Files
reilua-enhanced/src/models.c
2025-02-06 23:04:20 +02:00

2648 lines
64 KiB
C

#include "main.h"
#include "state.h"
#include "models.h"
#include "lua_core.h"
#include "rmath.h"
#include "textures.h"
#include "core.h"
void unloadMaterial( Material* material ) {
free( material->maps );
}
/*
## Models - Basic geometric 3D shapes drawing functions
*/
/*
> RL.DrawLine3D( Vector3 startPos, Vector3 endPos, Color color )
Draw a line in 3D world space
*/
int lmodelsDrawLine3D( lua_State* L ) {
Vector3 startPos = uluaGetVector3( L, 1 );
Vector3 endPos = uluaGetVector3( L, 2 );
Color color = uluaGetColor( L, 3 );
DrawLine3D( startPos, endPos, color);
return 0;
}
/*
> RL.DrawPoint3D( Vector3 position, Color color )
Draw a point in 3D space, actually a small line
*/
int lmodelsDrawPoint3D( lua_State* L ) {
Vector3 position = uluaGetVector3( L, 1 );
Color color = uluaGetColor( L, 2 );
DrawPoint3D( position, color );
return 0;
}
/*
> RL.DrawCircle3D( Vector3 center, float radius, Vector3 rotationAxis, float rotationAngle, Color color )
Draw a circle in 3D world space
*/
int lmodelsDrawCircle3D( lua_State* L ) {
Vector3 center = uluaGetVector3( L, 1 );
float radius = luaL_checknumber( L, 2 );
Vector3 rotationAxis = uluaGetVector3( L, 3 );
float rotationAngle = luaL_checknumber( L, 4 );
Color color = uluaGetColor( L, 5 );
DrawCircle3D( center, radius, rotationAxis, rotationAngle, color );
return 0;
}
/*
> RL.DrawTriangle3D( Vector3 v1, Vector3 v2, Vector3 v3, Color color )
Draw a color-filled triangle (Vertex in counter-clockwise order!)
*/
int lmodelsDrawTriangle3D( lua_State* L ) {
Vector3 v1 = uluaGetVector3( L, 1 );
Vector3 v2 = uluaGetVector3( L, 2 );
Vector3 v3 = uluaGetVector3( L, 3 );
Color color = uluaGetColor( L, 4 );
DrawTriangle3D( v1, v2, v3, color );
return 0;
}
/*
> RL.DrawTriangleStrip3D( Vector3{} points, Color color )
Draw a triangle strip defined by points
*/
int lmodelsDrawTriangleStrip3D( lua_State* L ) {
int pointCount = uluaGetTableLen( L, 1 );
Color color = uluaGetColor( L, 2 );
Vector3 points[ pointCount ];
int t = 1, i = 0;
lua_pushnil( L );
while ( lua_next( L, t ) != 0 ) {
if ( lua_istable( L, -1 ) ) {
points[i] = uluaGetVector3( L, lua_gettop( L ) );
}
i++;
lua_pop( L, 1 );
}
DrawTriangleStrip3D( points, pointCount, color );
return 0;
}
/*
> RL.DrawCube( Vector3 position, Vector3 size, Color color )
Draw cube
*/
int lmodelsDrawCube( lua_State* L ) {
Vector3 pos = uluaGetVector3( L, 1 );
Vector3 size = uluaGetVector3( L, 2 );
Color color = uluaGetColor( L, 3 );
DrawCubeV( pos, size, color );
return 0;
}
/*
> RL.DrawCubeWires( Vector3 position, Vector3 size, Color color )
Draw cube wires
*/
int lmodelsDrawCubeWires( lua_State* L ) {
Vector3 pos = uluaGetVector3( L, 1 );
Vector3 size = uluaGetVector3( L, 2 );
Color color = uluaGetColor( L, 3 );
DrawCubeWiresV( pos, size, color );
return 0;
}
/*
> RL.DrawSphere( Vector3 centerPos, float radius, Color color )
Draw sphere
*/
int lmodelsDrawSphere( lua_State* L ) {
Vector3 centerPos = uluaGetVector3( L, 1 );
float radius = luaL_checknumber( L, 2 );
Color color = uluaGetColor( L, 3 );
DrawSphere( centerPos, radius, color );
return 0;
}
/*
> RL.DrawSphereEx( Vector3 centerPos, float radius, int rings, int slices, Color color )
Draw sphere with extended parameters
*/
int lmodelsDrawSphereEx( lua_State* L ) {
Vector3 centerPos = uluaGetVector3( L, 1 );
float radius = luaL_checknumber( L, 2 );
int rings = luaL_checkinteger( L, 3 );
int slices = luaL_checkinteger( L, 4 );
Color color = uluaGetColor( L, 5 );
DrawSphereEx( centerPos, radius, rings, slices, color );
return 0;
}
/*
> RL.DrawSphereWires( Vector3 centerPos, float radius, int rings, int slices, Color color )
Draw sphere wires
*/
int lmodelsDrawSphereWires( lua_State* L ) {
Vector3 centerPos = uluaGetVector3( L, 1 );
float radius = luaL_checknumber( L, 2 );
int rings = luaL_checkinteger( L, 3 );
int slices = luaL_checkinteger( L, 4 );
Color color = uluaGetColor( L, 5 );
DrawSphereWires( centerPos, radius, rings, slices, color );
return 0;
}
/*
> RL.DrawCylinder( Vector3 position, float radiusTop, float radiusBottom, float height, int slices, Color color )
Draw a cylinder/cone
*/
int lmodelsDrawCylinder( lua_State* L ) {
Vector3 position = uluaGetVector3( L, 1 );
float radiusTop = luaL_checknumber( L, 2 );
float radiusBottom = luaL_checknumber( L, 3 );
float height = luaL_checknumber( L, 4 );
int slices = luaL_checkinteger( L, 5 );
Color color = uluaGetColor( L, 6 );
DrawCylinder( position, radiusTop, radiusBottom, height, slices, color );
return 0;
}
/*
> 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
*/
int lmodelsDrawCylinderEx( lua_State* L ) {
Vector3 startPos = uluaGetVector3( L, 1 );
Vector3 endPos = uluaGetVector3( L, 2 );
float startRadius = luaL_checknumber( L, 3 );
float endRadius = luaL_checknumber( L, 4 );
int sides = luaL_checkinteger( L, 5 );
Color color = uluaGetColor( L, 6 );
DrawCylinderEx( startPos, endPos, startRadius, endRadius, sides, color );
return 0;
}
/*
> RL.DrawCylinderWires( Vector3 position, float radiusTop, float radiusBottom, float height, int slices, Color color )
Draw a cylinder/cone wires
*/
int lmodelsDrawCylinderWires( lua_State* L ) {
Vector3 position = uluaGetVector3( L, 1 );
float radiusTop = luaL_checknumber( L, 2 );
float radiusBottom = luaL_checknumber( L, 3 );
float height = luaL_checknumber( L, 4 );
int slices = luaL_checkinteger( L, 5 );
Color color = uluaGetColor( L, 6 );
DrawCylinderWires( position, radiusTop, radiusBottom, height, slices, color );
return 0;
}
/*
> 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
*/
int lmodelsDrawCylinderWiresEx( lua_State* L ) {
Vector3 startPos = uluaGetVector3( L, 1 );
Vector3 endPos = uluaGetVector3( L, 2 );
