2769 lines
78 KiB
C
2769 lines
78 KiB
C
#include "main.h"
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#include "state.h"
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#include "models.h"
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#include "lua_core.h"
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#include "rmath.h"
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#include "textures.h"
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#include "core.h"
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static void checkMeshRealloc( int i ) {
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if ( i == state->meshCount ) {
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state->meshCount++;
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}
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if ( state->meshCount == state->meshAlloc ) {
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state->meshAlloc += ALLOC_PAGE_SIZE;
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state->meshes = realloc( state->meshes, state->meshAlloc * sizeof( Mesh* ) );
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for ( i = state->meshCount; i < state->meshAlloc; i++ ) {
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state->meshes[i] = NULL;
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}
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}
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}
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static void checkMaterialRealloc( int i ) {
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if ( i == state->materialCount ) {
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state->materialCount++;
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}
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if ( state->materialCount == state->materialAlloc ) {
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state->materialAlloc += ALLOC_PAGE_SIZE;
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state->materials = realloc( state->materials, state->materialAlloc * sizeof( Material* ) );
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for ( i = state->materialCount; i < state->materialAlloc; i++ ) {
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state->materials[i] = NULL;
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}
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}
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}
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static void checkModelRealloc( int i ) {
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if ( i == state->modelCount ) {
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state->modelCount++;
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}
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if ( state->modelCount == state->modelAlloc ) {
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state->modelAlloc += ALLOC_PAGE_SIZE;
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state->models = realloc( state->models, state->modelAlloc * sizeof( Model* ) );
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for ( i = state->modelCount; i < state->modelAlloc; i++ ) {
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state->models[i] = NULL;
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}
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}
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}
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static void checkAnimationRealloc( int i ) {
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if ( i == state->animationCount ) {
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state->animationCount++;
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}
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if ( state->animationCount == state->animationAlloc ) {
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state->animationAlloc += ALLOC_PAGE_SIZE;
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state->animations = realloc( state->animations, state->animationAlloc * sizeof( ModelAnimations* ) );
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for ( i = state->animationCount; i < state->animationAlloc; i++ ) {
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state->animations[i] = NULL;
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}
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}
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}
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static bool validMesh( size_t id ) {
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if ( id < 0 || state->meshCount < id || state->meshes[ id ] == NULL ) {
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TraceLog( state->logLevelInvalid, "%s %d", "Invalid mesh", id );
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return false;
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}
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else {
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return true;
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}
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}
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static bool validMaterial( size_t id ) {
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if ( id < 0 || state->materialCount < id || state->materials[ id ] == NULL ) {
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TraceLog( state->logLevelInvalid, "%s %d", "Invalid material", id );
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return false;
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}
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else {
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return true;
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}
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}
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static bool validModel( size_t id ) {
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if ( id < 0 || state->modelCount < id || state->models[ id ] == NULL ) {
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TraceLog( state->logLevelInvalid, "%s %d", "Invalid model", id );
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return false;
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}
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else {
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return true;
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}
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}
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static bool validAnimation( size_t id ) {
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if ( id < 0 || state->animationCount < id || state->animations[ id ] == NULL ) {
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TraceLog( state->logLevelInvalid, "%s %d", "Invalid animation", id );
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return false;
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}
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else {
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return true;
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}
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}
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static int newMesh() {
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int i = 0;
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for ( i = 0; i < state->meshCount; i++ ) {
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if ( state->meshes[i] == NULL ) {
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break;
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}
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}
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state->meshes[i] = malloc( sizeof( Mesh ) );
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checkMeshRealloc( i );
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return i;
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}
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static int newMaterial() {
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int i = 0;
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for ( i = 0; i < state->materialCount; i++ ) {
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if ( state->materials[i] == NULL ) {
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break;
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}
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}
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state->materials[i] = malloc( sizeof( Material ) );
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checkMaterialRealloc( i );
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return i;
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}
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static int newModel() {
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int i = 0;
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for ( i = 0; i < state->modelCount; i++ ) {
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if ( state->models[i] == NULL ) {
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break;
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}
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}
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state->models[i] = malloc( sizeof( Model ) );
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checkModelRealloc( i );
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return i;
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}
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static int newAnimation() {
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int i = 0;
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for ( i = 0; i < state->animationCount; i++ ) {
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if ( state->animations[i] == NULL ) {
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break;
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}
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}
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state->animations[i] = malloc( sizeof( ModelAnimations ) );
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checkAnimationRealloc( i );
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return i;
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}
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// Unload model (but not meshes) from memory (RAM and/or VRAM)
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void UnloadModelKeepMeshes( Model model ) {
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// Unload materials maps
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// NOTE: As the user could be sharing shaders and textures between models,
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// we don't unload the material but just free it's maps,
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// the user is responsible for freeing models shaders and textures
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for (int i = 0; i < model.materialCount; i++) RL_FREE(model.materials[i].maps);
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// Unload arrays
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RL_FREE(model.meshes);
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RL_FREE(model.materials);
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RL_FREE(model.meshMaterial);
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// Unload animation data
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RL_FREE(model.bones);
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RL_FREE(model.bindPose);
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TRACELOG(LOG_INFO, "MODEL: Unloaded model (but not meshes) from RAM and VRAM");
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}
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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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// NOTE: Billboard size will maintain source rectangle aspect ratio, size will represent billboard width
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// Vector2 sizeRatio = { size.x*(float)source.width/source.height, size.y };
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Vector2 sizeRatio = { size.x, size.y };
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Matrix matView = MatrixLookAt(camera.position, camera.target, camera.up);
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Vector3 right = { matView.m0, matView.m4, matView.m8 };
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//Vector3 up = { matView.m1, matView.m5, matView.m9 };
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Vector3 rightScaled = Vector3Scale(right, sizeRatio.x/2);
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Vector3 upScaled = Vector3Scale(up, sizeRatio.y/2);
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Vector3 p1 = Vector3Add(rightScaled, upScaled);
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Vector3 p2 = Vector3Subtract(rightScaled, upScaled);
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Vector3 topLeft = Vector3Scale(p2, -1);
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Vector3 topRight = p1;
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Vector3 bottomRight = p2;
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Vector3 bottomLeft = Vector3Scale(p1, -1);
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if (rotation != 0.0f)
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{
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float sinRotation = sinf(rotation*DEG2RAD);
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float cosRotation = cosf(rotation*DEG2RAD);
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// NOTE: (-1, 1) is the range where origin.x, origin.y is inside the texture
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float rotateAboutX = sizeRatio.x*origin.x/2;
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float rotateAboutY = sizeRatio.y*origin.y/2;
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float xtvalue, ytvalue;
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float rotatedX, rotatedY;
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xtvalue = Vector3DotProduct(right, topLeft) - rotateAboutX; // Project points to x and y coordinates on the billboard plane
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ytvalue = Vector3DotProduct(up, topLeft) - rotateAboutY;
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rotatedX = xtvalue*cosRotation - ytvalue*sinRotation + rotateAboutX; // Rotate about the point origin
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rotatedY = xtvalue*sinRotation + ytvalue*cosRotation + rotateAboutY;
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topLeft = Vector3Add(Vector3Scale(up, rotatedY), Vector3Scale(right, rotatedX)); // Translate back to cartesian coordinates
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xtvalue = Vector3DotProduct(right, topRight) - rotateAboutX;
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ytvalue = Vector3DotProduct(up, topRight) - rotateAboutY;
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rotatedX = xtvalue*cosRotation - ytvalue*sinRotation + rotateAboutX;
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rotatedY = xtvalue*sinRotation + ytvalue*cosRotation + rotateAboutY;
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topRight = Vector3Add(Vector3Scale(up, rotatedY), Vector3Scale(right, rotatedX));
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xtvalue = Vector3DotProduct(right, bottomRight) - rotateAboutX;
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ytvalue = Vector3DotProduct(up, bottomRight) - rotateAboutY;
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rotatedX = xtvalue*cosRotation - ytvalue*sinRotation + rotateAboutX;
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rotatedY = xtvalue*sinRotation + ytvalue*cosRotation + rotateAboutY;
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bottomRight = Vector3Add(Vector3Scale(up, rotatedY), Vector3Scale(right, rotatedX));
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xtvalue = Vector3DotProduct(right, bottomLeft)-rotateAboutX;
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ytvalue = Vector3DotProduct(up, bottomLeft)-rotateAboutY;
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rotatedX = xtvalue*cosRotation - ytvalue*sinRotation + rotateAboutX;
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rotatedY = xtvalue*sinRotation + ytvalue*cosRotation + rotateAboutY;
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bottomLeft = Vector3Add(Vector3Scale(up, rotatedY), Vector3Scale(right, rotatedX));
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}
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// Translate points to the draw center (position)
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topLeft = Vector3Add(topLeft, position);
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topRight = Vector3Add(topRight, position);
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bottomRight = Vector3Add(bottomRight, position);
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bottomLeft = Vector3Add(bottomLeft, position);
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rlSetTexture(texture.id);
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rlBegin(RL_QUADS);
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rlColor4ub(tint.r, tint.g, tint.b, tint.a);
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// Bottom-left corner for texture and quad
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rlTexCoord2f((float)source.x/texture.width, (float)source.y/texture.height);
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rlVertex3f(topLeft.x, topLeft.y, topLeft.z);
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// Top-left corner for texture and quad
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rlTexCoord2f((float)source.x/texture.width, (float)(source.y + source.height)/texture.height);
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rlVertex3f(bottomLeft.x, bottomLeft.y, bottomLeft.z);
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// Top-right corner for texture and quad
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rlTexCoord2f((float)(source.x + source.width)/texture.width, (float)(source.y + source.height)/texture.height);
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rlVertex3f(bottomRight.x, bottomRight.y, bottomRight.z);
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// Bottom-right corner for texture and quad
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rlTexCoord2f((float)(source.x + source.width)/texture.width, (float)source.y/texture.height);
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rlVertex3f(topRight.x, topRight.y, topRight.z);
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rlEnd();
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rlSetTexture(0);
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}
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void DrawBillboardRecNoRatio( Camera camera, Texture2D texture, Rectangle source, Vector3 position, Vector2 size, Color tint ) {
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// NOTE: Billboard locked on axis-Y
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Vector3 up = { 0.0f, 1.0f, 0.0f };
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DrawBillboardProNoRatio(camera, texture, source, position, up, size, Vector2Zero(), 0.0f, tint);
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}
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/*
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## Models - Basic
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*/
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/*
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> success = RL.DrawLine3D( Vector3 startPos, Vector3 endPos, Color color )
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Draw a line in 3D world space
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- Failure return false
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- Success return true
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*/
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int lmodelsDrawLine3D( lua_State *L ) {
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if ( !lua_istable( L, 1 ) || !lua_istable( L, 2 ) || !lua_istable( L, 3 ) ) {
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TraceLog( state->logLevelInvalid, "%s", "Bad call of function. RL.DrawLine3D( Vector3 startPos, Vector3 endPos, Color color )" );
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lua_pushboolean( L, false );
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return 1;
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}
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Vector3 startPos = uluaGetVector3Index( L, 1 );
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Vector3 endPos = uluaGetVector3Index( L, 2 );
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Color color = uluaGetColorIndex( L, 3 );
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DrawLine3D( startPos, endPos, color);
