Files
reilua-enhanced/src/shapes.c
2024-02-18 19:46:50 +02:00

992 lines
25 KiB
C

#include "main.h"
#include "state.h"
#include "shapes.h"
#include "lua_core.h"
#include "textures.h"
static inline void getVector2Array( lua_State* L, int index, Vector2 points[] ) {
int t = index, i = 0;
lua_pushnil( L );
while ( lua_next( L, t ) != 0 ) {
points[i] = uluaGetVector2( L, lua_gettop( L ) );
i++;
lua_pop( L, 1 );
}
}
/*
## Shapes - Basic shapes drawing functions
*/
/*
> RL.SetShapesTexture( Texture texture, Rectangle source )
Set texture and rectangle to be used on shapes drawing
NOTE: It can be useful when using basic shapes and one single font,
defining a font char white rectangle would allow drawing everything in a single draw call
*/
int lshapesSetShapesTexture( lua_State* L ) {
Texture* texture = uluaGetTexture( L, 1 );
Rectangle source = uluaGetRectangle( L, 2 );
SetShapesTexture( *texture, source );
return 0;
}
/*
> RL.DrawPixel( Vector2 pos, Color color )
Draw a pixel
*/
int lshapesDrawPixel( lua_State* L ) {
Vector2 pos = uluaGetVector2( L, 1 );
Color color = uluaGetColor( L, 2 );
DrawPixelV( pos, color );
return 0;
}
/*
> RL.DrawLine( Vector2 startPos, Vector2 endPos, float thickness, Color color )
Draw a line defining thickness
*/
int lshapesDrawLine( lua_State* L ) {
Vector2 startPos = uluaGetVector2( L, 1 );
Vector2 endPos = uluaGetVector2( L, 2 );
float thickness = luaL_checknumber( L, 3 );
Color color = uluaGetColor( L, 4 );
DrawLineEx( startPos, endPos, thickness, color );
return 0;
}
/*
> RL.DrawLineStrip( Vector2{} points, Color color )
Draw lines sequence
*/
int lshapesDrawLineStrip( lua_State* L ) {
int pointsCount = uluaGetTableLen( L, 1 );
Color color = uluaGetColor( L, 2 );
Vector2 points[ pointsCount ];
/* t = points index. */
int t = 1, i = 0;
lua_pushnil( L );
while ( lua_next( L, t ) != 0 ) {
points[i] = uluaGetVector2( L, lua_gettop( L ) );
i++;
lua_pop( L, 1 );
}
DrawLineStrip( points, pointsCount, color );
return 0;
}
/*
> RL.DrawLineBezier( Vector2 startPos, Vector2 endPos, float thickness, Color color )
Draw a line using cubic-bezier curves in-out
*/
int lshapesDrawLineBezier( lua_State* L ) {
Vector2 startPos = uluaGetVector2( L, 1 );
Vector2 endPos = uluaGetVector2( L, 2 );
float thickness = luaL_checknumber( L, 3 );
Color color = uluaGetColor( L, 4 );
DrawLineBezier( startPos, endPos, thickness, color );
return 0;
}
/*
> RL.DrawCircle( Vector2 center, float radius, Color color )
Draw a color-filled circle
*/
int lshapesDrawCircle( lua_State* L ) {
Vector2 center = uluaGetVector2( L, 1 );
float radius = luaL_checknumber( L, 2 );
Color color = uluaGetColor( L, 3 );
DrawCircleV( center, radius, color );
return 0;
}
/*
> RL.DrawCircleSector( Vector2 center, float radius, float startAngle, float endAngle, int segments, Color color )
Draw a piece of a circle
*/
int lshapesDrawCircleSector( lua_State* L ) {
Vector2 center = uluaGetVector2( L, 1 );
float radius = luaL_checknumber( L, 2 );
float startAngle = luaL_checknumber( L, 3 );
float endAngle = luaL_checknumber( L, 4 );
int segments = luaL_checkinteger( L, 5 );
Color color = uluaGetColor( L, 6 );
DrawCircleSector( center, radius, startAngle, endAngle, segments, color );
return 0;
}
/*
> RL.DrawCircleSectorLines( Vector2 center, float radius, float startAngle, float endAngle, int segments, Color color )
Draw circle sector outline
