Files
reilua-enhanced/src/models.c
2023-02-06 23:03:39 +02:00

2489 lines
66 KiB
C

#include "main.h"
#include "state.h"
#include "models.h"
#include "lua_core.h"
#include "rmath.h"
#include "textures.h"
#include "core.h"
static void checkMeshRealloc( int i ) {
if ( i == state->meshCount ) {
state->meshCount++;
}
if ( state->meshCount == state->meshAlloc ) {
state->meshAlloc += ALLOC_PAGE_SIZE;
state->meshes = realloc( state->meshes, state->meshAlloc * sizeof( Mesh* ) );
for ( i = state->meshCount; i < state->meshAlloc; i++ ) {
state->meshes[i] = NULL;
}
}
}
static void checkMaterialRealloc( int i ) {
if ( i == state->materialCount ) {
state->materialCount++;
}
if ( state->materialCount == state->materialAlloc ) {
state->materialAlloc += ALLOC_PAGE_SIZE;
state->materials = realloc( state->materials, state->materialAlloc * sizeof( Material* ) );
for ( i = state->materialCount; i < state->materialAlloc; i++ ) {
state->materials[i] = NULL;
}
}
}
static void checkModelRealloc( int i ) {
if ( i == state->modelCount ) {
state->modelCount++;
}
if ( state->modelCount == state->modelAlloc ) {
state->modelAlloc += ALLOC_PAGE_SIZE;
state->models = realloc( state->models, state->modelAlloc * sizeof( Model* ) );
for ( i = state->modelCount; i < state->modelAlloc; i++ ) {
state->models[i] = NULL;
}
}
}
static void checkAnimationRealloc( int i ) {
if ( i == state->animationCount ) {
state->animationCount++;
}
if ( state->animationCount == state->animationAlloc ) {
state->animationAlloc += ALLOC_PAGE_SIZE;
state->animations = realloc( state->animations, state->animationAlloc * sizeof( ModelAnimations* ) );
for ( i = state->animationCount; i < state->animationAlloc; i++ ) {
state->animations[i] = NULL;
}
}
}
static bool validMesh( size_t id ) {
if ( id < 0 || state->meshCount < id || state->meshes[ id ] == NULL ) {
TraceLog( LOG_WARNING, "%s %d", "Invalid mesh", id );
return false;
}
else {
return true;
}
}
static bool validMaterial( size_t id ) {
if ( id < 0 || state->materialCount < id || state->materials[ id ] == NULL ) {
TraceLog( LOG_WARNING, "%s %d", "Invalid material", id );
return false;
}
else {
return true;
}
}
static bool validModel( size_t id ) {
if ( id < 0 || state->modelCount < id || state->models[ id ] == NULL ) {
TraceLog( LOG_WARNING, "%s %d", "Invalid model", id );
return false;
}
else {
return true;
}
}
static bool validAnimation( size_t id ) {
if ( id < 0 || state->animationCount < id || state->animations[ id ] == NULL ) {
TraceLog( LOG_WARNING, "%s %d", "Invalid animation", id );
return false;
}
else {
return true;
}
}
static int newMesh() {
int i = 0;
for ( i = 0; i < state->meshCount; i++ ) {
if ( state->meshes[i] == NULL ) {
break;
}
}
state->meshes[i] = malloc( sizeof( Mesh ) );
checkMeshRealloc( i );
return i;
}
/*
## Models - Basic
*/
/*
> success = RL_DrawLine3D( Vector3 startPos, Vector3 endPos, Color color )
Draw a line in 3D world space
- Failure return false
- Success return true
*/
int lmodelsDrawLine3D( lua_State *L ) {
if ( !lua_istable( L, -3 ) || !lua_istable( L, -2 ) || !lua_istable( L, -1 ) ) {
TraceLog( LOG_WARNING, "%s", "Bad call of function. RL_DrawLine3D( Vector3 startPos, Vector3 endPos, Color color )" );
lua_pushboolean( L, false );
return 1;
}
Color color = uluaGetColor( L );
lua_pop( L, 1 );
Vector3 endPos = uluaGetVector3( L );
lua_pop( L, 1 );
Vector3 startPos = uluaGetVector3( L );
DrawLine3D( startPos, endPos, color);
lua_pushboolean( L, true );
return 1;
}
/*
> success = RL_DrawPoint3D( Vector3 position, Color color )
Draw a point in 3D space, actually a small line
- Failure return false
- Success return true
*/
int lmodelsDrawPoint3D( lua_State *L ) {
if ( !lua_istable( L, -2 ) || !lua_istable( L, -1 ) ) {
TraceLog( LOG_WARNING, "%s", "Bad call of function. RL_DrawPoint3D( Vector3 position, Color color )" );
lua_pushboolean( L, false );
return 1;
}
Color color = uluaGetColor( L );
lua_pop( L, 1 );
Vector3 position = uluaGetVector3( L );
DrawPoint3D( position, color );
lua_pushboolean( L, true );
return 1;
}
/*
> success = RL_DrawCircle3D( Vector3 center, float radius, Vector3 rotationAxis, float rotationAngle, Color color )
Draw a circle in 3D world space
- Failure return false
- Success return true
*/
int lmodelsDrawCircle3D( lua_State *L ) {
if ( !lua_istable( L, -5 ) || !lua_isnumber( L, -4 ) || !lua_istable( L, -3 ) || !lua_isnumber( L, -2 ) || !lua_istable( L, -1 ) ) {
TraceLog( LOG_WARNING, "%s", "Bad call of function. RL_DrawCircle3D( Vector3 center, float radius, Vector3 rotationAxis, float rotationAngle, Color color )" );
