GenMeshCubicmap, Organized model functions, GetModelBoundingBox, DrawModelWires and DrawModelWiresEx and LoadMaterials.

This commit is contained in:
jussi
2023-11-09 20:48:16 +02:00
parent 28ac27fae1
commit ef75e2530d
7 changed files with 1124 additions and 899 deletions

350
API.md
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@@ -6060,7 +6060,7 @@ Draw multiple character (codepoint)
> mouseCharId = RL.DrawTextBoxed(Font font, string text, Rectangle rec, float fontSize, float spacing, bool wordWrap, Color tint )
Draw text using font inside rectangle limits. Return character from mouse position. Function from raylib [text] example - Rectangle bounds.
Draw text using font inside rectangle limits. Return character id from mouse position (default -1). Function from raylib [text] example - Rectangle bounds.
- Success return int
@@ -6068,7 +6068,7 @@ Draw text using font inside rectangle limits. Return character from mouse positi
> mouseCharId = RL.DrawTextBoxedTinted( Font font, string text, Rectangle rec, float fontSize, float spacing, bool wordWrap, Color tints, Color backTints )
Draw text using font inside rectangle limits with support for tint and background tint for each character. Return character from mouse position
Draw text using font inside rectangle limits with support for tint and background tint for each character. Return character id from mouse position (default -1)
- Success return int
@@ -6143,7 +6143,7 @@ Get font texture atlas containing the glyphs. Return as lightuserdata
---
## Models - Basic
## Models - Basic geometric 3D shapes drawing functions
---
@@ -6261,7 +6261,189 @@ Draw a grid (Centered at ( 0, 0, 0 ))
---
## Models - Mesh
## Models - Model management functions
---
> model = RL.LoadModel( string fileName )
Load model from files (Meshes and materials)
- Failure return nil
- Success return Model
---
> model = RL.LoadModelFromMesh( Mesh mesh )
Load model from generated mesh (Default material)
- Success return Model
---
> isReady = RL.IsModelReady( Model model )
Check if a model is ready
- Success return bool
---
> RL.UnloadModel( Model model )
Unload model (including meshes) from memory (RAM and/or VRAM)
---
> boundingBox = RL.GetModelBoundingBox( Model model )
Compute model bounding box limits (considers all meshes)
- Success return BoundingBox
---
> RL.SetModelMaterial( Model model, Material modelMaterial, Material material )
Copies material to model material. (Model material is the material id in models.)
---
> RL.SetModelMeshMaterial( Model model, int meshId, int materialId )
Set material for a mesh (Mesh and material on this model)
---
> RL.SetModelTransform( Model model, Matrix transform )
Set model transform matrix
---
> transform = RL.GetModelTransform( Model model )
Get model transform matrix
- Success return Matrix
---
## Models - Model drawing functions
---
> RL.DrawModel( Model model, Vector3 position, float scale, Color tint )
Draw a model (With texture if set)
---
> RL.DrawModelEx( Model model, Vector3 position, Vector3 rotationAxis, float rotationAngle, Vector3 scale, Color tint )
Draw a model with extended parameters
---
> RL.DrawModelWires( Model model, Vector3 position, float scale, Color tint )
Draw a model wires (with texture if set)
---
> RL.DrawModelWiresEx( Model model, Vector3 position, Vector3 rotationAxis, float rotationAngle, Vector3 scale, Color tint )
Draw a model wires (with texture if set) with extended parameters
---
> RL.DrawBoundingBox( BoundingBox box, Color color )
Draw bounding box (wires)
---
> RL.DrawBillboard( Camera3D camera, Texture texture, Vector3 position, float size, Color tint )
Draw a billboard texture
---
> RL.DrawBillboardRec( Camera3D camera, Texture texture, Rectangle source, Vector3 position, Vector2 size, Color tint )
Draw a billboard texture defined by source
---
> RL.DrawBillboardPro( Camera3D camera, Texture texture, Rectangle source, Vector3 position, Vector3 up, Vector2 size, Vector2 origin, float rotation, Color tint )
Draw a billboard texture defined by source and rotation
---
## Models - Mesh management functions
---
> RL.UpdateMesh( Mesh mesh, Mesh{} meshData )
Update mesh vertex data in GPU.
Note! Mainly intented to be used with custom meshes.