*/
int lshapesDrawCircleSectorLines( lua_State* L ) {
Vector2 center = uluaGetVector2( L, 1 );
float radius = luaL_checknumber( L, 2 );
float startAngle = luaL_checknumber( L, 3 );
float endAngle = luaL_checknumber( L, 4 );
int segments = luaL_checkinteger( L, 5 );
Color color = uluaGetColor( L, 6 );
DrawCircleSectorLines( center, radius, startAngle, endAngle, segments, color );
return 0;
}
/*
> RL.DrawCircleGradient( Vector2 center, float radius, Color color1, Color color2 )
Draw a gradient-filled circle
*/
int lshapesDrawCircleGradient( lua_State* L ) {
Vector2 center = uluaGetVector2( L, 1 );
float radius = luaL_checknumber( L, 2 );
Color color1 = uluaGetColor( L, 3 );
Color color2 = uluaGetColor( L, 4 );
DrawCircleGradient( center.x, center.y, radius, color1, color2 );
return 0;
}
/*
> RL.DrawCircleLines( Vector2 center, float radius, Color color )
Draw circle outline
*/
int lshapesDrawCircleLines( lua_State* L ) {
Vector2 center = uluaGetVector2( L, 1 );
float radius = luaL_checknumber( L, 2 );
Color color = uluaGetColor( L, 3 );
DrawCircleLines( center.x, center.y, radius, color );
return 0;
}
/*
> RL.DrawEllipse( Vector2 center, float radiusH, float radiusV, Color color )
Draw ellipse
*/
int lshapesDrawEllipse( lua_State* L ) {
Vector2 center = uluaGetVector2( L, 1 );
float radiusH = luaL_checknumber( L, 2 );
float radiusV = luaL_checknumber( L, 3 );
Color color = uluaGetColor( L, 4 );
DrawEllipse( center.x, center.y, radiusH, radiusV, color );
return 0;
}
/*
> RL.DrawEllipseLines( Vector2 center, float radiusH, float radiusV, Color color )
Draw ellipse outline
*/
int lshapesDrawEllipseLines( lua_State* L ) {
Vector2 center = uluaGetVector2( L, 1 );
float radiusH = luaL_checknumber( L, 2 );
float radiusV = luaL_checknumber( L, 3 );
Color color = uluaGetColor( L, 4 );
DrawEllipseLines( center.x, center.y, radiusH, radiusV, color );
return 0;
}
/*
> RL.DrawRing( Vector2 center, float innerRadius, float outerRadius, float startAngle, float endAngle, int segments, Color color )
Draw ring
*/
int lshapesDrawRing( lua_State* L ) {
Vector2 center = uluaGetVector2( L, 1 );
float innerRadius = luaL_checknumber( L, 2 );
float outerRadius = luaL_checknumber( L, 3 );
float startAngle = luaL_checknumber( L, 4 );
float endAngle = luaL_checknumber( L, 5 );
int segments = luaL_checkinteger( L, 6 );
Color color = uluaGetColor( L, 7 );
DrawRing( center, innerRadius, outerRadius, startAngle, endAngle, segments, color );
return 0;
}
/*
> RL.DrawRingLines( Vector2 center, float innerRadius, float outerRadius, float startAngle, float endAngle, int segments, Color color )
Draw ring outline
*/
int lshapesDrawRingLines( lua_State* L ) {
Vector2 center = uluaGetVector2( L, 1 );
float innerRadius = luaL_checknumber( L, 2 );
float outerRadius = luaL_checknumber( L, 3 );
float startAngle = luaL_checknumber( L, 4 );
float endAngle = luaL_checknumber( L, 5 );
int segments = luaL_checkinteger( L, 6 );
Color color = uluaGetColor( L, 7 );
DrawRingLines( center, innerRadius, outerRadius, startAngle, endAngle, segments, color );
return 0;
}
/*
> RL.DrawRectangle( Rectangle rec, Color color )
Draw a color-filled rectangle
*/
int lshapesDrawRectangle( lua_State* L ) {
Rectangle rect = uluaGetRectangle( L, 1 );
Color color = uluaGetColor( L, 2 );
DrawRectangleRec( rect, color );
return 0;
}
/*
