1090 lines
27 KiB
C
1090 lines
27 KiB
C
#include "main.h"
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#include "state.h"
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#include "shapes.h"
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#include "lua_core.h"
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#include "textures.h"
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/*
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## Shapes - Basic shapes drawing functions
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*/
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/*
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> RL.SetShapesTexture( Texture texture, Rectangle source )
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Set texture and rectangle to be used on shapes drawing
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NOTE: It can be useful when using basic shapes and one single font,
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defining a font char white rectangle would allow drawing everything in a single draw call
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*/
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int lshapesSetShapesTexture( lua_State* L ) {
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Texture* texture = uluaGetTexture( L, 1 );
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Rectangle source = uluaGetRectangle( L, 2 );
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state->shapesTexture = *texture;
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SetShapesTexture( *texture, source );
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return 0;
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}
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/*
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> texture = RL.GetShapesTexture()
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Get texture that is used for shapes drawing. Return as lightuserdata
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- Success return Texture
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*/
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int lshapesGetShapesTexture( lua_State* L ) {
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lua_pushlightuserdata( L, &state->shapesTexture );
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return 1;
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}
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/*
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> source = RL.GetShapesTextureRectangle()
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Get texture source rectangle that is used for shapes drawing
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- Success return Rectangle
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*/
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int lshapesGetShapesTextureRectangle( lua_State* L ) {
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uluaPushRectangle( L, GetShapesTextureRectangle() );
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return 1;
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}
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/*
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> RL.DrawPixel( Vector2 pos, Color color )
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Draw a pixel
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*/
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int lshapesDrawPixel( lua_State* L ) {
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Vector2 pos = uluaGetVector2( L, 1 );
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Color color = uluaGetColor( L, 2 );
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DrawPixelV( pos, color );
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return 0;
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}
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/*
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> RL.DrawLine( Vector2 startPos, Vector2 endPos, float thickness, Color color )
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Draw a line defining thickness
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*/
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int lshapesDrawLine( lua_State* L ) {
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Vector2 startPos = uluaGetVector2( L, 1 );
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Vector2 endPos = uluaGetVector2( L, 2 );
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float thickness = luaL_checknumber( L, 3 );
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Color color = uluaGetColor( L, 4 );
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DrawLineEx( startPos, endPos, thickness, color );
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return 0;
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}
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/*
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> RL.DrawLineStrip( Vector2{} points, Color color )
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Draw lines sequence
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*/
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int lshapesDrawLineStrip( lua_State* L ) {
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int pointsCount = uluaGetTableLen( L, 1 );
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Color color = uluaGetColor( L, 2 );
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Vector2 points[ pointsCount ];
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/* t = points index. */
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int t = 1, i = 0;
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lua_pushnil( L );
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while ( lua_next( L, t ) != 0 ) {
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points[i] = uluaGetVector2( L, lua_gettop( L ) );
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i++;
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lua_pop( L, 1 );
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}
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DrawLineStrip( points, pointsCount, color );
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return 0;
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}
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/*
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> RL.DrawLineBezier( Vector2 startPos, Vector2 endPos, float thickness, Color color )
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Draw a line using cubic-bezier curves in-out
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*/
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int lshapesDrawLineBezier( lua_State* L ) {
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Vector2 startPos = uluaGetVector2( L, 1 );
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Vector2 endPos = uluaGetVector2( L, 2 );
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float thickness = luaL_checknumber( L, 3 );
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Color color = uluaGetColor( L, 4 );
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DrawLineBezier( startPos, endPos, thickness, color );
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return 0;