---
> RL.UnloadMesh( Mesh mesh )
Unload mesh data from CPU and GPU
---
> RL.DrawMesh( Mesh mesh, Material material, Matrix transform )
Draw a 3d mesh with material and transform
---
> RL.DrawMeshInstanced( Mesh mesh, Material material, Matrix{} transforms, int instances )
Draw multiple mesh instances with material and different transforms
---
> success = RL.SetMeshColor( Mesh mesh, Color color )
Updades mesh color vertex attribute buffer
NOTE: Currently only works on custom mesh
- Failure return false
- Success return true
---
> success = RL.ExportMesh( Mesh mesh, string fileName )
Export mesh data to file, returns true on success
- Success return bool
---
> boundingBox = RL.GetMeshBoundingBox( Mesh mesh )
Compute mesh bounding box limits
- Success return BoundingBox
---
> RL.GenMeshTangents( Mesh mesh )
Compute mesh tangents
---
## Models - Mesh generation functions
---
@@ -6337,6 +6519,14 @@ Generate heightmap mesh from image data
---
> mesh = RL.GenMeshCubicmap( Image cubicmap, Vector3 cubeSize )
Generate cubes-based map mesh from image data
- Success return Mesh
---
> mesh = RL.GenMeshCustom( Mesh{} meshData, bool dynamic )
Generate custom mesh from vertex attribute data and uploads it into a VAO (if supported) and VBO
@@ -6345,64 +6535,15 @@ Generate custom mesh from vertex attribute data and uploads it into a VAO (if su
---
> RL.UpdateMesh( Mesh mesh, Mesh{} meshData )
Update mesh vertex data in GPU.
Note! Mainly intented to be used with custom meshes.
## Models - Material management functions
---
> RL.UnloadMesh( Mesh mesh )
> materials = RL.LoadMaterials( string fileName )
Unload mesh data from CPU and GPU
Load materials from model file
---
> RL.DrawMesh( Mesh mesh, Material material, Matrix transform )
Draw a 3d mesh with material and transform
---
> RL.DrawMeshInstanced( Mesh mesh, Material material, Matrix{} transforms, int instances )
Draw multiple mesh instances with material and different transforms
---
> success = RL.SetMeshColor( Mesh mesh, Color color )
Updades mesh color vertex attribute buffer
NOTE: Currently only works on custom mesh
- Failure return false
- Success return true
---
> success = RL.ExportMesh( Mesh mesh, string fileName )
Export mesh data to file, returns true on success
- Success return bool
---
> boundingBox = RL.GetMeshBoundingBox( Mesh mesh )
Compute mesh bounding box limits
- Success return BoundingBox
---
> RL.GenMeshTangents( Mesh mesh )
Compute mesh tangents
---
## Models - Material
- Success return Material{}
---
@@ -6514,98 +6655,7 @@ Get material parameters
---
## Models - Model
---
> model = RL.LoadModel( string fileName )
Load model from files (Meshes and materials)
- Failure return nil
- Success return Model
---
> model = RL.LoadModelFromMesh( Mesh mesh )
Load model from generated mesh (Default material)
- Success return Model
---
> isReady = RL.IsModelReady( Model model )
Check if a model is ready
- Success return bool
---
> RL.UnloadModel( Model model )
Unload model (including meshes) from memory (RAM and/or VRAM)
---
> RL.DrawModel( Model model, Vector3 position, float scale, Color tint )
Draw a model (With texture if set)
---
> RL.DrawModelEx( Model model, Vector3 position, Vector3 rotationAxis, float rotationAngle, Vector3 scale, Color tint )
Draw a model with extended parameters
---
> RL.SetModelMaterial( Model model, Material modelMaterial, Material material )
Copies material to model material. (Model material is the material id in models.)
---
> RL.SetModelMeshMaterial( Model model, int meshId, int materialId )
Set material for a mesh (Mesh and material on this model)
---
> RL.DrawBillboard( Camera3D camera, Texture texture, Vector3 position, float size, Color tint )
Draw a billboard texture
---
> RL.DrawBillboardRec( Camera3D camera, Texture texture, Rectangle source, Vector3 position, Vector2 size, Color tint )
Draw a billboard texture defined by source
---
> RL.DrawBillboardPro( Camera3D camera, Texture texture, Rectangle source, Vector3 position, Vector3 up, Vector2 size, Vector2 origin, float rotation, Color tint )
Draw a billboard texture defined by source and rotation
---
> RL.SetModelTransform( Model model, Matrix transform )
Set model transform matrix
---
> transform = RL.GetModelTransform( Model model )
Get model transform matrix
- Success return Matrix
---
## Model - Animations
## Model - Model animations management functions
---
@@ -6648,7 +6698,7 @@ Return modelAnimation frame count
---
## Model - Collision
## Model - Collision detection functions
---

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@@ -3434,7 +3434,7 @@ function RL.DrawTextCodepoint( font, codepoint, position, fontSize, tint ) end
---@return any RL.DrawTextCodepoints
function RL.DrawTextCodepoints( font, codepoints, position, fontSize, spacing, tint ) end
---Draw text using font inside rectangle limits. Return character from mouse position. Function from raylib [text] example - Rectangle bounds.
