91 lines
3.8 KiB
C
91 lines
3.8 KiB
C
#pragma once
|
|
|
|
/* Internals. */
|
|
/* Deleted from raylib. Need for freeing models. */
|
|
void UnloadModelKeepMeshes( Model model );
|
|
void DrawBillboardProNoRatio( Camera camera, Texture2D texture, Rectangle source, Vector3 position, Vector3 up, Vector2 size, Vector2 origin, float rotation, Color tint );
|
|
void DrawBillboardRecNoRatio( Camera camera, Texture2D texture, Rectangle source, Vector3 position, Vector2 size, Color tint );
|
|
|
|
/* Basic. */
|
|
int lmodelsDrawLine3D( lua_State *L );
|
|
int lmodelsDrawPoint3D( lua_State *L );
|
|
int lmodelsDrawCircle3D( lua_State *L );
|
|
int lmodelsDrawTriangle3D( lua_State *L );
|
|
int lmodelsDrawCube( lua_State *L );
|
|
int lmodelsDrawCubeWires( lua_State *L );
|
|
int lmodelsDrawSphere( lua_State *L );
|
|
int lmodelsDrawSphereEx( lua_State *L );
|
|
int lmodelsDrawSphereWires( lua_State *L );
|
|
int lmodelsDrawCylinder( lua_State *L );
|
|
int lmodelsDrawCylinderEx( lua_State *L );
|
|
int lmodelsDrawCylinderWires( lua_State *L );
|
|
int lmodelsDrawCylinderWiresEx( lua_State *L );
|
|
int lmodelsDrawCapsule( lua_State *L );
|
|
int lmodelsDrawCapsuleWires( lua_State *L );
|
|
int lmodelsDrawPlane( lua_State *L );
|
|
int lmodelDrawQuad3DTexture( lua_State *L );
|
|
int lmodelsDrawRay( lua_State *L );
|
|
int lmodelsDrawGrid( lua_State *L );
|
|
/* Mesh. */
|
|
int lmodelsGenMeshPoly( lua_State *L );
|
|
int lmodelsGenMeshPlane( lua_State *L );
|
|
int lmodelsGenMeshCube( lua_State *L );
|
|
int lmodelsGenMeshSphere( lua_State *L );
|
|
int lmodelsGenMeshCylinder( lua_State *L );
|
|
int lmodelsGenMeshCone( lua_State *L );
|
|
int lmodelsGenMeshTorus( lua_State *L );
|
|
int lmodelsGenMeshKnot( lua_State *L );
|
|
int lmodelsGenMeshHeightmap( lua_State *L );
|
|
int lmodelsGenMeshCustom( lua_State *L );
|
|
int lmodelsUpdateMesh( lua_State *L );
|
|
int lmodelsUnloadMesh( lua_State *L );
|
|
int lmodelsDrawMesh( lua_State *L );
|
|
int lmodelsDrawMeshInstanced( lua_State *L );
|
|
int lmodelsSetMeshColor( lua_State *L );
|
|
int lmodelsExportMesh( lua_State *L );
|
|
int lmodelsGetMeshBoundingBox( lua_State *L );
|
|
int lmodelsGenMeshTangents( lua_State *L );
|
|
/* Material. */
|
|
int lmodelsLoadMaterialDefault( lua_State *L );
|
|
int lmodelsCreateMaterial( lua_State *L );
|
|
int lmodelsUnloadMaterial( lua_State *L );
|
|
int lmodelsSetMaterialTexture( lua_State *L );
|
|
int lmodelsSetMaterialColor( lua_State *L );
|
|
int lmodelsSetMaterialValue( lua_State *L );
|
|
int lmodelsSetMaterialShader( lua_State *L );
|
|
int lmodelsSetMaterialParams( lua_State *L );
|
|
int lmodelsGetMaterialTexture( lua_State *L );
|
|
int lmodelsGetMaterialColor( lua_State *L );
|
|
int lmodelsGetMaterialValue( lua_State *L );
|
|
int lmodelsGetMaterialShader( lua_State *L );
|
|
int lmodelsGetMaterialParams( lua_State *L );
|
|
/* Model. */
|
|
int lmodelsLoadModel( lua_State *L );
|
|
int lmodelsLoadModelFromMesh( lua_State *L );
|
|
int lmodelsUnloadModel( lua_State *L );
|
|
int lmodelsDrawModel( lua_State *L );
|
|
int lmodelsDrawModelEx( lua_State *L );
|
|
int lmodelsSetModelMaterial( lua_State *L );
|
|
int lmodelsSetModelMeshMaterial( lua_State *L );
|
|
int lmodelsDrawBillboard( lua_State *L );
|
|
int lmodelsDrawBillboardRec( lua_State *L );
|
|
int lmodelsDrawBillboardPro( lua_State *L );
|
|
int lmodelsSetModelTransform( lua_State *L );
|
|
int lmodelsGetModelTransform( lua_State *L );
|
|
/* Animations. */
|
|
int lmodelsLoadModelAnimations( lua_State *L );
|
|
int lmodelsUpdateModelAnimation( lua_State *L );
|
|
int lmodelsUnloadModelAnimations( lua_State *L );
|
|
int lmodelsIsModelAnimationValid( lua_State *L );
|
|
int lmodelsGetModelAnimationBoneCount( lua_State *L );
|
|
int lmodelsGetModelAnimationFrameCount( lua_State *L );
|
|
/* Collision. */
|
|
int lmodelsCheckCollisionSpheres( lua_State *L );
|
|
int lmodelsCheckCollisionBoxes( lua_State *L );
|
|
int lmodelsCheckCollisionBoxSphere( lua_State *L );
|
|
int lmodelsGetRayCollisionSphere( lua_State *L );
|
|
int lmodelsGetRayCollisionBox( lua_State *L );
|
|
int lmodelsGetRayCollisionMesh( lua_State *L );
|
|
int lmodelsGetRayCollisionTriangle( lua_State *L );
|
|
int lmodelsGetRayCollisionQuad( lua_State *L );
|