lua_pushboolean( L, false );
return 1;
}
Color color = uluaGetColor( L );
lua_pop( L, 1 );
float rotationAngle = lua_tonumber( L, -1 );
lua_pop( L, 1 );
Vector3 rotationAxis = uluaGetVector3( L );
lua_pop( L, 1 );
float radius = lua_tonumber( L, -1 );
lua_pop( L, 1 );
Vector3 center = uluaGetVector3( L );
DrawCircle3D( center, radius, rotationAxis, rotationAngle, color );
lua_pushboolean( L, true );
return 1;
}
/*
> success = RL_DrawTriangle3D( Vector3 v1, Vector3 v2, Vector3 v3, Color color )
Draw a color-filled triangle ( Vertex in counter-clockwise order! )
- Failure return false
- Success return true
*/
int lmodelsDrawTriangle3D( lua_State *L ) {
if ( !lua_istable( L, -4 ) || !lua_istable( L, -3 ) || !lua_istable( L, -2 ) || !lua_istable( L, -1 ) ) {
TraceLog( LOG_WARNING, "%s", "Bad call of function. RL_DrawTriangle3D( Vector3 v1, Vector3 v2, Vector3 v3, Color color )" );
lua_pushboolean( L, false );
return 1;
}
Color color = uluaGetColor( L );
lua_pop( L, 1 );
Vector3 v3 = uluaGetVector3( L );
lua_pop( L, 1 );
Vector3 v2 = uluaGetVector3( L );
lua_pop( L, 1 );
Vector3 v1 = uluaGetVector3( L );
DrawTriangle3D( v1, v2, v3, color );
lua_pushboolean( L, true );
return 1;
}
/*
> success = RL_DrawCube( Vector3 position, Vector3 size, Color color )
Draw cube
- Failure return false
- Success return true
*/
int lmodelsDrawCube( lua_State *L ) {
if ( !lua_istable( L, -3 ) || !lua_istable( L, -2 ) || !lua_istable( L, -1 ) ) {
TraceLog( LOG_WARNING, "%s", "Bad call of function. RL_DrawCube( Vector3 position, Vector3 size, Color color )" );
lua_pushboolean( L, false );
return 1;
}
Color color = uluaGetColor( L );
lua_pop( L, 1 );
Vector3 size = uluaGetVector3( L );
lua_pop( L, 1 );
Vector3 pos = uluaGetVector3( L );
DrawCubeV( pos, size, color );
lua_pushboolean( L, true );
return 1;
}
/*
> success = RL_DrawCubeWires( Vector3 position, Vector3 size, Color color )
Draw cube wires
- Failure return false
- Success return true
*/
int lmodelsDrawCubeWires( lua_State *L ) {
if ( !lua_istable( L, -3 ) || !lua_istable( L, -2 ) || !lua_istable( L, -1 ) ) {
TraceLog( LOG_WARNING, "%s", "Bad call of function. RL_DrawCubeWires( Vector3 position, Vector3 size, Color color )" );
lua_pushboolean( L, false );
return 1;
}
Color color = uluaGetColor( L );
lua_pop( L, 1 );
Vector3 size = uluaGetVector3( L );
lua_pop( L, 1 );
Vector3 pos = uluaGetVector3( L );
DrawCubeWiresV( pos, size, color );
lua_pushboolean( L, true );
return 1;
}
/*
> success = RL_DrawCubeTexture( Texture2D texture, Vector3 position, Vector3 size, Color color )
Draw cube textured
- Failure return false
- Success return true
*/
int lmodelsDrawCubeTexture( lua_State *L ) {
if ( !lua_isnumber( L, -4 ) || !lua_istable( L, -3 ) || !lua_istable( L, -2 ) || !lua_istable( L, -1 ) ) {
TraceLog( LOG_WARNING, "%s", "Bad call of function. RL_DrawCubeTexture( Texture2D texture, Vector3 position, Vector3 size, Color color )" );
lua_pushboolean( L, false );
return 1;
}
Color color = uluaGetColor( L );
lua_pop( L, 1 );
Vector3 size = uluaGetVector3( L );
lua_pop( L, 1 );
Vector3 pos = uluaGetVector3( L );
lua_pop( L, 1 );
size_t texId = lua_tointeger( L, -1 );
if ( !validSourceTexture( texId ) ) {
lua_pushboolean( L, false );
return 1;
}
DrawCubeTexture( *texturesGetSourceTexture( texId ), pos, size.x, size.y, size.z, color );
lua_pushboolean( L, true );
return 1;
}
/*
> success = RL_DrawSphere( Vector3 centerPos, float radius, Color color )
Draw sphere
- Failure return false
- Success return true
*/
int lmodelsDrawSphere( lua_State *L ) {
if ( !lua_istable( L, -3 ) || !lua_isnumber( L, -2 ) || !lua_istable( L, -1 ) ) {
TraceLog( LOG_WARNING, "%s", "Bad call of function. RL_DrawSphere( Vector3 centerPos, float radius, Color color )" );
lua_pushboolean( L, false );
return 1;
}
Color color = uluaGetColor( L );
lua_pop( L, 1 );
float radius = lua_tonumber( L, -1 );
lua_pop( L, 1 );
Vector3 centerPos = uluaGetVector3( L );
DrawSphere( centerPos, radius, color );
lua_pushboolean( L, true );
return 1;
}
/*
> success = RL_DrawSphereEx( Vector3 centerPos, float radius, int rings, int slices, Color color )
Draw sphere with extended parameters
- Failure return false
- Success return true
*/
int lmodelsDrawSphereEx( lua_State *L ) {
if ( !lua_istable( L, -5 ) || !lua_isnumber( L, -4 ) || !lua_isnumber( L, -3 ) || !lua_isnumber( L, -2 ) || !lua_istable( L, -1 ) ) {
TraceLog( LOG_WARNING, "%s", "Bad call of function. RL_DrawSphereEx( Vector3 centerPos, float radius, int rings, int slices, Color color )" );
