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authorjussi2023-10-29 13:21:42 +0200
committerjussi2023-10-29 13:21:42 +0200
commit76911d45a879838047b2845cd6124e9ca3af083a (patch)
tree2ff82956451818faaa8956fa2af543fc32646a03 /src/models.c
parentfd49d806cf1f54fb86c3ed7b9db499f473a3ef1d (diff)
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New object types for all types.
Diffstat (limited to 'src/models.c')
-rw-r--r--src/models.c1514
1 files changed, 287 insertions, 1227 deletions
diff --git a/src/models.c b/src/models.c
index 77e900c..9889fa1 100644
--- a/src/models.c
+++ b/src/models.c
@@ -6,162 +6,6 @@
#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( state->logLevelInvalid, "%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( state->logLevelInvalid, "%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( state->logLevelInvalid, "%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( state->logLevelInvalid, "%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;
-}
-
-static int newMaterial() {
- int i = 0;
-
- for ( i = 0; i < state->materialCount; i++ ) {
- if ( state->materials[i] == NULL ) {
- break;
- }
- }
- state->materials[i] = malloc( sizeof( Material ) );
- checkMaterialRealloc( i );
-
- return i;
-}
-
-static int newModel() {
- int i = 0;
-
- for ( i = 0; i < state->modelCount; i++ ) {
- if ( state->models[i] == NULL ) {
- break;
- }
- }
- state->models[i] = malloc( sizeof( Model ) );
- checkModelRealloc( i );
-
- return i;
-}
-
-static int newAnimation() {
- int i = 0;
-
- for ( i = 0; i < state->animationCount; i++ ) {
- if ( state->animations[i] == NULL ) {
- break;
- }
- }
- state->animations[i] = malloc( sizeof( ModelAnimations ) );
- checkAnimationRealloc( i );
-
- return i;
-}
-
// Unload model (but not meshes) from memory (RAM and/or VRAM)
void UnloadModelKeepMeshes( Model model ) {
// Unload materials maps
@@ -283,426 +127,273 @@ void DrawBillboardRecNoRatio( Camera camera, Texture2D texture, Rectangle source
*/
/*
-> success = RL.DrawLine3D( Vector3 startPos, Vector3 endPos, Color color )
+> 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, 1 ) || !lua_istable( L, 2 ) || !lua_istable( L, 3 ) ) {
- TraceLog( state->logLevelInvalid, "%s", "Bad call of function. RL.DrawLine3D( Vector3 startPos, Vector3 endPos, Color color )" );
- lua_pushboolean( L, false );
- return 1;
- }
Vector3 startPos = uluaGetVector3Index( L, 1 );
Vector3 endPos = uluaGetVector3Index( L, 2 );
Color color = uluaGetColorIndex( L, 3 );
DrawLine3D( startPos, endPos, color);
- lua_pushboolean( L, true );
- return 1;
+ return 0;
}
/*
-> success = RL.DrawPoint3D( Vector3 position, Color color )
+> 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, 1 ) || !lua_istable( L, 2 ) ) {
- TraceLog( state->logLevelInvalid, "%s", "Bad call of function. RL.DrawPoint3D( Vector3 position, Color color )" );
- lua_pushboolean( L, false );
- return 1;
- }
Vector3 position = uluaGetVector3Index( L, 1 );
Color color = uluaGetColorIndex( L, 2 );
DrawPoint3D( position, color );
- lua_pushboolean( L, true );
- return 1;
+ return 0;
}
/*
-> success = RL.DrawCircle3D( Vector3 center, float radius, Vector3 rotationAxis, float rotationAngle, Color color )
+> 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, 1 ) || !lua_isnumber( L, 2 ) || !lua_istable( L, 3 )
- || !lua_isnumber( L, 4 ) || !lua_istable( L, 5 ) ) {
- TraceLog( state->logLevelInvalid, "%s", "Bad call of function. RL.DrawCircle3D( Vector3 center, float radius, Vector3 rotationAxis, float rotationAngle, Color color )" );
- lua_pushboolean( L, false );
- return 1;
- }
Vector3 center = uluaGetVector3Index( L, 1 );
- float radius = lua_tonumber( L, 2 );
+ float radius = luaL_checknumber( L, 2 );
Vector3 rotationAxis = uluaGetVector3Index( L, 3 );
- float rotationAngle = lua_tonumber( L, 4 );
+ float rotationAngle = luaL_checknumber( L, 4 );
Color color = uluaGetColorIndex( L, 5 );
DrawCircle3D( center, radius, rotationAxis, rotationAngle, color );
- lua_pushboolean( L, true );
- return 1;
+ return 0;
}
/*
-> success = RL.DrawTriangle3D( Vector3 v1, Vector3 v2, Vector3 v3, Color color )
-
-Draw a color-filled triangle ( Vertex in counter-clockwise order! )
+> RL.DrawTriangle3D( Vector3 v1, Vector3 v2, Vector3 v3, Color color )
-- Failure return false
-- Success return true
+Draw a color-filled triangle (Vertex in counter-clockwise order!)