float startRadius = luaL_checknumber( L, 3 );
float endRadius = luaL_checknumber( L, 4 );
int sides = luaL_checkinteger( L, 5 );
Color color = uluaGetColor( L, 6 );
DrawCylinderWiresEx( startPos, endPos, startRadius, endRadius, sides, color );
return 0;
}
/*
> 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
*/
int lmodelsDrawCapsule( lua_State* L ) {
Vector3 startPos = uluaGetVector3( L, 1 );
Vector3 endPos = uluaGetVector3( L, 2 );
float radius = luaL_checknumber( L, 3 );
int slices = luaL_checkinteger( L, 4 );
int rings = luaL_checkinteger( L, 5 );
Color color = uluaGetColor( L, 6 );
DrawCapsule( startPos, endPos, radius, slices, rings, color );
return 0;
}
/*
> 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
*/
int lmodelsDrawCapsuleWires( lua_State* L ) {
Vector3 startPos = uluaGetVector3( L, 1 );
Vector3 endPos = uluaGetVector3( L, 2 );
float radius = luaL_checknumber( L, 3 );
int slices = luaL_checkinteger( L, 4 );
int rings = luaL_checkinteger( L, 5 );
Color color = uluaGetColor( L, 6 );
DrawCapsuleWires( startPos, endPos, radius, slices, rings, color );
return 0;
}
/*
> RL.DrawPlane( Vector3 centerPos, Vector2 size, Color color )
Draw a plane XZ
*/
int lmodelsDrawPlane( lua_State* L ) {
Vector3 centerPos = uluaGetVector3( L, 1 );
Vector2 size = uluaGetVector2( L, 2 );
Color color = uluaGetColor( L, 3 );
DrawPlane( centerPos, size, color );
return 0;
}
/*
> RL.DrawQuad3DTexture( Texture texture, Vector3{} vertices, Vector2{} texCoords, Color{} colors )
Draw 3D textured quad. (Texture coordinates opengl style 0.0 - 1.0)
*/
int lmodelDrawQuad3DTexture( lua_State* L ) {
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, lua_gettop( 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, lua_gettop( 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, lua_gettop( L ) );
}
i++;
lua_pop( L, 1 );
}
/* 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 );
return 0;
}
/*
> RL.DrawRay( Ray ray, Color color )
Draw a ray line
*/
int lmodelsDrawRay( lua_State* L ) {
Ray ray = uluaGetRay( L, 1 );
Color color = uluaGetColor( L, 2 );
DrawRay( ray, color );
return 0;
}
/*
> RL.DrawGrid( int slices, float spacing )
Draw a grid (Centered at ( 0, 0, 0 ))
*/
int lmodelsDrawGrid( lua_State* L ) {
int slices = luaL_checkinteger( L, 1 );
float spacing = luaL_checknumber( L, 2 );
DrawGrid( slices, spacing );
return 0;
}
/*
> RL.DrawGridEx( Vector2 slices, Vector2 spacing, Matrix transform, Color color, Vector2|nil divider, Color|nil dividerColor )
Draw a grid with extended parameters. Optionally you can define divider with different color for every n slices
*/
int lmodelsDrawGridEx( lua_State* L ) {
Vector2 slices = uluaGetVector2( L, 1 );
Vector2 spacing = uluaGetVector2( L, 2 );
Matrix transform = uluaGetMatrix( L, 3 );
Color color = uluaGetColor( L, 4 );
Vector2 divider = { 0, 0 };
Color divColor = WHITE;
if ( !lua_isnil( L, 5 ) && !lua_isnone( L, 5 ) ) {
divider = uluaGetVector2( L, 5 );
}
if ( !lua_isnil( L, 6 ) && !lua_isnone( L, 6 ) ) {
divColor = uluaGetColor( L, 6 );
}
rlPushMatrix();
rlMultMatrixf( MatrixToFloat( transform ) );
rlBegin( RL_LINES );
for ( int x = 0; x < (int)slices.x + 1; x++ ) {
if ( 0 < x && x < slices.x && 0 < divider.x && x % (int)divider.x == 0 ) {
rlColor4ub( divColor.r, divColor.g, divColor.b, divColor.a );
}
else {
rlColor4ub( color.r, color.g, color.b, color.a );
}
rlVertex3f( spacing.x * x, 0, 0 );
rlVertex3f( spacing.x * x, 0, slices.y * spacing.y );
}
for ( int y = 0; y < (int)slices.y + 1; y++ ) {
if ( 0 < y && y < slices.y && 0 < divider.y && y % (int)divider.y == 0 ) {
rlColor4ub( divColor.r, divColor.g, divColor.b, divColor.a );
}
else {
rlColor4ub( color.r, color.g, color.b, color.a );
}
rlVertex3f( 0, 0, spacing.y * y );
rlVertex3f( slices.x * spacing.x, 0, spacing.y * y );
}
rlEnd();
rlPopMatrix();
return 0;
}
/*
## Models - Model management functions
*/
/*
> model = RL.LoadModel( string fileName )
Load model from files (Meshes and materials)
- Failure return nil
- Success return Model
*/
int lmodelsLoadModel( lua_State* L ) {
if ( FileExists( luaL_checkstring( L, 1 ) ) ) {
uluaPushModel( L, LoadModel( lua_tostring( L, 1 ) ) );
return 1;
}
TraceLog( state->logLevelInvalid, "Invalid file '%s'", lua_tostring( L, 1 ) );
lua_pushnil( L );
return 1;
}
/*
> model = RL.LoadModelFromMesh( Mesh mesh )
Load model from generated mesh (Default material)
- Success return Model
*/
int lmodelsLoadModelFromMesh( lua_State* L ) {
Mesh* mesh = uluaGetMesh( L, 1 );
uluaPushModel( L, LoadModelFromMesh( *mesh ) );
return 1;
}
/*
> isValid = RL.IsModelValid( Model model )
Check if a model is valid (loaded in GPU, VAO/VBOs)
- Success return bool
*/
int lmodelsIsModelValid( lua_State* L ) {
Model* model = uluaGetModel( L, 1 );
lua_pushboolean( L, IsModelValid( *model ) );
return 1;
}
/*
> RL.UnloadModel( Model model )
Unload model (meshes/materials) from memory (RAM and/or VRAM)
*/
int lmodelsUnloadModel( lua_State* L ) {
Model* model = uluaGetModel( L, 1 );
UnloadModel( *model );
memset( model, 0, sizeof( Model ) );
return 0;
}
/*
> boundingBox = RL.GetModelBoundingBox( Model model )
Compute model bounding box limits (considers all meshes)
- Success return BoundingBox
*/
int lmodelsGetModelBoundingBox( lua_State* L ) {
Model* model = uluaGetModel( L, 1 );
uluaPushBoundingBox( L, GetModelBoundingBox( *model ) );
return 1;
}
/*
> RL.SetModelTransform( Model model, Matrix transform )
Set model transform matrix
*/
int lmodelsSetModelTransform( lua_State* L ) {
Model* model = uluaGetModel( L, 1 );
Matrix transform = uluaGetMatrix( L, 2 );
model->transform = transform;
return 0;
}
/*
> success = RL.SetModelMesh( Model model, int meshId, Mesh mesh )
Set model mesh.