lua_pushboolean( L, false );
return 1;
}
Color color = uluaGetColor( L );
lua_pop( L, 1 );
int slices = lua_tointeger( L, -1 );
lua_pop( L, 1 );
int rings = lua_tointeger( L, -1 );
lua_pop( L, 1 );
float radius = lua_tonumber( L, -1 );
lua_pop( L, 1 );
Vector3 centerPos = uluaGetVector3( L );
DrawSphereEx( centerPos, radius, rings, slices, color );
lua_pushboolean( L, true );
return 1;
}
/*
> success = RL_DrawSphereWires( Vector3 centerPos, float radius, int rings, int slices, Color color )
Draw sphere wires
- Failure return false
- Success return true
*/
int lmodelsDrawSphereWires( lua_State *L ) {
if ( !lua_istable( L, -5 ) || !lua_isnumber( L, -4 ) || !lua_isnumber( L, -3 ) || !lua_isnumber( L, -2 ) || !lua_istable( L, -1 ) ) {
TraceLog( LOG_WARNING, "%s", "Bad call of function. RL_DrawSphereWires( Vector3 centerPos, float radius, int rings, int slices, Color color )" );
lua_pushboolean( L, false );
return 1;
}
Color color = uluaGetColor( L );
lua_pop( L, 1 );
int slices = lua_tointeger( L, -1 );
lua_pop( L, 1 );
int rings = lua_tointeger( L, -1 );
lua_pop( L, 1 );
float radius = lua_tonumber( L, -1 );
lua_pop( L, 1 );
Vector3 centerPos = uluaGetVector3( L );
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, -6 ) || !lua_isnumber( L, -5 ) || !lua_isnumber( L, -4 ) || !lua_isnumber( L, -3 ) || !lua_isnumber( L, -2 ) || !lua_istable( L, -1 ) ) {
TraceLog( LOG_WARNING, "%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;
}
Color color = uluaGetColor( L );
lua_pop( L, 1 );
int slices = lua_tointeger( L, -1 );
lua_pop( L, 1 );
float height = lua_tonumber( L, -1 );
lua_pop( L, 1 );
float radiusBottom = lua_tonumber( L, -1 );
lua_pop( L, 1 );
float radiusTop = lua_tonumber( L, -1 );
lua_pop( L, 1 );
Vector3 position = uluaGetVector3( L );
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, -6 ) || !lua_istable( L, -5 ) || !lua_isnumber( L, -4 ) || !lua_isnumber( L, -3 ) || !lua_isnumber( L, -2 ) || !lua_istable( L, -1 ) ) {
TraceLog( LOG_WARNING, "%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;
}
Color color = uluaGetColor( L );
lua_pop( L, 1 );
int sides = lua_tointeger( L, -1 );
lua_pop( L, 1 );
float endRadius = lua_tonumber( L, -1 );
lua_pop( L, 1 );
float startRadius = lua_tonumber( L, -1 );
lua_pop( L, 1 );
Vector3 endPos = uluaGetVector3( L );
lua_pop( L, 1 );
Vector3 startPos = uluaGetVector3( L );
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, -6 ) || !lua_isnumber( L, -5 ) || !lua_isnumber( L, -4 ) || !lua_isnumber( L, -3 ) || !lua_isnumber( L, -2 ) || !lua_istable( L, -1 ) ) {
TraceLog( LOG_WARNING, "%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;
}
Color color = uluaGetColor( L );
lua_pop( L, 1 );
int slices = lua_tointeger( L, -1 );
lua_pop( L, 1 );
float height = lua_tonumber( L, -1 );
lua_pop( L, 1 );
float radiusBottom = lua_tonumber( L, -1 );
lua_pop( L, 1 );
float radiusTop = lua_tonumber( L, -1 );
lua_pop( L, 1 );
Vector3 position = uluaGetVector3( L );
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, -6 ) || !lua_istable( L, -5 ) || !lua_isnumber( L, -4 ) || !lua_isnumber( L, -3 ) || !lua_isnumber( L, -2 ) || !lua_istable( L, -1 ) ) {
TraceLog( LOG_WARNING, "%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;
}
Color color = uluaGetColor( L );
lua_pop( L, 1 );
int sides = lua_tointeger( L, -1 );
lua_pop( L, 1 );
float endRadius = lua_tonumber( L, -1 );
lua_pop( L, 1 );
float startRadius = lua_tonumber( L, -1 );
lua_pop( L, 1 );
Vector3 endPos = uluaGetVector3( L );
lua_pop( L, 1 );
Vector3 startPos = uluaGetVector3( L );
DrawCylinderWiresEx( startPos, endPos, startRadius, endRadius, sides, 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, -3 ) || !lua_istable( L, -2 ) || !lua_istable( L, -1 ) ) {
TraceLog( LOG_WARNING, "%s", "Bad call of function. RL_DrawPlane( Vector3 centerPos, Vector2 size, Color color )" );
lua_pushboolean( L, false );
return 1;
}
Color color = uluaGetColor( L );
lua_pop( L, 1 );
Vector2 size = uluaGetVector2( L );
lua_pop( L, 1 );
Vector3 centerPos = uluaGetVector3( L );
DrawPlane( centerPos, size, color );
lua_pushboolean( L, true );
return 1;
}
/*
> success = RL_DrawQuad3DTexture( 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 ( !lua_isnumber( L, -4 ) || !lua_istable( L, -3 ) || !lua_istable( L, -2 ) || !lua_istable( L, -1 ) ) {
TraceLog( LOG_WARNING, "%s", "Bad call of function. RL_DrawQuad3DTexture( texture, Vector3{} vertices, Vector2{} texCoords, Color{} colors )" );
lua_pushboolean( L, false );
return 1;
}
/* Colors. */
Color colors[4] = { 0 };
