More Model management functions, BoneInfo and Transform.

This commit is contained in:
jussi
2023-12-07 22:38:13 +02:00
parent 6ecbbcc282
commit eb7873be2b
9 changed files with 590 additions and 30 deletions

107
API.md
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@@ -221,6 +221,18 @@ GlyphInfo, font characters glyphs info
---
> BoneInfo = { name = string[32], parent = int }
Bone, skeletal animation bone
---
> Transform = { translation = Vector3, rotation = Quaternion, scale = Vector3 }
Transform, vertex transformation data
---
> Wave = Userdata
Wave, audio wave data
@@ -2977,7 +2989,7 @@ GL_COMPUTE_SHADER
---
## Defines - RLGL GlVersion
## Defines - RLGL GL blending factors
> RL_ZERO = 0
GL_ZERO
@@ -6585,9 +6597,24 @@ Compute model bounding box limits (considers all meshes)
---
> RL.SetModelTransform( Model model, Matrix transform )
Set model transform matrix
---
> success = RL.SetModelMesh( Model model, int meshId, Mesh mesh )
Get model mesh. Return as lightuserdata
- Failure return false
- Success return true
---
> success = RL.SetModelMaterial( Model model, int modelMaterialId, Material material )
Copies material to model material. (Model material is the material id in models.)
Copies material to model material
- Failure return false
- Success return true
@@ -6600,9 +6627,21 @@ Set material for a mesh (Mesh and material on this model)
---
> RL.SetModelTransform( Model model, Matrix transform )
> success = RL.SetModelBone( Model model, int boneId, BoneInfo bone )
Set model transform matrix
Set model bone information (skeleton)
- Failure return false
- Success return true
---
> success = RL.SetModelBindPose( Model model, int boneId, Transform pose )
Set model bones base transformation (pose)
- Failure return false
- Success return true
---
@@ -6614,6 +6653,66 @@ Get model transform matrix
---
> meshCount = RL.GetModelMeshCount( Model model )
Get model number of meshes
- Success return int
---
> meshCount = RL.GetModelMaterialCount( Model model )
Get model number of materials
- Success return int
---
> mesh = RL.GetModelMesh( Model model, int meshId )
Get model mesh. Return as lightuserdata
- Failure return nil
- Success return Mesh
---
> material = RL.GetModelMaterial( Model model, int materialId )
Get model material. Return as lightuserdata
- Failure return nil
- Success return Material
---
> boneCount = RL.GetModelBoneCount( Model model )
Get model number of bones
- Success return int
---
> bone = RL.GetModelBone( Model model, int boneId )
Get model bones information (skeleton)
- Failure return nil
- Success return BoneInfo
---
> pose = RL.GetModelBindPose( Model model, int boneId )
Get models bones base transformation (pose)
- Failure return nil
- Success return Transform
---
## Models - Model drawing functions
---