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}
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/*
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> RL.DrawCircle( Vector2 center, float radius, Color color )
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Draw a color-filled circle
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*/
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int lshapesDrawCircle( lua_State* L ) {
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Vector2 center = uluaGetVector2( L, 1 );
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float radius = luaL_checknumber( L, 2 );
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Color color = uluaGetColor( L, 3 );
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DrawCircleV( center, radius, color );
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return 0;
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}
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/*
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> RL.DrawCircleSector( Vector2 center, float radius, float startAngle, float endAngle, int segments, Color color )
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Draw a piece of a circle
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*/
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int lshapesDrawCircleSector( lua_State* L ) {
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Vector2 center = uluaGetVector2( L, 1 );
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float radius = luaL_checknumber( L, 2 );
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float startAngle = luaL_checknumber( L, 3 );
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float endAngle = luaL_checknumber( L, 4 );
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int segments = luaL_checkinteger( L, 5 );
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Color color = uluaGetColor( L, 6 );
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DrawCircleSector( center, radius, startAngle, endAngle, segments, color );
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return 0;
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}
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/*
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> RL.DrawCircleSectorLines( Vector2 center, float radius, float startAngle, float endAngle, int segments, Color color )
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Draw circle sector outline
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*/
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int lshapesDrawCircleSectorLines( lua_State* L ) {
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Vector2 center = uluaGetVector2( L, 1 );
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float radius = luaL_checknumber( L, 2 );
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float startAngle = luaL_checknumber( L, 3 );
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float endAngle = luaL_checknumber( L, 4 );
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int segments = luaL_checkinteger( L, 5 );
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Color color = uluaGetColor( L, 6 );
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DrawCircleSectorLines( center, radius, startAngle, endAngle, segments, color );
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return 0;
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}
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/*
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> RL.DrawCircleGradient( Vector2 center, float radius, Color color1, Color color2 )
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Draw a gradient-filled circle
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*/
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int lshapesDrawCircleGradient( lua_State* L ) {
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Vector2 center = uluaGetVector2( L, 1 );
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float radius = luaL_checknumber( L, 2 );
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Color color1 = uluaGetColor( L, 3 );
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Color color2 = uluaGetColor( L, 4 );
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DrawCircleGradient( center.x, center.y, radius, color1, color2 );
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return 0;
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}
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/*
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> RL.DrawCircleLines( Vector2 center, float radius, Color color )
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Draw circle outline
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*/
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int lshapesDrawCircleLines( lua_State* L ) {
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Vector2 center = uluaGetVector2( L, 1 );
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float radius = luaL_checknumber( L, 2 );
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Color color = uluaGetColor( L, 3 );
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DrawCircleLines( center.x, center.y, radius, color );
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return 0;
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}
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/*
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> RL.DrawEllipse( Vector2 center, float radiusH, float radiusV, Color color )
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Draw ellipse
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*/
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int lshapesDrawEllipse( lua_State* L ) {
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Vector2 center = uluaGetVector2( L, 1 );
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float radiusH = luaL_checknumber( L, 2 );
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float radiusV = luaL_checknumber( L, 3 );
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Color color = uluaGetColor( L, 4 );
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DrawEllipse( center.x, center.y, radiusH, radiusV, color );
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return 0;
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}
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/*
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> RL.DrawEllipseLines( Vector2 center, float radiusH, float radiusV, Color color )
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Draw ellipse outline
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*/
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int lshapesDrawEllipseLines( lua_State* L ) {
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Vector2 center = uluaGetVector2( L, 1 );
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float radiusH = luaL_checknumber( L, 2 );
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float radiusV = luaL_checknumber( L, 3 );
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Color color = uluaGetColor( L, 4 );
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DrawEllipseLines( center.x, center.y, radiusH, radiusV, color );
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return 0;
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}