int t = lua_gettop( L ), 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 );
}
lua_pop( L, 1 );
/* TexCoords. */
Vector2 texcoords[4] = { 0 };
t = lua_gettop( L ), 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 );
}
lua_pop( L, 1 );
/* Vertices. */
Vector3 vertices[4] = { 0 };
t = lua_gettop( L );
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 );
}
lua_pop( L, 1 );
//TODO Normals. maybe something like Vector3Normalize(Vector3CrossProduct(Vector3Subtract(vB, vA), Vector3Subtract(vC, vA)));
/* Texture. */
size_t texId = lua_tointeger( L, -1 );
if ( !validSourceTexture( texId ) ) {
lua_pushboolean( L, false );
return 1;
}
/* Draw. */
rlCheckRenderBatchLimit( 4 );
rlSetTexture( texturesGetSourceTexture( texId )->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, -2 ) || !lua_istable( L, -1 ) ) {
TraceLog( LOG_WARNING, "%s", "Bad call of function. RL_DrawRay( Ray ray, Color color )" );
lua_pushboolean( L, false );
return 1;
}
Color color = uluaGetColor( L );
lua_pop( L, 1 );
Ray ray = uluaGetRay( L );
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, -2 ) || !lua_isnumber( L, -1 ) ) {
TraceLog( LOG_WARNING, "%s", "Bad call of function. RL_DrawGrid( int slices, float spacing )" );
lua_pushboolean( L, false );
return 1;
}
DrawGrid( lua_tointeger( L, -2 ), lua_tonumber( L, -1 ) );
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, -2 ) || !lua_isnumber( L, -1 ) ) {
TraceLog( LOG_WARNING, "%s", "Bad call of function. RL_GenMeshPoly( int sides, float radius )" );
lua_pushinteger( L, -1 );
return 1;
}
float radius = lua_tonumber( L, -1 );
int sides = lua_tointeger( 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, -4 ) || !lua_isnumber( L, -3 ) || !lua_isnumber( L, -2 ) || !lua_isnumber( L, -1 ) ) {
TraceLog( LOG_WARNING, "%s", "Bad call of function. RL_GenMeshPlane( float width, float length, int resX, int resZ )" );
lua_pushinteger( L, -1 );
return 1;
}
int resZ = lua_tointeger( L, -1 );
int resX = lua_tointeger( L, -2 );
float length = lua_tonumber( L, -3 );
float width = lua_tonumber( 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( LOG_WARNING, "%s", "Bad call of function. RL_GenMeshCube( Vector3 size )" );
lua_pushinteger( L, -1 );
return 1;
}
Vector3 size = uluaGetVector3( L );
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, -3 ) || !lua_isnumber( L, -2 ) || !lua_isnumber( L, -1 ) ) {
TraceLog( LOG_WARNING, "%s", "Bad call of function. RL_GenMeshSphere( float radius, int rings, int slices )" );
lua_pushinteger( L, -1 );
return 1;
}
int slices = lua_tointeger( L, -1 );
int rings = lua_tointeger( L, -2 );
float radius = lua_tonumber( 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, -3 ) || !lua_isnumber( L, -2 ) || !lua_isnumber( L, -1 ) ) {
TraceLog( LOG_WARNING, "%s", "Bad call of function. RL_GenMeshCylinder( float radius, float height, int slices )" );
lua_pushinteger( L, -1 );
return 1;
}
int slices = lua_tointeger( L, -1 );
float height = lua_tonumber( L, -2 );
float radius = lua_tonumber( 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, -3 ) || !lua_isnumber( L, -2 ) || !lua_isnumber( L, -1 ) ) {
TraceLog( LOG_WARNING, "%s", "Bad call of function. RL_GenMeshCone( float radius, float height, int slices )" );
lua_pushinteger( L, -1 );
return 1;
}
int slices = lua_tointeger( L, -1 );
float height = lua_tonumber( L, -2 );
float radius = lua_tonumber( 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, -4 ) || !lua_isnumber( L, -3 ) || !lua_isnumber( L, -2 ) || !lua_isnumber( L, -1 ) ) {
TraceLog( LOG_WARNING, "%s", "Bad call of function. RL_GenMeshTorus( float radius, float size, int radSeg, int sides )" );
lua_pushinteger( L, -1 );
return 1;
}
int sides = lua_tointeger( L, -1 );
int radSeg = lua_tointeger( L, -2 );
float size = lua_tonumber( L, -3 );
float radius = lua_tonumber( 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, -4 ) || !lua_isnumber( L, -3 ) || !lua_isnumber( L, -2 ) || !lua_isnumber( L, -1 ) ) {
TraceLog( LOG_WARNING, "%s", "Bad call of function. RL_GenMeshKnot( float radius, float size, int radSeg, int sides )" );
lua_pushinteger( L, -1 );
return 1;
}
int sides = lua_tointeger( L, -1 );
int radSeg = lua_tointeger( L, -2 );
float size = lua_tonumber( L, -3 );
float radius = lua_tonumber( 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, -2 ) || !lua_istable( L, -1 ) ) {
TraceLog( LOG_WARNING, "%s", "Bad call of function. RL_GenMeshHeightmap( Image heightmap, Vector3 size )" );
lua_pushinteger( L, -1 );
return 1;
}
Vector3 size = uluaGetVector3( L );