> RL.DrawRectanglePro( Rectangle rec, Vector2 origin, float rotation, Color color )
Draw a color-filled rectangle with pro parameters
*/
int lshapesDrawRectanglePro( lua_State* L ) {
Rectangle rec = uluaGetRectangle( L, 1 );
Vector2 origin = uluaGetVector2( L, 2 );
float rotation = luaL_checknumber( L, 3 );
Color color = uluaGetColor( L, 4 );
DrawRectanglePro( rec, origin, rotation, color );
return 0;
}
/*
> RL.DrawRectangleGradientV( Rectangle rectangle, Color color1, Color color2 )
Draw a vertical-gradient-filled rectangle
*/
int lshapesDrawRectangleGradientV( lua_State* L ) {
Rectangle rect = uluaGetRectangle( L, 1 );
Color color1 = uluaGetColor( L, 2 );
Color color2 = uluaGetColor( L, 3 );
DrawRectangleGradientV( rect.x, rect.y, rect.width, rect.height, color1, color2 );
return 0;
}
/*
> RL.DrawRectangleGradientH( Rectangle rectangle, Color color1, Color color2 )
Draw a horizontal-gradient-filled rectangle
*/
int lshapesDrawRectangleGradientH( lua_State* L ) {
Rectangle rect = uluaGetRectangle( L, 1 );
Color color1 = uluaGetColor( L, 2 );
Color color2 = uluaGetColor( L, 3 );
DrawRectangleGradientH( rect.x, rect.y, rect.width, rect.height, color1, color2 );
return 0;
}
/*
> RL.DrawRectangleGradientEx( Rectangle rectangle, Color col1, Color col2, Color col3, Color col4 )
Draw a gradient-filled rectangle with custom vertex colors
*/
int lshapesDrawRectangleGradientEx( lua_State* L ) {
Rectangle rect = uluaGetRectangle( L, 1 );
Color color1 = uluaGetColor( L, 2 );
Color color2 = uluaGetColor( L, 3 );
Color color3 = uluaGetColor( L, 4 );
Color color4 = uluaGetColor( L, 5 );
DrawRectangleGradientEx( rect, color1, color2, color3, color4 );
return 0;
}
/*
> RL.DrawRectangleLines( Rectangle rec, Color color )
Draw rectangle outline
*/
int lshapesDrawRectangleLines( lua_State* L ) {
Rectangle rect = uluaGetRectangle( L, 1 );
Color color = uluaGetColor( L, 2 );
DrawRectangleLines( rect.x, rect.y, rect.width, rect.height, color );
return 0;
}
/*
> RL.DrawRectangleLinesEx( Rectangle rec, int lineThick, Color color )
Draw rectangle outline with extended parameters
*/
int lshapesDrawRectangleLinesEx( lua_State* L ) {
Rectangle rect = uluaGetRectangle( L, 1 );
int lineThick = luaL_checkinteger( L, 2 );
Color color = uluaGetColor( L, 3 );
DrawRectangleLinesEx( rect, lineThick, color );
return 0;
}
/*
> RL.DrawRectangleRounded( Rectangle rec, float roundness, int segments, Color color )
Draw rectangle with rounded edges
*/
int lshapesDrawRectangleRounded( lua_State* L ) {
Rectangle rect = uluaGetRectangle( L, 1 );
float roundness = luaL_checknumber( L, 2 );
int segments = luaL_checkinteger( L, 3 );
Color color = uluaGetColor( L, 4 );
DrawRectangleRounded( rect, roundness, segments, color );
return 0;
}
/*
> RL.DrawRectangleRoundedLines( Rectangle rec, float roundness, int segments, int lineThick, Color color )
Draw rectangle with rounded edges outline
*/
int lshapesDrawRectangleRoundedLines( lua_State* L ) {
Rectangle rect = uluaGetRectangle( L, 1 );
float roundness = luaL_checknumber( L, 2 );
int segments = luaL_checkinteger( L, 3 );
int lineThick = luaL_checkinteger( L, 4 );
Color color = uluaGetColor( L, 5 );
DrawRectangleRoundedLines( rect, roundness, segments, lineThick, color );
return 0;
}
/*
> RL.DrawTriangle( Vector2 v1, Vector2 v2, Vector2 v3, Color color )
Draw a color-filled triangle (Vertex in counter-clockwise order!)