---Draw text using font inside rectangle limits. Return character id from mouse position (default -1). Function from raylib [text] example - Rectangle bounds.
---- Success return int
---@param font any
---@param text string
@@ -3446,7 +3446,7 @@ function RL.DrawTextCodepoints( font, codepoints, position, fontSize, spacing,
---@return any mouseCharId
function RL.DrawTextBoxed( font, text, rec, fontSize, spacing, wordWrap, tint ) end
---Draw text using font inside rectangle limits with support for tint and background tint for each character. Return character from mouse position
---Draw text using font inside rectangle limits with support for tint and background tint for each character. Return character id from mouse position (default -1)
---- Success return int
---@param font any
---@param text string
@@ -3516,7 +3516,7 @@ function RL.GetFontGlyphPadding( font ) end
---@return any texture
function RL.GetFontTexture( font ) end
-- Models - Basic
-- Models - Basic geometric 3D shapes drawing functions
---Draw a line in 3D world space
---@param startPos table
@@ -3674,7 +3674,197 @@ function RL.DrawRay( ray, color ) end
---@return any RL.DrawGrid
function RL.DrawGrid( slices, spacing ) end
-- Models - Mesh
-- Models - Model management functions
---Load model from files (Meshes and materials)
---- Failure return nil
---- Success return Model
---@param fileName string
---@return any model
function RL.LoadModel( fileName ) end
---Load model from generated mesh (Default material)
---- Success return Model
---@param mesh any
---@return any model
function RL.LoadModelFromMesh( mesh ) end
---Check if a model is ready
---- Success return bool
---@param model any
---@return any isReady
function RL.IsModelReady( model ) end
---Unload model (including meshes) from memory (RAM and/or VRAM)
---@param model any
---@return any RL.UnloadModel
function RL.UnloadModel( model ) end
---Compute model bounding box limits (considers all meshes)
---- Success return BoundingBox
---@param model any
---@return any boundingBox
function RL.GetModelBoundingBox( model ) end
---Copies material to model material. (Model material is the material id in models.)
---@param model any
---@param modelMaterial any
---@param material any
---@return any RL.SetModelMaterial
function RL.SetModelMaterial( model, modelMaterial, material ) end
---Set material for a mesh (Mesh and material on this model)
---@param model any
---@param meshId integer
---@param materialId integer
---@return any RL.SetModelMeshMaterial
function RL.SetModelMeshMaterial( model, meshId, materialId ) end
---Set model transform matrix
---@param model any
---@param transform table
---@return any RL.SetModelTransform
function RL.SetModelTransform( model, transform ) end
---Get model transform matrix
---- Success return Matrix
---@param model any
---@return any transform
function RL.GetModelTransform( model ) end
-- Models - Model drawing functions
---Draw a model (With texture if set)
---@param model any
---@param position table
---@param scale number
---@param tint table
---@return any RL.DrawModel
function RL.DrawModel( model, position, scale, tint ) end
---Draw a model with extended parameters
---@param model any
---@param position table
---@param rotationAxis table
---@param rotationAngle number
---@param scale table
---@param tint table
---@return any RL.DrawModelEx
function RL.DrawModelEx( model, position, rotationAxis, rotationAngle, scale, tint ) end
---Draw a model wires (with texture if set)
---@param model any
---@param position table
---@param scale number
---@param tint table
---@return any RL.DrawModelWires
function RL.DrawModelWires( model, position, scale, tint ) end
---Draw a model wires (with texture if set) with extended parameters
---@param model any
---@param position table
---@param rotationAxis table
---@param rotationAngle number
---@param scale table
---@param tint table
---@return any RL.DrawModelWiresEx
function RL.DrawModelWiresEx( model, position, rotationAxis, rotationAngle, scale, tint ) end
---Draw bounding box (wires)
---@param box any
---@param color table
---@return any RL.DrawBoundingBox
function RL.DrawBoundingBox( box, color ) end
---Draw a billboard texture
---@param camera any
---@param texture any
---@param position table
---@param size number
---@param tint table
---@return any RL.DrawBillboard
function RL.DrawBillboard( camera, texture, position, size, tint ) end
---Draw a billboard texture defined by source
---@param camera any
---@param texture any
---@param source table
---@param position table
---@param size table
---@param tint table
---@return any RL.DrawBillboardRec
function RL.DrawBillboardRec( camera, texture, source, position, size, tint ) end
---Draw a billboard texture defined by source and rotation
---@param camera any
---@param texture any
---@param source table
---@param position table
---@param up table
---@param size table
---@param origin table
---@param rotation number
---@param tint table
---@return any RL.DrawBillboardPro
function RL.DrawBillboardPro( camera, texture, source, position, up, size, origin, rotation, tint ) end
-- Models - Mesh management functions
---Update mesh vertex data in GPU.