lua_pop( L, 1 );
size_t imageId = lua_tointeger( L, -1 );
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{}, 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, -2 ) || !lua_isboolean( L, -1 ) ) {
TraceLog( LOG_WARNING, "%s", "Bad call of function. RL_GenMeshCustom( Mesh{}, bool dynamic )" );
lua_pushinteger( L, -1 );
return 1;
}
Mesh mesh = { 0 };
bool dynamic = lua_toboolean( L, -1 );
lua_pop( L, 1 );
int t = lua_gettop( L );
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 );
}
UploadMesh( &mesh, dynamic );
int i = newMesh();
*state->meshes[i] = mesh;
lua_pushinteger( L, i );
checkMeshRealloc( i );
return 1;
}
/*
> success = RL_UpdateMesh( Mesh{} )
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, -2 ) || !lua_istable( L, -1 ) ) {
TraceLog( LOG_WARNING, "%s", "Bad call of function. RL_UpdateMesh( Mesh{} )" );
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 = lua_gettop( L );
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( LOG_WARNING, "%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, -3 ) || !lua_isnumber( L, -2 ) || !lua_istable( L, -1 ) ) {
TraceLog( LOG_WARNING, "%s", "Bad call of function. RL_DrawMesh( Mesh mesh, Material material, Matrix transform )" );
lua_pushboolean( L, false );
return 1;
}
Matrix matrix = uluaGetMatrix( L );
lua_pop( L, 1 );
size_t materialId = lua_tointeger( L, -1 );
lua_pop( L, 1 );
size_t meshId = lua_tointeger( L, -1 );
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, -4 ) || !lua_isnumber( L, -3 ) || !lua_istable( L, -2 ) || !lua_isnumber( L, -1 ) ) {
TraceLog( LOG_WARNING, "%s", "Bad call of function. RL_DrawMeshInstanced( Mesh mesh, Material material, Matrix{} transforms, int instances )" );
lua_pushboolean( L, false );
return 1;
}
int instances = lua_tointeger( L, -1 );
lua_pop( L, 1 );
Matrix transforms[ instances ];
int t = lua_gettop( L ), 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 );
}
lua_pop( L, 1 );
size_t materialId = lua_tointeger( L, -1 );
lua_pop( L, 1 );
size_t meshId = lua_tointeger( 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, -2 ) || !lua_istable( L, -1 ) ) {
TraceLog( LOG_WARNING, "%s", "Bad call of function. RL_SetMeshColor( Mesh mesh, Color color )" );
lua_pushboolean( L, false );
return 1;
}
Color color = uluaGetColor( L );
lua_pop( L, 1 );
size_t meshId = lua_tointeger( L, -1 );
if ( !validMesh( meshId ) ) {
lua_pushboolean( L, false );
return 1;
}
Mesh *mesh = state->meshes[ meshId ];
if ( mesh->colors == NULL ) {
TraceLog( LOG_WARNING, "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, -2 ) || !lua_isstring( L, -1 ) ) {
TraceLog( LOG_WARNING, "%s", "Bad call of function. RL_ExportMesh( Mesh mesh, string fileName )" );
lua_pushboolean( L, false );
return 1;
}
size_t meshId = lua_tointeger( L, -2 );
if ( !validMesh( meshId ) ) {
lua_pushboolean( L, false );
return 1;
}
lua_pushboolean( L, ExportMesh( *state->meshes[ meshId ], lua_tostring( L, -1 ) ) );
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( LOG_WARNING, "%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( LOG_WARNING, "%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 = 0;
for ( i = 0; i < state->materialCount; i++ ) {
if ( state->materials[i] == NULL ) {
break;
}
}
state->materials[i] = malloc( sizeof( Material ) );
*state->materials[i] = LoadMaterialDefault();
lua_pushinteger( L, i );
checkMaterialRealloc( i );
return 1;
}
/*
> material = RL_CreateMaterial( 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( LOG_WARNING, "%s", "Bad call of function. RL_CreateMaterial( material{} )" );
lua_pushboolean( L, false );
return 1;
}
int i = 0;
for ( i = 0; i < state->materialCount; i++ ) {
if ( state->materials[i] == NULL ) {
break;
}
}
state->materials[i] = malloc( sizeof( Material ) );
*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 ) ) {
size_t texId = lua_tointeger( L, -1 );
if ( !validSourceTexture( texId ) ) {
lua_pushboolean( L, false );
return 1;
}
state->materials[i]->maps[map].texture = *texturesGetSourceTexture( texId );
}
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( LOG_WARNING, "%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, -3 ) || !lua_isnumber( L, -2 ) || !lua_isnumber( L, -1 ) ) {
TraceLog( LOG_WARNING, "%s", "Bad call of function. RL_SetMaterialTexture( Material material, int mapType, Texture2D texture )" );
lua_pushboolean( L, false );
return 1;
}
size_t texId = lua_tointeger( L, -1 );
size_t materialId = lua_tointeger( L, -3 );
if ( !validMaterial( materialId ) || !validSourceTexture( texId ) ) {
lua_pushboolean( L, false );