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lua_pushboolean( L, true );
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return 1;
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}
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/*
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> success = RL.DrawPoint3D( Vector3 position, Color color )
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Draw a point in 3D space, actually a small line
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- Failure return false
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- Success return true
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*/
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int lmodelsDrawPoint3D( lua_State *L ) {
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if ( !lua_istable( L, 1 ) || !lua_istable( L, 2 ) ) {
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TraceLog( state->logLevelInvalid, "%s", "Bad call of function. RL.DrawPoint3D( Vector3 position, Color color )" );
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lua_pushboolean( L, false );
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return 1;
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}
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Vector3 position = uluaGetVector3Index( L, 1 );
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Color color = uluaGetColorIndex( L, 2 );
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DrawPoint3D( position, color );
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lua_pushboolean( L, true );
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return 1;
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}
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/*
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> success = RL.DrawCircle3D( Vector3 center, float radius, Vector3 rotationAxis, float rotationAngle, Color color )
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Draw a circle in 3D world space
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- Failure return false
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- Success return true
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*/
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int lmodelsDrawCircle3D( lua_State *L ) {
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if ( !lua_istable( L, 1 ) || !lua_isnumber( L, 2 ) || !lua_istable( L, 3 )
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|| !lua_isnumber( L, 4 ) || !lua_istable( L, 5 ) ) {
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TraceLog( state->logLevelInvalid, "%s", "Bad call of function. RL.DrawCircle3D( Vector3 center, float radius, Vector3 rotationAxis, float rotationAngle, Color color )" );
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lua_pushboolean( L, false );
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return 1;
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}
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Vector3 center = uluaGetVector3Index( L, 1 );
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float radius = lua_tonumber( L, 2 );
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Vector3 rotationAxis = uluaGetVector3Index( L, 3 );
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float rotationAngle = lua_tonumber( L, 4 );
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Color color = uluaGetColorIndex( L, 5 );
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DrawCircle3D( center, radius, rotationAxis, rotationAngle, color );
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lua_pushboolean( L, true );
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return 1;
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}
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/*
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> success = RL.DrawTriangle3D( Vector3 v1, Vector3 v2, Vector3 v3, Color color )
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Draw a color-filled triangle ( Vertex in counter-clockwise order! )
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- Failure return false
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- Success return true
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*/
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int lmodelsDrawTriangle3D( lua_State *L ) {
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if ( !lua_istable( L, 1 ) || !lua_istable( L, 2 ) || !lua_istable( L, 3 ) || !lua_istable( L, 4 ) ) {
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TraceLog( state->logLevelInvalid, "%s", "Bad call of function. RL.DrawTriangle3D( Vector3 v1, Vector3 v2, Vector3 v3, Color color )" );
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lua_pushboolean( L, false );
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return 1;
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}
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Vector3 v1 = uluaGetVector3Index( L, 1 );
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Vector3 v2 = uluaGetVector3Index( L, 2 );
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Vector3 v3 = uluaGetVector3Index( L, 3 );
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Color color = uluaGetColorIndex( L, 4 );
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DrawTriangle3D( v1, v2, v3, color );
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lua_pushboolean( L, true );
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return 1;
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}
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/*
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> success = RL.DrawCube( Vector3 position, Vector3 size, Color color )
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Draw cube
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- Failure return false
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- Success return true
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*/
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int lmodelsDrawCube( lua_State *L ) {
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if ( !lua_istable( L, 1 ) || !lua_istable( L, 2 ) || !lua_istable( L, 3 ) ) {
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TraceLog( state->logLevelInvalid, "%s", "Bad call of function. RL.DrawCube( Vector3 position, Vector3 size, Color color )" );
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lua_pushboolean( L, false );
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return 1;
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}
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Vector3 pos = uluaGetVector3Index( L, 1 );
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Vector3 size = uluaGetVector3Index( L, 2 );
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Color color = uluaGetColorIndex( L, 3 );
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DrawCubeV( pos, size, color );
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lua_pushboolean( L, true );
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return 1;
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}
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/*
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> success = RL.DrawCubeWires( Vector3 position, Vector3 size, Color color )
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Draw cube wires
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- Failure return false
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- Success return true
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*/
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int lmodelsDrawCubeWires( lua_State *L ) {
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if ( !lua_istable( L, 1 ) || !lua_istable( L, 2 ) || !lua_istable( L, 3 ) ) {
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TraceLog( state->logLevelInvalid, "%s", "Bad call of function. RL.DrawCubeWires( Vector3 position, Vector3 size, Color color )" );
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lua_pushboolean( L, false );
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return 1;
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}
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Vector3 pos = uluaGetVector3Index( L, 1 );
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Vector3 size = uluaGetVector3Index( L, 2 );
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Color color = uluaGetColorIndex( L, 3 );
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DrawCubeWiresV( pos, size, color );
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lua_pushboolean( L, true );
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return 1;
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}
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/*
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> success = RL.DrawSphere( Vector3 centerPos, float radius, Color color )
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Draw sphere
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- Failure return false
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- Success return true
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*/
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int lmodelsDrawSphere( lua_State *L ) {
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if ( !lua_istable( L, 1 ) || !lua_isnumber( L, 2 ) || !lua_istable( L, 3 ) ) {
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TraceLog( state->logLevelInvalid, "%s", "Bad call of function. RL.DrawSphere( Vector3 centerPos, float radius, Color color )" );
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lua_pushboolean( L, false );
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return 1;
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}
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Vector3 centerPos = uluaGetVector3Index( L, 1 );
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float radius = lua_tonumber( L, 2 );
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Color color = uluaGetColorIndex( L, 3 );
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DrawSphere( centerPos, radius, color );
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lua_pushboolean( L, true );
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return 1;
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}
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/*
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> success = RL.DrawSphereEx( Vector3 centerPos, float radius, int rings, int slices, Color color )
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Draw sphere with extended parameters
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- Failure return false
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- Success return true
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*/
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int lmodelsDrawSphereEx( lua_State *L ) {
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if ( !lua_istable( L, 1 ) || !lua_isnumber( L, 2 ) || !lua_isnumber( L, 3 )
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|| !lua_isnumber( L, 4 ) || !lua_istable( L, 5 ) ) {
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TraceLog( state->logLevelInvalid, "%s", "Bad call of function. RL.DrawSphereEx( Vector3 centerPos, float radius, int rings, int slices, Color color )" );
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lua_pushboolean( L, false );
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return 1;
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}
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Vector3 centerPos = uluaGetVector3Index( L, 1 );
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float radius = lua_tonumber( L, 2 );
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int rings = lua_tointeger( L, 3 );
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int slices = lua_tointeger( L, 4 );
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Color color = uluaGetColorIndex( L, 5 );
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DrawSphereEx( centerPos, radius, rings, slices, color );
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lua_pushboolean( L, true );
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return 1;
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}
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/*
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> success = RL.DrawSphereWires( Vector3 centerPos, float radius, int rings, int slices, Color color )
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Draw sphere wires
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- Failure return false
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- Success return true
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*/
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int lmodelsDrawSphereWires( lua_State *L ) {
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if ( !lua_istable( L, 1 ) || !lua_isnumber( L, 2 ) || !lua_isnumber( L, 3 )
|
|
|| !lua_isnumber( L, 4 ) || !lua_istable( L, 5 ) ) {
|
|
TraceLog( state->logLevelInvalid, "%s", "Bad call of function. RL.DrawSphereWires( Vector3 centerPos, float radius, int rings, int slices, Color color )" );
|
|
lua_pushboolean( L, false );
|
|
return 1;
|
|
}
|
|
Vector3 centerPos = uluaGetVector3Index( L, 1 );
|
|
float radius = lua_tonumber( L, 2 );
|
|
int rings = lua_tointeger( L, 3 );
|
|
int slices = lua_tointeger( L, 4 );
|
|
Color color = uluaGetColorIndex( L, 5 );
|
|
|
|
DrawSphereWires( centerPos, radius, rings, slices, color );
|
|
lua_pushboolean( L, true );
|
|
|
|
return 1;
|
|
}
|
|
|
|
/*
|
|
> success = RL.DrawCylinder( Vector3 position, float radiusTop, float radiusBottom, float height, int slices, Color color )
|
|
|
|
Draw a cylinder/cone
|
|
|
|
- Failure return false
|
|
- Success return true
|
|
*/
|
|
int lmodelsDrawCylinder( lua_State *L ) {
|
|
if ( !lua_istable( L, 1 ) || !lua_isnumber( L, 2 ) || !lua_isnumber( L, 3 )
|
|
|| !lua_isnumber( L, 4 ) || !lua_isnumber( L, 5 ) || !lua_istable( L, 6 ) ) {
|
|
TraceLog( state->logLevelInvalid, "%s", "Bad call of function. RL.DrawCylinder( Vector3 position, float radiusTop, float radiusBottom, float height, int slices, Color color )" );
|
|
lua_pushboolean( L, false );
|
|
return 1;
|
|
}
|
|
Vector3 position = uluaGetVector3Index( L, 1 );
|
|
float radiusTop = lua_tonumber( L, 2 );
|
|
float radiusBottom = lua_tonumber( L, 3 );
|
|
float height = lua_tonumber( L, 4 );
|
|
int slices = lua_tointeger( L, 5 );
|
|
Color color = uluaGetColorIndex( L, 6 );
|
|
|
|
DrawCylinder( position, radiusTop, radiusBottom, height, slices, color );
|
|
lua_pushboolean( L, true );
|
|
|
|
return 1;
|
|
}
|
|
|
|
/*
|
|
> success = RL.DrawCylinderEx( Vector3 startPos, Vector3 endPos, float startRadius, float endRadius, int sides, Color color )
|
|
|
|
Draw a cylinder with base at startPos and top at endPos
|
|
|
|
- Failure return false
|
|
- Success return true
|
|
*/
|
|
int lmodelsDrawCylinderEx( lua_State *L ) {
|
|
if ( !lua_istable( L, 1 ) || !lua_istable( L, 2 ) || !lua_isnumber( L, 3 )
|
|
|| !lua_isnumber( L, 4 ) || !lua_isnumber( L, 5 ) || !lua_istable( L, 6 ) ) {
|
|
TraceLog( state->logLevelInvalid, "%s", "Bad call of function. RL.DrawCylinderEx( Vector3 startPos, Vector3 endPos, float startRadius, float endRadius, int sides, Color color )" );
|
|
lua_pushboolean( L, false );
|
|
return 1;
|
|
}
|
|
Vector3 startPos = uluaGetVector3Index( L, 1 );
|
|
Vector3 endPos = uluaGetVector3Index( L, 2 );
|
|
float startRadius = lua_tonumber( L, 3 );
|
|
float endRadius = lua_tonumber( L, 4 );
|
|
int sides = lua_tointeger( L, 5 );
|
|
Color color = uluaGetColorIndex( L, 6 );
|
|
|
|
DrawCylinderEx( startPos, endPos, startRadius, endRadius, sides, color );
|
|
lua_pushboolean( L, true );
|
|
|
|
return 1;
|
|
}
|
|
|
|
/*
|
|
> success = RL.DrawCylinderWires( Vector3 position, float radiusTop, float radiusBottom, float height, int slices, Color color )
|
|
|
|
Draw a cylinder/cone wires
|
|
|
|
- Failure return false
|
|
- Success return true
|
|
*/
|
|
int lmodelsDrawCylinderWires( lua_State *L ) {
|
|
if ( !lua_istable( L, 1 ) || !lua_isnumber( L, 2 ) || !lua_isnumber( L, 3 )
|
|
|| !lua_isnumber( L, 4 ) || !lua_isnumber( L, 5 ) || !lua_istable( L, 6 ) ) {
|
|
TraceLog( state->logLevelInvalid, "%s", "Bad call of function. RL.DrawCylinderWires( Vector3 position, float radiusTop, float radiusBottom, float height, int slices, Color color )" );
|
|
lua_pushboolean( L, false );
|
|
return 1;
|
|
}
|
|
Vector3 position = uluaGetVector3Index( L, 1 );
|
|
float radiusTop = lua_tonumber( L, 2 );
|
|
float radiusBottom = lua_tonumber( L, 3 );
|
|
float height = lua_tonumber( L, 4 );
|
|
int slices = lua_tointeger( L, 5 );
|
|
Color color = uluaGetColorIndex( L, 6 );
|
|
|
|
DrawCylinderWires( position, radiusTop, radiusBottom, height, slices, color );
|
|
lua_pushboolean( L, true );
|
|
|
|
return 1;
|
|
}
|
|
|
|
/*
|
|
> success = RL.DrawCylinderWiresEx( Vector3 startPos, Vector3 endPos, float startRadius, float endRadius, int sides, Color color )
|
|
|
|
Draw a cylinder wires with base at startPos and top at endPos
|
|
|
|
- Failure return false
|
|
- Success return true
|
|
*/
|
|
int lmodelsDrawCylinderWiresEx( lua_State *L ) {
|
|
if ( !lua_istable( L, 1 ) || !lua_istable( L, 2 ) || !lua_isnumber( L, 3 )
|
|
|| !lua_isnumber( L, 4 ) || !lua_isnumber( L, 5 ) || !lua_istable( L, 6 ) ) {
|
|
TraceLog( state->logLevelInvalid, "%s", "Bad call of function. RL.DrawCylinderWiresEx( Vector3 startPos, Vector3 endPos, float startRadius, float endRadius, int sides, Color color )" );
|
|
lua_pushboolean( L, false );
|
|
return 1;
|
|
}
|
|
Vector3 startPos = uluaGetVector3Index( L, 1 );
|
|
Vector3 endPos = uluaGetVector3Index( L, 2 );
|
|
float startRadius = lua_tonumber( L, 3 );
|
|
float endRadius = lua_tonumber( L, 4 );
|
|
int sides = lua_tointeger( L, 5 );
|
|
Color color = uluaGetColorIndex( L, 6 );
|
|
|
|
DrawCylinderWiresEx( startPos, endPos, startRadius, endRadius, sides, color );
|
|
lua_pushboolean( L, true );
|
|
|
|
return 1;
|
|
}
|
|
|
|
/*
|
|
> success = RL.DrawCapsule( Vector3 startPos, Vector3 endPos, float radius, int slices, int rings, Color color )
|
|
|
|
Draw a capsule with the center of its sphere caps at startPos and endPos
|
|
|
|
- Failure return false
|
|
- Success return true
|
|
*/
|
|
int lmodelsDrawCapsule( lua_State *L ) {
|
|
if ( !lua_istable( L, 1 ) || !lua_istable( L, 2 ) || !lua_isnumber( L, 3 )
|
|
|| !lua_isnumber( L, 4 ) || !lua_isnumber( L, 5 ) || !lua_istable( L, 6 ) ) {
|
|
TraceLog( state->logLevelInvalid, "%s", "Bad call of function. RL.DrawCapsule( Vector3 startPos, Vector3 endPos, float radius, int slices, int rings, Color color )" );
|
|
lua_pushboolean( L, false );
|
|
return 1;
|
|
}
|
|
Vector3 startPos = uluaGetVector3Index( L, 1 );
|
|
Vector3 endPos = uluaGetVector3Index( L, 2 );
|
|
float radius = lua_tonumber( L, 3 );
|
|
int slices = lua_tonumber( L, 4 );
|
|
int rings = lua_tointeger( L, 5 );
|
|
Color color = uluaGetColorIndex( L, 6 );
|
|
|
|
DrawCapsule( startPos, endPos, radius, slices, rings, color );
|
|
lua_pushboolean( L, true );
|
|
|
|
return 1;
|
|
}
|
|
|
|
/*
|
|
> success = RL.DrawCapsuleWires( Vector3 startPos, Vector3 endPos, float radius, int slices, int rings, Color color )
|
|
|
|
Draw capsule wireframe with the center of its sphere caps at startPos and endPos
|
|
|
|
- Failure return false
|
|
- Success return true
|
|
*/
|
|
int lmodelsDrawCapsuleWires( lua_State *L ) {
|
|
if ( !lua_istable( L, 1 ) || !lua_istable( L, 2 ) || !lua_isnumber( L, 3 )
|
|
|| !lua_isnumber( L, 4 ) || !lua_isnumber( L, 5 ) || !lua_istable( L, 6 ) ) {
|
|
TraceLog( state->logLevelInvalid, "%s", "Bad call of function. RL.DrawCapsuleWires( Vector3 startPos, Vector3 endPos, float radius, int slices, int rings, Color color )" );
|
|
lua_pushboolean( L, false );
|
|
return 1;
|
|
}
|
|
Vector3 startPos = uluaGetVector3Index( L, 1 );
|
|
Vector3 endPos = uluaGetVector3Index( L, 2 );
|
|
float radius = lua_tonumber( L, 3 );
|
|
int slices = lua_tonumber( L, 4 );
|
|
int rings = lua_tointeger( L, 5 );
|
|
Color color = uluaGetColorIndex( L, 6 );
|
|
|
|
DrawCapsuleWires( startPos, endPos, radius, slices, rings, color );
|
|
lua_pushboolean( L, true );
|
|
|
|
return 1;
|
|
}
|
|
|
|
/*
|
|
> success = RL.DrawPlane( Vector3 centerPos, Vector2 size, Color color )
|
|
|
|
Draw a plane XZ
|
|
|
|
- Failure return false
|
|
- Success return true
|
|
*/
|
|
int lmodelsDrawPlane( lua_State *L ) {
|
|
if ( !lua_istable( L, 1 ) || !lua_istable( L, 2 ) || !lua_istable( L, 3 ) ) {
|
|
TraceLog( state->logLevelInvalid, "%s", "Bad call of function. RL.DrawPlane( Vector3 centerPos, Vector2 size, Color color )" );
|
|
lua_pushboolean( L, false );
|
|
return 1;
|
|
}
|
|
Vector3 centerPos = uluaGetVector3Index( L, 1 );
|
|
Vector2 size = uluaGetVector2Index( L, 2 );
|
|
Color color = uluaGetColorIndex( L, 3 );
|
|
|
|
DrawPlane( centerPos, size, color );
|
|
lua_pushboolean( L, true );
|
|
|
|
return 1;
|
|
}
|
|
|
|
/*
|
|
> success = RL.DrawQuad3DTexture( Texture2D texture, Vector3{} vertices, Vector2{} texCoords, Color{} colors )
|
|
|
|
Draw 3D textured quad. ( Texture coordinates opengl style 0.0 - 1.0 ).