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@@ -1034,7 +1034,7 @@ RL.RL_VERTEX_SHADER=35633
---GL_COMPUTE_SHADER
RL.RL_COMPUTE_SHADER=37305
-- Defines - RLGL GlVersion
-- Defines - RLGL GL blending factors
---GL_ZERO
RL.RL_ZERO=0
@@ -3995,7 +3995,22 @@ function RL.UnloadModel( model ) end
---@return any boundingBox
function RL.GetModelBoundingBox( model ) end
---Copies material to model material. (Model material is the material id in models.)
---Set model transform matrix
---@param model any
---@param transform table
---@return any RL.SetModelTransform
function RL.SetModelTransform( model, transform ) end
---Get model mesh. Return as lightuserdata
---- Failure return false
---- Success return true
---@param model any
---@param meshId integer
---@param mesh any
---@return any success
function RL.SetModelMesh( model, meshId, mesh ) end
---Copies material to model material
---- Failure return false
---- Success return true
---@param model any
@@ -4011,11 +4026,23 @@ function RL.SetModelMaterial( model, modelMaterialId, material ) end
---@return any RL.SetModelMeshMaterial
function RL.SetModelMeshMaterial( model, meshId, materialId ) end
---Set model transform matrix
---Set model bone information (skeleton)
---- Failure return false
---- Success return true
---@param model any
---@param transform table
---@return any RL.SetModelTransform
function RL.SetModelTransform( model, transform ) end
---@param boneId integer
---@param bone any
---@return any success
function RL.SetModelBone( model, boneId, bone ) end
---Set model bones base transformation (pose)
---- Failure return false
---- Success return true
---@param model any
---@param boneId integer
---@param pose any
---@return any success
function RL.SetModelBindPose( model, boneId, pose ) end
---Get model transform matrix
---- Success return Matrix
@@ -4023,6 +4050,56 @@ function RL.SetModelTransform( model, transform ) end
---@return any transform
function RL.GetModelTransform( model ) end
---Get model number of meshes
---- Success return int
---@param model any
---@return any meshCount
function RL.GetModelMeshCount( model ) end
---Get model number of materials
---- Success return int
---@param model any
---@return any meshCount
function RL.GetModelMaterialCount( model ) end
---Get model mesh. Return as lightuserdata
---- Failure return nil
---- Success return Mesh
---@param model any
---@param meshId integer
---@return any mesh
function RL.GetModelMesh( model, meshId ) end
---Get model material. Return as lightuserdata
---- Failure return nil
---- Success return Material
---@param model any
---@param materialId integer
---@return any material
function RL.GetModelMaterial( model, materialId ) end
---Get model number of bones
---- Success return int
---@param model any
---@return any boneCount
function RL.GetModelBoneCount( model ) end
---Get model bones information (skeleton)
---- Failure return nil
---- Success return BoneInfo
---@param model any
---@param boneId integer
---@return any bone
function RL.GetModelBone( model, boneId ) end
---Get models bones base transformation (pose)
---- Failure return nil
---- Success return Transform
---@param model any
---@param boneId integer
---@return any pose
function RL.GetModelBindPose( model, boneId ) end
-- Models - Model drawing functions
---Draw a model (With texture if set)

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@@ -20,6 +20,7 @@ KEY CHANGES:
- CHANGE: Raygui wrapper library is now object based. Possible to have multiple separated gui systems.
- ADDED: Raygui wrapper library disabled and styles for each element.
- ADDED: Files management functions.
- ADDED: More Model management functions.
DETAILED CHANGES:
- REMOVED: DrawLineBezierQuad, DrawLineBezierCubic.
@@ -39,6 +40,8 @@ DETAILED CHANGES:
- ADDED: GetTextureDefault.
- CHANGE: Renamed Files management functions to Files system functions as in raylib.
- CHANGE: Renamed ExportBufferAsCode to ExportDataAsCode.
- ADDED: BoneInfo.
- ADDED: Transform.
------------------------------------------------------------------------
Release: ReiLua version 0.6.0 Using Raylib 4.5

View File

@@ -5,7 +5,7 @@ Backlog {
* Raygui lib
* Check if could remove flickering from changing draw order by making queue for order changing and only
change them after everything is drawn.
* Platform desktop SDL.
* Platform desktop SDL
* Text input not working on gui. Could this be Raylib issue?
* Haptic functions.
* Text
@@ -16,12 +16,10 @@ Backlog {
* GenImageFontAtlas.
* Audio
* AudioStream.
* Models
* More Model management functions. Get mesh and material etc.
* BoneInfo.
* LoadMaterialsFromModel (Could then for example edit and set back to model).
* Core
* Automation events functionality.
* Models
* More Animation management functions.
* Examples
* Improve Dungeon crawler example by generating custom mesh instead of drawing 3D quads.
@@ -40,4 +38,5 @@ Needs Testing {
* rlUpdateTexture
* rlReadTexturePixels
* rlReadScreenPixels
* SetModelMesh Test unloading for double free or other errors.
}