return 1;
}
SetMaterialTexture( state->materials[ materialId ], lua_tointeger( L, -2 ), *texturesGetSourceTexture( texId ) );
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, -3 ) || !lua_isnumber( L, -2 ) || !lua_istable( L, -1 ) ) {
TraceLog( LOG_WARNING, "%s", "Bad call of function. RL_SetMaterialColor( Material material, int mapType, Color color )" );
lua_pushboolean( L, false );
return 1;
}
Color color = uluaGetColor( L );
lua_pop( L, 1 );
size_t mapType = lua_tointeger( L, -1 );
lua_pop( L, 1 );
size_t materialId = lua_tointeger( L, -1 );
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, -3 ) || !lua_isnumber( L, -2 ) || !lua_isnumber( L, -1 ) ) {
TraceLog( LOG_WARNING, "%s", "Bad call of function. RL_SetMaterialValue( Material material, int mapType, float value )" );
lua_pushboolean( L, false );
return 1;
}
float value = lua_tonumber( L, -1 );
lua_pop( L, 1 );
size_t mapType = lua_tointeger( L, -1 );
lua_pop( L, 1 );
size_t materialId = lua_tointeger( L, -1 );
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, -2 ) || !lua_isnumber( L, -1 ) ) {
TraceLog( LOG_WARNING, "%s", "Bad call of function. RL_SetMaterialShader( Material material, Shader shader )" );
lua_pushboolean( L, false );
return 1;
}
size_t shaderId = lua_tointeger( L, -1 );
lua_pop( L, 1 );
size_t materialId = lua_tointeger( L, -1 );
if ( !validMaterial( materialId || !validShader( shaderId ) ) ) {
lua_pushboolean( L, false );
return 1;
}
state->materials[ materialId ]->shader = *state->shaders[ shaderId ];
lua_pushboolean( L, true );
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( LOG_WARNING, "%s", "Bad call of function. RL_LoadModel( string fileName )" );
lua_pushinteger( L, -1 );
return 1;
}
int i = 0;
for ( i = 0; i < state->modelCount; i++ ) {
if ( state->models[i] == NULL ) {
break;
}
}
state->models[i] = malloc( sizeof( Model ) );
*state->models[i] = LoadModel( lua_tostring( L, -1 ) );
lua_pushinteger( L, i );
checkModelRealloc( i );
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( LOG_WARNING, "%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 = 0;
for ( i = 0; i < state->modelCount; i++ ) {
if ( state->models[i] == NULL ) {
break;
}
}
state->models[i] = malloc( sizeof( Model ) );
*state->models[i] = LoadModelFromMesh( *state->meshes[ meshId ] );
lua_pushinteger( L, i );
checkModelRealloc( 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( LOG_WARNING, "%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, -4 ) || !lua_istable( L, -3 ) || !lua_isnumber( L, -2 ) || !lua_istable( L, -1 ) ) {
TraceLog( LOG_WARNING, "%s", "Bad call of function. RL_DrawModel( Model model, Vector3 position, float scale, Color tint )" );
lua_pushboolean( L, false );
return 1;
}
Color tint = uluaGetColor( L );
lua_pop( L, 1 );
float scale = lua_tonumber( L, -1 );
lua_pop( L, 1 );
Vector3 position = uluaGetVector3( L );
lua_pop( L, 1 );
size_t modelId = lua_tointeger( L, -1 );
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, -6 ) || !lua_istable( L, -5 ) || !lua_istable( L, -4 )
|| !lua_isnumber( L, -3 ) || !lua_istable( L, -2 ) || !lua_istable( L, -1 ) ) {
TraceLog( LOG_WARNING, "%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;
}
Color tint = uluaGetColor( L );
lua_pop( L, 1 );
Vector3 scale = uluaGetVector3( L );
lua_pop( L, 1 );
float rotationAngle = lua_tonumber( L, -1 );
lua_pop( L, 1 );
Vector3 rotationAxis = uluaGetVector3( L );
lua_pop( L, 1 );
Vector3 position = uluaGetVector3( L );
lua_pop( L, 1 );
size_t modelId = lua_tointeger( L, -1 );
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, -3 ) || !lua_isnumber( L, -2 ) || !lua_isnumber( L, -1 ) ) {
TraceLog( LOG_WARNING, "%s", "Bad call of function. RL_SetModelMaterial( Model model, Material modelMaterial, Material material )" );
lua_pushboolean( L, false );
return 1;
}
size_t materialId = lua_tointeger( L, -1 );
size_t modelId = lua_tointeger( L, -3 );
if ( !validModel( modelId ) || !validMaterial( materialId ) ) {
lua_pushboolean( L, false );
return 1;
}
Model *model = state->models[ modelId ];
int modelMaterialId = lua_tointeger( L, -2 );
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, -3 ) || !lua_isnumber( L, -2 ) || !lua_isnumber( L, -1 ) ) {
TraceLog( LOG_WARNING, "%s", "Bad call of function. RL_SetModelMeshMaterial( Model model, int meshId, int materialId )" );
lua_pushboolean( L, false );
return 1;
}
int materialId = lua_tointeger( L, -1 );
int meshId = lua_tointeger( L, -2 );
size_t modelId = lua_tointeger( L, -3 );
if ( !validModel( modelId ) ) {