|
|
|
|
- Failure return false
|
|
- Success return true
|
|
*/
|
|
int lmodelDrawQuad3DTexture( lua_State *L ) {
|
|
if ( !isValidTexture( L, 1, true ) || !lua_istable( L, 2 ) || !lua_istable( L, 3 ) || !lua_istable( L, 4 ) ) {
|
|
TraceLog( state->logLevelInvalid, "%s", "Bad call of function. RL.DrawQuad3DTexture( Texture2D texture, Vector3{} vertices, Vector2{} texCoords, Color{} colors )" );
|
|
lua_pushboolean( L, false );
|
|
return 1;
|
|
}
|
|
/* Texture. */
|
|
Texture texture = uluaGetTexture( L, 1 );
|
|
|
|
/* Vertices. */
|
|
Vector3 vertices[4] = { 0 };
|
|
|
|
int t = 2, i = 0;
|
|
lua_pushnil( L );
|
|
|
|
while ( lua_next( L, t ) != 0 ) {
|
|
if ( lua_istable( L, -1 ) && i < 4 ) {
|
|
vertices[i] = uluaGetVector3( L );
|
|
}
|
|
i++;
|
|
lua_pop( L, 1 );
|
|
}
|
|
|
|
/* TexCoords. */
|
|
Vector2 texcoords[4] = { 0 };
|
|
|
|
t = 3, i = 0;
|
|
lua_pushnil( L );
|
|
|
|
while ( lua_next( L, t ) != 0 ) {
|
|
if ( lua_istable( L, -1 ) && i < 4 ) {
|
|
texcoords[i] = uluaGetVector2( L );
|
|
}
|
|
i++;
|
|
lua_pop( L, 1 );
|
|
}
|
|
|
|
/* Colors. */
|
|
Color colors[4] = { 0 };
|
|
|
|
t = 4, i = 0;
|
|
lua_pushnil( L );
|
|
|
|
while ( lua_next( L, t ) != 0 ) {
|
|
if ( lua_istable( L, -1 ) && i < 4 ) {
|
|
colors[i] = uluaGetColor( L );
|
|
}
|
|
i++;
|
|
lua_pop( L, 1 );
|
|
}
|
|
|
|
//TODO Normals. maybe something like Vector3Normalize(Vector3CrossProduct(Vector3Subtract(vB, vA), Vector3Subtract(vC, vA)));
|
|
|
|
/* Draw. */
|
|
rlCheckRenderBatchLimit( 4 );
|
|
rlSetTexture( texture.id );
|
|
|
|
rlBegin( RL_QUADS );
|
|
for ( i = 0; i < 4; ++i ) {
|
|
rlTexCoord2f( texcoords[i].x, texcoords[i].y );
|
|
rlColor4ub( colors[i].r, colors[i].g, colors[i].b, colors[i].a );
|
|
rlVertex3f( vertices[i].x, vertices[i].y, vertices[i].z );
|
|
}
|
|
rlEnd();
|
|
rlSetTexture( 0 );
|
|
|
|
lua_pushboolean( L, true );
|
|
|
|
return 1;
|
|
}
|
|
|
|
/*
|
|
> success = RL.DrawRay( Ray ray, Color color )
|
|
|
|
Draw a ray line
|
|
|
|
- Failure return false
|
|
- Success return true
|
|
*/
|
|
int lmodelsDrawRay( lua_State *L ) {
|
|
if ( !lua_istable( L, 1 ) || !lua_istable( L, 2 ) ) {
|
|
TraceLog( state->logLevelInvalid, "%s", "Bad call of function. RL.DrawRay( Ray ray, Color color )" );
|
|
lua_pushboolean( L, false );
|
|
return 1;
|
|
}
|
|
Ray ray = uluaGetRayIndex( L, 1 );
|
|
Color color = uluaGetColorIndex( L, 2 );
|
|
|
|
DrawRay( ray, color );
|
|
lua_pushboolean( L, true );
|
|
|
|
return 1;
|
|
}
|
|
|
|
/*
|
|
> success = RL.DrawGrid( int slices, float spacing )
|
|
|
|
Draw a grid ( Centered at ( 0, 0, 0 ) )
|
|
|
|
- Failure return false
|
|
- Success return true
|
|
*/
|
|
int lmodelsDrawGrid( lua_State *L ) {
|
|
if ( !lua_isnumber( L, 1 ) || !lua_isnumber( L, 2 ) ) {
|
|
TraceLog( state->logLevelInvalid, "%s", "Bad call of function. RL.DrawGrid( int slices, float spacing )" );
|
|
lua_pushboolean( L, false );
|
|
return 1;
|
|
}
|
|
int slices = lua_tointeger( L, 1 );
|
|
float spacing = lua_tonumber( L, 2 );
|
|
|
|
DrawGrid( slices, spacing );
|
|
lua_pushboolean( L, true );
|
|
|
|
return 1;
|
|
}
|
|
|
|
/*
|
|
## Models - Mesh
|
|
*/
|
|
|
|
/*
|
|
> mesh = RL.GenMeshPoly( int sides, float radius )
|
|
|
|
Generate polygonal mesh
|
|
|
|
- Failure return -1
|
|
- Success return int
|
|
*/
|
|
int lmodelsGenMeshPoly( lua_State *L ) {
|
|
if ( !lua_isnumber( L, 1 ) || !lua_isnumber( L, 2 ) ) {
|
|
TraceLog( state->logLevelInvalid, "%s", "Bad call of function. RL.GenMeshPoly( int sides, float radius )" );
|
|
lua_pushinteger( L, -1 );
|
|
return 1;
|
|
}
|
|
int sides = lua_tointeger( L, 1 );
|
|
float radius = lua_tonumber( L, 2 );
|
|
|
|
int i = newMesh();
|
|
|
|
*state->meshes[i] = GenMeshPoly( sides, radius );
|
|
lua_pushinteger( L, i );
|
|
checkMeshRealloc( i );
|
|
|
|
return 1;
|
|
}
|
|
|
|
/*
|
|
> mesh = RL.GenMeshPlane( float width, float length, int resX, int resZ )
|
|
|
|
Generate plane mesh ( With subdivisions )
|
|
|
|
- Failure return -1
|
|
- Success return int
|
|
*/
|
|
int lmodelsGenMeshPlane( lua_State *L ) {
|
|
if ( !lua_isnumber( L, 1 ) || !lua_isnumber( L, 2 ) || !lua_isnumber( L, 3 ) || !lua_isnumber( L, 4 ) ) {
|
|
TraceLog( state->logLevelInvalid, "%s", "Bad call of function. RL.GenMeshPlane( float width, float length, int resX, int resZ )" );
|
|
lua_pushinteger( L, -1 );
|
|
return 1;
|
|
}
|
|
float width = lua_tonumber( L, 1 );
|
|
float length = lua_tonumber( L, 2 );
|
|
int resX = lua_tointeger( L, 3 );
|
|
int resZ = lua_tointeger( L, 4 );
|
|
|
|
int i = newMesh();
|
|
|
|
*state->meshes[i] = GenMeshPlane( width, length, resX, resZ );
|
|
lua_pushinteger( L, i );
|
|
checkMeshRealloc( i );
|
|
|
|
return 1;
|
|
}
|
|
|
|
/*
|
|
> mesh = RL.GenMeshCube( Vector3 size )
|
|
|
|
Generate cuboid mesh
|
|
|
|
- Failure return -1
|
|
- Success return int
|
|
*/
|
|
int lmodelsGenMeshCube( lua_State *L ) {
|
|
if ( !lua_istable( L, 1 ) ) {
|
|
TraceLog( state->logLevelInvalid, "%s", "Bad call of function. RL.GenMeshCube( Vector3 size )" );
|
|
lua_pushinteger( L, -1 );
|
|
return 1;
|
|
}
|
|
Vector3 size = uluaGetVector3Index( L, 1 );
|
|
|
|
int i = newMesh();
|
|
|
|
*state->meshes[i] = GenMeshCube( size.x, size.y, size.z );
|
|
lua_pushinteger( L, i );
|
|
checkMeshRealloc( i );
|
|
|
|
return 1;
|
|
}
|
|
|
|
/*
|
|
> mesh = RL.GenMeshSphere( float radius, int rings, int slices )
|
|
|
|
Generate sphere mesh ( Standard sphere )
|
|
|
|
- Failure return -1
|
|
- Success return int
|
|
*/
|
|
int lmodelsGenMeshSphere( lua_State *L ) {
|
|
if ( !lua_isnumber( L, 1 ) || !lua_isnumber( L, 2 ) || !lua_isnumber( L, 3 ) ) {
|
|
TraceLog( state->logLevelInvalid, "%s", "Bad call of function. RL.GenMeshSphere( float radius, int rings, int slices )" );
|
|
lua_pushinteger( L, -1 );
|
|
return 1;
|
|
}
|
|
float radius = lua_tonumber( L, 1 );
|
|
int rings = lua_tointeger( L, 2 );
|
|
int slices = lua_tointeger( L, 3 );
|
|
|
|
int i = newMesh();
|
|
|
|
*state->meshes[i] = GenMeshSphere( radius, rings, slices );
|
|
lua_pushinteger( L, i );
|
|
checkMeshRealloc( i );
|
|
|
|
return 1;
|
|
}
|
|
|
|
/*
|
|
> mesh = RL.GenMeshCylinder( float radius, float height, int slices )
|
|
|
|
Generate cylinder mesh
|
|
|
|
- Failure return -1
|
|
- Success return int
|
|
*/
|
|
int lmodelsGenMeshCylinder( lua_State *L ) {
|
|
if ( !lua_isnumber( L, 1 ) || !lua_isnumber( L, 2 ) || !lua_isnumber( L, 3 ) ) {
|
|
TraceLog( state->logLevelInvalid, "%s", "Bad call of function. RL.GenMeshCylinder( float radius, float height, int slices )" );
|
|
lua_pushinteger( L, -1 );
|
|
return 1;
|
|
}
|
|
float radius = lua_tonumber( L, 1 );
|
|
float height = lua_tonumber( L, 2 );
|
|
int slices = lua_tointeger( L, 3 );
|
|
|
|
int i = newMesh();
|
|
|
|
*state->meshes[i] = GenMeshCylinder( radius, height, slices);
|
|
lua_pushinteger( L, i );
|
|
checkMeshRealloc( i );
|
|
|
|
return 1;
|
|
}
|
|
|
|
/*
|
|
> mesh = RL.GenMeshCone( float radius, float height, int slices )
|
|
|
|
Generate cone/pyramid mesh
|
|
|
|
- Failure return -1
|
|
- Success return int
|
|
*/
|
|
int lmodelsGenMeshCone( lua_State *L ) {
|
|
if ( !lua_isnumber( L, 1 ) || !lua_isnumber( L, 2 ) || !lua_isnumber( L, 3 ) ) {
|
|
TraceLog( state->logLevelInvalid, "%s", "Bad call of function. RL.GenMeshCone( float radius, float height, int slices )" );
|
|
lua_pushinteger( L, -1 );
|
|
return 1;
|
|
}
|
|
float radius = lua_tonumber( L, 1 );
|
|
float height = lua_tonumber( L, 2 );
|
|
int slices = lua_tointeger( L, 3 );
|
|
|
|
int i = newMesh();
|
|
|
|
*state->meshes[i] = GenMeshCone( radius, height, slices);
|
|
lua_pushinteger( L, i );
|
|
checkMeshRealloc( i );
|
|
|
|
return 1;
|
|
}
|
|
|
|
/*
|
|
> mesh = RL.GenMeshTorus( float radius, float size, int radSeg, int sides )
|
|
|
|
Generate torus mesh
|
|
|
|
- Failure return -1
|
|
- Success return int
|
|
*/
|
|
int lmodelsGenMeshTorus( lua_State *L ) {
|
|
if ( !lua_isnumber( L, 1 ) || !lua_isnumber( L, 2 ) || !lua_isnumber( L, 3 ) || !lua_isnumber( L, 4 ) ) {
|
|
TraceLog( state->logLevelInvalid, "%s", "Bad call of function. RL.GenMeshTorus( float radius, float size, int radSeg, int sides )" );
|
|
lua_pushinteger( L, -1 );
|
|
return 1;
|
|
}
|
|
float radius = lua_tonumber( L, 1 );
|
|
float size = lua_tonumber( L, 2 );
|
|
int radSeg = lua_tointeger( L, 3 );
|
|
int sides = lua_tointeger( L, 4 );
|
|
|
|
int i = newMesh();
|
|
|
|
*state->meshes[i] = GenMeshTorus( radius, size, radSeg, sides );
|
|
lua_pushinteger( L, i );
|
|
checkMeshRealloc( i );
|
|
|
|
return 1;
|
|
}
|
|
|
|
/*
|
|
> mesh = RL.GenMeshKnot( float radius, float size, int radSeg, int sides )
|
|
|
|
Generate torus mesh
|
|
|
|
- Failure return -1
|
|
- Success return int
|
|
*/
|
|
int lmodelsGenMeshKnot( lua_State *L ) {
|
|
if ( !lua_isnumber( L, 1 ) || !lua_isnumber( L, 2 ) || !lua_isnumber( L, 3 ) || !lua_isnumber( L, 4 ) ) {
|
|
TraceLog( state->logLevelInvalid, "%s", "Bad call of function. RL.GenMeshKnot( float radius, float size, int radSeg, int sides )" );
|
|
lua_pushinteger( L, -1 );
|
|
return 1;
|
|
}
|
|
float radius = lua_tonumber( L, 1 );
|
|
float size = lua_tonumber( L, 2 );
|
|
int radSeg = lua_tointeger( L, 3 );
|
|
int sides = lua_tointeger( L, 4 );
|
|
|
|
int i = newMesh();
|
|
|
|
*state->meshes[i] = GenMeshKnot( radius, size, radSeg, sides );
|
|
lua_pushinteger( L, i );
|
|
checkMeshRealloc( i );
|
|
|
|
return 1;
|
|
}
|
|
|
|
/*
|
|
> mesh = RL.GenMeshHeightmap( Image heightmap, Vector3 size )
|
|
|
|
Generate heightmap mesh from image data
|
|
|
|
- Failure return -1
|
|
- Success return int
|
|
*/
|
|
int lmodelsGenMeshHeightmap( lua_State *L ) {
|
|
if ( !lua_isnumber( L, 1 ) || !lua_istable( L, 2 ) ) {
|
|
TraceLog( state->logLevelInvalid, "%s", "Bad call of function. RL.GenMeshHeightmap( Image heightmap, Vector3 size )" );
|
|
lua_pushinteger( L, -1 );
|
|
return 1;
|
|
}
|
|
size_t imageId = lua_tointeger( L, 1 );
|
|
Vector3 size = uluaGetVector3Index( L, 2 );
|
|
|
|
if ( !validImage( imageId ) ) {
|
|
lua_pushboolean( L, false );
|
|
return 1;
|
|
}
|
|
Image *heightmap = state->images[ imageId ];
|
|
int i = newMesh();
|
|
|
|
*state->meshes[i] = GenMeshHeightmap( *heightmap, size );
|
|
lua_pushinteger( L, i );
|
|
checkMeshRealloc( i );
|
|
|
|
return 1;
|
|
}
|
|
|
|
/*
|
|
> mesh = RL.GenMeshCustom( Mesh{} mesh, bool dynamic )
|
|
|
|
Generate custom mesh from vertex attribute data and uploads it into a VAO ( if supported ) and VBO
|
|
|
|
- Failure return -1
|
|
- Success return int
|
|
*/
|
|
int lmodelsGenMeshCustom( lua_State *L ) {
|
|
if ( !lua_istable( L, 1 ) || !lua_isboolean( L, 2 ) ) {
|
|
TraceLog( state->logLevelInvalid, "%s", "Bad call of function. RL.GenMeshCustom( Mesh{} mesh, bool dynamic )" );
|
|
lua_pushinteger( L, -1 );
|
|
return 1;
|
|
}
|
|
Mesh mesh = { 0 };
|
|
|
|
int t = 1;
|
|
lua_pushnil( L );
|
|
|
|
while ( lua_next( L, t ) != 0 ) {
|
|
if ( strcmp( "vertices", (char*)lua_tostring( L, -2 ) ) == 0 && lua_istable( L, -1 ) ) {
|
|
size_t len = uluaGetTableLen( L );
|
|
|
|
mesh.vertexCount = len;