*/
int lshapesDrawTriangle( lua_State* L ) {
Vector2 v1 = uluaGetVector2( L, 1 );
Vector2 v2 = uluaGetVector2( L, 2 );
Vector2 v3 = uluaGetVector2( L, 3 );
Color color = uluaGetColor( L, 4 );
DrawTriangle( v1, v2, v3, color );
return 0;
}
/*
> RL.DrawTriangleLines( Vector2 v1, Vector2 v2, Vector2 v3, Color color )
Draw triangle outline (Vertex in counter-clockwise order!)
*/
int lshapesDrawTriangleLines( lua_State* L ) {
Vector2 v1 = uluaGetVector2( L, 1 );
Vector2 v2 = uluaGetVector2( L, 2 );
Vector2 v3 = uluaGetVector2( L, 3 );
Color color = uluaGetColor( L, 4 );
DrawTriangleLines( v1, v2, v3, color );
return 0;
}
/*
> RL.DrawTriangleFan( Vector2{} points, Color color )
Draw a triangle fan defined by points (first vertex is the center)
*/
int lshapesDrawTriangleFan( lua_State* L ) {
int pointsCount = uluaGetTableLen( L, 1 );
Color color = uluaGetColor( L, 2 );
Vector2 points[ pointsCount ];
/* t = points index. */
int t = 1, i = 0;
lua_pushnil( L );
while ( lua_next( L, t ) != 0 ) {
points[i] = uluaGetVector2( L, lua_gettop( L ) );
i++;
lua_pop( L, 1 );
}
DrawTriangleFan( points, pointsCount, color );
return 0;
}
/*
> RL.DrawTriangleStrip( Vector2{} points, Color color )
Draw a triangle strip defined by points
*/
int lshapesDrawTriangleStrip( lua_State* L ) {
int pointsCount = uluaGetTableLen( L, 1 );
Color color = uluaGetColor( L, 2 );
Vector2 points[ pointsCount ];
/* t = points index. */
int t = 1, i = 0;
lua_pushnil( L );
while ( lua_next( L, t ) != 0 ) {
points[i] = uluaGetVector2( L, lua_gettop( L ) );
i++;
lua_pop( L, 1 );
}
DrawTriangleStrip( points, pointsCount, color );
return 0;
}
/*
> RL.DrawPoly( Vector2 center, int sides, float radius, float rotation, Color color )
Draw a regular polygon (Vector version)
*/
int lshapesDrawPoly( lua_State* L ) {
Vector2 center = uluaGetVector2( L, 1 );
int sides = luaL_checkinteger( L, 2 );
float radius = luaL_checknumber( L, 3 );
float rotation = luaL_checknumber( L, 4 );
Color color = uluaGetColor( L, 5 );
DrawPoly( center, sides, radius, rotation, color );
return 0;
}
/*
> RL.DrawPolyLines( Vector2 center, int sides, float radius, float rotation, Color color )
Draw a polygon outline of n sides
*/
int lshapesDrawPolyLines( lua_State* L ) {
Vector2 center = uluaGetVector2( L, 1 );
int sides = luaL_checkinteger( L, 2 );
float radius = luaL_checknumber( L, 3 );
float rotation = luaL_checknumber( L, 4 );
Color color = uluaGetColor( L, 5 );
DrawPolyLines( center, sides, radius, rotation, color );