---Note! Mainly intented to be used with custom meshes.
---@param mesh any
---@param meshData table
---@return any RL.UpdateMesh
function RL.UpdateMesh( mesh, meshData ) end
---Unload mesh data from CPU and GPU
---@param mesh any
---@return any RL.UnloadMesh
function RL.UnloadMesh( mesh ) end
---Draw a 3d mesh with material and transform
---@param mesh any
---@param material any
---@param transform table
---@return any RL.DrawMesh
function RL.DrawMesh( mesh, material, transform ) end
---Draw multiple mesh instances with material and different transforms
---@param mesh any
---@param material any
---@param transforms table
---@param instances integer
---@return any RL.DrawMeshInstanced
function RL.DrawMeshInstanced( mesh, material, transforms, instances ) end
---Updades mesh color vertex attribute buffer
---NOTE: Currently only works on custom mesh
---- Failure return false
---- Success return true
---@param mesh any
---@param color table
---@return any success
function RL.SetMeshColor( mesh, color ) end
---Export mesh data to file, returns true on success
---- Success return bool
---@param mesh any
---@param fileName string
---@return any success
function RL.ExportMesh( mesh, fileName ) end
---Compute mesh bounding box limits
---- Success return BoundingBox
---@param mesh any
---@return any boundingBox
function RL.GetMeshBoundingBox( mesh ) end
---Compute mesh tangents
---@param mesh any
---@return any RL.GenMeshTangents
function RL.GenMeshTangents( mesh ) end
-- Models - Mesh generation functions
---Generate polygonal mesh
---- Success return Mesh
@@ -3747,6 +3937,13 @@ function RL.GenMeshKnot( radius, size, radSeg, sides ) end
---@return any mesh
function RL.GenMeshHeightmap( heightmap, size ) end
---Generate cubes-based map mesh from image data
---- Success return Mesh
---@param cubicmap any
---@param cubeSize table
---@return any mesh
function RL.GenMeshCubicmap( cubicmap, cubeSize ) end
---Generate custom mesh from vertex attribute data and uploads it into a VAO (if supported) and VBO
---- Success return Mesh
---@param meshData table
@@ -3754,61 +3951,13 @@ function RL.GenMeshHeightmap( heightmap, size ) end
---@return any mesh
function RL.GenMeshCustom( meshData, dynamic ) end
---Update mesh vertex data in GPU.
---Note! Mainly intented to be used with custom meshes.