|
|
mesh.triangleCount = len / 3;
|
|
mesh.vertices = (float*)MemAlloc( len * 3 * sizeof(float) );
|
|
|
|
int t2 = lua_gettop( L );
|
|
int i = 0;
|
|
lua_pushnil( L );
|
|
|
|
while ( lua_next( L, t2 ) != 0 ) {
|
|
Vector3 vec = uluaGetVector3( L );
|
|
|
|
mesh.vertices[(i*3)+0] = vec.x;
|
|
mesh.vertices[(i*3)+1] = vec.y;
|
|
mesh.vertices[(i*3)+2] = vec.z;
|
|
i++;
|
|
lua_pop( L, 1 );
|
|
}
|
|
}
|
|
else if ( strcmp( "texcoords", (char*)lua_tostring( L, -2 ) ) == 0 && lua_istable( L, -1 ) ) {
|
|
size_t len = uluaGetTableLen( L );
|
|
|
|
mesh.texcoords = (float*)MemAlloc( len * 2 * sizeof(float) );
|
|
|
|
int t2 = lua_gettop( L );
|
|
int i = 0;
|
|
lua_pushnil( L );
|
|
|
|
while ( lua_next( L, t2 ) != 0 ) {
|
|
Vector2 vec = uluaGetVector2( L );
|
|
|
|
mesh.texcoords[(i*2)+0] = vec.x;
|
|
mesh.texcoords[(i*2)+1] = vec.y;
|
|
i++;
|
|
lua_pop( L, 1 );
|
|
}
|
|
}
|
|
else if ( strcmp( "texcoords2", (char*)lua_tostring( L, -2 ) ) == 0 && lua_istable( L, -1 ) ) {
|
|
size_t len = uluaGetTableLen( L );
|
|
|
|
mesh.texcoords2 = (float*)MemAlloc( len * 2 * sizeof(float) );
|
|
|
|
int t2 = lua_gettop( L );
|
|
int i = 0;
|
|
lua_pushnil( L );
|
|
|
|
while ( lua_next( L, t2 ) != 0 ) {
|
|
Vector2 vec = uluaGetVector2( L );
|
|
|
|
mesh.texcoords2[(i*2)+0] = vec.x;
|
|
mesh.texcoords2[(i*2)+1] = vec.y;
|
|
i++;
|
|
lua_pop( L, 1 );
|
|
}
|
|
}
|
|
else if ( strcmp( "normals", (char*)lua_tostring( L, -2 ) ) == 0 && lua_istable( L, -1 ) ) {
|
|
size_t len = uluaGetTableLen( L );
|
|
|
|
mesh.normals = (float*)MemAlloc( len * 3 * sizeof(float) );
|
|
|
|
int t2 = lua_gettop( L );
|
|
int i = 0;
|
|
lua_pushnil( L );
|
|
|
|
while ( lua_next( L, t2 ) != 0 ) {
|
|
Vector3 vec = uluaGetVector3( L );
|
|
|
|
mesh.normals[(i*3)+0] = vec.x;
|
|
mesh.normals[(i*3)+1] = vec.y;
|
|
mesh.normals[(i*3)+2] = vec.z;
|
|
i++;
|
|
lua_pop( L, 1 );
|
|
}
|
|
}
|
|
else if ( strcmp( "tangents", (char*)lua_tostring( L, -2 ) ) == 0 && lua_istable( L, -1 ) ) {
|
|
size_t len = uluaGetTableLen( L );
|
|
|
|
mesh.tangents = (float*)MemAlloc( len * 4 * sizeof(float) );
|
|
|
|
int t2 = lua_gettop( L );
|
|
int i = 0;
|
|
lua_pushnil( L );
|
|
|
|
while ( lua_next( L, t2 ) != 0 ) {
|
|
Vector4 vec = uluaGetVector4( L );
|
|
|
|
mesh.tangents[(i*4)+0] = vec.x;
|
|
mesh.tangents[(i*4)+1] = vec.y;
|
|
mesh.tangents[(i*4)+2] = vec.z;
|
|
mesh.tangents[(i*4)+3] = vec.w;
|
|
i++;
|
|
lua_pop( L, 1 );
|
|
}
|
|
}
|
|
else if ( strcmp( "colors", (char*)lua_tostring( L, -2 ) ) == 0 && lua_istable( L, -1 ) ) {
|
|
size_t len = uluaGetTableLen( L );
|
|
|
|
mesh.colors = (unsigned char*)MemAlloc( len * 4 * sizeof(unsigned char) );
|
|
|
|
int t2 = lua_gettop( L );
|
|
int i = 0;
|
|
lua_pushnil( L );
|
|
|
|
while ( lua_next( L, t2 ) != 0 ) {
|
|
Color color = uluaGetColor( L );
|
|
|
|
mesh.colors[(i*4)+0] = color.r;
|
|
mesh.colors[(i*4)+1] = color.g;
|
|
mesh.colors[(i*4)+2] = color.b;
|
|
mesh.colors[(i*4)+3] = color.a;
|
|
i++;
|
|
lua_pop( L, 1 );
|
|
}
|
|
}
|
|
else if ( strcmp( "indices", (char*)lua_tostring( L, -2 ) ) == 0 && lua_istable( L, -1 ) ) {
|
|
size_t len = uluaGetTableLen( L );
|
|
|
|
mesh.indices = (unsigned short*)MemAlloc( len * sizeof(unsigned short) );
|
|
|
|
int t2 = lua_gettop( L );
|
|
int i = 0;
|
|
lua_pushnil( L );
|
|
|
|
while ( lua_next( L, t2 ) != 0 ) {
|
|
mesh.indices[i] = (unsigned short)lua_tointeger( L, -1 );
|
|
i++;
|
|
lua_pop( L, 1 );
|
|
}
|
|
}
|
|
lua_pop( L, 1 );
|
|
}
|
|
bool dynamic = lua_toboolean( L, 2 );
|
|
|
|
UploadMesh( &mesh, dynamic );
|
|
|
|
int i = newMesh();
|
|
|
|
*state->meshes[i] = mesh;
|
|
lua_pushinteger( L, i );
|
|
checkMeshRealloc( i );
|
|
|
|
return 1;
|
|
}
|
|
|
|
/*
|
|
> success = RL.UpdateMesh( Mesh mesh, Mesh{} updatedMesh )
|
|
|
|
Update mesh vertex data in GPU.
|
|
Note! Mainly intented to be used with custom meshes.
|
|
|
|
- Failure return false
|
|
- Success return true
|
|
*/
|
|
int lmodelsUpdateMesh( lua_State *L ) {
|
|
if ( !lua_isnumber( L, 1 ) || !lua_istable( L, 2 ) ) {
|
|
TraceLog( state->logLevelInvalid, "%s", "Bad call of function. RL.UpdateMesh( Mesh mesh, Mesh{} updatedMesh )" );
|
|
lua_pushboolean( L, false );
|
|
return 1;
|
|
}
|
|
size_t meshId = lua_tointeger( L, 1 );
|
|
|
|
if ( !validMesh( meshId ) ) {
|
|
lua_pushboolean( L, false );
|
|
return 1;
|
|
}
|
|
Mesh *mesh = state->meshes[ meshId ];
|
|
|
|
int t = 2;
|
|
lua_pushnil( L );
|
|
|
|
while ( lua_next( L, t ) != 0 ) {
|
|
if ( strcmp( "vertices", (char*)lua_tostring( L, -2 ) ) == 0 && lua_istable( L, -1 ) ) {
|
|
size_t len = uluaGetTableLen( L );
|
|
Vector3 data[ len ];
|
|
|
|
int t2 = lua_gettop( L );
|
|
int i = 0;
|
|
lua_pushnil( L );
|
|
|
|
while ( lua_next( L, t2 ) != 0 && i < mesh->vertexCount ) {
|
|
data[i] = uluaGetVector3( L );
|
|
i++;
|
|
lua_pop( L, 1 );
|
|
}
|
|
UpdateMeshBuffer( *mesh, 0, (void*)data, len * 3 * sizeof( float ), 0 );
|
|
}
|
|
else if ( strcmp( "texcoords", (char*)lua_tostring( L, -2 ) ) == 0 && lua_istable( L, -1 ) ) {
|
|
size_t len = uluaGetTableLen( L );
|
|
Vector2 data[ len ];
|
|
|
|
int t2 = lua_gettop( L );
|
|
int i = 0;
|
|
lua_pushnil( L );
|
|
|
|
while ( lua_next( L, t2 ) != 0 ) {
|
|
data[i] = uluaGetVector2( L );
|
|
i++;
|
|
lua_pop( L, 1 );
|
|
}
|
|
UpdateMeshBuffer( *mesh, 1, (void*)data, len * 2 * sizeof( float ), 0 );
|
|
}
|
|
else if ( strcmp( "texcoords2", (char*)lua_tostring( L, -2 ) ) == 0 && lua_istable( L, -1 ) ) {
|
|
size_t len = uluaGetTableLen( L );
|
|
Vector2 data[ len ];
|
|
|
|
int t2 = lua_gettop( L );
|
|
int i = 0;
|
|
lua_pushnil( L );
|
|
|
|
while ( lua_next( L, t2 ) != 0 ) {
|
|
data[i] = uluaGetVector2( L );
|
|
i++;
|
|
lua_pop( L, 1 );
|
|
}
|
|
UpdateMeshBuffer( *mesh, 5, (void*)data, len * 2 * sizeof( float ), 0 );
|
|
}
|
|
else if ( strcmp( "normals", (char*)lua_tostring( L, -2 ) ) == 0 && lua_istable( L, -1 ) ) {
|
|
size_t len = uluaGetTableLen( L );
|
|
Vector3 data[ len ];
|
|
|
|
int t2 = lua_gettop( L );
|
|
int i = 0;
|
|
lua_pushnil( L );
|
|
|
|
while ( lua_next( L, t2 ) != 0 ) {
|
|
data[i] = uluaGetVector3( L );
|
|
i++;
|
|
lua_pop( L, 1 );
|
|
}
|
|
UpdateMeshBuffer( *mesh, 2, (void*)data, len * 3 * sizeof( float ), 0 );
|
|
}
|
|
else if ( strcmp( "tangents", (char*)lua_tostring( L, -2 ) ) == 0 && lua_istable( L, -1 ) ) {
|
|
size_t len = uluaGetTableLen( L );
|
|
Vector4 data[ len ];
|
|
|
|
int t2 = lua_gettop( L );
|
|
int i = 0;
|
|
lua_pushnil( L );
|
|
|
|
while ( lua_next( L, t2 ) != 0 ) {
|
|
data[i] = uluaGetVector4( L );
|
|
i++;
|
|
lua_pop( L, 1 );
|
|
}
|
|
UpdateMeshBuffer( *mesh, 4, (void*)data, len * 4 * sizeof( float ), 0 );
|
|
}
|
|
else if ( strcmp( "colors", (char*)lua_tostring( L, -2 ) ) == 0 && lua_istable( L, -1 ) ) {
|
|
size_t len = uluaGetTableLen( L );
|
|
Color data[ len ];
|
|
|
|
int t2 = lua_gettop( L );
|
|
int i = 0;
|
|
lua_pushnil( L );
|
|
|
|
while ( lua_next( L, t2 ) != 0 ) {
|
|
data[i] = uluaGetColor( L );
|
|
i++;
|
|
lua_pop( L, 1 );
|
|
}
|
|
UpdateMeshBuffer( *mesh, 3, (void*)data, len * 4 * sizeof( unsigned char ), 0 );
|
|
}
|
|
else if ( strcmp( "indices", (char*)lua_tostring( L, -2 ) ) == 0 && lua_istable( L, -1 ) ) {
|
|
size_t len = uluaGetTableLen( L );
|
|
unsigned short data[ len ];
|
|
|
|
int t2 = lua_gettop( L );
|
|
int i = 0;
|
|
lua_pushnil( L );
|
|
|
|
while ( lua_next( L, t2 ) != 0 ) {
|
|
data[i] = (unsigned short)lua_tointeger( L, -1 );
|
|
i++;
|
|
lua_pop( L, 1 );
|
|
}
|
|
UpdateMeshBuffer( *mesh, 6, (void*)data, len * sizeof( unsigned short ), 0 );
|
|
}
|
|
lua_pop( L, 1 );
|
|
}
|
|
lua_pushboolean( L, true );
|
|
|
|
return 1;
|
|
}
|
|
|
|
/*
|
|
> success = RL.UnloadMesh( Mesh mesh )
|
|
|
|
Unload mesh data from CPU and GPU
|
|
|
|
- Failure return false
|
|
- Success return true
|
|
*/
|
|
int lmodelsUnloadMesh( lua_State *L ) {
|
|
if ( !lua_isnumber( L, 1 ) ) {
|
|
TraceLog( state->logLevelInvalid, "%s", "Bad call of function. RL.UnloadMesh( Mesh mesh )" );
|
|
lua_pushboolean( L, false );
|
|
return 1;
|
|
}
|
|
size_t id = lua_tointeger( L, 1 );
|
|
|
|
if ( !validMesh( id ) ) {
|
|
lua_pushboolean( L, false );
|
|
return 1;
|
|
}
|
|
UnloadMesh( *state->meshes[ id ] );
|
|
state->meshes[ id ] = NULL;
|
|
lua_pushboolean( L, true );
|
|
|
|
return 1;
|
|
}
|
|
|
|
/*
|
|
> success = RL.DrawMesh( Mesh mesh, Material material, Matrix transform )
|
|
|
|
Draw a 3d mesh with material and transform
|
|
|
|
- Failure return false
|
|
- Success return true
|
|
*/
|
|
int lmodelsDrawMesh( lua_State *L ) {
|
|
if ( !lua_isnumber( L, 1 ) || !lua_isnumber( L, 2 ) || !lua_istable( L, 3 ) ) {
|
|
TraceLog( state->logLevelInvalid, "%s", "Bad call of function. RL.DrawMesh( Mesh mesh, Material material, Matrix transform )" );
|
|
lua_pushboolean( L, false );
|
|
return 1;
|
|
}
|
|
size_t meshId = lua_tointeger( L, 1 );
|
|
size_t materialId = lua_tointeger( L, 2 );
|
|
Matrix matrix = uluaGetMatrixIndex( L, 3 );
|
|
|
|
if ( !validMesh( meshId ) || !validMaterial( materialId ) ) {
|
|
lua_pushboolean( L, false );
|
|
return 1;
|
|
}
|
|
|
|
DrawMesh( *state->meshes[ meshId ], *state->materials[ materialId ], matrix );
|
|
lua_pushboolean( L, true );
|
|
|
|
return 1;
|
|
}
|
|
|
|
/*
|
|
> success = RL.DrawMeshInstanced( Mesh mesh, Material material, Matrix{} transforms, int instances )
|
|
|
|
Draw multiple mesh instances with material and different transforms
|
|
|
|
- Failure return false
|
|
- Success return true
|
|
*/
|
|
int lmodelsDrawMeshInstanced( lua_State *L ) {
|
|
if ( !lua_isnumber( L, 1 ) || !lua_isnumber( L, 2 ) || !lua_istable( L, 3 ) || !lua_isnumber( L, 4 ) ) {
|
|
TraceLog( state->logLevelInvalid, "%s", "Bad call of function. RL.DrawMeshInstanced( Mesh mesh, Material material, Matrix{} transforms, int instances )" );
|
|
lua_pushboolean( L, false );
|
|
return 1;
|
|
}
|
|
size_t meshId = lua_tointeger( L, 1 );
|
|
size_t materialId = lua_tointeger( L, 2 );
|
|
int instances = lua_tointeger( L, 4 );
|
|
|
|
Matrix transforms[ instances ];
|
|
|
|
int t = 3, i = 0;
|
|
lua_pushnil( L );
|
|
|
|
while ( lua_next( L, t ) != 0 ) {
|
|
if ( lua_istable( L, -1 ) ) {
|
|
transforms[i] = uluaGetMatrix( L );
|
|
}
|
|
i++;
|
|
lua_pop( L, 1 );
|
|
}
|
|
|
|
if ( !validMesh( meshId ) || !validMaterial( materialId ) ) {
|
|
lua_pushboolean( L, false );
|
|
return 1;
|
|
}
|
|
DrawMeshInstanced( *state->meshes[ meshId ], *state->materials[ materialId ], transforms, instances );
|
|
lua_pushboolean( L, true );
|
|
|
|
return 1;
|
|
}
|
|
|
|
/*
|
|
> 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
|
|
*/
|
|
int lmodelsSetMeshColor( lua_State *L ) {
|
|
if ( !lua_isnumber( L, 1 ) || !lua_istable( L, 2 ) ) {
|
|
TraceLog( state->logLevelInvalid, "%s", "Bad call of function. RL.SetMeshColor( Mesh mesh, Color color )" );
|
|
lua_pushboolean( L, false );
|
|
return 1;
|
|
}
|
|
size_t meshId = lua_tointeger( L, 1 );
|
|
Color color = uluaGetColorIndex( L, 2 );
|
|
|
|
if ( !validMesh( meshId ) ) {
|
|
lua_pushboolean( L, false );
|
|
return 1;
|
|
}
|
|
|
|