return 0;
}
/*
> RL.DrawPolyLinesEx( Vector2 center, int sides, float radius, float rotation, float lineThick, Color color )
Draw a polygon outline of n sides with extended parameters
*/
int lshapesDrawPolyLinesEx( lua_State* L ) {
Vector2 center = uluaGetVector2( L, 1 );
int sides = luaL_checkinteger( L, 2 );
float radius = luaL_checknumber( L, 3 );
float rotation = luaL_checknumber( L, 4 );
float lineThick = luaL_checknumber( L, 5 );
Color color = uluaGetColor( L, 6 );
DrawPolyLinesEx( center, sides, radius, rotation, lineThick, color );
return 0;
}
/*
## Shapes - Splines drawing functions
*/
/*
> RL.DrawSplineLinear( Vector2{} points, float thick, Color color )
Draw spline: Linear, minimum 2 points
*/
int lshapesDrawSplineLinear( lua_State* L ) {
int pointCount = uluaGetTableLen( L, 1 );
Vector2 points[ pointCount ];
float thick = luaL_checknumber( L, 2 );
Color color = uluaGetColor( L, 3 );
getVector2Array( L, 1, points );
DrawSplineLinear( points, pointCount, thick, color );
return 0;
}
/*
> RL.DrawSplineBasis( Vector2{} points, float thick, Color color )
Draw spline: B-Spline, minimum 4 points
*/
int lshapesDrawSplineBasis( lua_State* L ) {
int pointCount = uluaGetTableLen( L, 1 );
Vector2 points[ pointCount ];
float thick = luaL_checknumber( L, 2 );
Color color = uluaGetColor( L, 3 );
getVector2Array( L, 1, points );
DrawSplineBasis( points, pointCount, thick, color );
return 0;
}
/*
> RL.DrawSplineCatmullRom( Vector2{} points, float thick, Color color )
Draw spline: Catmull-Rom, minimum 4 points
*/
int lshapesDrawSplineCatmullRom( lua_State* L ) {
int pointCount = uluaGetTableLen( L, 1 );
Vector2 points[ pointCount ];
float thick = luaL_checknumber( L, 2 );
Color color = uluaGetColor( L, 3 );
getVector2Array( L, 1, points );
DrawSplineCatmullRom( points, pointCount, thick, color );
return 0;
}
/*
> RL.DrawSplineBezierQuadratic( Vector2{} points, float thick, Color color )
Draw spline: Quadratic Bezier, minimum 3 points (1 control point): [p1, c2, p3, c4...]
*/
int lshapesDrawSplineBezierQuadratic( lua_State* L ) {
int pointCount = uluaGetTableLen( L, 1 );
Vector2 points[ pointCount ];
float thick = luaL_checknumber( L, 2 );
Color color = uluaGetColor( L, 3 );
getVector2Array( L, 1, points );
DrawSplineBezierQuadratic( points, pointCount, thick, color );
return 0;
}
/*
> RL.DrawSplineBezierCubic( Vector2{} points, float thick, Color color )
Draw spline: Cubic Bezier, minimum 4 points (2 control points): [p1, c2, c3, p4, c5, c6...]