---@param mesh any
---@param meshData table
---@return any RL.UpdateMesh
function RL.UpdateMesh( mesh, meshData ) end
-- Models - Material management functions
---Unload mesh data from CPU and GPU
---@param mesh any
---@return any RL.UnloadMesh
function RL.UnloadMesh( mesh ) end
---Draw a 3d mesh with material and transform
---@param mesh any
---@param material any
---@param transform table
---@return any RL.DrawMesh
function RL.DrawMesh( mesh, material, transform ) end
---Draw multiple mesh instances with material and different transforms
---@param mesh any
---@param material any
---@param transforms table
---@param instances integer
---@return any RL.DrawMeshInstanced
function RL.DrawMeshInstanced( mesh, material, transforms, instances ) end
---Updades mesh color vertex attribute buffer
---NOTE: Currently only works on custom mesh
---- Failure return false
---- Success return true
---@param mesh any
---@param color table
---@return any success
function RL.SetMeshColor( mesh, color ) end
---Export mesh data to file, returns true on success
---- Success return bool
---@param mesh any
---Load materials from model file
---- Success return Material{}
---@param fileName string
---@return any success
function RL.ExportMesh( mesh, fileName ) end
---Compute mesh bounding box limits
---- Success return BoundingBox
---@param mesh any
---@return any boundingBox
function RL.GetMeshBoundingBox( mesh ) end
---Compute mesh tangents
---@param mesh any
---@return any RL.GenMeshTangents
function RL.GenMeshTangents( mesh ) end
-- Models - Material
---@return any materials
function RL.LoadMaterials( fileName ) end
---Default material for reference. Return as lightuserdata
---- Success return Material
@@ -3903,109 +4052,7 @@ function RL.GetMaterialShader( material ) end
---@return any params
function RL.GetMaterialParams( material ) end
-- Models - Model
---Load model from files (Meshes and materials)
---- Failure return nil
---- Success return Model
---@param fileName string
---@return any model
function RL.LoadModel( fileName ) end
---Load model from generated mesh (Default material)
---- Success return Model
---@param mesh any
---@return any model
function RL.LoadModelFromMesh( mesh ) end
---Check if a model is ready
---- Success return bool
---@param model any
---@return any isReady
function RL.IsModelReady( model ) end
---Unload model (including meshes) from memory (RAM and/or VRAM)
---@param model any
---@return any RL.UnloadModel
function RL.UnloadModel( model ) end
---Draw a model (With texture if set)
---@param model any
---@param position table
---@param scale number
---@param tint table
---@return any RL.DrawModel
function RL.DrawModel( model, position, scale, tint ) end
---Draw a model with extended parameters
---@param model any
---@param position table
---@param rotationAxis table
---@param rotationAngle number
---@param scale table
---@param tint table
---@return any RL.DrawModelEx
function RL.DrawModelEx( model, position, rotationAxis, rotationAngle, scale, tint ) end
---Copies material to model material. (Model material is the material id in models.)
---@param model any
---@param modelMaterial any
---@param material any
---@return any RL.SetModelMaterial
function RL.SetModelMaterial( model, modelMaterial, material ) end
---Set material for a mesh (Mesh and material on this model)
---@param model any
---@param meshId integer
---@param materialId integer
---@return any RL.SetModelMeshMaterial
function RL.SetModelMeshMaterial( model, meshId, materialId ) end
---Draw a billboard texture
---@param camera any
---@param texture any
---@param position table
---@param size number
---@param tint table
---@return any RL.DrawBillboard
function RL.DrawBillboard( camera, texture, position, size, tint ) end
---Draw a billboard texture defined by source
---@param camera any
---@param texture any
---@param source table
---@param position table
---@param size table
---@param tint table
---@return any RL.DrawBillboardRec
function RL.DrawBillboardRec( camera, texture, source, position, size, tint ) end
---Draw a billboard texture defined by source and rotation
---@param camera any
---@param texture any
---@param source table
---@param position table
---@param up table
---@param size table
---@param origin table
---@param rotation number
---@param tint table
---@return any RL.DrawBillboardPro
function RL.DrawBillboardPro( camera, texture, source, position, up, size, origin, rotation, tint ) end
---Set model transform matrix
---@param model any
---@param transform table
---@return any RL.SetModelTransform
function RL.SetModelTransform( model, transform ) end
---Get model transform matrix
---- Success return Matrix
---@param model any
---@return any transform
function RL.GetModelTransform( model ) end
-- Model - Animations
-- Model - Model animations management functions
---Load model animations from file
---- Failure return nil
@@ -4040,7 +4087,7 @@ function RL.GetModelAnimationBoneCount( animation ) end
---@return any frameCount
function RL.GetModelAnimationFrameCount( animation ) end
-- Model - Collision
-- Model - Collision detection functions
---Check collision between two spheres
---- Success return bool

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@@ -42,6 +42,11 @@ DETAILED CHANGES:
- ADDED: ExportBuffer and LoadBufferFromFile.
- REMOVED: DrawTextBoxedSelectable.
- ADDED: DrawTextBoxedTinted.
- ADDED: GenMeshCubicmap.
- CHANGED: Organized model functions.
- ADDED: GetModelBoundingBox.
- ADDED: DrawModelWires and DrawModelWiresEx.
- ADDED: LoadMaterials.