View File

@@ -223,6 +223,10 @@ apiFile:write( "\n> BoundingBox = { { 0.0, 0.0, 0.0 }, { 1.0, 1.0, 1.0 } } or {
BoundingBox\n\n---\n" )
apiFile:write( "\n> GlyphInfo = { value = int, offsetX = int, offsetY = int, advanceX = int, image = Image }\n\
GlyphInfo, font characters glyphs info\n\n---\n" )
apiFile:write( "\n> BoneInfo = { name = string[32], parent = int }\n\
Bone, skeletal animation bone\n\n---\n" )
apiFile:write( "\n> Transform = { translation = Vector3, rotation = Quaternion, scale = Vector3 }\n\
Transform, vertex transformation data\n\n---\n" )
apiFile:write( "\n> Wave = Userdata\n\
Wave, audio wave data\n\n---\n" )
apiFile:write( "\n> Sound = Userdata\n\

View File

@@ -45,6 +45,9 @@ Matrix uluaGetMatrix( lua_State *L, int index );
BoundingBox uluaGetBoundingBox( lua_State *L, int index );
Ray uluaGetRay( lua_State *L, int index );
NPatchInfo uluaGetNPatchInfo( lua_State *L, int index );
GlyphInfo uluaGetGlyphInfo( lua_State *L, int index );
BoneInfo uluaGetBoneInfo( lua_State *L, int index );
Transform uluaGetTransform( lua_State *L, int index );
Buffer* uluaGetBuffer( lua_State *L, int index );
Image* uluaGetImage( lua_State *L, int index );
Texture* uluaGetTexture( lua_State *L, int index );
@@ -73,6 +76,8 @@ void uluaPushRay( lua_State *L, Ray ray );
void uluaPushRayCollision( lua_State *L, RayCollision rayCol );
void uluaPushBoundingBox( lua_State *L, BoundingBox box );
void uluaPushGlyphInfo( lua_State *L, GlyphInfo glyphInfo, Image *image );
void uluaPushBoneInfo( lua_State *L, BoneInfo boneInfo );
void uluaPushTransform( lua_State *L, Transform transform );
void uluaPushBuffer( lua_State *L, Buffer buffer );
void uluaPushImage( lua_State *L, Image image );
void uluaPushTexture( lua_State *L, Texture texture );

View File

@@ -33,10 +33,20 @@ int lmodelsLoadModelFromMesh( lua_State *L );
int lmodelsIsModelReady( lua_State *L );
int lmodelsUnloadModel( lua_State *L );
int lmodelsGetModelBoundingBox( lua_State *L );
int lmodelsSetModelTransform( lua_State *L );
int lmodelsSetModelMesh( lua_State *L );
int lmodelsSetModelMaterial( lua_State *L );
int lmodelsSetModelMeshMaterial( lua_State *L );
int lmodelsSetModelTransform( lua_State *L );
int lmodelsSetModelBone( lua_State *L );
int lmodelsSetModelBindPose( lua_State *L );
int lmodelsGetModelTransform( lua_State *L );
int lmodelsGetModelMeshCount( lua_State *L );
int lmodelsGetModelMaterialCount( lua_State *L );
int lmodelsGetModelMesh( lua_State *L );
int lmodelsGetModelMaterial( lua_State *L );
int lmodelsGetModelBoneCount( lua_State *L );
int lmodelsGetModelBone( lua_State *L );
int lmodelsGetModelBindPose( lua_State *L );
/* Model drawing functions. */
int lmodelsDrawModel( lua_State *L );
int lmodelsDrawModelEx( lua_State *L );