*/
int lshapesDrawSplineBezierCubic( lua_State* L ) {
int pointCount = uluaGetTableLen( L, 1 );
Vector2 points[ pointCount ];
float thick = luaL_checknumber( L, 2 );
Color color = uluaGetColor( L, 3 );
getVector2Array( L, 1, points );
DrawSplineBezierCubic( points, pointCount, thick, color );
return 0;
}
/*
> RL.DrawSplineSegmentLinear( Vector2 p1, Vector2 p2, float thick, Color color )
Draw spline segment: Linear, 2 points
*/
int lshapesDrawSplineSegmentLinear( lua_State* L ) {
Vector2 p1 = uluaGetVector2( L, 1 );
Vector2 p2 = uluaGetVector2( L, 2 );
float thick = luaL_checknumber( L, 3 );
Color color = uluaGetColor( L, 4 );
DrawSplineSegmentLinear( p1, p2, thick, color );
return 0;
}
/*
> RL.DrawSplineSegmentBasis( Vector2 p1, Vector2 p2, Vector2 p3, Vector2 p4, float thick, Color color )
Draw spline segment: B-Spline, 4 points
*/
int lshapesDrawSplineSegmentBasis( lua_State* L ) {
Vector2 p1 = uluaGetVector2( L, 1 );
Vector2 p2 = uluaGetVector2( L, 2 );
Vector2 p3 = uluaGetVector2( L, 3 );
Vector2 p4 = uluaGetVector2( L, 4 );
float thick = luaL_checknumber( L, 5 );
Color color = uluaGetColor( L, 6 );
DrawSplineSegmentBasis( p1, p2, p3, p4, thick, color );
return 0;
}
/*
> RL.DrawSplineSegmentCatmullRom( Vector2 p1, Vector2 p2, Vector2 p3, Vector2 p4, float thick, Color color )
Draw spline segment: Catmull-Rom, 4 points
*/
int lshapesDrawSplineSegmentCatmullRom( lua_State* L ) {
Vector2 p1 = uluaGetVector2( L, 1 );
Vector2 p2 = uluaGetVector2( L, 2 );
Vector2 p3 = uluaGetVector2( L, 3 );
Vector2 p4 = uluaGetVector2( L, 4 );
float thick = luaL_checknumber( L, 5 );
Color color = uluaGetColor( L, 6 );
DrawSplineSegmentCatmullRom( p1, p2, p3, p4, thick, color );
return 0;
}
/*
> RL.DrawSplineSegmentBezierQuadratic( Vector2 p1, Vector2 c2, Vector2 p3, float thick, Color color )
Draw spline segment: Quadratic Bezier, 2 points, 1 control point
*/
int lshapesDrawSplineSegmentBezierQuadratic( lua_State* L ) {
Vector2 p1 = uluaGetVector2( L, 1 );
Vector2 c2 = uluaGetVector2( L, 2 );
Vector2 p3 = uluaGetVector2( L, 3 );
float thick = luaL_checknumber( L, 4 );
Color color = uluaGetColor( L, 5 );
DrawSplineSegmentBezierQuadratic( p1, c2, p3, thick, color );
return 0;
}
/*
> RL.DrawSplineSegmentBezierCubic( Vector2 p1, Vector2 c2, Vector2 c3, Vector2 p4, float thick, Color color )
Draw spline segment: Cubic Bezier, 2 points, 2 control points
*/
int lshapesDrawSplineSegmentBezierCubic( lua_State* L ) {
Vector2 p1 = uluaGetVector2( L, 1 );
Vector2 c2 = uluaGetVector2( L, 2 );
Vector2 c3 = uluaGetVector2( L, 3 );
Vector2 p4 = uluaGetVector2( L, 4 );
float thick = luaL_checknumber( L, 5 );
Color color = uluaGetColor( L, 6 );
DrawSplineSegmentBezierCubic( p1, c2, c3, p4, thick, color );
return 0;
}
/*
## Shapes - Spline segment point evaluation functions, for a given t [0.0f .. 1.0f]
*/
/*
> point = RL.GetSplinePointLinear( Vector2 startPos, Vector2 endPos, float t )
Get (evaluate) spline point: Linear
- Success return Vector2
*/
int lshapesGetSplinePointLinear( lua_State* L ) {
Vector2 p1 = uluaGetVector2( L, 1 );
Vector2 p2 = uluaGetVector2( L, 2 );
float t = luaL_checknumber( L, 3 );
uluaPushVector2( L, GetSplinePointLinear( p1, p2, t ) );
return 1;
}
/*