- Failure return false
- Success return true
*/
int lmodelsSetModelMesh( lua_State* L ) {
Model* model = uluaGetModel( L, 1 );
int meshId = luaL_checkinteger( L, 2 );
Mesh* mesh = uluaGetMesh( L, 3 );
if ( 0 <= meshId && meshId < model->meshCount ) {
model->meshes[ meshId ] = *mesh;
lua_pushboolean( L, true );
}
else {
TraceLog( LOG_WARNING, "SetModelMesh meshId %d out of bounds", meshId );
lua_pushboolean( L, false );
}
return 1;
}
/*
> success = RL.SetModelMaterial( Model model, int materialId, Material material )
Set material to model material
- Failure return false
- Success return true
*/
int lmodelsSetModelMaterial( lua_State* L ) {
Model* model = uluaGetModel( L, 1 );
int materialId = luaL_checkinteger( L, 2 );
Material* material = uluaGetMaterial( L, 3 );
if ( 0 <= materialId && materialId < model->materialCount ) {
model->materials[ materialId ] = *material;
lua_pushboolean( L, true );
}
else {
TraceLog( LOG_WARNING, "SetModelMaterial materialId %d out of bounds", materialId );
lua_pushboolean( L, false );
}
return 1;
}
/*
> RL.SetModelMeshMaterial( Model model, int meshId, int materialId )
Set material for a mesh (Mesh and material on this model)
*/
int lmodelsSetModelMeshMaterial( lua_State* L ) {
Model* model = uluaGetModel( L, 1 );
int meshId = luaL_checkinteger( L, 2 );
int materialId = luaL_checkinteger( L, 3 );
if ( 0 <= meshId && meshId < model->meshCount && 0 <= materialId && materialId < model->materialCount ) {
SetModelMeshMaterial( model, meshId, materialId );
lua_pushboolean( L, true );
}
else {
TraceLog( LOG_WARNING, "SetModelMaterial meshId %d or materialId %d out of bounds", meshId, materialId );
lua_pushboolean( L, false );
}
return 0;
}
/*
> success = RL.SetModelBone( Model model, int boneId, BoneInfo bone )
Set model bone information (skeleton)
- Failure return false
- Success return true
*/
int lmodelsSetModelBone( lua_State* L ) {
Model* model = uluaGetModel( L, 1 );
int boneId = luaL_checkinteger( L, 2 );
BoneInfo bone = uluaGetBoneInfo( L, 3 );
if ( 0 <= boneId && boneId < model->boneCount ) {
model->bones[ boneId ] = bone;
lua_pushboolean( L, true );
}
else {
TraceLog( LOG_WARNING, "SetModelBone boneId %d out of bounds", boneId );
lua_pushboolean( L, false );
}
return 1;
}
/*
> success = RL.SetModelBindPose( Model model, int boneId, Transform pose )
Set model bones base transformation (pose)
- Failure return false
- Success return true
*/
int lmodelsSetModelBindPose( lua_State* L ) {
Model* model = uluaGetModel( L, 1 );
int boneId = luaL_checkinteger( L, 2 );
Transform pose = uluaGetTransform( L, 3 );
if ( 0 <= boneId && boneId < model->boneCount ) {
model->bindPose[ boneId ] = pose;
lua_pushboolean( L, true );
}
else {
TraceLog( LOG_WARNING, "SetModelBindPose boneId %d out of bounds", boneId );
lua_pushboolean( L, false );
}
return 1;
}
/*
> transform = RL.GetModelTransform( Model model )
Get model transform matrix
- Success return Matrix
*/
int lmodelsGetModelTransform( lua_State* L ) {
Model* model = uluaGetModel( L, 1 );
uluaPushMatrix( L, model->transform );
return 1;
}
/*
> meshCount = RL.GetModelMeshCount( Model model )
Get model number of meshes
- Success return int
*/
int lmodelsGetModelMeshCount( lua_State* L ) {
Model* model = uluaGetModel( L, 1 );
lua_pushinteger( L, model->meshCount );
return 1;
}
/*
> meshCount = RL.GetModelMaterialCount( Model model )
Get model number of materials
- Success return int
*/
int lmodelsGetModelMaterialCount( lua_State* L ) {
Model* model = uluaGetModel( L, 1 );
lua_pushinteger( L, model->materialCount );
return 1;
}
/*
> mesh = RL.GetModelMesh( Model model, int meshId )
Get model mesh. Return as lightuserdata
- Failure return nil
- Success return Mesh
*/
int lmodelsGetModelMesh( lua_State* L ) {
Model* model = uluaGetModel( L, 1 );
int meshId = luaL_checkinteger( L, 2 );
if ( 0 <= meshId && meshId < model->meshCount ) {
lua_pushlightuserdata( L, &model->meshes[ meshId ] );
}
else {
TraceLog( LOG_WARNING, "GetModelMesh meshId %d out of bounds", meshId );
lua_pushnil( L );
}
return 1;
}
/*
> material = RL.GetModelMaterial( Model model, int materialId )
Get model material. Return as lightuserdata
- Failure return nil
- Success return Material
*/
int lmodelsGetModelMaterial( lua_State* L ) {
Model* model = uluaGetModel( L, 1 );
int materialId = luaL_checkinteger( L, 2 );
if ( 0 <= materialId && materialId < model->materialCount ) {
lua_pushlightuserdata( L, &model->materials[ materialId ] );
}
else {
TraceLog( LOG_WARNING, "GetModelMaterial materialId %d out of bounds", materialId );
lua_pushnil( L );
}
return 1;
}
/*
> boneCount = RL.GetModelBoneCount( Model model )
Get model number of bones
- Success return int
*/
int lmodelsGetModelBoneCount( lua_State* L ) {
Model* model = uluaGetModel( L, 1 );
lua_pushinteger( L, model->boneCount );
return 1;
}
/*
> bone = RL.GetModelBone( Model model, int boneId )
Get model bones information (skeleton)
- Failure return nil
- Success return BoneInfo
*/
int lmodelsGetModelBone( lua_State* L ) {
Model* model = uluaGetModel( L, 1 );
int boneId = luaL_checkinteger( L, 2 );
if ( 0 <= boneId && boneId < model->boneCount ) {
uluaPushBoneInfo( L, model->bones[ boneId ] );
}
else {
TraceLog( LOG_WARNING, "GetModelBone boneId %d out of bounds", boneId );
lua_pushnil( L );
}
return 1;
}
/*
> pose = RL.GetModelBindPose( Model model, int boneId )
Get models bones base transformation (pose)
- Failure return nil
- Success return Transform
*/
int lmodelsGetModelBindPose( lua_State* L ) {
Model* model = uluaGetModel( L, 1 );
int boneId = luaL_checkinteger( L, 2 );
if ( 0 <= boneId && boneId < model->boneCount ) {
uluaPushTransform( L, model->bindPose[ boneId ] );
}
else {
TraceLog( LOG_WARNING, "GetModelBindPose boneId %d out of bounds", boneId );
lua_pushnil( L );
}
return 1;
}
/*
## Models - Model drawing functions
*/
/*
> RL.DrawModel( Model model, Vector3 position, float scale, Color tint )
Draw a model (With texture if set)
*/
int lmodelsDrawModel( lua_State* L ) {
Model* model = uluaGetModel( L, 1 );
Vector3 position = uluaGetVector3( L, 2 );
float scale = luaL_checknumber( L, 3 );
Color tint = uluaGetColor( L, 4 );
DrawModel( *model, position, scale, tint );
return 0;
}
/*
> RL.DrawModelEx( Model model, Vector3 position, Vector3 rotationAxis, float rotationAngle, Vector3 scale, Color tint )
Draw a model with extended parameters
*/
int lmodelsDrawModelEx( lua_State* L ) {
Model* model = uluaGetModel( L, 1 );
Vector3 position = uluaGetVector3( L, 2 );
Vector3 rotationAxis = uluaGetVector3( L, 3 );
float rotationAngle = luaL_checknumber( L, 4 );
Vector3 scale = uluaGetVector3( L, 5 );
Color tint = uluaGetColor( L, 6 );
DrawModelEx( *model, position, rotationAxis, rotationAngle, scale, tint );
return 0;
}
/*
> RL.DrawModelWires( Model model, Vector3 position, float scale, Color tint )
Draw a model wires (with texture if set)
*/
int lmodelsDrawModelWires( lua_State* L ) {
Model* model = uluaGetModel( L, 1 );
Vector3 position = uluaGetVector3( L, 2 );
float scale = luaL_checknumber( L, 3 );
Color tint = uluaGetColor( L, 4 );
DrawModelWires( *model, position, scale, tint );
return 0;