View File

@@ -845,7 +845,7 @@ static void defineGlobals() {
assignGlobalInt( RL_FRAGMENT_SHADER, "RL_FRAGMENT_SHADER" ); // GL_FRAGMENT_SHADER
assignGlobalInt( RL_VERTEX_SHADER, "RL_VERTEX_SHADER" ); // GL_VERTEX_SHADER
assignGlobalInt( RL_COMPUTE_SHADER, "RL_COMPUTE_SHADER" ); // GL_COMPUTE_SHADER
/* RLGL GlVersion */
/* RLGL GL blending factors */
assignGlobalInt( RL_ZERO, "RL_ZERO" ); // GL_ZERO
assignGlobalInt( RL_ONE, "RL_ONE" ); // GL_ONE
assignGlobalInt( RL_SRC_COLOR, "RL_SRC_COLOR" ); // GL_SRC_COLOR
@@ -1586,10 +1586,20 @@ void luaRegister() {
assingGlobalFunction( "IsModelReady", lmodelsIsModelReady );
assingGlobalFunction( "UnloadModel", lmodelsUnloadModel );
assingGlobalFunction( "GetModelBoundingBox", lmodelsGetModelBoundingBox );
assingGlobalFunction( "SetModelTransform", lmodelsSetModelTransform );
assingGlobalFunction( "SetModelMesh", lmodelsSetModelMesh );
assingGlobalFunction( "SetModelMaterial", lmodelsSetModelMaterial );
assingGlobalFunction( "SetModelMeshMaterial", lmodelsSetModelMeshMaterial );
assingGlobalFunction( "SetModelTransform", lmodelsSetModelTransform );
assingGlobalFunction( "SetModelBone", lmodelsSetModelBone );
assingGlobalFunction( "SetModelBindPose", lmodelsSetModelBindPose );
assingGlobalFunction( "GetModelTransform", lmodelsGetModelTransform );
assingGlobalFunction( "GetModelMeshCount", lmodelsGetModelMeshCount );
assingGlobalFunction( "GetModelMaterialCount", lmodelsGetModelMaterialCount );
assingGlobalFunction( "GetModelMesh", lmodelsGetModelMesh );
assingGlobalFunction( "GetModelMaterial", lmodelsGetModelMaterial );
assingGlobalFunction( "GetModelBoneCount", lmodelsGetModelBoneCount );
assingGlobalFunction( "GetModelBone", lmodelsGetModelBone );
assingGlobalFunction( "GetModelBindPose", lmodelsGetModelBindPose );
/* Model drawing functions. */
assingGlobalFunction( "DrawModel", lmodelsDrawModel );
assingGlobalFunction( "DrawModelEx", lmodelsDrawModelEx );
@@ -2481,7 +2491,6 @@ BoundingBox uluaGetBoundingBox( lua_State *L, int index ) {
lua_pop( L, 1 );
}
}
return box;
}
@@ -2518,7 +2527,6 @@ Ray uluaGetRay( lua_State *L, int index ) {
lua_pop( L, 1 );
}
}
return ray;
}
@@ -2581,6 +2589,139 @@ NPatchInfo uluaGetNPatchInfo( lua_State *L, int index ) {
return npatch;
}
GlyphInfo uluaGetGlyphInfo( lua_State *L, int index ) {
luaL_checktype( L, index, LUA_TTABLE );
GlyphInfo glyph = { 0 };
int t = index, i = 0;
lua_pushnil( L );
while ( lua_next( L, t ) != 0 ) {
/* Do not check type since there should be table and ints. */
if ( lua_isnumber( L, -2 ) ) {
switch ( i ) {
case 0:
glyph.value = lua_tointeger( L, -1 );
break;
case 1:
glyph.offsetX = lua_tointeger( L, -1 );
break;
case 2:
glyph.offsetY = lua_tointeger( L, -1 );
break;
case 3:
glyph.advanceX = lua_tointeger( L, -1 );
break;
case 4:
glyph.image = *uluaGetImage( L, lua_gettop( L ) );
break;
default:
break;
}
}
else if ( lua_isstring( L, -2 ) ) {
if ( strcmp( "value", (char*)lua_tostring( L, -2 ) ) == 0 ) {
glyph.value = lua_tointeger( L, -1 );
}
else if ( strcmp( "offsetX", (char*)lua_tostring( L, -2 ) ) == 0 ) {
glyph.offsetX = lua_tointeger( L, -1 );
}
else if ( strcmp( "offsetY", (char*)lua_tostring( L, -2 ) ) == 0 ) {
glyph.offsetY = lua_tointeger( L, -1 );
}
else if ( strcmp( "advanceX", (char*)lua_tostring( L, -2 ) ) == 0 ) {