lua_pushboolean( L, false );
return 1;
}
SetModelMeshMaterial( state->models[ modelId ], meshId, materialId );
lua_pushboolean( L, true );
return 1;
}
/*
> success = RL_DrawBillboard( Camera 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 ( !lua_isnumber( L, -5 ) || !lua_isnumber( L, -4 ) || !lua_istable( L, -3 )
|| !lua_isnumber( L, -2 ) || !lua_istable( L, -1 ) ) {
TraceLog( LOG_WARNING, "%s", "Bad call of function. RL_DrawBillboard( Camera camera, Texture2D texture, Vector3 position, float size, Color tint )" );
lua_pushboolean( L, false );
return 1;
}
Color tint = uluaGetColor( L );
lua_pop( L, 1 );
float size = lua_tonumber( L, -1 );
lua_pop( L, 1 );
Vector3 position = uluaGetVector3( L );
lua_pop( L, 1 );
size_t texId = lua_tointeger( L, -1 );
lua_pop( L, 1 );
size_t cameraId = lua_tointeger( L, -1 );
if ( !validSourceTexture( texId ) || !validCamera3D( cameraId ) ) {
lua_pushboolean( L, false );
return 1;
}
DrawBillboard( *state->camera3Ds[ cameraId ], *texturesGetSourceTexture( texId ), position, size, tint );
lua_pushboolean( L, true );
return 1;
}
/*
> success = RL_DrawBillboardRec( Camera 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 ( !lua_isnumber( L, -6 ) || !lua_isnumber( L, -5 ) || !lua_istable( L, -4 )
|| !lua_istable( L, -3 ) || !lua_istable( L, -2 ) || !lua_istable( L, -1 ) ) {
TraceLog( LOG_WARNING, "%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;
}
Color tint = uluaGetColor( L );
lua_pop( L, 1 );
Vector2 size = uluaGetVector2( L );
lua_pop( L, 1 );
Vector3 position = uluaGetVector3( L );
lua_pop( L, 1 );
Rectangle source = uluaGetRectangle( L );
lua_pop( L, 1 );
size_t texId = lua_tointeger( L, -1 );
lua_pop( L, 1 );
size_t cameraId = lua_tointeger( L, -1 );
if ( !validSourceTexture( texId ) || !validCamera3D( cameraId ) ) {
lua_pushboolean( L, false );
return 1;
}
DrawBillboardRec( *state->camera3Ds[ cameraId ], *texturesGetSourceTexture( texId ), source, position, size, 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, -2 ) || !lua_istable( L, -1 ) ) {
TraceLog( LOG_WARNING, "%s", "Bad call of function. RL_SetModelTransform( Model model, Matrix transform )" );
lua_pushboolean( L, false );
return 1;
}
Matrix transform = uluaGetMatrix( L );
lua_pop( L, 1 );
size_t modelId = lua_tointeger( L, -1 );
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( LOG_WARNING, "%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( LOG_WARNING, "%s", "Bad call of function. RL_LoadModelAnimations( string fileName )" );
lua_pushinteger( L, -1 );
return 1;
}
int i = 0;
for ( i = 0; i < state->animationCount; i++ ) {
if ( state->animations[i] == NULL ) {
break;
}
}
state->animations[i] = malloc( sizeof( ModelAnimations ) );
state->animations[i]->animations = LoadModelAnimations( lua_tostring( L, -1 ), &state->animations[i]->animCount );
checkAnimationRealloc( i );
lua_pushinteger( L, i );
lua_pushinteger( L, state->animations[i]->animCount );
return 2;
}
/*
> 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, -4 ) || !lua_isnumber( L, -3 ) || !lua_isnumber( L, -2 ) || !lua_isnumber( L, -1 ) ) {
TraceLog( LOG_WARNING, "%s", "Bad call of function. RL_UpdateModelAnimation( Model model, ModelAnimations animations, int animation, int frame )" );
lua_pushboolean( L, false );
return 1;
}
int frame = imax( 0, lua_tointeger( L, -1 ) );
size_t animId = lua_tointeger( L, -3 );
size_t modelId = lua_tointeger( L, -4 );
if ( !validModel( modelId ) || !validAnimation( animId ) ) {
lua_pushboolean( L, false );
return 1;
}
UpdateModelAnimation( *state->models[ modelId ], state->animations[ animId ]->animations[ lua_tointeger( L, -2 ) ], 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( LOG_WARNING, "%s", "Bad call of function. RL_UnloadModelAnimations( ModelAnimations animations )" );
lua_pushboolean( L, false );
return 1;
}
size_t animId = lua_tointeger( L, -1 );
if ( !validAnimation( animId ) ) {
lua_pushboolean( L, false );
return 1;
}
UnloadModelAnimation( *state->animations[ animId ]->animations );
state->animations[ animId ]->animCount = 0;
state->animations[ animId ] = 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, -2 ) || !lua_isnumber( L, -1 ) ) {
TraceLog( LOG_WARNING, "%s", "Bad call of function. RL_IsModelAnimationValid( Model model, ModelAnimations animations )" );
lua_pushnil( L );
return 1;
}
size_t animId = lua_tointeger( L, -1 );
size_t modelId = lua_tointeger( L, -2 );
if ( !validModel( modelId ) || !validAnimation( animId ) ) {
lua_pushnil( L );
return 1;
}