> point = RL.GetSplinePointBasis( Vector2 p1, Vector2 p2, Vector2 p3, Vector2 p4, float t )
Get (evaluate) spline point: B-Spline
- Success return Vector2
*/
int lshapesGetSplinePointBasis( lua_State* L ) {
Vector2 p1 = uluaGetVector2( L, 1 );
Vector2 p2 = uluaGetVector2( L, 2 );
Vector2 p3 = uluaGetVector2( L, 3 );
Vector2 p4 = uluaGetVector2( L, 4 );
float t = luaL_checknumber( L, 5 );
uluaPushVector2( L, GetSplinePointBasis( p1, p2, p3, p4, t ) );
return 1;
}
/*
> point = RL.GetSplinePointCatmullRom( Vector2 p1, Vector2 p2, Vector2 p3, Vector2 p4, float t )
Get (evaluate) spline point: Catmull-Rom
- Success return Vector2
*/
int lshapesGetSplinePointCatmullRom( lua_State* L ) {
Vector2 p1 = uluaGetVector2( L, 1 );
Vector2 p2 = uluaGetVector2( L, 2 );
Vector2 p3 = uluaGetVector2( L, 3 );
Vector2 p4 = uluaGetVector2( L, 4 );
float t = luaL_checknumber( L, 5 );
uluaPushVector2( L, GetSplinePointCatmullRom( p1, p2, p3, p4, t ) );
return 1;
}
/*
> point = RL.GetSplinePointBezierQuad( Vector2 p1, Vector2 c2, Vector2 p3, float t )
Get (evaluate) spline point: Quadratic Bezier
- Success return Vector2
*/
int lshapesGetSplinePointBezierQuad( lua_State* L ) {
Vector2 p1 = uluaGetVector2( L, 1 );
Vector2 c2 = uluaGetVector2( L, 2 );
Vector2 p3 = uluaGetVector2( L, 3 );
float t = luaL_checknumber( L, 4 );
uluaPushVector2( L, GetSplinePointBezierQuad( p1, c2, p3, t ) );
return 1;
}
/*
> point = RL.GetSplinePointBezierCubic( Vector2 p1, Vector2 c2, Vector2 c3, Vector2 p4, float t )
Get (evaluate) spline point: Cubic Bezier
- Success return Vector2
*/
int lshapesGetSplinePointBezierCubic( lua_State* L ) {
Vector2 p1 = uluaGetVector2( L, 1 );
Vector2 c2 = uluaGetVector2( L, 2 );
Vector2 c3 = uluaGetVector2( L, 3 );
Vector2 p4 = uluaGetVector2( L, 4 );
float t = luaL_checknumber( L, 5 );
uluaPushVector2( L, GetSplinePointBezierCubic( p1, c2, c3, p4, t ) );
return 1;
}
/*
## Shapes - Basic shapes collision detection functions
*/
/*
> collision = RL.CheckCollisionRecs( Rectangle rec1, Rectangle rec2 )
Check collision between two rectangles
- Success return bool
*/
int lshapesCheckCollisionRecs( lua_State* L ) {
Rectangle rect1 = uluaGetRectangle( L, 1 );
Rectangle rect2 = uluaGetRectangle( L, 2 );
lua_pushboolean( L, CheckCollisionRecs( rect1, rect2 ) );
return 1;
}
/*
> collision = RL.CheckCollisionCircles( Vector2 center1, float radius1, Vector2 center2, float radius2 )
Check collision between two circles
- Success return bool
*/
int lshapesCheckCollisionCircles( lua_State* L ) {
Vector2 center1 = uluaGetVector2( L, 1 );
float radius1 = luaL_checknumber( L, 2 );
Vector2 center2 = uluaGetVector2( L, 3 );
float radius2 = luaL_checknumber( L, 4 );
lua_pushboolean( L, CheckCollisionCircles( center1, radius1, center2, radius2 ) );
return 1;
}
/*
> collision = RL.CheckCollisionCircleRec( Vector2 center, float radius, Rectangle rec )
Check collision between circle and rectangle
- Success return bool
*/
int lshapesCheckCollisionCircleRec( lua_State* L ) {
Vector2 center = uluaGetVector2( L, 1 );
float radius = luaL_checknumber( L, 2 );
Rectangle rec = uluaGetRectangle( L, 3 );
lua_pushboolean( L, CheckCollisionCircleRec( center, radius, rec ) );
return 1;
}
/*
> collision = RL.CheckCollisionPointRec( Vector2 point, Rectangle rec )
Check if point is inside rectangle