glyph.advanceX = lua_tointeger( L, -1 );
}
else if ( strcmp( "image", (char*)lua_tostring( L, -2 ) ) == 0 ) {
glyph.image = *uluaGetImage( L, lua_gettop( L ) );
}
}
i++;
lua_pop( L, 1 );
}
return glyph;
}
BoneInfo uluaGetBoneInfo( lua_State *L, int index ) {
luaL_checktype( L, index, LUA_TTABLE );
BoneInfo bone = { 0 };
int t = index, i = 0;
lua_pushnil( L );
while ( lua_next( L, t ) != 0 ) {
/* Do not check type since there should be table and ints. */
if ( lua_isnumber( L, -2 ) ) {
switch ( i ) {
case 0:
strncpy( bone.name, lua_tostring( L, lua_gettop( L ) ), 32 );
break;
case 1:
bone.parent = lua_tointeger( L, -1 );
break;
default:
break;
}
}
else if ( lua_istable( L, -1 ) ) {
if ( lua_isstring( L, -2 ) ) {
if ( strcmp( "name", (char*)lua_tostring( L, -2 ) ) == 0 ) {
strncpy( bone.name, lua_tostring( L, lua_gettop( L ) ), 32 );
}
else if ( strcmp( "parent", (char*)lua_tostring( L, -2 ) ) == 0 ) {
bone.parent = lua_tointeger( L, -1 );
}
}
i++;
lua_pop( L, 1 );
}
}
return bone;
}
Transform uluaGetTransform( lua_State *L, int index ) {
luaL_checktype( L, index, LUA_TTABLE );
Transform transform = { 0 };
int t = index, i = 0;
lua_pushnil( L );
while ( lua_next( L, t ) != 0 ) {
/* Do not check type since there should be table and ints. */
if ( lua_isnumber( L, -2 ) ) {
switch ( i ) {
case 0:
transform.translation = uluaGetVector3( L, lua_gettop( L ) );
break;
case 1:
transform.rotation = uluaGetQuaternion( L, lua_gettop( L ) );
break;
case 2:
transform.scale = uluaGetVector3( L, lua_gettop( L ) );
break;
default:
break;
}
}
else if ( lua_istable( L, -1 ) ) {
if ( lua_isstring( L, -2 ) ) {
if ( strcmp( "translation", (char*)lua_tostring( L, -2 ) ) == 0 ) {
transform.translation = uluaGetVector3( L, lua_gettop( L ) );
}
else if ( strcmp( "rotation", (char*)lua_tostring( L, -2 ) ) == 0 ) {
transform.rotation = uluaGetQuaternion( L, lua_gettop( L ) );
}
else if ( strcmp( "scale", (char*)lua_tostring( L, -2 ) ) == 0 ) {
transform.scale = uluaGetVector3( L, lua_gettop( L ) );
}
}
i++;
lua_pop( L, 1 );
}
}
return transform;
}
Buffer* uluaGetBuffer( lua_State *L, int index ) {
if ( lua_islightuserdata( L, index ) ) {
return (Buffer*)lua_touserdata( L, index );
@@ -2866,7 +3007,7 @@ void uluaPushBoundingBox( lua_State *L, BoundingBox box ) {
}
void uluaPushGlyphInfo( lua_State *L, GlyphInfo glyphInfo, Image *image ) {
lua_createtable( L, 4, 0 );
lua_createtable( L, 5, 0 );
lua_pushinteger( L, glyphInfo.value );
lua_setfield( L, -2, "value" );
lua_pushinteger( L, glyphInfo.offsetX );
@@ -2879,6 +3020,24 @@ void uluaPushGlyphInfo( lua_State *L, GlyphInfo glyphInfo, Image *image ) {
lua_setfield( L, -2, "image" );
}
void uluaPushBoneInfo( lua_State *L, BoneInfo boneInfo ) {
lua_createtable( L, 2, 0 );
lua_pushstring( L, boneInfo.name );
lua_setfield( L, -2, "name" );
lua_pushinteger( L, boneInfo.parent );
lua_setfield( L, -2, "parent" );
}
void uluaPushTransform( lua_State *L, Transform transform ) {
lua_createtable( L, 3, 0 );
uluaPushVector3( L, transform.translation );
lua_setfield( L, -2, "name" );
uluaPushQuaternion( L, transform.rotation );
lua_setfield( L, -2, "rotation" );
uluaPushVector3( L, transform.scale );
lua_setfield( L, -2, "scale" );
}
void uluaPushBuffer( lua_State *L, Buffer buffer ) {
if ( buffer.size == 0 ) {
buffer.data = NULL;