------------------------------------------------------------------------
Release: ReiLua version 0.5.0 Using Raylib 4.5

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@@ -7,7 +7,7 @@ void UnloadModelKeepMeshes( Model model );
void DrawBillboardProNoRatio( Camera camera, Texture2D texture, Rectangle source, Vector3 position, Vector3 up, Vector2 size, Vector2 origin, float rotation, Color tint );
void DrawBillboardRecNoRatio( Camera camera, Texture2D texture, Rectangle source, Vector3 position, Vector2 size, Color tint );
/* Basic. */
/* Basic geometric 3D shapes drawing functions. */
int lmodelsDrawLine3D( lua_State *L );
int lmodelsDrawPoint3D( lua_State *L );
int lmodelsDrawCircle3D( lua_State *L );
@@ -27,7 +27,35 @@ int lmodelsDrawPlane( lua_State *L );
int lmodelDrawQuad3DTexture( lua_State *L );
int lmodelsDrawRay( lua_State *L );
int lmodelsDrawGrid( lua_State *L );
/* Mesh. */
/* Model management functions. */
int lmodelsLoadModel( lua_State *L );
int lmodelsLoadModelFromMesh( lua_State *L );
int lmodelsIsModelReady( lua_State *L );
int lmodelsUnloadModel( lua_State *L );
int lmodelsGetModelBoundingBox( lua_State *L );
int lmodelsSetModelMaterial( lua_State *L );
int lmodelsSetModelMeshMaterial( lua_State *L );
int lmodelsSetModelTransform( lua_State *L );
int lmodelsGetModelTransform( lua_State *L );
/* Model drawing functions. */
int lmodelsDrawModel( lua_State *L );
int lmodelsDrawModelEx( lua_State *L );
int lmodelsDrawModelWires( lua_State *L );
int lmodelsDrawModelWiresEx( lua_State *L );
int lmodelsDrawBoundingBox( lua_State *L );
int lmodelsDrawBillboard( lua_State *L );
int lmodelsDrawBillboardRec( lua_State *L );
int lmodelsDrawBillboardPro( lua_State *L );
/* Mesh management functions. */
int lmodelsUpdateMesh( lua_State *L );
int lmodelsUnloadMesh( lua_State *L );
int lmodelsDrawMesh( lua_State *L );
int lmodelsDrawMeshInstanced( lua_State *L );
int lmodelsSetMeshColor( lua_State *L );
int lmodelsExportMesh( lua_State *L );
int lmodelsGetMeshBoundingBox( lua_State *L );
int lmodelsGenMeshTangents( lua_State *L );
/* Mesh generation functions. */
int lmodelsGenMeshPoly( lua_State *L );
int lmodelsGenMeshPlane( lua_State *L );
int lmodelsGenMeshCube( lua_State *L );
@@ -37,16 +65,10 @@ int lmodelsGenMeshCone( lua_State *L );
int lmodelsGenMeshTorus( lua_State *L );
int lmodelsGenMeshKnot( lua_State *L );
int lmodelsGenMeshHeightmap( lua_State *L );
int lmodelsGenMeshCubicmap( lua_State *L );
int lmodelsGenMeshCustom( lua_State *L );
int lmodelsUpdateMesh( lua_State *L );
int lmodelsUnloadMesh( lua_State *L );
int lmodelsDrawMesh( lua_State *L );
int lmodelsDrawMeshInstanced( lua_State *L );
int lmodelsSetMeshColor( lua_State *L );
int lmodelsExportMesh( lua_State *L );
int lmodelsGetMeshBoundingBox( lua_State *L );
int lmodelsGenMeshTangents( lua_State *L );
/* Material. */
/* Material management functions. */
int lmodelsLoadMaterials( lua_State *L );
int lmodelsGetMaterialDefault( lua_State *L );
int lmodelsLoadMaterialDefault( lua_State *L );
int lmodelsCreateMaterial( lua_State *L );
@@ -62,27 +84,13 @@ int lmodelsGetMaterialColor( lua_State *L );
int lmodelsGetMaterialValue( lua_State *L );
int lmodelsGetMaterialShader( lua_State *L );
int lmodelsGetMaterialParams( lua_State *L );
/* Model. */
int lmodelsLoadModel( lua_State *L );
int lmodelsLoadModelFromMesh( lua_State *L );
int lmodelsIsModelReady( lua_State *L );
int lmodelsUnloadModel( lua_State *L );
int lmodelsDrawModel( lua_State *L );
int lmodelsDrawModelEx( lua_State *L );
int lmodelsSetModelMaterial( lua_State *L );
int lmodelsSetModelMeshMaterial( lua_State *L );
int lmodelsDrawBillboard( lua_State *L );