- Success return bool
*/
int lshapesCheckCollisionPointRec( lua_State* L ) {
Vector2 point = uluaGetVector2( L, 1 );
Rectangle rec = uluaGetRectangle( L, 2 );
lua_pushboolean( L, CheckCollisionPointRec( point, rec ) );
return 1;
}
/*
> collision = RL.CheckCollisionPointCircle( Vector2 point, Vector2 center, float radius )
Check if point is inside circle
- Success return bool
*/
int lshapesCheckCollisionPointCircle( lua_State* L ) {
Vector2 point = uluaGetVector2( L, 1 );
Vector2 center = uluaGetVector2( L, 2 );
float radius = luaL_checknumber( L, 3 );
lua_pushboolean( L, CheckCollisionPointCircle( point, center, radius ) );
return 1;
}
/*
> collision = RL.CheckCollisionPointTriangle( Vector2 point, Vector2 p1, Vector2 p2, Vector2 p3 )
Check if point is inside a triangle
- Success return bool
*/
int lshapesCheckCollisionPointTriangle( lua_State* L ) {
Vector2 point = uluaGetVector2( L, 1 );
Vector2 p1 = uluaGetVector2( L, 2 );
Vector2 p2 = uluaGetVector2( L, 3 );
Vector2 p3 = uluaGetVector2( L, 4 );
lua_pushboolean( L, CheckCollisionPointTriangle( point, p1, p2, p3 ) );
return 1;
}
/*
> collision = RL.CheckCollisionPointPoly( Vector2 point, Vector2{} points )
Check if point is within a polygon described by array of vertices
- Success return bool
*/
int lshapesCheckCollisionPointPoly( lua_State* L ) {
Vector2 point = uluaGetVector2( L, 1 );
int pointCount = uluaGetTableLen( L, 2 );
Vector2 points[ pointCount ];
/* t = points index. */
int t = 2, i = 0;
lua_pushnil( L );
while ( lua_next( L, t ) != 0 ) {
points[i] = uluaGetVector2( L, lua_gettop( L ) );
i++;
lua_pop( L, 1 );
}
lua_pushboolean( L, CheckCollisionPointPoly( point, points, pointCount ) );
return 1;
}
/*
> collision, position = RL.CheckCollisionLines( Vector2 startPos1, Vector2 endPos1, Vector2 startPos2, Vector2 endPos2 )
Check the collision between two lines defined by two points each, returns collision point by reference
- Success return bool, Vector2
*/
int lshapesCheckCollisionLines( lua_State* L ) {
Vector2 startPos1 = uluaGetVector2( L, 1 );
Vector2 endPos1 = uluaGetVector2( L, 2 );
Vector2 startPos2 = uluaGetVector2( L, 3 );
Vector2 endPos2 = uluaGetVector2( L, 4 );
Vector2 colPoint = { 0, 0 };
lua_pushboolean( L, CheckCollisionLines( startPos1, endPos1, startPos2, endPos2, &colPoint ) );
uluaPushVector2( L, colPoint );
return 2;
}
/*
> collision = RL.CheckCollisionPointLine( Vector2 point, Vector2 p1, Vector2 p2, int threshold )
Check if point belongs to line created between two points [p1] and [p2] with defined margin in pixels [threshold]
- Success return bool
*/
int lshapesCheckCollisionPointLine( lua_State* L ) {
Vector2 point = uluaGetVector2( L, 1 );
Vector2 p1 = uluaGetVector2( L, 2 );
Vector2 p2 = uluaGetVector2( L, 3 );
int threshold = luaL_checkinteger( L, 4 );
lua_pushboolean( L, CheckCollisionPointLine( point, p1, p2, threshold ) );
return 1;
}
/*
> rectangle = RL.GetCollisionRec( Rectangle rec1, Rectangle rec2 )
Get collision rectangle for two rectangles collision
- Success return Rectangle
*/
int lshapesGetCollisionRec( lua_State* L ) {
Rectangle rec1 = uluaGetRectangle( L, 1 );
Rectangle rec2 = uluaGetRectangle( L, 2 );
uluaPushRectangle( L, GetCollisionRec( rec1, rec2 ) );
return 1;
}