View File

@@ -572,10 +572,49 @@ int lmodelsGetModelBoundingBox( lua_State *L ) {
return 1;
}
/*
> RL.SetModelTransform( Model model, Matrix transform )
Set model transform matrix
*/
int lmodelsSetModelTransform( lua_State *L ) {
Model *model = uluaGetModel( L, 1 );
Matrix transform = uluaGetMatrix( L, 2 );
model->transform = transform;
return 0;
}
/*
> success = RL.SetModelMesh( Model model, int meshId, Mesh mesh )
Get model mesh. Return as lightuserdata
- Failure return false
- Success return true
*/
int lmodelsSetModelMesh( lua_State *L ) {
Model *model = uluaGetModel( L, 1 );
int meshId = luaL_checkinteger( L, 2 );
Mesh *mesh = uluaGetMesh( L, 3 );
if ( 0 <= meshId && meshId < model->meshCount ) {
// TODO Test if mesh should be copied instead. Is there issues with unloading.
model->meshes[ meshId ] = *mesh;
lua_pushboolean( L, true );
}
else {
TraceLog( LOG_WARNING, "MeshId %d out of bounds", meshId );
lua_pushboolean( L, false );
}
return 1;
}
/*
> success = RL.SetModelMaterial( Model model, int modelMaterialId, Material material )
Copies material to model material. (Model material is the material id in models.)
Copies material to model material
- Failure return false
- Success return true
@@ -585,8 +624,6 @@ int lmodelsSetModelMaterial( lua_State *L ) {
int modelMaterialId = luaL_checkinteger( L, 2 );
Material *material = uluaGetMaterial( L, 3 );
//TODO Could maybe return old shader and textures for storage or get garbage collected?
if ( 0 <= modelMaterialId && modelMaterialId < model->materialCount ) {
/* Copy material data instead of using pointer. Pointer would result in double free error. */
model->materials[ modelMaterialId ].shader = material->shader;
@@ -630,17 +667,51 @@ int lmodelsSetModelMeshMaterial( lua_State *L ) {
}
/*
> RL.SetModelTransform( Model model, Matrix transform )
> success = RL.SetModelBone( Model model, int boneId, BoneInfo bone )
Set model transform matrix
Set model bone information (skeleton)
- Failure return false
- Success return true
*/
int lmodelsSetModelTransform( lua_State *L ) {
int lmodelsSetModelBone( lua_State *L ) {
Model *model = uluaGetModel( L, 1 );
Matrix transform = uluaGetMatrix( L, 2 );
int boneId = luaL_checkinteger( L, 2 );
BoneInfo bone = uluaGetBoneInfo( L, 3 );
model->transform = transform;
if ( 0 <= boneId && boneId < model->boneCount ) {
model->bones[ boneId ] = bone;
lua_pushboolean( L, true );
}
else {
TraceLog( LOG_WARNING, "boneId %d out of bounds", boneId );
lua_pushboolean( L, false );
}
return 1;
}
return 0;
/*
> success = RL.SetModelBindPose( Model model, int boneId, Transform pose )
Set model bones base transformation (pose)
- Failure return false
- Success return true
*/
int lmodelsSetModelBindPose( lua_State *L ) {
Model *model = uluaGetModel( L, 1 );
int boneId = luaL_checkinteger( L, 2 );
Transform pose = uluaGetTransform( L, 3 );
if ( 0 <= boneId && boneId < model->boneCount ) {
model->bindPose[ boneId ] = pose;