Mesh *mesh = state->meshes[ meshId ];
|
|
|
|
if ( mesh->colors == NULL ) {
|
|
TraceLog( state->logLevelInvalid, "Mesh %d %s", meshId, "Mesh doesn't have vertex colors allocated" );
|
|
lua_pushboolean( L, false );
|
|
return 1;
|
|
}
|
|
|
|
for ( int i = 0; i < mesh->vertexCount; ++i ) {
|
|
mesh->colors[(i*4)+0] = (unsigned char)color.r;
|
|
mesh->colors[(i*4)+1] = (unsigned char)color.g;
|
|
mesh->colors[(i*4)+2] = (unsigned char)color.b;
|
|
mesh->colors[(i*4)+3] = (unsigned char)color.a;
|
|
}
|
|
/* Update vertex attribute: color */
|
|
rlUpdateVertexBuffer( mesh->vboId[3], mesh->colors, mesh->vertexCount * 4 * sizeof( unsigned char ), 0 );
|
|
|
|
lua_pushboolean( L, true );
|
|
|
|
return 1;
|
|
}
|
|
|
|
/*
|
|
> success = RL.ExportMesh( Mesh mesh, string fileName )
|
|
|
|
Export mesh data to file, returns true on success
|
|
|
|
- Failure return false
|
|
- Success return true
|
|
*/
|
|
int lmodelsExportMesh( lua_State *L ) {
|
|
if ( !lua_isnumber( L, 1 ) || !lua_isstring( L, 2 ) ) {
|
|
TraceLog( state->logLevelInvalid, "%s", "Bad call of function. RL.ExportMesh( Mesh mesh, string fileName )" );
|
|
lua_pushboolean( L, false );
|
|
return 1;
|
|
}
|
|
size_t meshId = lua_tointeger( L, 1 );
|
|
|
|
if ( !validMesh( meshId ) ) {
|
|
lua_pushboolean( L, false );
|
|
return 1;
|
|
}
|
|
lua_pushboolean( L, ExportMesh( *state->meshes[ meshId ], lua_tostring( L, 2 ) ) );
|
|
|
|
return 1;
|
|
}
|
|
|
|
/*
|
|
> boundingBox = RL.GetMeshBoundingBox( Mesh mesh )
|
|
|
|
Compute mesh bounding box limits
|
|
|
|
- Failure return false
|
|
- Success return BoundingBox
|
|
*/
|
|
int lmodelsGetMeshBoundingBox( lua_State *L ) {
|
|
if ( !lua_isnumber( L, 1 ) ) {
|
|
TraceLog( state->logLevelInvalid, "%s", "Bad call of function. RL.GetMeshBoundingBox( Mesh mesh )" );
|
|
lua_pushboolean( L, false );
|
|
return 1;
|
|
}
|
|
size_t meshId = lua_tointeger( L, 1 );
|
|
|
|
if ( !validMesh( meshId ) ) {
|
|
lua_pushboolean( L, false );
|
|
return 1;
|
|
}
|
|
uluaPushBoundingBox( L, GetMeshBoundingBox( *state->meshes[ meshId ] ) );
|
|
|
|
return 1;
|
|
}
|
|
|
|
/*
|
|
> success = RL.GenMeshTangents( Mesh mesh )
|
|
|
|
Compute mesh tangents
|
|
|
|
- Failure return false
|
|
- Success return true
|
|
*/
|
|
int lmodelsGenMeshTangents( lua_State *L ) {
|
|
if ( !lua_isnumber( L, 1 ) ) {
|
|
TraceLog( state->logLevelInvalid, "%s", "Bad call of function. RL.GenMeshTangents( Mesh mesh )" );
|
|
lua_pushboolean( L, false );
|
|
return 1;
|
|
}
|
|
size_t meshId = lua_tointeger( L, 1 );
|
|
|
|
if ( !validMesh( meshId ) ) {
|
|
lua_pushboolean( L, false );
|
|
return 1;
|
|
}
|
|
GenMeshTangents( state->meshes[ meshId ] );
|
|
lua_pushboolean( L, true );
|
|
|
|
return 1;
|
|
}
|
|
|
|
/*
|
|
## Models - Material
|
|
*/
|
|
|
|
/*
|
|
> material = RL.LoadMaterialDefault()
|
|
|
|
Load default material
|
|
|
|
- Success return int
|
|
*/
|
|
int lmodelsLoadMaterialDefault( lua_State *L ) {
|
|
int i = newMaterial();
|
|
|
|
*state->materials[i] = LoadMaterialDefault();
|
|
lua_pushinteger( L, i );
|
|
|
|
return 1;
|
|
}
|
|
|
|
/*
|
|
> material = RL.CreateMaterial( Material{} material )
|
|
|
|
Load material from table. See material table definition
|
|
|
|
- Failure return false
|
|
- Success return int
|
|
*/
|
|
int lmodelsCreateMaterial( lua_State *L ) {
|
|
if ( !lua_istable( L, 1 ) ) {
|
|
TraceLog( state->logLevelInvalid, "%s", "Bad call of function. RL.CreateMaterial( Material{} material )" );
|
|
lua_pushboolean( L, false );
|
|
return 1;
|
|
}
|
|
int i = newMaterial();
|
|
|
|
*state->materials[i] = LoadMaterialDefault();
|
|
|
|
int t = lua_gettop( L );
|
|
lua_pushnil( L );
|
|
|
|
while ( lua_next( L, t ) != 0 ) {
|
|
if ( strcmp( "maps", (char*)lua_tostring( L, -2 ) ) == 0 && lua_istable( L, -1 ) ) {
|
|
int t2 = lua_gettop( L );
|
|
lua_pushnil( L );
|
|
|
|
while ( lua_next( L, t2 ) != 0 ) {
|
|
/* Loop maps. Array where we don't care about the index value. */
|
|
if ( lua_istable( L, -1 ) ) {
|
|
int t3 = lua_gettop( L ), j = 0, map = 0;
|
|
lua_pushnil( L );
|
|
|
|
while ( lua_next( L, t3 ) != 0 ) {
|
|
switch ( j ) {
|
|
case 0: /* Map */
|
|
map = lua_tointeger( L, -1 );
|
|
break;
|
|
case 1: /* Parameters */
|
|
{
|
|
int t4 = lua_gettop( L );
|
|
lua_pushnil( L );
|
|
|
|
while ( lua_next( L, t4 ) != 0 ) {
|
|
if ( strcmp( "texture", (char*)lua_tostring( L, -2 ) ) == 0 && lua_isnumber( L, -1 ) ) {
|
|
state->materials[i]->maps[map].texture = uluaGetTexture( L, lua_gettop( L ) );
|
|
}
|
|
else if ( strcmp( "color", (char*)lua_tostring( L, -2 ) ) == 0 && lua_istable( L, -1 ) ) {
|
|
state->materials[i]->maps[map].color = uluaGetColor( L );
|
|
}
|
|
else if ( strcmp( "value", (char*)lua_tostring( L, -2 ) ) == 0 && lua_isnumber( L, -1 ) ) {
|
|
state->materials[i]->maps[map].value = lua_tonumber( L, -1 );
|
|
}
|
|
lua_pop( L, 1 );
|
|
}
|
|
}
|
|
break;
|
|
default:
|
|
break;
|
|
}
|
|
j++;
|
|
lua_pop( L, 1 );
|
|
}
|
|
}
|
|
lua_pop( L, 1 );
|
|
}
|
|
}
|
|
else if ( strcmp( "params", (char*)lua_tostring( L, -2 ) ) == 0 && lua_istable( L, -1 ) ) {
|
|
int t2 = lua_gettop( L ), j = 0;
|
|
lua_pushnil( L );
|
|
|
|
while ( lua_next( L, t2 ) != 0 ) {
|
|
if ( j <= 3 ) {
|
|
state->materials[i]->params[j] = lua_tonumber( L, -1 );
|
|
}
|
|
j++;
|
|
lua_pop( L, 1 );
|
|
}
|
|
}
|
|
else if ( strcmp( "shader", (char*)lua_tostring( L, -2 ) ) == 0 && lua_isnumber( L, -1 ) ) {
|
|
state->materials[i]->shader = *state->shaders[ lua_tointeger( L, -1 ) ];
|
|
}
|
|
lua_pop( L, 1 );
|
|
}
|
|
lua_pushinteger( L, i );
|
|
checkMaterialRealloc( i );
|
|
|
|
return 1;
|
|
}
|
|
|
|
/*
|
|
> success = RL.UnloadMaterial( Material material )
|
|
|
|
Unload material from GPU memory ( VRAM )
|
|
|
|
- Failure return false
|
|
- Success return true
|
|
*/
|
|
int lmodelsUnloadMaterial( lua_State *L ) {
|
|
if ( !lua_isnumber( L, 1 ) ) {
|
|
TraceLog( state->logLevelInvalid, "%s", "Bad call of function. RL.UnloadMaterial( Material material )" );
|
|
lua_pushboolean( L, false );
|
|
return 1;
|
|
}
|
|
size_t id = lua_tointeger( L, 1 );
|
|
|
|
if ( !validMaterial( id ) ) {
|
|
lua_pushboolean( L, false );
|
|
return 1;
|
|
}
|
|
UnloadMaterial( *state->materials[ id ] );
|
|
state->materials[ id ] = NULL;
|
|
lua_pushboolean( L, true );
|
|
|
|
return 1;
|
|
}
|
|
|
|
/*
|
|
> success = RL.SetMaterialTexture( Material material, int mapType, Texture2D texture )
|
|
|
|
Set texture for a material map type ( MATERIAL_MAP_ALBEDO, MATERIAL_MAP_METALNESS... )
|
|
|
|
- Failure return false
|
|
- Success return true
|
|
*/
|
|
int lmodelsSetMaterialTexture( lua_State *L ) {
|
|
if ( !lua_isnumber( L, 1 ) || !lua_isnumber( L, 2 ) || !isValidTexture( L, 3, true ) ) {
|
|
TraceLog( state->logLevelInvalid, "%s", "Bad call of function. RL.SetMaterialTexture( Material material, int mapType, Texture2D texture )" );
|
|
lua_pushboolean( L, false );
|
|
return 1;
|
|
}
|
|
size_t materialId = lua_tointeger( L, 1 );
|
|
int mapType = lua_tointeger( L, 2 );
|
|
Texture texture = uluaGetTexture( L, 3 );
|
|
|
|
SetMaterialTexture( state->materials[ materialId ], mapType, texture );
|
|
lua_pushboolean( L, true );
|
|
|
|
return 1;
|
|
}
|
|
|
|
/*
|
|
> success = RL.SetMaterialColor( Material material, int mapType, Color color )
|
|
|
|
Set color for a material map type
|
|
|
|
- Failure return false
|
|
- Success return true
|
|
*/
|
|
int lmodelsSetMaterialColor( lua_State *L ) {
|
|
if ( !lua_isnumber( L, 1 ) || !lua_isnumber( L, 2 ) || !lua_istable( L, 3 ) ) {
|
|
TraceLog( state->logLevelInvalid, "%s", "Bad call of function. RL.SetMaterialColor( Material material, int mapType, Color color )" );
|
|
lua_pushboolean( L, false );
|
|
return 1;
|
|
}
|
|
size_t materialId = lua_tointeger( L, 1 );
|
|
size_t mapType = lua_tointeger( L, 2 );
|
|
Color color = uluaGetColorIndex( L, 3 );
|
|
|
|
if ( !validMaterial( materialId ) ) {
|
|
lua_pushboolean( L, false );
|
|
return 1;
|
|
}
|
|
state->materials[ materialId ]->maps[ mapType ].color = color;
|
|
lua_pushboolean( L, true );
|
|
|
|
return 1;
|
|
}
|
|
|
|
/*
|
|
> success = RL.SetMaterialValue( Material material, int mapType, float value )
|
|
|
|
Set value for a material map type
|
|
|
|
- Failure return false
|
|
- Success return true
|
|
*/
|
|
int lmodelsSetMaterialValue( lua_State *L ) {
|
|
if ( !lua_isnumber( L, 1 ) || !lua_isnumber( L, 2 ) || !lua_isnumber( L, 3 ) ) {
|
|
TraceLog( state->logLevelInvalid, "%s", "Bad call of function. RL.SetMaterialValue( Material material, int mapType, float value )" );
|
|
lua_pushboolean( L, false );
|
|
return 1;
|
|
}
|
|
size_t materialId = lua_tointeger( L, 1 );
|
|
size_t mapType = lua_tointeger( L, 2 );
|
|
float value = lua_tonumber( L, 3 );
|
|
|
|
if ( !validMaterial( materialId ) ) {
|
|
lua_pushboolean( L, false );
|
|
return 1;
|
|
}
|
|
state->materials[ materialId ]->maps[ mapType ].value = value;
|
|
lua_pushboolean( L, true );
|
|
|
|
return 1;
|
|
}
|
|
|
|
/*
|
|
> success = RL.SetMaterialShader( Material material, Shader shader )
|
|
|
|
Set shader for material
|
|
|
|
- Failure return false
|
|
- Success return true
|
|
*/
|
|
int lmodelsSetMaterialShader( lua_State *L ) {
|
|
if ( !lua_isnumber( L, 1 ) || !lua_isnumber( L, 2 ) ) {
|
|
TraceLog( state->logLevelInvalid, "%s", "Bad call of function. RL.SetMaterialShader( Material material, Shader shader )" );
|
|
lua_pushboolean( L, false );
|
|
return 1;
|
|
}
|
|
size_t materialId = lua_tointeger( L, 1 );
|
|
size_t shaderId = lua_tointeger( L, 2 );
|
|
|
|
if ( !validMaterial( materialId || !validShader( shaderId ) ) ) {
|
|
lua_pushboolean( L, false );
|
|
return 1;
|
|
}
|
|
state->materials[ materialId ]->shader = *state->shaders[ shaderId ];
|
|
lua_pushboolean( L, true );
|
|
|
|
return 1;
|
|
}
|
|
|
|
/*
|
|
> success = RL.SetMaterialParams( Material material, float{} params )
|
|
|
|
Set material generic parameters ( if required )
|
|
|
|
- Failure return false
|
|
- Success return true
|
|
*/
|
|
int lmodelsSetMaterialParams( lua_State *L ) {
|
|
if ( !lua_isnumber( L, 1 ) || !lua_istable( L, 2 ) ) {
|
|
TraceLog( state->logLevelInvalid, "%s", "Bad call of function. RL.SetMaterialParams( Material material, float{} params )" );
|
|
lua_pushboolean( L, false );
|
|
return 1;
|
|
}
|
|
size_t len = uluaGetTableLen( L );
|
|
size_t materialId = lua_tointeger( L, 1 );
|
|
|
|
if ( !validMaterial( materialId ) ) {
|
|
lua_pushboolean( L, false );
|
|
return 1;
|
|
}
|
|
float params[ len ];
|
|
|
|
int t = lua_gettop( L );
|
|
int i = 0;
|
|
lua_pushnil( L );
|
|
|
|
while ( lua_next( L, t ) != 0 ) {
|
|
params[i] = lua_tonumber( L, -1 );
|
|
i++;
|
|
lua_pop( L, 1 );
|
|
}
|
|
int paramCount = ( len > 4 ) ? 4 : len;
|
|
|
|
for ( int i = 0; i < paramCount; i++ ) {
|
|
state->materials[ materialId ]->params[i] = params[i];
|
|
}
|
|
lua_pushboolean( L, true );
|
|
|
|
return 1;
|
|
}
|
|
|
|
/*
|
|
> texture = RL.GetMaterialTexture( Material material, int mapType )
|
|
|
|
Get texture from material map type. Returns -1 if no texture.
