 @@ int lmodelsSetModelMeshMaterial( lua_State *L ) {
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}
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/*
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> RL.SetModelTransform( Model model, Matrix transform )
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> success = RL.SetModelBone( Model model, int boneId, BoneInfo bone )
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Set model transform matrix
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Set model bone information (skeleton)
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- Failure return false
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- Success return true
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*/
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int lmodelsSetModelTransform( lua_State *L ) {
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int lmodelsSetModelBone( lua_State *L ) {
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Model *model = uluaGetModel( L, 1 );
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Matrix transform = uluaGetMatrix( L, 2 );
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int boneId = luaL_checkinteger( L, 2 );
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BoneInfo bone = uluaGetBoneInfo( L, 3 );
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model->transform = transform;
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if ( 0 <= boneId && boneId < model->boneCount ) {
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model->bones[ boneId ] = bone;
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lua_pushboolean( L, true );
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}
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else {
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TraceLog( LOG_WARNING, "boneId %d out of bounds", boneId );
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lua_pushboolean( L, false );
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}
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return 1;
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}
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return 0;
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/*
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> success = RL.SetModelBindPose( Model model, int boneId, Transform pose )
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Set model bones base transformation (pose)
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- Failure return false
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- Success return true
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*/
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int lmodelsSetModelBindPose( lua_State *L ) {
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Model *model = uluaGetModel( L, 1 );
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int boneId = luaL_checkinteger( L, 2 );
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Transform pose = uluaGetTransform( L, 3 );
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if ( 0 <= boneId && boneId < model->boneCount ) {
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model->bindPose[ boneId ] = pose;
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lua_pushboolean( L, true );
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}
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else {
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TraceLog( LOG_WARNING, "boneId %d out of bounds", boneId );
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lua_pushboolean( L, false );
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}
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return 1;
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}
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/*
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@@ -658,6 +729,139 @@ int lmodelsGetModelTransform( lua_State *L ) {
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return 1;
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}
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/*
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> meshCount = RL.GetModelMeshCount( Model model )
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Get model number of meshes
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- Success return int
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*/
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int lmodelsGetModelMeshCount( lua_State *L ) {
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Model *model = uluaGetModel( L, 1 );
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lua_pushinteger( L, model->meshCount );
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return 1;
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}
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/*
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> meshCount = RL.GetModelMaterialCount( Model model )
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Get model number of materials
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- Success return int
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*/
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int lmodelsGetModelMaterialCount( lua_State *L ) {
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Model *model = uluaGetModel( L, 1 );
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lua_pushinteger( L, model->materialCount );
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return 1;
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}
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/*
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> mesh = RL.GetModelMesh( Model model, int meshId )
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Get model mesh. Return as lightuserdata
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- Failure return nil
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- Success return Mesh
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*/
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int lmodelsGetModelMesh( lua_State *L ) {
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Model *model = uluaGetModel( L, 1 );
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int meshId = luaL_checkinteger( L, 2 );
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if ( 0 <= meshId && meshId < model->meshCount ) {
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lua_pushlightuserdata( L, &model->meshes[ meshId ] );
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}
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else {
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TraceLog( LOG_WARNING, "MeshId %d out of bounds", meshId );
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lua_pushnil( L );
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}
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return 1;
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}
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/*
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> material = RL.GetModelMaterial( Model model, int materialId )
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Get model material. Return as lightuserdata
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- Failure return nil
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- Success return Material
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*/
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int lmodelsGetModelMaterial( lua_State *L ) {
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Model *model = uluaGetModel( L, 1 );
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int materialId = luaL_checkinteger( L, 2 );
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if ( 0 <= materialId && materialId < model->materialCount ) {
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lua_pushlightuserdata( L, &model->materials[ materialId ] );
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}
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else {
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TraceLog( LOG_WARNING, "MaterialId %d out of bounds", materialId );
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lua_pushnil( L );
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}
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return 1;
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}
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/*
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> boneCount = RL.GetModelBoneCount( Model model )
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Get model number of bones
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- Success return int
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*/
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int lmodelsGetModelBoneCount( lua_State *L ) {
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Model *model = uluaGetModel( L, 1 );
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lua_pushinteger( L, model->boneCount );
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return 1;
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}
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/*
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> bone = RL.GetModelBone( Model model, int boneId )
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Get model bones information (skeleton)
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- Failure return nil
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- Success return BoneInfo
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*/
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int lmodelsGetModelBone( lua_State *L ) {
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Model *model = uluaGetModel( L, 1 );
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int boneId = luaL_checkinteger( L, 2 );
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if ( 0 <= boneId && boneId < model->boneCount ) {
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uluaPushBoneInfo( L, model->bones[ boneId ] );
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}
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else {
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TraceLog( LOG_WARNING, "BoneId %d out of bounds", boneId );
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lua_pushnil( L );
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}
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return 1;
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}
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/*
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> pose = RL.GetModelBindPose( Model model, int boneId )
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Get models bones base transformation (pose)
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- Failure return nil
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- Success return Transform
|
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*/
|
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int lmodelsGetModelBindPose( lua_State *L ) {
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Model *model = uluaGetModel( L, 1 );
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int boneId = luaL_checkinteger( L, 2 );
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||||
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if ( 0 <= boneId && boneId < model->boneCount ) {
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uluaPushTransform( L, model->bindPose[ boneId ] );
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}
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else {
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||||
TraceLog( LOG_WARNING, "BoneId %d out of bounds", boneId );
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||||
lua_pushnil( L );
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}
|
||||
return 1;
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||||
}
|
||||
|
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/*
|
||||
## Models - Model drawing functions
|
||||
*/
|
||||
|
||||
Reference in New Issue
Block a user