128 lines
5.5 KiB
C
128 lines
5.5 KiB
C
#pragma once
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/* Internals. */
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void unloadMaterial( Material* material );
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/* Deleted from raylib. Need for freeing models. */
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void DrawBillboardProNoRatio( Camera camera, Texture2D texture, Rectangle source, Vector3 position, Vector3 up, Vector2 size, Vector2 origin, float rotation, Color tint );
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void DrawBillboardRecNoRatio( Camera camera, Texture2D texture, Rectangle source, Vector3 position, Vector2 size, Color tint );
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/* Basic geometric 3D shapes drawing functions. */
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int lmodelsDrawLine3D( lua_State* L );
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int lmodelsDrawPoint3D( lua_State* L );
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int lmodelsDrawCircle3D( lua_State* L );
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int lmodelsDrawTriangle3D( lua_State* L );
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int lmodelsDrawTriangleStrip3D( lua_State* L );
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int lmodelsDrawCube( lua_State* L );
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int lmodelsDrawCubeWires( lua_State* L );
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int lmodelsDrawSphere( lua_State* L );
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int lmodelsDrawSphereEx( lua_State* L );
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int lmodelsDrawSphereWires( lua_State* L );
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int lmodelsDrawCylinder( lua_State* L );
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int lmodelsDrawCylinderEx( lua_State* L );
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int lmodelsDrawCylinderWires( lua_State* L );
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int lmodelsDrawCylinderWiresEx( lua_State* L );
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int lmodelsDrawCapsule( lua_State* L );
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int lmodelsDrawCapsuleWires( lua_State* L );
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int lmodelsDrawPlane( lua_State* L );
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int lmodelDrawQuad3DTexture( lua_State* L );
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int lmodelsDrawRay( lua_State* L );
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int lmodelsDrawGrid( lua_State* L );
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int lmodelsDrawGridEx( lua_State* L );
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/* Model management functions. */
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int lmodelsLoadModel( lua_State* L );
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int lmodelsLoadModelFromMesh( lua_State* L );
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int lmodelsIsModelValid( lua_State* L );
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int lmodelsUnloadModel( lua_State* L );
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int lmodelsGetModelBoundingBox( lua_State* L );
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int lmodelsSetModelTransform( lua_State* L );
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int lmodelsSetModelMesh( lua_State* L );
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int lmodelsSetModelMaterial( lua_State* L );
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int lmodelsSetModelMeshMaterial( lua_State* L );
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int lmodelsSetModelBone( lua_State* L );
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int lmodelsSetModelBindPose( lua_State* L );
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int lmodelsGetModelTransform( lua_State* L );
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int lmodelsGetModelMeshCount( lua_State* L );
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int lmodelsGetModelMaterialCount( lua_State* L );
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int lmodelsGetModelMesh( lua_State* L );
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int lmodelsGetModelMaterial( lua_State* L );
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int lmodelsGetModelBoneCount( lua_State* L );
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int lmodelsGetModelBone( lua_State* L );
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int lmodelsGetModelBindPose( lua_State* L );
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/* Model drawing functions. */
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int lmodelsDrawModel( lua_State* L );
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int lmodelsDrawModelEx( lua_State* L );
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int lmodelsDrawModelWires( lua_State* L );
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int lmodelsDrawModelWiresEx( lua_State* L );
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int lmodelsDrawModelPoints( lua_State* L );
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int lmodelsDrawModelPointsEx( lua_State* L );
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int lmodelsDrawBoundingBox( lua_State* L );
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int lmodelsDrawBillboard( lua_State* L );
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int lmodelsDrawBillboardRec( lua_State* L );
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int lmodelsDrawBillboardPro( lua_State* L );
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/* Mesh management functions. */
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int lmodelsUpdateMesh( lua_State* L );
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int lmodelsUnloadMesh( lua_State* L );
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int lmodelsDrawMesh( lua_State* L );
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int lmodelsDrawMeshInstanced( lua_State* L );
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int lmodelsSetMeshColor( lua_State* L );
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int lmodelsExportMesh( lua_State* L );
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int lmodelsExportMeshAsCode( lua_State* L );
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int lmodelsGetMeshBoundingBox( lua_State* L );
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int lmodelsGenMeshTangents( lua_State* L );
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int lmodelsGetMeshData( lua_State* L );
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/* Mesh generation functions. */
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int lmodelsGenMeshPoly( lua_State* L );
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int lmodelsGenMeshPlane( lua_State* L );
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int lmodelsGenMeshCube( lua_State* L );
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int lmodelsGenMeshSphere( lua_State* L );
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int lmodelsGenMeshHemiSphere( lua_State* L );
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int lmodelsGenMeshCylinder( lua_State* L );
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int lmodelsGenMeshCone( lua_State* L );
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int lmodelsGenMeshTorus( lua_State* L );
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int lmodelsGenMeshKnot( lua_State* L );
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int lmodelsGenMeshHeightmap( lua_State* L );
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int lmodelsGenMeshCubicmap( lua_State* L );
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int lmodelsGenMeshCustom( lua_State* L );
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/* Material management functions. */
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int lmodelsLoadMaterials( lua_State* L );
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int lmodelsGetMaterialDefault( lua_State* L );
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int lmodelsLoadMaterialDefault( lua_State* L );
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int lmodelsCreateMaterial( lua_State* L );
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int lmodelsIsMaterialValid( lua_State* L );
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int lmodelsUnloadMaterial( lua_State* L );
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int lmodelsSetMaterialTexture( lua_State* L );
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int lmodelsSetMaterialColor( lua_State* L );
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int lmodelsSetMaterialValue( lua_State* L );
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int lmodelsSetMaterialShader( lua_State* L );
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int lmodelsSetMaterialParams( lua_State* L );
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int lmodelsGetMaterialTexture( lua_State* L );
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int lmodelsGetMaterialColor( lua_State* L );
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int lmodelsGetMaterialValue( lua_State* L );
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int lmodelsGetMaterialShader( lua_State* L );
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int lmodelsGetMaterialParams( lua_State* L );
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/* Model animations management functions. */
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int lmodelsLoadModelAnimations( lua_State* L );
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int lmodelsUpdateModelAnimation( lua_State* L );
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int lmodelsUpdateModelAnimationBones( lua_State* L );
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int lmodelsUnloadModelAnimation( lua_State* L );
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int lmodelsUnloadModelAnimations( lua_State* L );
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int lmodelsIsModelAnimationValid( lua_State* L );
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int lmodelsSetModelAnimationBone( lua_State* L );
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int lmodelsSetModelAnimationFramePose( lua_State* L );
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int lmodelsSetModelAnimationName( lua_State* L );
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int lmodelsGetModelAnimationBoneCount( lua_State* L );
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int lmodelsGetModelAnimationFrameCount( lua_State* L );
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int lmodelsGetModelAnimationBone( lua_State* L );
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int lmodelsGetModelAnimationFramePose( lua_State* L );
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int lmodelsGetModelAnimationName( lua_State* L );
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/* Collision detection functions. */
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int lmodelsCheckCollisionSpheres( lua_State* L );
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int lmodelsCheckCollisionBoxes( lua_State* L );
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int lmodelsCheckCollisionBoxSphere( lua_State* L );
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int lmodelsGetRayCollisionSphere( lua_State* L );
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int lmodelsGetRayCollisionBox( lua_State* L );
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int lmodelsGetRayCollisionMesh( lua_State* L );
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int lmodelsGetRayCollisionTriangle( lua_State* L );
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int lmodelsGetRayCollisionQuad( lua_State* L );
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int lmodelsGetRayBoxCells( lua_State* L );
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