|
|
|
|
- Failure return false
|
|
- Success return int
|
|
*/
|
|
int lmodelsGetMaterialTexture( lua_State *L ) {
|
|
if ( !lua_isnumber( L, 1 ) || !lua_isnumber( L, 2 ) ) {
|
|
TraceLog( state->logLevelInvalid, "%s", "Bad call of function. RL.GetMaterialTexture( Material material, int mapType )" );
|
|
lua_pushboolean( L, false );
|
|
return 1;
|
|
}
|
|
size_t materialId = lua_tointeger( L, 1 );
|
|
int mapType = lua_tointeger( L, 2 );
|
|
|
|
if ( !validMaterial( materialId ) ) {
|
|
lua_pushboolean( L, false );
|
|
return 1;
|
|
}
|
|
/* Check what ReiLua texture has same openGL texture and return that. */
|
|
for ( int i = 0; i < state->textureCount; i++ ) {
|
|
if ( state->textures[i]->type == TEXTURE_TYPE_TEXTURE
|
|
&& state->textures[i]->texture.id == state->materials[ materialId ]->maps[ mapType ].texture.id ) {
|
|
lua_pushinteger( L, i );
|
|
return 1;
|
|
}
|
|
else if ( state->textures[i]->type == TEXTURE_TYPE_RENDER_TEXTURE
|
|
&& state->textures[i]->renderTexture.texture.id == state->materials[ materialId ]->maps[ mapType ].texture.id ) {
|
|
lua_pushinteger( L, i );
|
|
return 1;
|
|
}
|
|
}
|
|
lua_pushinteger( L, -1 );
|
|
|
|
return 1;
|
|
}
|
|
|
|
/*
|
|
> color = RL.GetMaterialColor( Material material, int mapType )
|
|
|
|
Get color from material map type.
|
|
|
|
- Failure return false
|
|
- Success return Color
|
|
*/
|
|
int lmodelsGetMaterialColor( lua_State *L ) {
|
|
if ( !lua_isnumber( L, 1 ) || !lua_isnumber( L, 2 ) ) {
|
|
TraceLog( state->logLevelInvalid, "%s", "Bad call of function. RL.GetMaterialColor( Material material, int mapType )" );
|
|
lua_pushboolean( L, false );
|
|
return 1;
|
|
}
|
|
size_t materialId = lua_tointeger( L, 1 );
|
|
int mapType = lua_tointeger( L, 2 );
|
|
|
|
if ( !validMaterial( materialId ) ) {
|
|
lua_pushboolean( L, false );
|
|
return 1;
|
|
}
|
|
uluaPushColor( L, state->materials[ materialId ]->maps[ mapType ].color );
|
|
|
|
return 1;
|
|
}
|
|
|
|
/*
|
|
> value = RL.GetMaterialValue( Material material, int mapType )
|
|
|
|
Get color from material map type.
|
|
|
|
- Failure return false
|
|
- Success return float
|
|
*/
|
|
int lmodelsGetMaterialValue( lua_State *L ) {
|
|
if ( !lua_isnumber( L, 1 ) || !lua_isnumber( L, 2 ) ) {
|
|
TraceLog( state->logLevelInvalid, "%s", "Bad call of function. RL.GetMaterialValue( Material material, int mapType )" );
|
|
lua_pushboolean( L, false );
|
|
return 1;
|
|
}
|
|
size_t materialId = lua_tointeger( L, 1 );
|
|
int mapType = lua_tointeger( L, 2 );
|
|
|
|
if ( !validMaterial( materialId ) ) {
|
|
lua_pushboolean( L, false );
|
|
return 1;
|
|
}
|
|
lua_pushnumber( L, state->materials[ materialId ]->maps[ mapType ].value );
|
|
|
|
return 1;
|
|
}
|
|
|
|
/*
|
|
> shader = RL.GetMaterialShader( Material material )
|
|
|
|
Get material shader. Returns -1 if no shader.
|
|
|
|
- Failure return false
|
|
- Success return int
|
|
*/
|
|
int lmodelsGetMaterialShader( lua_State *L ) {
|
|
if ( !lua_isnumber( L, 1 ) ) {
|
|
TraceLog( state->logLevelInvalid, "%s", "Bad call of function. RL.GetMaterialShader( Material material )" );
|
|
lua_pushboolean( L, false );
|
|
return 1;
|
|
}
|
|
size_t materialId = lua_tointeger( L, 1 );
|
|
|
|
if ( !validMaterial( materialId ) ) {
|
|
lua_pushboolean( L, false );
|
|
return 1;
|
|
}
|
|
/* Look for shader that has same shader program id. */
|
|
for ( int i = 0; i < state->shaderCount; i++ ) {
|
|
if ( state->shaders[i]->id == state->materials[ materialId ]->shader.id ) {
|
|
lua_pushinteger( L, i );
|
|
return 1;
|
|
}
|
|
}
|
|
lua_pushinteger( L, -1 );
|
|
|
|
return 1;
|
|
}
|
|
|
|
/*
|
|
> params = RL.GetMaterialParams( Material material )
|
|
|
|
Get material parameters.
|
|
|
|
- Failure return false
|
|
- Success return float{}
|
|
*/
|
|
int lmodelsGetMaterialParams( lua_State *L ) {
|
|
if ( !lua_isnumber( L, 1 ) ) {
|
|
TraceLog( state->logLevelInvalid, "%s", "Bad call of function. RL.GetMaterialParams( Material material )" );
|
|
lua_pushboolean( L, false );
|
|
return 1;
|
|
}
|
|
size_t materialId = lua_tointeger( L, 1 );
|
|
|
|
if ( !validMaterial( materialId ) ) {
|
|
lua_pushboolean( L, false );
|
|
return 1;
|
|
}
|
|
Vector4 params = {
|
|
state->materials[ materialId ]->params[0],
|
|
state->materials[ materialId ]->params[1],
|
|
state->materials[ materialId ]->params[2],
|
|
state->materials[ materialId ]->params[3]
|
|
};
|
|
uluaPushVector4( L, params );
|
|
|
|
return 1;
|
|
}
|
|
|
|
/*
|
|
## Models - Model
|
|
*/
|
|
|
|
/*
|
|
> model = RL.LoadModel( string fileName )
|
|
|
|
Load model from files ( Meshes and materials )
|
|
|
|
- Failure return -1
|
|
- Success return int
|
|
*/
|
|
int lmodelsLoadModel( lua_State *L ) {
|
|
if ( !lua_isstring( L, 1 ) ) {
|
|
TraceLog( state->logLevelInvalid, "%s", "Bad call of function. RL.LoadModel( string fileName )" );
|
|
lua_pushinteger( L, -1 );
|
|
return 1;
|
|
}
|
|
|
|
if ( FileExists( lua_tostring( L, 1 ) ) ) {
|
|
int i = newModel();
|
|
*state->models[i] = LoadModel( lua_tostring( L, 1 ) );
|
|
lua_pushinteger( L, i );
|
|
return 1;
|
|
}
|
|
else {
|
|
lua_pushinteger( L, -1 );
|
|
return 1;
|
|
}
|
|
|
|
return 1;
|
|
}
|
|
|
|
/*
|
|
> model = RL.LoadModelFromMesh( Mesh mesh )
|
|
|
|
Load model from generated mesh ( Default material )
|
|
|
|
- Failure return -1
|
|
- Success return int
|
|
*/
|
|
int lmodelsLoadModelFromMesh( lua_State *L ) {
|
|
if ( !lua_isnumber( L, 1 ) ) {
|
|
TraceLog( state->logLevelInvalid, "%s", "Bad call of function. RL.LoadModelFromMesh( Mesh mesh )" );
|
|
lua_pushinteger( L, -1 );
|
|
return 1;
|
|
}
|
|
size_t meshId = lua_tointeger( L, 1 );
|
|
|
|
if ( !validMesh( meshId ) ) {
|
|
lua_pushinteger( L, -1 );
|
|
return 1;
|
|
}
|
|
int i = newModel();
|
|
|
|
*state->models[i] = LoadModelFromMesh( *state->meshes[ meshId ] );
|
|
lua_pushinteger( L, i );
|
|
|
|
return 1;
|
|
}
|
|
|
|
/*
|
|
> success = RL.UnloadModel( Model model )
|
|
|
|
Unload model ( Including meshes ) from memory ( RAM and/or VRAM )
|
|
|
|
- Failure return false
|
|
- Success return true
|
|
*/
|
|
int lmodelsUnloadModel( lua_State *L ) {
|
|
if ( !lua_isnumber( L, 1 ) ) {
|
|
TraceLog( state->logLevelInvalid, "%s", "Bad call of function. RL.UnloadModel( Model model )" );
|
|
lua_pushboolean( L, false );
|
|
return 1;
|
|
}
|
|
size_t modelId = lua_tointeger( L, 1 );
|
|
|
|
if ( !validModel( modelId ) ) {
|
|
lua_pushboolean( L, false );
|
|
return 1;
|
|
}
|
|
UnloadModel( *state->models[ modelId ] );
|
|
state->models[ modelId ] = NULL;
|
|
lua_pushboolean( L, true );
|
|
|
|
return 1;
|
|
}
|
|
|
|
/*
|
|
> success = RL.DrawModel( Model model, Vector3 position, float scale, Color tint )
|
|
|
|
Draw a model ( With texture if set )
|
|
|
|
- Failure return false
|
|
- Success return true
|
|
*/
|
|
int lmodelsDrawModel( lua_State *L ) {
|
|
if ( !lua_isnumber( L, 1 ) || !lua_istable( L, 2 ) || !lua_isnumber( L, 3 ) || !lua_istable( L, 4 ) ) {
|
|
TraceLog( state->logLevelInvalid, "%s", "Bad call of function. RL.DrawModel( Model model, Vector3 position, float scale, Color tint )" );
|
|
lua_pushboolean( L, false );
|
|
return 1;
|
|
}
|
|
size_t modelId = lua_tointeger( L, 1 );
|
|
Vector3 position = uluaGetVector3Index( L, 2 );
|
|
float scale = lua_tonumber( L, 3 );
|
|
Color tint = uluaGetColorIndex( L, 4 );
|
|
|
|
if ( !validModel( modelId ) ) {
|
|
lua_pushboolean( L, false );
|
|
return 1;
|
|
}
|
|
|
|
DrawModel( *state->models[ modelId ], position, scale, tint );
|
|
lua_pushboolean( L, true );
|
|
|
|
return 1;
|
|
}
|
|
|
|
/*
|
|
> success = RL.DrawModelEx( Model model, Vector3 position, Vector3 rotationAxis, float rotationAngle, Vector3 scale, Color tint )
|
|
|
|
Draw a model with extended parameters
|
|
|
|
- Failure return false
|
|
- Success return true
|
|
*/
|
|
int lmodelsDrawModelEx( lua_State *L ) {
|
|
if ( !lua_isnumber( L, 1 ) || !lua_istable( L, 2 ) || !lua_istable( L, 3 )
|
|
|| !lua_isnumber( L, 4 ) || !lua_istable( L, 5 ) || !lua_istable( L, 6 ) ) {
|
|
TraceLog( state->logLevelInvalid, "%s", "Bad call of function. RL.DrawModelEx( Model model, Vector3 position, Vector3 rotationAxis, float rotationAngle, Vector3 scale, Color tint )" );
|
|
lua_pushboolean( L, false );
|
|
return 1;
|
|
}
|
|
size_t modelId = lua_tointeger( L, 1 );
|
|
Vector3 position = uluaGetVector3Index( L, 2 );
|
|
Vector3 rotationAxis = uluaGetVector3Index( L, 3 );
|
|
float rotationAngle = lua_tonumber( L, 4 );
|
|
Vector3 scale = uluaGetVector3Index( L, 5 );
|
|
Color tint = uluaGetColorIndex( L, 6 );
|
|
|
|
if ( !validModel( modelId ) ) {
|
|
lua_pushboolean( L, false );
|
|
return 1;
|
|
}
|
|
DrawModelEx( *state->models[ modelId ], position, rotationAxis, rotationAngle, scale, tint );
|
|
lua_pushboolean( L, true );
|
|
|
|
return 1;
|
|
}
|
|
|
|
/*
|
|
> success = RL.SetModelMaterial( Model model, Material modelMaterial, Material material )
|
|
|
|
Copies material to model material. ( Model material is the material id in models. Material can be deleted if not used elsewhere )
|
|
|
|
- Failure return false
|
|
- Success return true
|
|
*/
|
|
int lmodelsSetModelMaterial( lua_State *L ) {
|
|
if ( !lua_isnumber( L, 1 ) || !lua_isnumber( L, 2 ) || !lua_isnumber( L, 3 ) ) {
|
|
TraceLog( state->logLevelInvalid, "%s", "Bad call of function. RL.SetModelMaterial( Model model, Material modelMaterial, Material material )" );
|
|
lua_pushboolean( L, false );
|
|
return 1;
|
|
}
|
|
size_t modelId = lua_tointeger( L, 1 );
|
|
int modelMaterialId = lua_tointeger( L, 2 );
|
|
size_t materialId = lua_tointeger( L, 3 );
|
|
|
|
if ( !validModel( modelId ) || !validMaterial( materialId ) ) {
|
|
lua_pushboolean( L, false );
|
|
return 1;
|
|
}
|
|
Model *model = state->models[ modelId ];
|
|
Material *material = state->materials[ materialId ];
|
|
|
|
/* Copy material data instead of using pointer. Pointer would result in double free error. */