}
/*
> RL.DrawModelWiresEx( Model model, Vector3 position, Vector3 rotationAxis, float rotationAngle, Vector3 scale, Color tint )
Draw a model wires (with texture if set) with extended parameters
*/
int lmodelsDrawModelWiresEx( lua_State* L ) {
Model* model = uluaGetModel( L, 1 );
Vector3 position = uluaGetVector3( L, 2 );
Vector3 rotationAxis = uluaGetVector3( L, 3 );
float rotationAngle = luaL_checknumber( L, 4 );
Vector3 scale = uluaGetVector3( L, 5 );
Color tint = uluaGetColor( L, 6 );
DrawModelWiresEx( *model, position, rotationAxis, rotationAngle, scale, tint );
return 0;
}
/*
> RL.DrawModelPoints( Model model, Vector3 position, float scale, Color tint )
Draw a model as points
*/
int lmodelsDrawModelPoints( lua_State* L ) {
Model* model = uluaGetModel( L, 1 );
Vector3 position = uluaGetVector3( L, 2 );
float scale = luaL_checknumber( L, 3 );
Color tint = uluaGetColor( L, 4 );
DrawModelPoints( *model, position, scale, tint );
return 0;
}
/*
> RL.DrawModelPointsEx( Model model, Vector3 position, Vector3 rotationAxis, float rotationAngle, Vector3 scale, Color tint )
Draw a model as points with extended parameters
*/
int lmodelsDrawModelPointsEx( lua_State* L ) {
Model* model = uluaGetModel( L, 1 );
Vector3 position = uluaGetVector3( L, 2 );
Vector3 rotationAxis = uluaGetVector3( L, 3 );
float rotationAngle = luaL_checknumber( L, 4 );
Vector3 scale = uluaGetVector3( L, 5 );
Color tint = uluaGetColor( L, 6 );
DrawModelPointsEx( *model, position, rotationAxis, rotationAngle, scale, tint );
return 0;
}
/*
> RL.DrawBoundingBox( BoundingBox box, Color color )
Draw bounding box (wires)
*/
int lmodelsDrawBoundingBox( lua_State* L ) {
BoundingBox box = uluaGetBoundingBox( L, 1 );
Color color = uluaGetColor( L, 2 );
DrawBoundingBox( box, color );
return 0;
}
/*
> RL.DrawBillboard( Camera3D camera, Texture texture, Vector3 position, float size, Color tint )
Draw a billboard texture
*/
int lmodelsDrawBillboard( lua_State* L ) {
Camera3D* camera = uluaGetCamera3D( L, 1 );
Texture* texture = uluaGetTexture( L, 2 );
Vector3 position = uluaGetVector3( L, 3 );
float size = luaL_checknumber( L, 4 );
Color tint = uluaGetColor( L, 5 );
DrawBillboard( *camera, *texture, position, size, tint );
return 0;
}
/*
> RL.DrawBillboardRec( Camera3D camera, Texture texture, Rectangle source, Vector3 position, Vector2 size, Color tint )
Draw a billboard texture defined by source
*/
int lmodelsDrawBillboardRec( lua_State* L ) {
Camera3D* camera = uluaGetCamera3D( L, 1 );
Texture* texture = uluaGetTexture( L, 2 );
Rectangle source = uluaGetRectangle( L, 3 );
Vector3 position = uluaGetVector3( L, 4 );
Vector2 size = uluaGetVector2( L, 5 );
Color tint = uluaGetColor( L, 6 );
DrawBillboardRec( *camera, *texture, source, position, size, tint );
return 0;
}
/*
> RL.DrawBillboardPro( Camera3D camera, Texture texture, Rectangle source, Vector3 position, Vector3 up, Vector2 size, Vector2 origin, float rotation, Color tint )
Draw a billboard texture defined by source and rotation
*/
int lmodelsDrawBillboardPro( lua_State* L ) {
Camera3D* camera = uluaGetCamera3D( L, 1 );
Texture* texture = uluaGetTexture( L, 2 );
Rectangle source = uluaGetRectangle( L, 3 );
Vector3 position = uluaGetVector3( L, 4 );
Vector3 up = uluaGetVector3( L, 5 );
Vector2 size = uluaGetVector2( L, 6 );
Vector2 origin = uluaGetVector2( L, 7 );
float rotation = luaL_checknumber( L, 8 );
Color tint = uluaGetColor( L, 9 );
DrawBillboardPro( *camera, *texture, source, position, up, size, origin, rotation, tint );
return 0;
}
/*
## Models - Mesh management functions
*/
/*
> RL.UpdateMesh( Mesh mesh, Mesh{} meshData )
Update mesh vertex data in GPU.
NOTE: Mainly intented to be used with custom meshes.
*/
int lmodelsUpdateMesh( lua_State* L ) {
Mesh* mesh = uluaGetMesh( L, 1 );
luaL_checktype( L, 2, LUA_TTABLE );
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, lua_gettop( 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, lua_gettop( 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, lua_gettop( 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, lua_gettop( 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, lua_gettop( 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, lua_gettop( 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, lua_gettop( 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, lua_gettop( 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, lua_gettop( 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, lua_gettop( 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, lua_gettop( 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, lua_gettop( 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, lua_gettop( 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 );
}
return 0;
}
/*
> RL.UnloadMesh( Mesh mesh )
Unload mesh data from CPU and GPU
*/
int lmodelsUnloadMesh( lua_State* L ) {
Mesh* mesh = uluaGetMesh( L, 1 );
UnloadMesh( *mesh );
memset( mesh, 0, sizeof( Mesh ) );
return 0;
}
/*
> RL.DrawMesh( Mesh mesh, Material material, Matrix transform )
Draw a 3d mesh with material and transform
*/
int lmodelsDrawMesh( lua_State* L ) {
Mesh* mesh = uluaGetMesh( L, 1 );
Material* material = uluaGetMaterial( L, 2 );
Matrix matrix = uluaGetMatrix( L, 3 );
DrawMesh( *mesh, *material, matrix );
return 0;
}
/*
> RL.DrawMeshInstanced( Mesh mesh, Material material, Matrix{} transforms, int instances )
Draw multiple mesh instances with material and different transforms
*/
int lmodelsDrawMeshInstanced( lua_State* L ) {
Mesh* mesh = uluaGetMesh( L, 1 );
Material* material = uluaGetMaterial( L, 2 );
luaL_checktype( L, 3, LUA_TTABLE );
int instances = luaL_checkinteger( 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, lua_gettop( L ) );
}
i++;
lua_pop( L, 1 );
}
DrawMeshInstanced( *mesh, *material, transforms, instances );
return 0;
}
/*
> 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 ) {
Mesh* mesh = uluaGetMesh( L, 1 );
Color color = uluaGetColor( L, 2 );
if ( mesh->colors == NULL ) {
TraceLog( state->logLevelInvalid, "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
- Success return bool
*/
int lmodelsExportMesh( lua_State* L ) {
Mesh* mesh = uluaGetMesh( L, 1 );
lua_pushboolean( L, ExportMesh( *mesh, luaL_checkstring( L, 2 ) ) );
return 1;
}
/*
> success = RL.ExportMeshAsCode( Mesh mesh, string fileName )
Export mesh as code file (.h) defining multiple arrays of vertex attributes
- Success return bool
*/
int lmodelsExportMeshAsCode( lua_State* L ) {
Mesh* mesh = uluaGetMesh( L, 1 );
lua_pushboolean( L, ExportMeshAsCode( *mesh, luaL_checkstring( L, 2 ) ) );
return 1;
}
/*
> boundingBox = RL.GetMeshBoundingBox( Mesh mesh )
Compute mesh bounding box limits
- Success return BoundingBox
*/
int lmodelsGetMeshBoundingBox( lua_State* L ) {
Mesh* mesh = uluaGetMesh( L, 1 );
uluaPushBoundingBox( L, GetMeshBoundingBox( *mesh ) );
return 1;
}
/*
> RL.GenMeshTangents( Mesh mesh )
Compute mesh tangents
*/
int lmodelsGenMeshTangents( lua_State* L ) {
Mesh* mesh = uluaGetMesh( L, 1 );
GenMeshTangents( mesh );
return 0;
}
/*
> meshData = RL.GetMeshData( Mesh mesh )
Get mesh vertex attributes data as table.