lua_pushboolean( L, IsModelAnimationValid( *state->models[ modelId ], *state->animations[ animId ]->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, -2 ) || !lua_isnumber( L, -1 ) ) {
TraceLog( LOG_WARNING, "%s", "Bad call of function. RL_GetModelAnimationBoneCount( ModelAnimations animations, int animation )" );
lua_pushboolean( L, false );
return 1;
}
size_t animId = lua_tointeger( L, -2 );
if ( !validAnimation( animId ) ) {
lua_pushboolean( L, false );
return 1;
}
lua_pushinteger( L, state->animations[ animId ]->animations[ lua_tointeger( L, -1 ) ].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, -2 ) || !lua_isnumber( L, -1 ) ) {
TraceLog( LOG_WARNING, "%s", "Bad call of function. RL_GetModelAnimationFrameCount( ModelAnimations animations, int animation )" );
lua_pushboolean( L, false );
return 1;
}
size_t animId = lua_tointeger( L, -2 );
if ( !validAnimation( animId ) ) {
lua_pushboolean( L, false );
return 1;
}
lua_pushinteger( L, state->animations[ animId ]->animations[ lua_tointeger( L, -1 ) ].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, -4 ) || !lua_isnumber( L, -3 ) || !lua_istable( L, -2 ) || !lua_isnumber( L, -1 ) ) {
TraceLog( LOG_WARNING, "%s", "Bad call of function. RL_CheckCollisionSpheres( Vector3 center1, float radius1, Vector3 center2, float radius2 )" );
lua_pushnil( L );
return 1;
}
float radius2 = lua_tonumber( L, -1 );
lua_pop( L, 1 );
Vector3 center2 = uluaGetVector3( L );
lua_pop( L, 1 );
float radius1 = lua_tonumber( L, -1 );
lua_pop( L, 1 );
Vector3 center1 = uluaGetVector3( L );
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, -2 ) || !lua_istable( L, -1 ) ) {
TraceLog( LOG_WARNING, "%s", "Bad call of function. RL_CheckCollisionBoxes( BoundingBox box1, BoundingBox box2 )" );
lua_pushnil( L );
return 1;
}
BoundingBox box2 = uluaGetBoundingBox( L );
lua_pop( L, 1 );
BoundingBox box1 = uluaGetBoundingBox( L );
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, -3 ) || !lua_istable( L, -2 ) || !lua_isnumber( L, -1 ) ) {
TraceLog( LOG_WARNING, "%s", "Bad call of function. RL_CheckCollisionBoxSphere( BoundingBox box, Vector3 center, float radius )" );
lua_pushnil( L );
return 1;
}
float radius = lua_tonumber( L, -1 );
lua_pop( L, 1 );
Vector3 center = uluaGetVector3( L );
lua_pop( L, 1 );
BoundingBox box = uluaGetBoundingBox( L );
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, -3 ) || !lua_istable( L, -2 ) || !lua_isnumber( L, -1 ) ) {
TraceLog( LOG_WARNING, "%s", "Bad call of function. RL_GetRayCollisionSphere( Ray ray, Vector3 center, float radius )" );
lua_pushnil( L );
return 1;
}
float radius = lua_tonumber( L, -1 );
lua_pop( L, 1 );
Vector3 center = uluaGetVector3( L );
lua_pop( L, 1 );
Ray ray = uluaGetRay( L );
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, -2 ) || !lua_istable( L, -1 ) ) {
TraceLog( LOG_WARNING, "%s", "Bad call of function. RL_GetRayCollisionBox( Ray ray, BoundingBox box )" );
lua_pushnil( L );
return 1;
}
BoundingBox box = uluaGetBoundingBox( L );
lua_pop( L, 1 );
Ray ray = uluaGetRay( L );
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, -3 ) || !lua_isnumber( L, -2 ) || !lua_istable( L, -1 ) ) {
TraceLog( LOG_WARNING, "%s", "Bad call of function. RL_GetRayCollisionMesh( Ray ray, Mesh mesh, Matrix transform )" );
lua_pushnil( L );
return 1;
}
Matrix transform = uluaGetMatrix( L );
lua_pop( L, 1 );
size_t meshId = lua_tointeger( L, -1 );
lua_pop( L, 1 );
Ray ray = uluaGetRay( L );
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, -4 ) || !lua_istable( L, -3 ) || !lua_istable( L, -2 ) || !lua_istable( L, -1 ) ) {
TraceLog( LOG_WARNING, "%s", "Bad call of function. RL_GetRayCollisionTriangle( Ray ray, Vector3 p1, Vector3 p2, Vector3 p3 )" );
lua_pushnil( L );
return 1;
}
Vector3 p3 = uluaGetVector3( L );
lua_pop( L, 1 );
Vector3 p2 = uluaGetVector3( L );
lua_pop( L, 1 );
Vector3 p1 = uluaGetVector3( L );
lua_pop( L, 1 );
Ray ray = uluaGetRay( L );
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, -5 ) || !lua_istable( L, -4 ) || !lua_istable( L, -3 )
|| !lua_istable( L, -2 ) || !lua_istable( L, -1 ) ) {
TraceLog( LOG_WARNING, "%s", "Bad call of function. RL_GetRayCollisionQuad( Ray ray, Vector3 p1, Vector3 p2, Vector3 p3, Vector3 p4 )" );
lua_pushnil( L );
return 1;
}
Vector3 p4 = uluaGetVector3( L );
lua_pop( L, 1 );
Vector3 p3 = uluaGetVector3( L );
lua_pop( L, 1 );
Vector3 p2 = uluaGetVector3( L );
lua_pop( L, 1 );
Vector3 p1 = uluaGetVector3( L );
lua_pop( L, 1 );
Ray ray = uluaGetRay( L );
uluaPushRayCollision( L, GetRayCollisionQuad( ray, p1, p2, p3, p4 ) );
return 1;
}