lua_pushboolean( L, true );
}
else {
TraceLog( LOG_WARNING, "boneId %d out of bounds", boneId );
lua_pushboolean( L, false );
}
return 1;
}
/*
@@ -658,6 +729,139 @@ int lmodelsGetModelTransform( lua_State *L ) {
return 1;
}
/*
> meshCount = RL.GetModelMeshCount( Model model )
Get model number of meshes
- Success return int
*/
int lmodelsGetModelMeshCount( lua_State *L ) {
Model *model = uluaGetModel( L, 1 );
lua_pushinteger( L, model->meshCount );
return 1;
}
/*
> meshCount = RL.GetModelMaterialCount( Model model )
Get model number of materials
- Success return int
*/
int lmodelsGetModelMaterialCount( lua_State *L ) {
Model *model = uluaGetModel( L, 1 );
lua_pushinteger( L, model->materialCount );
return 1;
}
/*
> mesh = RL.GetModelMesh( Model model, int meshId )
Get model mesh. Return as lightuserdata
- Failure return nil
- Success return Mesh
*/
int lmodelsGetModelMesh( lua_State *L ) {
Model *model = uluaGetModel( L, 1 );
int meshId = luaL_checkinteger( L, 2 );
if ( 0 <= meshId && meshId < model->meshCount ) {
lua_pushlightuserdata( L, &model->meshes[ meshId ] );
}
else {
TraceLog( LOG_WARNING, "MeshId %d out of bounds", meshId );
lua_pushnil( L );
}
return 1;
}
/*
> material = RL.GetModelMaterial( Model model, int materialId )
Get model material. Return as lightuserdata
- Failure return nil
- Success return Material
*/
int lmodelsGetModelMaterial( lua_State *L ) {
Model *model = uluaGetModel( L, 1 );
int materialId = luaL_checkinteger( L, 2 );
if ( 0 <= materialId && materialId < model->materialCount ) {
lua_pushlightuserdata( L, &model->materials[ materialId ] );
}
else {
TraceLog( LOG_WARNING, "MaterialId %d out of bounds", materialId );
lua_pushnil( L );
}
return 1;
}
/*
> boneCount = RL.GetModelBoneCount( Model model )
Get model number of bones
- Success return int
*/
int lmodelsGetModelBoneCount( lua_State *L ) {
Model *model = uluaGetModel( L, 1 );
lua_pushinteger( L, model->boneCount );
return 1;
}
/*
> bone = RL.GetModelBone( Model model, int boneId )
Get model bones information (skeleton)
- Failure return nil
- Success return BoneInfo
*/
int lmodelsGetModelBone( lua_State *L ) {
Model *model = uluaGetModel( L, 1 );
int boneId = luaL_checkinteger( L, 2 );
if ( 0 <= boneId && boneId < model->boneCount ) {
uluaPushBoneInfo( L, model->bones[ boneId ] );
}
else {
TraceLog( LOG_WARNING, "BoneId %d out of bounds", boneId );
lua_pushnil( L );
}
return 1;
}
/*
> pose = RL.GetModelBindPose( Model model, int boneId )
Get models bones base transformation (pose)
- Failure return nil
- Success return Transform
*/
int lmodelsGetModelBindPose( lua_State *L ) {
Model *model = uluaGetModel( L, 1 );
int boneId = luaL_checkinteger( L, 2 );
if ( 0 <= boneId && boneId < model->boneCount ) {
uluaPushTransform( L, model->bindPose[ boneId ] );
}
else {
TraceLog( LOG_WARNING, "BoneId %d out of bounds", boneId );
lua_pushnil( L );
}
return 1;
}
/*
## Models - Model drawing functions
*/