|
|
model->materials[ modelMaterialId ].shader = material->shader;
|
|
model->materials[ modelMaterialId ].maps[ MATERIAL_MAP_ALBEDO ] = material->maps[ MATERIAL_MAP_ALBEDO ];
|
|
model->materials[ modelMaterialId ].maps[ MATERIAL_MAP_METALNESS ] = material->maps[ MATERIAL_MAP_METALNESS ];
|
|
model->materials[ modelMaterialId ].maps[ MATERIAL_MAP_NORMAL ] = material->maps[ MATERIAL_MAP_NORMAL ];
|
|
model->materials[ modelMaterialId ].maps[ MATERIAL_MAP_ROUGHNESS ] = material->maps[ MATERIAL_MAP_ROUGHNESS ];
|
|
model->materials[ modelMaterialId ].maps[ MATERIAL_MAP_OCCLUSION ] = material->maps[ MATERIAL_MAP_OCCLUSION ];
|
|
model->materials[ modelMaterialId ].maps[ MATERIAL_MAP_EMISSION ] = material->maps[ MATERIAL_MAP_EMISSION ];
|
|
model->materials[ modelMaterialId ].maps[ MATERIAL_MAP_HEIGHT ] = material->maps[ MATERIAL_MAP_HEIGHT ];
|
|
model->materials[ modelMaterialId ].maps[ MATERIAL_MAP_CUBEMAP ] = material->maps[ MATERIAL_MAP_CUBEMAP ];
|
|
model->materials[ modelMaterialId ].maps[ MATERIAL_MAP_IRRADIANCE ] = material->maps[ MATERIAL_MAP_IRRADIANCE ];
|
|
model->materials[ modelMaterialId ].maps[ MATERIAL_MAP_PREFILTER ] = material->maps[ MATERIAL_MAP_PREFILTER ];
|
|
model->materials[ modelMaterialId ].maps[ MATERIAL_MAP_BRDF ] = material->maps[ MATERIAL_MAP_BRDF ];
|
|
|
|
for ( int i = 0; i < 4; i++ ) {
|
|
model->materials[ modelMaterialId ].params[i] = material->params[i];
|
|
}
|
|
lua_pushboolean( L, true );
|
|
|
|
return 1;
|
|
}
|
|
|
|
/*
|
|
> success = RL.SetModelMeshMaterial( Model model, int meshId, int materialId )
|
|
|
|
Set material for a mesh ( Mesh and material on this model )
|
|
|
|
- Failure return false
|
|
- Success return true
|
|
*/
|
|
int lmodelsSetModelMeshMaterial( lua_State *L ) {
|
|
if ( !lua_isnumber( L, 1 ) || !lua_isnumber( L, 2 ) || !lua_isnumber( L, 3 ) ) {
|
|
TraceLog( state->logLevelInvalid, "%s", "Bad call of function. RL.SetModelMeshMaterial( Model model, int meshId, int materialId )" );
|
|
lua_pushboolean( L, false );
|
|
return 1;
|
|
}
|
|
size_t modelId = lua_tointeger( L, 1 );
|
|
size_t meshId = lua_tointeger( L, 2 );
|
|
size_t materialId = lua_tointeger( L, 3 );
|
|
|
|
if ( !validModel( modelId ) || !validMesh( meshId ) || !validMaterial( materialId ) ) {
|
|
lua_pushboolean( L, false );
|
|
return 1;
|
|
}
|
|
SetModelMeshMaterial( state->models[ modelId ], meshId, materialId );
|
|
lua_pushboolean( L, true );
|
|
|
|
return 1;
|
|
}
|
|
|
|
/*
|
|
> success = RL.DrawBillboard( Camera3D camera, Texture2D texture, Vector3 position, float size, Color tint )
|
|
|
|
Draw a billboard texture
|
|
|
|
- Failure return false
|
|
- Success return true
|
|
*/
|
|
int lmodelsDrawBillboard( lua_State *L ) {
|
|
if ( !isValidCamera3D( L, 1, true ) || !isValidTexture( L, 2, true ) || !lua_istable( L, 3 )
|
|
|| !lua_isnumber( L, 4 ) || !lua_istable( L, 5 ) ) {
|
|
TraceLog( state->logLevelInvalid, "%s", "Bad call of function. RL.DrawBillboard( Camera camera, Texture2D texture, Vector3 position, float size, Color tint )" );
|
|
lua_pushboolean( L, false );
|
|
return 1;
|
|
}
|
|
Camera3D camera = uluaGetCamera3D( L, 1 );
|
|
Texture texture = uluaGetTexture( L, 2 );
|
|
Vector3 position = uluaGetVector3Index( L, 3 );
|
|
float size = lua_tonumber( L, 4 );
|
|
Color tint = uluaGetColorIndex( L, 5 );
|
|
|
|
DrawBillboard( camera, texture, position, size, tint );
|
|
lua_pushboolean( L, true );
|
|
|
|
return 1;
|
|
}
|
|
|
|
/*
|
|
> success = RL.DrawBillboardRec( Camera3D camera, Texture2D texture, Rectangle source, Vector3 position, Vector2 size, Color tint )
|
|
|
|
Draw a billboard texture defined by source
|
|
|
|
- Failure return false
|
|
- Success return true
|
|
*/
|
|
int lmodelsDrawBillboardRec( lua_State *L ) {
|
|
if ( !isValidCamera3D( L, 1, true ) || !isValidTexture( L, 2, true ) || !lua_istable( L, 3 )
|
|
|| !lua_istable( L, 4 ) || !lua_istable( L, 5 ) || !lua_istable( L, 6 ) ) {
|
|
TraceLog( state->logLevelInvalid, "%s", "Bad call of function. RL.DrawBillboardRec( Camera camera, Texture2D texture, Rectangle source, Vector3 position, Vector2 size, Color tint )" );
|
|
lua_pushboolean( L, false );
|
|
return 1;
|
|
}
|
|
Camera3D camera = uluaGetCamera3D( L, 1 );
|
|
Texture texture = uluaGetTexture( L, 2 );
|
|
Rectangle source = uluaGetRectangleIndex( L, 3 );
|
|
Vector3 position = uluaGetVector3Index( L, 4 );
|
|
Vector2 size = uluaGetVector2Index( L, 5 );
|
|
Color tint = uluaGetColorIndex( L, 6 );
|
|
|
|
// DrawBillboardRec( *state->camera3Ds[ cameraId ], *texturesGetSourceTexture( texId ), source, position, size, tint );
|
|
DrawBillboardRecNoRatio( camera, texture, source, position, size, tint );
|
|
lua_pushboolean( L, true );
|
|
|
|
return 1;
|
|
}
|
|
|
|
/*
|
|
> success = RL.DrawBillboardPro( Camera3D camera, Texture2D texture, Rectangle source, Vector3 position, Vector3 up, Vector2 size, Vector2 origin, float rotation, Color tint )
|
|
|
|
Draw a billboard texture defined by source and rotation
|
|
|
|
- Failure return false
|
|
- Success return true
|
|
*/
|
|
int lmodelsDrawBillboardPro( lua_State *L ) {
|
|
if ( !isValidCamera3D( L, 1, true ) || !isValidTexture( L, 2, true ) || !lua_istable( L, 3 )
|
|
|| !lua_istable( L, 4 ) || !lua_istable( L, 5 ) || !lua_istable( L, 6 )
|
|
|| !lua_istable( L, 7 ) || !lua_isnumber( L, 8 ) || !lua_istable( L, 9 ) ) {
|
|
TraceLog( state->logLevelInvalid, "%s", "Bad call of function. RL.DrawBillboardPro( Camera camera, Texture2D texture, Rectangle source, Vector3 position, Vector3 up, Vector2 size, Vector2 origin, float rotation, Color tint )" );
|
|
lua_pushboolean( L, false );
|
|
return 1;
|
|
}
|
|
Camera3D camera = uluaGetCamera3D( L, 1 );
|
|
Texture texture = uluaGetTexture( L, 2 );
|
|
Rectangle source = uluaGetRectangleIndex( L, 3 );
|
|
Vector3 position = uluaGetVector3Index( L, 4 );
|
|
Vector3 up = uluaGetVector3Index( L, 5 );
|
|
Vector2 size = uluaGetVector2Index( L, 6 );
|
|
Vector2 origin = uluaGetVector2Index( L, 7 );
|
|
float rotation = lua_tonumber( L, 8 );
|
|
Color tint = uluaGetColorIndex( L, 9 );
|
|
|
|
// DrawBillboardPro( *state->camera3Ds[ cameraId ], *texturesGetSourceTexture( texId ), source, position, up, size, origin, rotation, tint );
|
|
DrawBillboardProNoRatio( camera, texture, source, position, up, size, origin, rotation, tint );
|
|
lua_pushboolean( L, true );
|
|
|
|
return 1;
|
|
}
|
|
|
|
/*
|
|
> success = RL.SetModelTransform( Model model, Matrix transform )
|
|
|
|
Set model transform matrix
|
|
|
|
- Failure return false
|
|
- Success return true
|
|
*/
|
|
int lmodelsSetModelTransform( lua_State *L ) {
|
|
if ( !lua_isnumber( L, 1 ) || !lua_istable( L, 2 ) ) {
|
|
TraceLog( state->logLevelInvalid, "%s", "Bad call of function. RL.SetModelTransform( Model model, Matrix transform )" );
|
|
lua_pushboolean( L, false );
|
|
return 1;
|
|
}
|
|
size_t modelId = lua_tointeger( L, 1 );
|
|
Matrix transform = uluaGetMatrixIndex( L, 2 );
|
|
|
|
if ( !validModel( modelId ) ) {
|
|
lua_pushboolean( L, false );
|
|
return 1;
|
|
}
|
|
state->models[ modelId ]->transform = transform;
|
|
lua_pushboolean( L, true );
|
|
|
|
return 1;
|
|
}
|
|
|
|
/*
|
|
> transform = RL.GetModelTransform( Model model )
|
|
|
|
Get model transform matrix
|
|
|
|
- Failure return false
|
|
- Success return Matrix
|
|
*/
|
|
int lmodelsGetModelTransform( lua_State *L ) {
|
|
if ( !lua_isnumber( L, 1 ) ) {
|
|
TraceLog( state->logLevelInvalid, "%s", "Bad call of function. RL.GetModelTransform( Model model )" );
|
|
lua_pushboolean( L, false );
|
|
return 1;
|
|
}
|
|
size_t modelId = lua_tointeger( L, 1 );
|
|
|
|
if ( !validModel( modelId ) ) {
|
|
lua_pushboolean( L, false );
|
|
return 1;
|
|
}
|
|
uluaPushMatrix( L, state->models[ modelId ]->transform );
|
|
|
|
return 1;
|
|
}
|
|
|
|
/*
|
|
## Model - Animations
|
|
*/
|
|
|
|
/*
|
|
> animations, animationCount = RL.LoadModelAnimations( string fileName )
|
|
|
|
Load model animations from file
|
|
|
|
- Failure return -1
|
|
- Success return int, int
|
|
*/
|
|
int lmodelsLoadModelAnimations( lua_State *L ) {
|
|
if ( !lua_isstring( L, 1 ) ) {
|
|
TraceLog( state->logLevelInvalid, "%s", "Bad call of function. RL.LoadModelAnimations( string fileName )" );
|
|
lua_pushinteger( L, -1 );
|
|
return 1;
|
|
}
|
|
|
|
if ( FileExists( lua_tostring( L, 1 ) ) ) {
|
|
int i = newAnimation();
|
|
state->animations[i]->animations = LoadModelAnimations( lua_tostring( L, 1 ), &state->animations[i]->animCount );
|
|
lua_pushinteger( L, i );
|
|
lua_pushinteger( L, state->animations[i]->animCount );
|
|
|
|
return 2;
|
|
}
|
|
else {
|
|
lua_pushinteger( L, -1 );
|
|
return 1;
|
|
}
|
|
}
|
|
|
|
/*
|
|
> success = RL.UpdateModelAnimation( Model model, ModelAnimations animations, int animation, int frame )
|
|
|
|
Update model animation pose
|
|
|
|
- Failure return false
|
|
- Success return true
|
|
*/
|
|
int lmodelsUpdateModelAnimation( lua_State *L ) {
|
|
if ( !lua_isnumber( L, 1 ) || !lua_isnumber( L, 2 ) || !lua_isnumber( L, 3 ) || !lua_isnumber( L, 4 ) ) {
|
|
TraceLog( state->logLevelInvalid, "%s", "Bad call of function. RL.UpdateModelAnimation( Model model, ModelAnimations animations, int animation, int frame )" );
|
|
lua_pushboolean( L, false );
|
|
return 1;
|
|
}
|
|
size_t modelId = lua_tointeger( L, 1 );
|
|
size_t modelAnimId = lua_tointeger( L, 2 );
|
|
size_t animId = lua_tointeger( L, 3 );
|
|
int frame = imax( 0, lua_tointeger( L, 4 ) );
|
|
|
|
if ( !validModel( modelId ) || !validAnimation( modelAnimId ) ) {
|
|
lua_pushboolean( L, false );
|
|
return 1;
|
|
}
|
|
UpdateModelAnimation( *state->models[ modelId ], state->animations[ modelAnimId ]->animations[ animId ], frame );
|
|
lua_pushboolean( L, true );
|
|
|
|
return 1;
|
|
}
|
|
|
|
/*
|
|
> success = RL.UnloadModelAnimations( ModelAnimations animations )
|
|