int lmodelsDrawBillboardRec( lua_State *L );
int lmodelsDrawBillboardPro( lua_State *L );
int lmodelsSetModelTransform( lua_State *L );
int lmodelsGetModelTransform( lua_State *L );
/* Animations. */
/* Model animations management functions. */
int lmodelsLoadModelAnimations( lua_State *L );
int lmodelsUpdateModelAnimation( lua_State *L );
int lmodelsIsModelAnimationValid( lua_State *L );
int lmodelsGetModelAnimationBoneCount( lua_State *L );
int lmodelsGetModelAnimationFrameCount( lua_State *L );
/* Collision. */
/* Collision detection functions. */
int lmodelsCheckCollisionSpheres( lua_State *L );
int lmodelsCheckCollisionBoxes( lua_State *L );
int lmodelsCheckCollisionBoxSphere( lua_State *L );

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@@ -1860,7 +1860,7 @@ void luaRegister() {
assingGlobalFunction( "GetPixelDataSize", ltexturesGetPixelDataSize );
/* Models. */
/* Basic. */
/* Basic geometric 3D shapes drawing functions. */
assingGlobalFunction( "DrawLine3D", lmodelsDrawLine3D );
assingGlobalFunction( "DrawPoint3D", lmodelsDrawPoint3D );
assingGlobalFunction( "DrawCircle3D", lmodelsDrawCircle3D );
@@ -1880,7 +1880,35 @@ void luaRegister() {
assingGlobalFunction( "DrawQuad3DTexture", lmodelDrawQuad3DTexture );
assingGlobalFunction( "DrawRay", lmodelsDrawRay );
assingGlobalFunction( "DrawGrid", lmodelsDrawGrid );
/* Mesh. */
/* Model management functions. */
assingGlobalFunction( "LoadModel", lmodelsLoadModel );
assingGlobalFunction( "LoadModelFromMesh", lmodelsLoadModelFromMesh );
assingGlobalFunction( "IsModelReady", lmodelsIsModelReady );
assingGlobalFunction( "UnloadModel", lmodelsUnloadModel );
assingGlobalFunction( "GetModelBoundingBox", lmodelsGetModelBoundingBox );
assingGlobalFunction( "SetModelMaterial", lmodelsSetModelMaterial );
assingGlobalFunction( "SetModelMeshMaterial", lmodelsSetModelMeshMaterial );
assingGlobalFunction( "SetModelTransform", lmodelsSetModelTransform );
assingGlobalFunction( "GetModelTransform", lmodelsGetModelTransform );
/* Model drawing functions. */
assingGlobalFunction( "DrawModel", lmodelsDrawModel );
assingGlobalFunction( "DrawModelEx", lmodelsDrawModelEx );
assingGlobalFunction( "DrawModelWires", lmodelsDrawModelWires );
assingGlobalFunction( "DrawModelWiresEx", lmodelsDrawModelWiresEx );
assingGlobalFunction( "DrawBoundingBox", lmodelsDrawBoundingBox );
assingGlobalFunction( "DrawBillboard", lmodelsDrawBillboard );
assingGlobalFunction( "DrawBillboardRec", lmodelsDrawBillboardRec );
assingGlobalFunction( "DrawBillboardPro", lmodelsDrawBillboardPro );
/* Mesh management functions. */
assingGlobalFunction( "UpdateMesh", lmodelsUpdateMesh );
assingGlobalFunction( "UnloadMesh", lmodelsUnloadMesh );
assingGlobalFunction( "DrawMesh", lmodelsDrawMesh );
assingGlobalFunction( "DrawMeshInstanced", lmodelsDrawMeshInstanced );
assingGlobalFunction( "SetMeshColor", lmodelsSetMeshColor );
assingGlobalFunction( "ExportMesh", lmodelsExportMesh );
assingGlobalFunction( "GetMeshBoundingBox", lmodelsGetMeshBoundingBox );
assingGlobalFunction( "GenMeshTangents", lmodelsGenMeshTangents );
/* Mesh generation functions. */
assingGlobalFunction( "GenMeshPoly", lmodelsGenMeshPoly );
assingGlobalFunction( "GenMeshPlane", lmodelsGenMeshPlane );
assingGlobalFunction( "GenMeshCube", lmodelsGenMeshCube );
@@ -1891,15 +1919,8 @@ void luaRegister() {
assingGlobalFunction( "GenMeshKnot", lmodelsGenMeshKnot );
assingGlobalFunction( "GenMeshHeightmap", lmodelsGenMeshHeightmap );
assingGlobalFunction( "GenMeshCustom", lmodelsGenMeshCustom );
assingGlobalFunction( "UpdateMesh", lmodelsUpdateMesh );
assingGlobalFunction( "UnloadMesh", lmodelsUnloadMesh );
assingGlobalFunction( "DrawMesh", lmodelsDrawMesh );