- Success return Mesh{}
*/
int lmodelsGetMeshData( lua_State* L ) {
Mesh* mesh = uluaGetMesh( L, 1 );
lua_createtable( L, 2, 0 );
/* Vertices. */
if ( mesh->vertices != NULL ) {
lua_createtable( L, mesh->vertexCount, 0 );
for ( int i = 0; i < mesh->vertexCount; i++ ) {
lua_createtable( L, 3, 0 );
lua_pushnumber( L, mesh->vertices[i * 3 + 0] );
lua_rawseti( L, -2, 1 );
lua_pushnumber( L, mesh->vertices[i * 3 + 1] );
lua_rawseti( L, -2, 2 );
lua_pushnumber( L, mesh->vertices[i * 3 + 2] );
lua_rawseti( L, -2, 3 );
lua_rawseti( L, -2, i + 1 );
}
lua_setfield( L, -2, "vertices" );
}
/* Texcoords. */
if ( mesh->texcoords != NULL ) {
lua_createtable( L, mesh->vertexCount, 0 );
for ( int i = 0; i < mesh->vertexCount; i++ ) {
lua_createtable( L, 2, 0 );
lua_pushnumber( L, mesh->texcoords[i * 2 + 0] );
lua_rawseti( L, -2, 1 );
lua_pushnumber( L, mesh->texcoords[i * 2 + 1] );
lua_rawseti( L, -2, 2 );
lua_rawseti( L, -2, i + 1 );
}
lua_setfield( L, -2, "texcoords" );
}
if ( mesh->texcoords2 != NULL ) {
lua_createtable( L, mesh->vertexCount, 0 );
for ( int i = 0; i < mesh->vertexCount; i++ ) {
lua_createtable( L, 2, 0 );
lua_pushnumber( L, mesh->texcoords2[i * 2 + 0] );
lua_rawseti( L, -2, 1 );
lua_pushnumber( L, mesh->texcoords2[i * 2 + 1] );
lua_rawseti( L, -2, 2 );
lua_rawseti( L, -2, i + 1 );
}
lua_setfield( L, -2, "texcoords2" );
}
/* Normals. */
if ( mesh->normals != NULL ) {
lua_createtable( L, mesh->vertexCount, 0 );
for ( int i = 0; i < mesh->vertexCount; i++ ) {
lua_createtable( L, 3, 0 );
lua_pushnumber( L, mesh->normals[i * 3 + 0] );
lua_rawseti( L, -2, 1 );
lua_pushnumber( L, mesh->normals[i * 3 + 1] );
lua_rawseti( L, -2, 2 );
lua_pushnumber( L, mesh->normals[i * 3 + 2] );
lua_rawseti( L, -2, 3 );
lua_rawseti( L, -2, i + 1 );
}
lua_setfield( L, -2, "normals" );
}
/* Tangents. */
if ( mesh->tangents != NULL ) {
lua_createtable( L, mesh->vertexCount, 0 );
for ( int i = 0; i < mesh->vertexCount; i++ ) {
lua_createtable( L, 4, 0 );
lua_pushnumber( L, mesh->tangents[i * 4 + 0] );
lua_rawseti( L, -2, 1 );
lua_pushnumber( L, mesh->tangents[i * 4 + 1] );
lua_rawseti( L, -2, 2 );
lua_pushnumber( L, mesh->tangents[i * 4 + 2] );
lua_rawseti( L, -2, 3 );
lua_pushnumber( L, mesh->tangents[i * 4 + 3] );
lua_rawseti( L, -2, 4 );
lua_rawseti( L, -2, i + 1 );
}
lua_setfield( L, -2, "tangents" );
}
/* Colors. */
if ( mesh->colors != NULL ) {
lua_createtable( L, mesh->vertexCount, 0 );
for ( int i = 0; i < mesh->vertexCount; i++ ) {
lua_createtable( L, 4, 0 );
lua_pushinteger( L, mesh->colors[i * 4 + 0] );
lua_rawseti( L, -2, 1 );
lua_pushinteger( L, mesh->colors[i * 4 + 1] );
lua_rawseti( L, -2, 2 );
lua_pushinteger( L, mesh->colors[i * 4 + 2] );
lua_rawseti( L, -2, 3 );
lua_pushinteger( L, mesh->colors[i * 4 + 3] );
lua_rawseti( L, -2, 4 );
lua_rawseti( L, -2, i + 1 );
}
lua_setfield( L, -2, "colors" );
}
/* Indices. */
if ( mesh->indices != NULL ) {
lua_createtable( L, mesh->triangleCount * 3, 0 );
for ( int i = 0; i < mesh->triangleCount * 3; i++ ) {
lua_pushinteger( L, mesh->indices[i] );
lua_rawseti( L, -2, i + 1 );
}
lua_setfield( L, -2, "indices" );
}
return 1;
}
/*
## Models - Mesh generation functions
*/
/*
> mesh = RL.GenMeshPoly( int sides, float radius )
Generate polygonal mesh
- Success return Mesh
*/
int lmodelsGenMeshPoly( lua_State* L ) {
int sides = luaL_checkinteger( L, 1 );
float radius = luaL_checknumber( L, 2 );
uluaPushMesh( L, GenMeshPoly( sides, radius ) );
return 1;
}
/*
> mesh = RL.GenMeshPlane( float width, float length, int resX, int resZ )
Generate plane mesh (With subdivisions)
- Success return Mesh
*/
int lmodelsGenMeshPlane( lua_State* L ) {
float width = luaL_checknumber( L, 1 );
float length = luaL_checknumber( L, 2 );
int resX = luaL_checkinteger( L, 3 );
int resZ = luaL_checkinteger( L, 4 );
uluaPushMesh( L, GenMeshPlane( width, length, resX, resZ ) );
return 1;
}
/*
> mesh = RL.GenMeshCube( Vector3 size )
Generate cuboid mesh
- Success return Mesh
*/
int lmodelsGenMeshCube( lua_State* L ) {
Vector3 size = uluaGetVector3( L, 1 );
uluaPushMesh( L, GenMeshCube( size.x, size.y, size.z ) );
return 1;
}
/*
> mesh = RL.GenMeshSphere( float radius, int rings, int slices )
Generate sphere mesh (Standard sphere)
- Success return Mesh
*/
int lmodelsGenMeshSphere( lua_State* L ) {
float radius = luaL_checknumber( L, 1 );
int rings = luaL_checkinteger( L, 2 );
int slices = luaL_checkinteger( L, 3 );
uluaPushMesh( L, GenMeshSphere( radius, rings, slices ) );
return 1;
}
/*
> mesh = RL.GenMeshHemiSphere( float radius, int rings, int slices )
Generate half-sphere mesh (no bottom cap)
- Success return Mesh
*/
int lmodelsGenMeshHemiSphere( lua_State* L ) {
float radius = luaL_checknumber( L, 1 );
int rings = luaL_checkinteger( L, 2 );
int slices = luaL_checkinteger( L, 3 );
uluaPushMesh( L, GenMeshHemiSphere( radius, rings, slices ) );
return 1;
}
/*
> mesh = RL.GenMeshCylinder( float radius, float height, int slices )
Generate cylinder mesh
- Success return Mesh
*/
int lmodelsGenMeshCylinder( lua_State* L ) {
float radius = luaL_checknumber( L, 1 );
float height = luaL_checknumber( L, 2 );
int slices = luaL_checkinteger( L, 3 );
uluaPushMesh( L, GenMeshCylinder( radius, height, slices ) );
return 1;
}
/*
> mesh = RL.GenMeshCone( float radius, float height, int slices )
Generate cone/pyramid mesh
- Success return Mesh
*/
int lmodelsGenMeshCone( lua_State* L ) {
float radius = luaL_checknumber( L, 1 );
float height = luaL_checknumber( L, 2 );
int slices = luaL_checkinteger( L, 3 );
uluaPushMesh( L, GenMeshCone( radius, height, slices ) );
return 1;
}
/*
> mesh = RL.GenMeshTorus( float radius, float size, int radSeg, int sides )
Generate torus mesh
- Success return Mesh
*/
int lmodelsGenMeshTorus( lua_State* L ) {
float radius = luaL_checknumber( L, 1 );
float size = luaL_checknumber( L, 2 );
int radSeg = luaL_checkinteger( L, 3 );
int sides = luaL_checkinteger( L, 4 );
uluaPushMesh( L, GenMeshTorus( radius, size, radSeg, sides ) );
return 1;
}
/*
> mesh = RL.GenMeshKnot( float radius, float size, int radSeg, int sides )
Generate torus mesh
- Success return Mesh
*/
int lmodelsGenMeshKnot( lua_State* L ) {
float radius = luaL_checknumber( L, 1 );
float size = luaL_checknumber( L, 2 );
int radSeg = luaL_checkinteger( L, 3 );
int sides = luaL_checkinteger( L, 4 );
uluaPushMesh( L, GenMeshKnot( radius, size, radSeg, sides ) );
return 1;
}
/*
> mesh = RL.GenMeshHeightmap( Image heightmap, Vector3 size )
Generate heightmap mesh from image data
- Success return Mesh
*/
int lmodelsGenMeshHeightmap( lua_State* L ) {
Image* heightmap = uluaGetImage( L, 1 );
Vector3 size = uluaGetVector3( L, 2 );
uluaPushMesh( L, GenMeshHeightmap( *heightmap, size ) );
return 1;
}
/*
> mesh = RL.GenMeshCubicmap( Image cubicmap, Vector3 cubeSize )
Generate cubes-based map mesh from image data
- Success return Mesh
*/
int lmodelsGenMeshCubicmap( lua_State* L ) {
Image* cubicmap = uluaGetImage( L, 1 );
Vector3 cubeSize = uluaGetVector3( L, 2 );
uluaPushMesh( L, GenMeshCubicmap( *cubicmap, cubeSize ) );
return 1;
}
/*
> mesh = RL.GenMeshCustom( Mesh{} meshData, bool dynamic )
Generate custom mesh from vertex attribute data and uploads it into a VAO (if supported) and VBO
- Success return Mesh
*/