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/*
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> RL.DrawRing( Vector2 center, float innerRadius, float outerRadius, float startAngle, float endAngle, int segments, Color color )
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Draw ring
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*/
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int lshapesDrawRing( lua_State* L ) {
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Vector2 center = uluaGetVector2( L, 1 );
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float innerRadius = luaL_checknumber( L, 2 );
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float outerRadius = luaL_checknumber( L, 3 );
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float startAngle = luaL_checknumber( L, 4 );
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float endAngle = luaL_checknumber( L, 5 );
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int segments = luaL_checkinteger( L, 6 );
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Color color = uluaGetColor( L, 7 );
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DrawRing( center, innerRadius, outerRadius, startAngle, endAngle, segments, color );
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return 0;
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}
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/*
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> RL.DrawRingLines( Vector2 center, float innerRadius, float outerRadius, float startAngle, float endAngle, int segments, Color color )
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Draw ring outline
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*/
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int lshapesDrawRingLines( lua_State* L ) {
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Vector2 center = uluaGetVector2( L, 1 );
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float innerRadius = luaL_checknumber( L, 2 );
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float outerRadius = luaL_checknumber( L, 3 );
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float startAngle = luaL_checknumber( L, 4 );
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float endAngle = luaL_checknumber( L, 5 );
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int segments = luaL_checkinteger( L, 6 );
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Color color = uluaGetColor( L, 7 );
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DrawRingLines( center, innerRadius, outerRadius, startAngle, endAngle, segments, color );
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return 0;
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}
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/*
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> RL.DrawRectangle( Rectangle rec, Color color )
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Draw a color-filled rectangle
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*/
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int lshapesDrawRectangle( lua_State* L ) {
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Rectangle rect = uluaGetRectangle( L, 1 );
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Color color = uluaGetColor( L, 2 );
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DrawRectangleRec( rect, color );
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return 0;
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}
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/*
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> RL.DrawRectanglePro( Rectangle rec, Vector2 origin, float rotation, Color color )
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Draw a color-filled rectangle with pro parameters
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*/
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int lshapesDrawRectanglePro( lua_State* L ) {
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Rectangle rec = uluaGetRectangle( L, 1 );
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Vector2 origin = uluaGetVector2( L, 2 );
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float rotation = luaL_checknumber( L, 3 );
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Color color = uluaGetColor( L, 4 );
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DrawRectanglePro( rec, origin, rotation, color );
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return 0;
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}
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/*
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> RL.DrawRectangleGradientV( Rectangle rectangle, Color color1, Color color2 )
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Draw a vertical-gradient-filled rectangle
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*/
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int lshapesDrawRectangleGradientV( lua_State* L ) {
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Rectangle rect = uluaGetRectangle( L, 1 );
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Color color1 = uluaGetColor( L, 2 );
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Color color2 = uluaGetColor( L, 3 );
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DrawRectangleGradientV( rect.x, rect.y, rect.width, rect.height, color1, color2 );
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return 0;
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}
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/*
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> RL.DrawRectangleGradientH( Rectangle rectangle, Color color1, Color color2 )
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Draw a horizontal-gradient-filled rectangle
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*/
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int lshapesDrawRectangleGradientH( lua_State* L ) {
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Rectangle rect = uluaGetRectangle( L, 1 );
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Color color1 = uluaGetColor( L, 2 );
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Color color2 = uluaGetColor( L, 3 );
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DrawRectangleGradientH( rect.x, rect.y, rect.width, rect.height, color1, color2 );
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return 0;
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}
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/*
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> RL.DrawRectangleGradientEx( Rectangle rectangle, Color col1, Color col2, Color col3, Color col4 )
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Draw a gradient-filled rectangle with custom vertex colors
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*/
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int lshapesDrawRectangleGradientEx( lua_State* L ) {
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Rectangle rect = uluaGetRectangle( L, 1 );
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Color color1 = uluaGetColor( L, 2 );
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Color color2 = uluaGetColor( L, 3 );
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Color color3 = uluaGetColor( L, 4 );