|
|
Unload animation data
|
|
|
|
- Failure return false
|
|
- Success return true
|
|
*/
|
|
int lmodelsUnloadModelAnimations( lua_State *L ) {
|
|
if ( !lua_isnumber( L, 1 ) ) {
|
|
TraceLog( state->logLevelInvalid, "%s", "Bad call of function. RL.UnloadModelAnimations( ModelAnimations animations )" );
|
|
lua_pushboolean( L, false );
|
|
return 1;
|
|
}
|
|
size_t modelAnimId = lua_tointeger( L, 1 );
|
|
|
|
if ( !validAnimation( modelAnimId ) ) {
|
|
lua_pushboolean( L, false );
|
|
return 1;
|
|
}
|
|
UnloadModelAnimation( *state->animations[ modelAnimId ]->animations );
|
|
state->animations[ modelAnimId ]->animCount = 0;
|
|
state->animations[ modelAnimId ] = NULL;
|
|
|
|
lua_pushboolean( L, true );
|
|
|
|
return 1;
|
|
}
|
|
|
|
/*
|
|
> valid = RL.IsModelAnimationValid( Model model, ModelAnimations animations )
|
|
|
|
Check model animation skeleton match
|
|
|
|
- Failure return nil
|
|
- Success return bool
|
|
*/
|
|
int lmodelsIsModelAnimationValid( lua_State *L ) {
|
|
if ( !lua_isnumber( L, 1 ) || !lua_isnumber( L, 2 ) ) {
|
|
TraceLog( state->logLevelInvalid, "%s", "Bad call of function. RL.IsModelAnimationValid( Model model, ModelAnimations animations )" );
|
|
lua_pushnil( L );
|
|
return 1;
|
|
}
|
|
size_t modelId = lua_tointeger( L, 1 );
|
|
size_t modelAnimId = lua_tointeger( L, 2 );
|
|
|
|
if ( !validModel( modelId ) || !validAnimation( modelAnimId ) ) {
|
|
lua_pushnil( L );
|
|
return 1;
|
|
}
|
|
lua_pushboolean( L, IsModelAnimationValid( *state->models[ modelId ], *state->animations[ modelAnimId ]->animations ) );
|
|
|
|
return 1;
|
|
}
|
|
|
|
/*
|
|
> boneCount = RL.GetModelAnimationBoneCount( ModelAnimations animations, int animation )
|
|
|
|
Return modelAnimation bone count
|
|
|
|
- Failure return false
|
|
- Success return int
|
|
*/
|
|
int lmodelsGetModelAnimationBoneCount( lua_State *L ) {
|
|
if ( !lua_isnumber( L, 1 ) || !lua_isnumber( L, 2 ) ) {
|
|
TraceLog( state->logLevelInvalid, "%s", "Bad call of function. RL.GetModelAnimationBoneCount( ModelAnimations animations, int animation )" );
|
|
lua_pushboolean( L, false );
|
|
return 1;
|
|
}
|
|
size_t modelAnimId = lua_tointeger( L, 1 );
|
|
int animId = lua_tointeger( L, 2 );
|
|
|
|
if ( !validAnimation( modelAnimId ) ) {
|
|
lua_pushboolean( L, false );
|
|
return 1;
|
|
}
|
|
lua_pushinteger( L, state->animations[ modelAnimId ]->animations[ animId ].boneCount );
|
|
|
|
return 1;
|
|
}
|
|
|
|
/*
|
|
> frameCount = RL.GetModelAnimationFrameCount( ModelAnimations animations, int animation )
|
|
|
|
Return modelAnimation frame count
|
|
|
|
- Failure return false
|
|
- Success return int
|
|
*/
|
|
int lmodelsGetModelAnimationFrameCount( lua_State *L ) {
|
|
if ( !lua_isnumber( L, 1 ) || !lua_isnumber( L, 2 ) ) {
|
|
TraceLog( state->logLevelInvalid, "%s", "Bad call of function. RL.GetModelAnimationFrameCount( ModelAnimations animations, int animation )" );
|
|
lua_pushboolean( L, false );
|
|
return 1;
|
|
}
|
|
size_t modelAnimId = lua_tointeger( L, 1 );
|
|
int animId = lua_tointeger( L, 2 );
|
|
|
|
if ( !validAnimation( modelAnimId ) ) {
|
|
lua_pushboolean( L, false );
|
|
return 1;
|
|
}
|
|
lua_pushinteger( L, state->animations[ modelAnimId ]->animations[ animId ].frameCount );
|
|
|
|
return 1;
|
|
}
|
|
|
|
/*
|
|
## Model - Collision
|
|
*/
|
|
|
|
/*
|
|
> collision = RL.CheckCollisionSpheres( Vector3 center1, float radius1, Vector3 center2, float radius2 )
|
|
|
|
Check collision between two spheres
|
|
|
|
- Failure return nil
|
|
- Success return bool
|
|
*/
|
|
int lmodelsCheckCollisionSpheres( lua_State *L ) {
|
|
if ( !lua_istable( L, 1 ) || !lua_isnumber( L, 2 ) || !lua_istable( L, 3 ) || !lua_isnumber( L, 4 ) ) {
|
|
TraceLog( state->logLevelInvalid, "%s", "Bad call of function. RL.CheckCollisionSpheres( Vector3 center1, float radius1, Vector3 center2, float radius2 )" );
|
|
lua_pushnil( L );
|
|
return 1;
|
|
}
|
|
Vector3 center1 = uluaGetVector3Index( L, 1 );
|
|
float radius1 = lua_tonumber( L, 2 );
|
|
Vector3 center2 = uluaGetVector3Index( L, 3 );
|
|
float radius2 = lua_tonumber( L, 4 );
|
|
|
|
lua_pushboolean( L, CheckCollisionSpheres( center1, radius1, center2, radius2 ) );
|
|
|
|
return 1;
|
|
}
|
|
|
|
/*
|
|
> collision = RL.CheckCollisionBoxes( BoundingBox box1, BoundingBox box2 )
|
|
|
|
Check collision between two bounding boxes
|
|
|
|
- Failure return nil
|
|
- Success return bool
|
|
*/
|
|
int lmodelsCheckCollisionBoxes( lua_State *L ) {
|
|
if ( !lua_istable( L, 1 ) || !lua_istable( L, 2 ) ) {
|
|
TraceLog( state->logLevelInvalid, "%s", "Bad call of function. RL.CheckCollisionBoxes( BoundingBox box1, BoundingBox box2 )" );
|
|
lua_pushnil( L );
|
|
return 1;
|
|
}
|
|
BoundingBox box1 = uluaGetBoundingBoxIndex( L, 1 );
|
|
BoundingBox box2 = uluaGetBoundingBoxIndex( L, 2 );
|
|
|
|
lua_pushboolean( L, CheckCollisionBoxes( box1, box2 ) );
|
|
|
|
return 1;
|
|
}
|
|
|
|
/*
|
|
> collision = RL.CheckCollisionBoxSphere( BoundingBox box, Vector3 center, float radius )
|
|
|
|
Check collision between box and sphere
|
|
|
|
- Failure return nil
|
|
- Success return bool
|
|
*/
|
|
int lmodelsCheckCollisionBoxSphere( lua_State *L ) {
|
|
if ( !lua_istable( L, 1 ) || !lua_istable( L, 2 ) || !lua_isnumber( L, 3 ) ) {
|
|
TraceLog( state->logLevelInvalid, "%s", "Bad call of function. RL.CheckCollisionBoxSphere( BoundingBox box, Vector3 center, float radius )" );
|
|
lua_pushnil( L );
|
|
return 1;
|
|
}
|
|
BoundingBox box = uluaGetBoundingBoxIndex( L, 1 );
|
|
Vector3 center = uluaGetVector3Index( L, 2 );
|
|
float radius = lua_tonumber( L, 3 );
|
|
|
|
lua_pushboolean( L, CheckCollisionBoxSphere( box, center, radius ) );
|
|
|
|
return 1;
|
|
}
|
|
|
|
/*
|
|
> rayCollision = RL.GetRayCollisionSphere( Ray ray, Vector3 center, float radius )
|
|
|
|
Get collision info between ray and sphere. ( RayCollision is Lua table of { hit, distance, point, normal } )
|
|
|
|
- Failure return nil
|
|
- Success return RayCollision
|
|
*/
|
|
int lmodelsGetRayCollisionSphere( lua_State *L ) {
|
|
if ( !lua_istable( L, 1 ) || !lua_istable( L, 2 ) || !lua_isnumber( L, 3 ) ) {
|
|
TraceLog( state->logLevelInvalid, "%s", "Bad call of function. RL.GetRayCollisionSphere( Ray ray, Vector3 center, float radius )" );
|
|
lua_pushnil( L );
|
|
return 1;
|
|
}
|
|
Ray ray = uluaGetRayIndex( L, 1 );
|
|
Vector3 center = uluaGetVector3Index( L, 2 );
|
|
float radius = lua_tonumber( L, 3 );
|
|
|
|
uluaPushRayCollision( L, GetRayCollisionSphere( ray, center, radius ) );
|
|
|
|
return 1;
|
|
}
|
|
|
|
/*
|
|
> rayCollision = RL.GetRayCollisionBox( Ray ray, BoundingBox box )
|
|
|
|
Get collision info between ray and box
|
|
|
|
- Failure return nil
|
|
- Success return RayCollision
|
|
*/
|
|
int lmodelsGetRayCollisionBox( lua_State *L ) {
|
|
if ( !lua_istable( L, 1 ) || !lua_istable( L, 2 ) ) {
|
|
TraceLog( state->logLevelInvalid, "%s", "Bad call of function. RL.GetRayCollisionBox( Ray ray, BoundingBox box )" );
|
|
lua_pushnil( L );
|
|
return 1;
|
|
}
|
|
Ray ray = uluaGetRayIndex( L, 1 );
|
|
BoundingBox box = uluaGetBoundingBoxIndex( L, 2 );
|
|
|
|
uluaPushRayCollision( L, GetRayCollisionBox( ray, box ) );
|
|
|
|
return 1;
|
|
}
|
|
|
|
/*
|
|
> rayCollision = RL.GetRayCollisionMesh( Ray ray, Mesh mesh, Matrix transform )
|
|
|
|
Get collision info between ray and mesh
|
|
|
|
- Failure return nil
|
|
- Success return RayCollision
|
|
*/
|
|
int lmodelsGetRayCollisionMesh( lua_State *L ) {
|
|
if ( !lua_istable( L, 1 ) || !lua_isnumber( L, 2 ) || !lua_istable( L, 3 ) ) {
|
|
TraceLog( state->logLevelInvalid, "%s", "Bad call of function. RL.GetRayCollisionMesh( Ray ray, Mesh mesh, Matrix transform )" );
|
|
lua_pushnil( L );
|
|
return 1;
|
|
}
|
|
Ray ray = uluaGetRayIndex( L, 1 );
|
|
size_t meshId = lua_tointeger( L, 2 );
|
|
Matrix transform = uluaGetMatrixIndex( L, 3 );
|
|
|
|
if ( !validMesh( meshId ) ) {
|
|
lua_pushnil( L );
|
|
return 1;
|
|
}
|
|
uluaPushRayCollision( L, GetRayCollisionMesh( ray, *state->meshes[ meshId ], transform ) );
|
|
|
|
return 1;
|
|
}
|
|
|
|
/*
|
|
> rayCollision = RL.GetRayCollisionTriangle( Ray ray, Vector3 p1, Vector3 p2, Vector3 p3 )
|
|
|
|
Get collision info between ray and triangle
|
|
|
|
- Failure return nil
|
|
- Success return RayCollision
|
|
*/
|
|
int lmodelsGetRayCollisionTriangle( lua_State *L ) {
|
|
if ( !lua_istable( L, 1 ) || !lua_istable( L, 2 ) || !lua_istable( L, 3 ) || !lua_istable( L, 4 ) ) {
|
|
TraceLog( state->logLevelInvalid, "%s", "Bad call of function. RL.GetRayCollisionTriangle( Ray ray, Vector3 p1, Vector3 p2, Vector3 p3 )" );
|
|
lua_pushnil( L );
|
|
return 1;
|
|
}
|
|
Ray ray = uluaGetRayIndex( L, 1 );
|
|
Vector3 p1 = uluaGetVector3Index( L, 2 );
|
|
Vector3 p2 = uluaGetVector3Index( L, 3 );
|
|
Vector3 p3 = uluaGetVector3Index( L, 4 );
|
|
|
|
uluaPushRayCollision( L, GetRayCollisionTriangle( ray, p1, p2, p3 ) );
|
|
|
|
return 1;
|
|
}
|
|
|
|
/*
|
|
> rayCollision = RL.GetRayCollisionQuad( Ray ray, Vector3 p1, Vector3 p2, Vector3 p3, Vector3 p4 )
|
|
|
|
Get collision info between ray and quad
|
|
|
|
- Failure return nil
|
|
- Success return RayCollision
|
|
*/
|
|
int lmodelsGetRayCollisionQuad( lua_State *L ) {
|
|
if ( !lua_istable( L, 1 ) || !lua_istable( L, 2 ) || !lua_istable( L, 3 )
|
|
|| !lua_istable( L, 4 ) || !lua_istable( L, 5 ) ) {
|
|
TraceLog( state->logLevelInvalid, "%s", "Bad call of function. RL.GetRayCollisionQuad( Ray ray, Vector3 p1, Vector3 p2, Vector3 p3, Vector3 p4 )" );
|
|
lua_pushnil( L );
|
|
return 1;
|
|
}
|
|
Ray ray = uluaGetRayIndex( L, 1 );
|
|
Vector3 p1 = uluaGetVector3Index( L, 2 );
|
|
Vector3 p2 = uluaGetVector3Index( L, 3 );
|
|
Vector3 p3 = uluaGetVector3Index( L, 4 );
|
|
Vector3 p4 = uluaGetVector3Index( L, 5 );
|
|
|
|
uluaPushRayCollision( L, GetRayCollisionQuad( ray, p1, p2, p3, p4 ) );
|
|
|
|
return 1;
|
|
}
|