int lmodelsGenMeshCustom( lua_State* L ) {
luaL_checktype( L, 1, LUA_TTABLE );
bool dynamic = uluaGetBoolean( L, 2 );
Mesh mesh = { 0 };
int indiceCount = 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, lua_gettop( 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, lua_gettop( 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, lua_gettop( 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, lua_gettop( 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, lua_gettop( 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, lua_gettop( 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, lua_gettop( 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, lua_gettop( 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, lua_gettop( 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, lua_gettop( 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, lua_gettop( 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, lua_gettop( 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, lua_gettop( L ) );
indiceCount = len;
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 );
}
/* We have to set this here since it's not known if vertices or indices are set first. */
if ( 0 < indiceCount ) {
mesh.triangleCount = indiceCount / 3;
}
UploadMesh( &mesh, dynamic );
uluaPushMesh( L, mesh );
return 1;
}
/*
## Models - Material management functions
*/
/*
> materials = RL.LoadMaterials( string fileName )
Load materials from model file
- Success return Material{}
*/
int lmodelsLoadMaterials( lua_State* L ) {
const char* fileName = luaL_checkstring( L, 1 );
int materialCount = 0;
Material* materials = LoadMaterials( fileName, &materialCount );
lua_createtable( L, materialCount, 0 );
for ( int i = 0; i < materialCount; i++ ) {
uluaPushMaterial( L, materials[i] );
lua_rawseti( L, -2, i + 1 );
}
return 1;
}
/*
> material = RL.GetMaterialDefault()
Default material for reference. Return as lightuserdata
- Success return Material
*/
int lmodelsGetMaterialDefault( lua_State* L ) {
lua_pushlightuserdata( L, &state->defaultMaterial );
return 1;
}
/*
> material = RL.LoadMaterialDefault()
Load default material as new object
- Success return Material
*/
int lmodelsLoadMaterialDefault( lua_State* L ) {
uluaPushMaterial( L, LoadMaterialDefault() );
return 1;
}
/*
> material = RL.CreateMaterial( Material{} materialData )
Load material from table. See material table definition
- Success return Material
*/
int lmodelsCreateMaterial( lua_State* L ) {
luaL_checktype( L, 1, LUA_TTABLE );
Material material = 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 ) {
Texture* texture = uluaGetTexture( L, lua_gettop( L ) );
material.maps[map].texture = *texture;
}
else if ( strcmp( "color", (char*)lua_tostring( L, -2 ) ) == 0 ) {
material.maps[map].color = uluaGetColor( L, lua_gettop( L ) );
}
else if ( strcmp( "value", (char*)lua_tostring( L, -2 ) ) == 0 ) {
material.maps[map].value = luaL_checkinteger( 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 ) {
int t2 = lua_gettop( L ), j = 0;
lua_pushnil( L );
while ( lua_next( L, t2 ) != 0 ) {
if ( j <= 3 ) {
material.params[j] = luaL_checknumber( L, -1 );
}
j++;
lua_pop( L, 1 );
}
}
else if ( strcmp( "shader", (char*)lua_tostring( L, -2 ) ) == 0 ) {
Shader* shader = uluaGetShader( L, lua_gettop( L ) );
material.shader = *shader;
}
lua_pop( L, 1 );
}
uluaPushMaterial( L, material );
return 1;
}
/*
> isValid = RL.IsMaterialValid( Material material )
Check if a material is valid (shader assigned, map textures loaded in GPU)
- Success return bool
*/
int lmodelsIsMaterialValid( lua_State* L ) {
Material* material = uluaGetMaterial( L, 1 );
lua_pushboolean( L, IsMaterialValid( *material ) );
return 1;
}
/*
> RL.UnloadMaterial( Material material, bool freeAll )
Unload material from GPU memory (VRAM). Note! Use freeAll to unload shaders and textures
*/
int lmodelsUnloadMaterial( lua_State* L ) {
Material* material = uluaGetMaterial( L, 1 );
bool freeAll = lua_toboolean( L, 2 );
if ( freeAll ) {
UnloadMaterial( *material );
}
/* Custom UnloadMaterial if we don't want to free Shaders or Textures. */
else {
unloadMaterial( material );
}
memset( material, 0, sizeof( Material ) );
return 0;
}
/*
> RL.SetMaterialTexture( Material material, int mapType, Texture texture )
Set texture for a material map type (MATERIAL_MAP_ALBEDO, MATERIAL_MAP_METALNESS...)
*/
int lmodelsSetMaterialTexture( lua_State* L ) {
Material* material = uluaGetMaterial( L, 1 );
int mapType = luaL_checkinteger( L, 2 );
Texture* texture = uluaGetTexture( L, 3 );
SetMaterialTexture( material, mapType, *texture );
return 0;
}
/*
> RL.SetMaterialColor( Material material, int mapType, Color color )
Set color for a material map type
*/
int lmodelsSetMaterialColor( lua_State* L ) {
Material* material = uluaGetMaterial( L, 1 );
int mapType = luaL_checkinteger( L, 2 );
Color color = uluaGetColor( L, 3 );
material->maps[ mapType ].color = color;
return 0;
}
/*
> RL.SetMaterialValue( Material material, int mapType, float value )
Set value for a material map type
*/
int lmodelsSetMaterialValue( lua_State* L ) {
Material* material = uluaGetMaterial( L, 1 );
int mapType = luaL_checkinteger( L, 2 );
float value = luaL_checknumber( L, 3 );
material->maps[ mapType ].value = value;
return 0;
}
/*
> RL.SetMaterialShader( Material material, Shader shader )
Set shader for material
*/
int lmodelsSetMaterialShader( lua_State* L ) {
Material* material = uluaGetMaterial( L, 1 );
Shader* shader = uluaGetShader( L, 2 );
material->shader = *shader;
return 0;
}
/*
> RL.SetMaterialParams( Material material, float{} params )
Set material generic parameters (if required)
*/
int lmodelsSetMaterialParams( lua_State* L ) {
Material* material = uluaGetMaterial( L, 1 );
size_t len = uluaGetTableLen( L, 2 );
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++ ) {
material->params[i] = params[i];
}
return 0;
}
/*
> texture = RL.GetMaterialTexture( Material material, int mapType )
Get texture from material map type. Return as lightuserdata
- Success return Texture
*/
int lmodelsGetMaterialTexture( lua_State* L ) {
Material* material = uluaGetMaterial( L, 1 );
int mapType = luaL_checkinteger( L, 2 );
lua_pushlightuserdata( L, &material->maps[ mapType ].texture );
return 1;
}
/*
> color = RL.GetMaterialColor( Material material, int mapType )
Get color from material map type
- Success return Color
*/
int lmodelsGetMaterialColor( lua_State* L ) {
Material* material = uluaGetMaterial( L, 1 );
int mapType = luaL_checkinteger( L, 2 );
uluaPushColor( L, material->maps[ mapType ].color );
return 1;
}
/*
> value = RL.GetMaterialValue( Material material, int mapType )
Get color from material map type
- Success return float
*/
int lmodelsGetMaterialValue( lua_State* L ) {
Material* material = uluaGetMaterial( L, 1 );
int mapType = luaL_checkinteger( L, 2 );
lua_pushnumber( L, material->maps[ mapType ].value );
return 1;
}
/*
> shader = RL.GetMaterialShader( Material material )
Get material shader. Return as lightuserdata
- Success return Shader
*/
int lmodelsGetMaterialShader( lua_State* L ) {
Material* material = uluaGetMaterial( L, 1 );
lua_pushlightuserdata( L, &material->shader );
return 1;
}
/*
> params = RL.GetMaterialParams( Material material )