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Color color4 = uluaGetColor( L, 5 );
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DrawRectangleGradientEx( rect, color1, color2, color3, color4 );
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return 0;
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}
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/*
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> RL.DrawRectangleLines( Rectangle rec, Color color )
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Draw rectangle outline
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*/
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int lshapesDrawRectangleLines( lua_State* L ) {
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Rectangle rect = uluaGetRectangle( L, 1 );
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Color color = uluaGetColor( L, 2 );
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DrawRectangleLines( rect.x, rect.y, rect.width, rect.height, color );
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return 0;
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}
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/*
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> RL.DrawRectangleLinesEx( Rectangle rec, int lineThick, Color color )
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Draw rectangle outline with extended parameters
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*/
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int lshapesDrawRectangleLinesEx( lua_State* L ) {
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Rectangle rect = uluaGetRectangle( L, 1 );
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int lineThick = luaL_checkinteger( L, 2 );
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Color color = uluaGetColor( L, 3 );
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DrawRectangleLinesEx( rect, lineThick, color );
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return 0;
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}
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/*
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> RL.DrawRectangleRounded( Rectangle rec, float roundness, int segments, Color color )
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Draw rectangle with rounded edges
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*/
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int lshapesDrawRectangleRounded( lua_State* L ) {
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Rectangle rect = uluaGetRectangle( L, 1 );
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float roundness = luaL_checknumber( L, 2 );
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int segments = luaL_checkinteger( L, 3 );
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Color color = uluaGetColor( L, 4 );
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DrawRectangleRounded( rect, roundness, segments, color );
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return 0;
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}
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/*
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> RL.DrawRectangleRoundedLines( Rectangle rec, float roundness, int segments, Color color )
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Draw rectangle lines with rounded edges
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*/
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int lshapesDrawRectangleRoundedLines( lua_State* L ) {
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Rectangle rect = uluaGetRectangle( L, 1 );
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float roundness = luaL_checknumber( L, 2 );
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int segments = luaL_checkinteger( L, 3 );
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Color color = uluaGetColor( L, 4 );
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DrawRectangleRoundedLines( rect, roundness, segments, color );
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return 0;
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}
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/*
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> RL.DrawRectangleRoundedLinesEx( Rectangle rec, float roundness, int segments, float lineThick, Color color )
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Draw rectangle with rounded edges outline
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*/
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int lshapesDrawRectangleRoundedLinesEx( lua_State* L ) {
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Rectangle rect = uluaGetRectangle( L, 1 );
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float roundness = luaL_checknumber( L, 2 );
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int segments = luaL_checkinteger( L, 3 );
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float lineThick = luaL_checknumber( L, 4 );
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Color color = uluaGetColor( L, 5 );
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DrawRectangleRoundedLinesEx( rect, roundness, segments, lineThick, color );
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return 0;
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}
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/*
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> RL.DrawTriangle( Vector2 v1, Vector2 v2, Vector2 v3, Color color )
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Draw a color-filled triangle (Vertex in counter-clockwise order!)
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*/
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int lshapesDrawTriangle( lua_State* L ) {
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Vector2 v1 = uluaGetVector2( L, 1 );
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Vector2 v2 = uluaGetVector2( L, 2 );
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Vector2 v3 = uluaGetVector2( L, 3 );
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Color color = uluaGetColor( L, 4 );
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DrawTriangle( v1, v2, v3, color );
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return 0;
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}
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/*
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> RL.DrawTriangleLines( Vector2 v1, Vector2 v2, Vector2 v3, Color color )
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Draw triangle outline (Vertex in counter-clockwise order!)
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*/
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int lshapesDrawTriangleLines( lua_State* L ) {
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Vector2 v1 = uluaGetVector2( L, 1 );
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Vector2 v2 = uluaGetVector2( L, 2 );
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Vector2 v3 = uluaGetVector2( L, 3 );
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Color color = uluaGetColor( L, 4 );
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DrawTriangleLines( v1, v2, v3, color );
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return 0;
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}