assingGlobalFunction( "DrawMeshInstanced", lmodelsDrawMeshInstanced );
assingGlobalFunction( "SetMeshColor", lmodelsSetMeshColor );
assingGlobalFunction( "ExportMesh", lmodelsExportMesh );
assingGlobalFunction( "GetMeshBoundingBox", lmodelsGetMeshBoundingBox );
assingGlobalFunction( "GenMeshTangents", lmodelsGenMeshTangents );
/* Material. */
/* Material management functions. */
assingGlobalFunction( "LoadMaterials", lmodelsLoadMaterials );
assingGlobalFunction( "GetMaterialDefault", lmodelsGetMaterialDefault );
assingGlobalFunction( "LoadMaterialDefault", lmodelsLoadMaterialDefault );
assingGlobalFunction( "CreateMaterial", lmodelsCreateMaterial );
@@ -1915,27 +1936,13 @@ void luaRegister() {
assingGlobalFunction( "GetMaterialValue", lmodelsGetMaterialValue );
assingGlobalFunction( "GetMaterialShader", lmodelsGetMaterialShader );
assingGlobalFunction( "GetMaterialParams", lmodelsGetMaterialParams );
/* Model. */
assingGlobalFunction( "LoadModel", lmodelsLoadModel );
assingGlobalFunction( "LoadModelFromMesh", lmodelsLoadModelFromMesh );
assingGlobalFunction( "IsModelReady", lmodelsIsModelReady );
assingGlobalFunction( "UnloadModel", lmodelsUnloadModel );
assingGlobalFunction( "DrawModel", lmodelsDrawModel );
assingGlobalFunction( "DrawModelEx", lmodelsDrawModelEx );
assingGlobalFunction( "SetModelMaterial", lmodelsSetModelMaterial );
assingGlobalFunction( "SetModelMeshMaterial", lmodelsSetModelMeshMaterial );
assingGlobalFunction( "DrawBillboard", lmodelsDrawBillboard );
assingGlobalFunction( "DrawBillboardRec", lmodelsDrawBillboardRec );
assingGlobalFunction( "DrawBillboardPro", lmodelsDrawBillboardPro );
assingGlobalFunction( "SetModelTransform", lmodelsSetModelTransform );
assingGlobalFunction( "GetModelTransform", lmodelsGetModelTransform );
/* Animations. */
/* Model animations management functions. */
assingGlobalFunction( "LoadModelAnimations", lmodelsLoadModelAnimations );
assingGlobalFunction( "UpdateModelAnimation", lmodelsUpdateModelAnimation );
assingGlobalFunction( "IsModelAnimationValid", lmodelsIsModelAnimationValid );
assingGlobalFunction( "GetModelAnimationBoneCount", lmodelsGetModelAnimationBoneCount );
assingGlobalFunction( "GetModelAnimationFrameCount", lmodelsGetModelAnimationFrameCount );
/* Collision. */
/* Collision detection functions. */
assingGlobalFunction( "CheckCollisionSpheres", lmodelsCheckCollisionSpheres );
assingGlobalFunction( "CheckCollisionBoxes", lmodelsCheckCollisionBoxes );
assingGlobalFunction( "CheckCollisionBoxSphere", lmodelsCheckCollisionBoxSphere );

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@@ -395,7 +395,7 @@ int ltextDrawTextCodepoints( lua_State *L ) {
/*
> mouseCharId = RL.DrawTextBoxed(Font font, string text, Rectangle rec, float fontSize, float spacing, bool wordWrap, Color tint )
Draw text using font inside rectangle limits. Return character from mouse position. Function from raylib [text] example - Rectangle bounds.
Draw text using font inside rectangle limits. Return character id from mouse position (default -1). Function from raylib [text] example - Rectangle bounds.
- Success return int
*/
@@ -416,7 +416,7 @@ int ltextDrawTextBoxed( lua_State *L ) {
/*
> mouseCharId = RL.DrawTextBoxedTinted( Font font, string text, Rectangle rec, float fontSize, float spacing, bool wordWrap, Color tints, Color backTints )
Draw text using font inside rectangle limits with support for tint and background tint for each character. Return character from mouse position
Draw text using font inside rectangle limits with support for tint and background tint for each character. Return character id from mouse position (default -1)
- Success return int
*/