Get material parameters
- Success return float{}
*/
int lmodelsGetMaterialParams( lua_State* L ) {
Material* material = uluaGetMaterial( L, 1 );
Vector4 params = {
material->params[0],
material->params[1],
material->params[2],
material->params[3]
};
uluaPushVector4( L, params );
return 1;
}
/*
## Model - Model animations management functions
*/
/*
> animations = RL.LoadModelAnimations( string fileName )
Load model animations from file
- Failure return nil
- Success return ModelAnimations{}
*/
int lmodelsLoadModelAnimations( lua_State* L ) {
if ( FileExists( luaL_checkstring( L, 1 ) ) ) {
int animationCount = 0;
ModelAnimation* anims = LoadModelAnimations( lua_tostring( L, 1 ), &animationCount );
lua_createtable( L, animationCount, 0 );
for ( int i = 0; i < animationCount; i++ ) {
uluaPushModelAnimation( L, anims[i] );
lua_rawseti( L, -2, i+1 );
}
return 1;
}
TraceLog( state->logLevelInvalid, "Invalid file '%s'", lua_tostring( L, 1 ) );
lua_pushnil( L );
return 1;
}
/*
> RL.UpdateModelAnimation( Model model, ModelAnimation animation, int frame )
Update model animation pose
*/
int lmodelsUpdateModelAnimation( lua_State* L ) {
Model* model = uluaGetModel( L, 1 );
ModelAnimation* animation = uluaGetModelAnimation( L, 2 );
int frame = luaL_checkinteger( L, 3 );
UpdateModelAnimation( *model, *animation, frame );
return 0;
}
/*
> RL.UpdateModelAnimationBones( Model model, ModelAnimation animation, int frame )
Update model animation mesh bone matrices (GPU skinning)
*/
int lmodelsUpdateModelAnimationBones( lua_State* L ) {
Model* model = uluaGetModel( L, 1 );
ModelAnimation* animation = uluaGetModelAnimation( L, 2 );
int frame = luaL_checkinteger( L, 3 );
UpdateModelAnimationBones( *model, *animation, frame );
return 0;
}
/*
> RL.UnloadModelAnimation( ModelAnimation animation )
Unload animation data
*/
int lmodelsUnloadModelAnimation( lua_State* L ) {
ModelAnimation* animation = uluaGetModelAnimation( L, 1 );
UnloadModelAnimation( *animation );
memset( animation, 0, sizeof( ModelAnimation ) );
return 0;
}
/*
> RL.UnloadModelAnimations( ModelAnimation{} animations )
Unload animation table data
*/
int lmodelsUnloadModelAnimations( lua_State* L ) {
int t = 1, i = 0;
lua_pushnil( L );
while ( lua_next( L, t ) != 0 ) {
if ( lua_isuserdata( L, -1 ) ) {
ModelAnimation* animation = uluaGetModelAnimation( L, lua_gettop( L ) );
UnloadModelAnimation( *animation );
memset( animation, 0, sizeof( ModelAnimation ) );
}
i++;
lua_pop( L, 1 );
}
return 0;
}
/*
> valid = RL.IsModelAnimationValid( Model model, ModelAnimation animation )
Check model animation skeleton match
- Success return bool
*/
int lmodelsIsModelAnimationValid( lua_State* L ) {
Model* model = uluaGetModel( L, 1 );
ModelAnimation* animation = uluaGetModelAnimation( L, 2 );
lua_pushboolean( L, IsModelAnimationValid( *model, *animation ) );
return 1;
}
/*
> success = RL.SetModelAnimationBone( ModelAnimation animation, int boneId, BoneInfo bone )
Set modelAnimation bones information (skeleton)
- Failure return false
- Success return true
*/
int lmodelsSetModelAnimationBone( lua_State* L ) {
ModelAnimation* animation = uluaGetModelAnimation( L, 1 );
int boneId = luaL_checkinteger( L, 2 );
BoneInfo bone = uluaGetBoneInfo( L, 3 );
if ( 0 <= boneId && boneId < animation->boneCount ) {
animation->bones[ boneId ] = bone;
lua_pushboolean( L, true );
}
else {
TraceLog( LOG_WARNING, "SetModelAnimationBone boneId %d out of bounds", boneId );
lua_pushboolean( L, false );
}
return 1;
}
/*
> success = RL.SetModelAnimationFramePose( ModelAnimation animation, int frame, int boneId, Transform pose )
Set modelAnimation bones base transformation (pose)
- Failure return false
- Success return true
*/
int lmodelsSetModelAnimationFramePose( lua_State* L ) {
ModelAnimation* animation = uluaGetModelAnimation( L, 1 );
int frame = luaL_checkinteger( L, 2 );
int boneId = luaL_checkinteger( L, 3 );
Transform pose = uluaGetTransform( L, 4 );
if ( 0 <= frame && frame < animation->frameCount && 0 <= boneId && boneId < animation->boneCount ) {
animation->framePoses[ frame ][ boneId ] = pose;
lua_pushboolean( L, true );
}
else {
TraceLog( LOG_WARNING, "SetModelAnimationFramePose frame %d or BoneId %d out of bounds", frame, boneId );
lua_pushboolean( L, false );
}
return 1;
}
/*
> RL.SetModelAnimationName( ModelAnimation animation, string name )
Set modelAnimation name
*/
int lmodelsSetModelAnimationName( lua_State* L ) {
ModelAnimation* animation = uluaGetModelAnimation( L, 1 );
const char* name = luaL_checkstring( L, 2 );
strncpy( animation->name, name, 32 );
return 0;
}
/*
> boneCount = RL.GetModelAnimationBoneCount( ModelAnimation animation )
Return modelAnimation bone count
- Success return int
*/
int lmodelsGetModelAnimationBoneCount( lua_State* L ) {
ModelAnimation* modelAnimation = uluaGetModelAnimation( L, 1 );
lua_pushinteger( L, modelAnimation->boneCount );
return 1;
}
/*
> frameCount = RL.GetModelAnimationFrameCount( ModelAnimation animation )
Return modelAnimation frame count
- Success return int
*/
int lmodelsGetModelAnimationFrameCount( lua_State* L ) {
ModelAnimation* modelAnimation = uluaGetModelAnimation( L, 1 );
lua_pushinteger( L, modelAnimation->frameCount );
return 1;
}
/*
> bone = RL.GetModelAnimationBone( ModelAnimation animation, int boneId )
Get modelAnimation bones information (skeleton)
- Failure return nil
- Success return BoneInfo
*/
int lmodelsGetModelAnimationBone( lua_State* L ) {
ModelAnimation* animation = uluaGetModelAnimation( L, 1 );
int boneId = luaL_checkinteger( L, 2 );
if ( 0 <= boneId && boneId < animation->boneCount ) {
uluaPushBoneInfo( L, animation->bones[ boneId ] );
}
else {
TraceLog( LOG_WARNING, "GetModelAnimationBone boneId %d out of bounds", boneId );
lua_pushnil( L );
}
return 1;
}
/*
> pose = RL.GetModelAnimationFramePose( ModelAnimation animation, int frame, int boneId )
Get modelAnimation bones base transformation (pose)
- Failure return nil
- Success return Transform
*/
int lmodelsGetModelAnimationFramePose( lua_State* L ) {
ModelAnimation* animation = uluaGetModelAnimation( L, 1 );
int frame = luaL_checkinteger( L, 2 );
int boneId = luaL_checkinteger( L, 3 );
if ( 0 <= frame && frame < animation->frameCount && 0 <= boneId && boneId < animation->boneCount ) {
uluaPushTransform( L, animation->framePoses[ frame ][ boneId ] );
}
else {
TraceLog( LOG_WARNING, "GetModelAnimationFramePose frame %d or BoneId %d out of bounds", frame, boneId );
lua_pushnil( L );
}
return 1;
}
/*
> name = RL.GetModelAnimationName( ModelAnimation animation )
Get modelAnimation name
- Success return string
*/
int lmodelsGetModelAnimationName( lua_State* L ) {
ModelAnimation* animation = uluaGetModelAnimation( L, 1 );
lua_pushstring( L, animation->name );
return 1;
}
/*
## Model - Collision detection functions
*/
/*
> collision = RL.CheckCollisionSpheres( Vector3 center1, float radius1, Vector3 center2, float radius2 )
Check collision between two spheres
- Success return bool
*/
int lmodelsCheckCollisionSpheres( lua_State* L ) {
Vector3 center1 = uluaGetVector3( L, 1 );
float radius1 = luaL_checknumber( L, 2 );
Vector3 center2 = uluaGetVector3( L, 3 );
float radius2 = luaL_checknumber( 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