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/*
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> RL.DrawTriangleFan( Vector2{} points, Color color )
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Draw a triangle fan defined by points (first vertex is the center)
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*/
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int lshapesDrawTriangleFan( lua_State* L ) {
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int pointsCount = uluaGetTableLen( L, 1 );
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Color color = uluaGetColor( L, 2 );
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Vector2 points[ pointsCount ];
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/* t = points index. */
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int t = 1, i = 0;
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lua_pushnil( L );
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while ( lua_next( L, t ) != 0 ) {
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points[i] = uluaGetVector2( L, lua_gettop( L ) );
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i++;
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lua_pop( L, 1 );
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}
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DrawTriangleFan( points, pointsCount, color );
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return 0;
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}
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/*
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> RL.DrawTriangleStrip( Vector2{} points, Color color )
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Draw a triangle strip defined by points
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*/
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int lshapesDrawTriangleStrip( lua_State* L ) {
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int pointsCount = uluaGetTableLen( L, 1 );
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Color color = uluaGetColor( L, 2 );
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Vector2 points[ pointsCount ];
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/* t = points index. */
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int t = 1, i = 0;
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lua_pushnil( L );
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while ( lua_next( L, t ) != 0 ) {
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points[i] = uluaGetVector2( L, lua_gettop( L ) );
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i++;
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lua_pop( L, 1 );
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}
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DrawTriangleStrip( points, pointsCount, color );
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return 0;
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}
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/*
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> RL.DrawPoly( Vector2 center, int sides, float radius, float rotation, Color color )
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Draw a regular polygon (Vector version)
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*/
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int lshapesDrawPoly( lua_State* L ) {
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Vector2 center = uluaGetVector2( L, 1 );
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int sides = luaL_checkinteger( L, 2 );
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float radius = luaL_checknumber( L, 3 );
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float rotation = luaL_checknumber( L, 4 );
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Color color = uluaGetColor( L, 5 );
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DrawPoly( center, sides, radius, rotation, color );
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return 0;
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}
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/*
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> RL.DrawPolyLines( Vector2 center, int sides, float radius, float rotation, Color color )
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Draw a polygon outline of n sides
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*/
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int lshapesDrawPolyLines( lua_State* L ) {
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Vector2 center = uluaGetVector2( L, 1 );
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int sides = luaL_checkinteger( L, 2 );
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float radius = luaL_checknumber( L, 3 );
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float rotation = luaL_checknumber( L, 4 );
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Color color = uluaGetColor( L, 5 );
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DrawPolyLines( center, sides, radius, rotation, color );
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return 0;
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}
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/*
|
|
> 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.CheckCollisionCircleLine( Vector2 center, float radius, Vector2 p1, Vector2 p2 )
|
|
|
|
Check if circle collides with a line created betweeen two points [p1] and [p2]
|
|
|
|
- Success return bool
|
|
*/
|
|
int lshapesCheckCollisionCircleLine( lua_State* L ) {
|
|
Vector2 center = uluaGetVector2( L, 1 );
|
|
float radius = luaL_checknumber( L, 2 );
|
|
Vector2 p1 = uluaGetVector2( L, 3 );
|
|
Vector2 p2 = uluaGetVector2( L, 4 );
|
|
|
|
lua_pushboolean( L, CheckCollisionCircleLine( center, radius, p1, p2 ) );
|
|
|
|
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;
|
|
}
|
|
|
|
/*
|
|
> rects{} = RL.RectPack( Rectangle{} rects, Vector2 size, int padding )
|
|
|
|
Useful for e.g. packing rectangular textures into an atlas. stbrp_pack_rects
|
|
|
|
- Success return Rectangle{}
|
|
*/
|
|
int lshapesRectPack( lua_State* L ) {
|
|
int rectCount = uluaGetTableLen( L, 1 );
|
|
Vector2 size = uluaGetVector2( L, 2 );
|
|
int padding = luaL_checknumber( L, 3 );
|
|
|
|
stbrp_context *context = (stbrp_context*)RL_MALLOC( sizeof( *context ) );
|
|
stbrp_node *nodes = (stbrp_node*)RL_MALLOC( rectCount * sizeof( *nodes ) );
|
|
|
|
stbrp_init_target( context, size.x, size.y, nodes, rectCount ) ;
|
|
stbrp_rect *rects = (stbrp_rect*)RL_MALLOC( rectCount * sizeof( stbrp_rect ) );
|
|
|
|
int t = 1, i = 0;
|
|
lua_pushnil( L );
|
|
|
|
while ( lua_next( L, t ) != 0 ) {
|
|
Rectangle rect = uluaGetRectangle( L, lua_gettop( L ) );
|
|
rects[i] = (stbrp_rect){ .id = 0, .x = rect.x, .y = rect.y,
|
|
.w = rect.width + padding, .h = rect.height + padding, .was_packed = 0
|
|
};
|
|
i++;
|
|
lua_pop( L, 1 );
|
|
}
|
|
stbrp_pack_rects( context, rects, rectCount );
|
|
|
|
lua_createtable( L, rectCount, 0 );
|
|
|
|
for ( int i = 0; i < rectCount; i++ ) {
|
|
uluaPushRectangle( L, (Rectangle){ .x = rects[i].x, .y = rects[i].y,
|
|
.width = rects[i].w - padding, .height = rects[i].h - padding }
|
|
);
|
|
lua_rawseti( L, -2, i+1 );
|
|
}
|
|
|
|
RL_FREE( rects );
|
|
RL_FREE( nodes );
|
|
RL_FREE( context );
|
|
|
|
return 1;
|
|
}
|