- Success return bool
*/
int lmodelsCheckCollisionBoxes( lua_State* L ) {
BoundingBox box1 = uluaGetBoundingBox( L, 1 );
BoundingBox box2 = uluaGetBoundingBox( 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
- Success return bool
*/
int lmodelsCheckCollisionBoxSphere( lua_State* L ) {
BoundingBox box = uluaGetBoundingBox( L, 1 );
Vector3 center = uluaGetVector3( L, 2 );
float radius = luaL_checknumber( 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 } )
- Success return RayCollision
*/
int lmodelsGetRayCollisionSphere( lua_State* L ) {
Ray ray = uluaGetRay( L, 1 );
Vector3 center = uluaGetVector3( L, 2 );
float radius = luaL_checknumber( L, 3 );
uluaPushRayCollision( L, GetRayCollisionSphere( ray, center, radius ) );
return 1;
}
/*
> rayCollision = RL.GetRayCollisionBox( Ray ray, BoundingBox box )
Get collision info between ray and box
- Success return RayCollision
*/
int lmodelsGetRayCollisionBox( lua_State* L ) {
Ray ray = uluaGetRay( L, 1 );
BoundingBox box = uluaGetBoundingBox( 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
- Success return RayCollision
*/
int lmodelsGetRayCollisionMesh( lua_State* L ) {
Ray ray = uluaGetRay( L, 1 );
Mesh* mesh = uluaGetMesh( L, 2 );
Matrix transform = uluaGetMatrix( L, 3 );
uluaPushRayCollision( L, GetRayCollisionMesh( ray, *mesh, transform ) );
return 1;
}
/*
> rayCollision = RL.GetRayCollisionTriangle( Ray ray, Vector3 p1, Vector3 p2, Vector3 p3 )
Get collision info between ray and triangle
- Success return RayCollision
*/
int lmodelsGetRayCollisionTriangle( lua_State* L ) {
Ray ray = uluaGetRay( L, 1 );
Vector3 p1 = uluaGetVector3( L, 2 );
Vector3 p2 = uluaGetVector3( L, 3 );
Vector3 p3 = uluaGetVector3( 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. NOTE: The points are expected to be in counter-clockwise winding
- Success return RayCollision
*/
int lmodelsGetRayCollisionQuad( lua_State* L ) {
Ray ray = uluaGetRay( L, 1 );
Vector3 p1 = uluaGetVector3( L, 2 );
Vector3 p2 = uluaGetVector3( L, 3 );
Vector3 p3 = uluaGetVector3( L, 4 );
Vector3 p4 = uluaGetVector3( L, 5 );
uluaPushRayCollision( L, GetRayCollisionQuad( ray, p1, p2, p3, p4 ) );
return 1;
}
static inline Vector3 Vector3Floor( Vector3 v ) {
return (Vector3){ (float)floor( v.x ), (float)floor( v.y ), (float)floor( v.z ) };
}
static inline Vector3 Vector3Ceil( Vector3 v ) {
return (Vector3){ (float)ceil( v.x ), (float)ceil( v.y ), (float)ceil( v.z ) };
}
static inline bool isInsideBox( Vector3 position, BoundingBox box ) {
return box.min.x <= position.x && position.x <= box.max.x
&& box.min.y <= position.y && position.y <= box.max.y
&& box.min.z <= position.z && position.z <= box.max.z;
}
/*
> cells, exitPoint = RL.GetRayBoxCells( Ray ray, BoundingBox box, Vector3 cellSize )
Get cell positions inside box that intersect with the ray. Also returns ray exit point. Returns empty table if ray misses the box
- Success return Vector3{}, RayCollision|nil
*/
int lmodelsGetRayBoxCells( lua_State* L ) {
Ray ray = uluaGetRay( L, 1 );
BoundingBox box = uluaGetBoundingBox( L, 2 );
Vector3 cellSize = uluaGetVector3( L, 3 );
/* To avoid possible div by 0 later. */
ray.direction.x = ray.direction.x == 0.0f ? EPSILON : ray.direction.x;
ray.direction.y = ray.direction.y == 0.0f ? EPSILON : ray.direction.y;
ray.direction.z = ray.direction.z == 0.0f ? EPSILON : ray.direction.z;
Vector3 boxSize = Vector3Subtract( box.max, box.min );
Vector3 cellPos = { -1.0f, -1.0f, -1.0f };
Vector3 localRayPos = { 0.0f, 0.0f, 0.0f };
/* If camera is inside the box. */
if ( isInsideBox( ray.position, box ) ) {
localRayPos = Vector3Subtract( ray.position, box.min );
/* Nudge position a bit to try to get if away from {0, 0, 0}. */
localRayPos = Vector3Add( localRayPos, Vector3Scale( ray.direction, 0.0001f ) );
cellPos = Vector3Floor( Vector3Divide( localRayPos, cellSize ) );
}
/* Else check ray to box to see where we start. */
else {
RayCollision rayCol = GetRayCollisionBox( ray, box );
if ( rayCol.hit ) {
localRayPos = Vector3Subtract( rayCol.point, box.min );
/* Nudge inside the box. */
localRayPos = Vector3Add( localRayPos, Vector3Scale( Vector3Negate( rayCol.normal ), 0.0001f ) );
cellPos = Vector3Floor( Vector3Divide( localRayPos, cellSize ) );
}
}
lua_newtable( L );
/* Find cells along the ray. */
if ( 0 <= cellPos.x ) {
uluaPushVector3( L, cellPos );
lua_rawseti( L, -2, 1 );
Vector3 signs = {
0.0f <= ray.direction.x ? 1.0f : -1.0f,
0.0f <= ray.direction.y ? 1.0f : -1.0f,
0.0f <= ray.direction.z ? 1.0f : -1.0f
};
/* We transform everything to absolute space to make this simpler. */
Vector3 absDir = {
fabsf( ray.direction.x ),
fabsf( ray.direction.y ),
fabsf( ray.direction.z )
};
/* Relative to cell. */
Vector3 absPos = {
0.0f < signs.x ? localRayPos.x - cellPos.x * cellSize.x : cellSize.x - ( localRayPos.x - cellPos.x * cellSize.x ),
0.0f < signs.y ? localRayPos.y - cellPos.y * cellSize.y : cellSize.y - ( localRayPos.y - cellPos.y * cellSize.y ),
0.0f < signs.z ? localRayPos.z - cellPos.z * cellSize.z : cellSize.z - ( localRayPos.z - cellPos.z * cellSize.z )
};
Vector3 absBounds = {
0.0f < signs.x ? boxSize.x - localRayPos.x : localRayPos.x,
0.0f < signs.y ? boxSize.y - localRayPos.y : localRayPos.y,
0.0f < signs.z ? boxSize.z - localRayPos.z : localRayPos.z
};
absBounds = Vector3Add( absBounds, absPos );
Vector3 exitDis = {
( absBounds.x - absPos.x ) / absDir.x,
( absBounds.y - absPos.y ) / absDir.y,
( absBounds.z - absPos.z ) / absDir.z
};
float exitScale = fmin( fmin( exitDis.x, exitDis.y ), exitDis.z );
Vector3 exitPoint = Vector3Add( Vector3Scale( ray.direction, exitScale ), Vector3Add( localRayPos, box.min ) );
Vector3 exitNormal = {
exitDis.x <= exitDis.y && exitDis.x <= exitDis.z ? -signs.x : 0,
exitDis.y <= exitDis.x && exitDis.y <= exitDis.z ? -signs.y : 0,
exitDis.z <= exitDis.x && exitDis.z <= exitDis.y ? -signs.z : 0
};
Vector3 absCell = { 0, 0, 0 };
int cellId = 2; /* We already added first so we will start at 2. */
while ( true ) {
/* Distance to adjacent cell. */
Vector3 cellDis = {
( cellSize.x - ( absPos.x - absCell.x * cellSize.x ) ) / absDir.x,
( cellSize.y - ( absPos.y - absCell.y * cellSize.y ) ) / absDir.y,
( cellSize.z - ( absPos.z - absCell.z * cellSize.z ) ) / absDir.z,
};
Vector3 move = {
cellDis.x <= cellDis.y && cellDis.x <= cellDis.z ? 1 : 0,
cellDis.y <= cellDis.x && cellDis.y <= cellDis.z ? 1 : 0,
cellDis.z <= cellDis.x && cellDis.z <= cellDis.y ? 1 : 0
};
/* Both relative and real cell pos needs to be moved. */
absCell = Vector3Add( absCell, move );
cellPos = Vector3Add( cellPos, Vector3Multiply( move, signs ) );
float rayMoveScale = fmin( fmin( cellDis.x, cellDis.y ), cellDis.z );
absPos = Vector3Add( absPos, Vector3Scale( absDir, rayMoveScale ) );
Vector3 testPos = Vector3AddValue( absPos, EPSILON );
if ( testPos.x < absBounds.x && testPos.y < absBounds.y && testPos.z < absBounds.z ) {
uluaPushVector3( L, (Vector3){ round( cellPos.x ), round( cellPos.y ), round( cellPos.z ) } );
lua_rawseti( L, -2, cellId );
cellId++;
}
else {
uluaPushRayCollision( L, (RayCollision){
.hit = true,
.distance = Vector3Distance( ray.position, exitPoint ),
.point = exitPoint,
.normal = exitNormal
} );
return 2;
}
}
}
lua_pushnil( L );
return 2;
}