*/
int lmodelsDrawTriangle3D( lua_State *L ) {
- if ( !lua_istable( L, 1 ) || !lua_istable( L, 2 ) || !lua_istable( L, 3 ) || !lua_istable( L, 4 ) ) {
- TraceLog( state->logLevelInvalid, "%s", "Bad call of function. RL.DrawTriangle3D( Vector3 v1, Vector3 v2, Vector3 v3, Color color )" );
- lua_pushboolean( L, false );
- return 1;
- }
Vector3 v1 = uluaGetVector3Index( L, 1 );
Vector3 v2 = uluaGetVector3Index( L, 2 );
Vector3 v3 = uluaGetVector3Index( L, 3 );
Color color = uluaGetColorIndex( L, 4 );
DrawTriangle3D( v1, v2, v3, color );
- lua_pushboolean( L, true );
- return 1;
+ return 0;
}
/*
-> success = RL.DrawCube( Vector3 position, Vector3 size, Color color )
+> 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, 1 ) || !lua_istable( L, 2 ) || !lua_istable( L, 3 ) ) {
- TraceLog( state->logLevelInvalid, "%s", "Bad call of function. RL.DrawCube( Vector3 position, Vector3 size, Color color )" );
- lua_pushboolean( L, false );
- return 1;
- }
Vector3 pos = uluaGetVector3Index( L, 1 );
Vector3 size = uluaGetVector3Index( L, 2 );
Color color = uluaGetColorIndex( L, 3 );
DrawCubeV( pos, size, color );
- lua_pushboolean( L, true );
- return 1;
+ return 0;
}
/*
-> success = RL.DrawCubeWires( Vector3 position, Vector3 size, Color color )
+> 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, 1 ) || !lua_istable( L, 2 ) || !lua_istable( L, 3 ) ) {
- TraceLog( state->logLevelInvalid, "%s", "Bad call of function. RL.DrawCubeWires( Vector3 position, Vector3 size, Color color )" );
- lua_pushboolean( L, false );
- return 1;
- }
Vector3 pos = uluaGetVector3Index( L, 1 );
Vector3 size = uluaGetVector3Index( L, 2 );
Color color = uluaGetColorIndex( L, 3 );
DrawCubeWiresV( pos, size, color );
- lua_pushboolean( L, true );
- return 1;
+ return 0;
}
/*
-> success = RL.DrawSphere( Vector3 centerPos, float radius, Color color )
+> 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, 1 ) || !lua_isnumber( L, 2 ) || !lua_istable( L, 3 ) ) {
- TraceLog( state->logLevelInvalid, "%s", "Bad call of function. RL.DrawSphere( Vector3 centerPos, float radius, Color color )" );
- lua_pushboolean( L, false );
- return 1;
- }
Vector3 centerPos = uluaGetVector3Index( L, 1 );
- float radius = lua_tonumber( L, 2 );
+ float radius = luaL_checknumber( L, 2 );
Color color = uluaGetColorIndex( L, 3 );
DrawSphere( centerPos, radius, color );
- lua_pushboolean( L, true );
- return 1;
+ return 0;
}
/*
-> success = RL.DrawSphereEx( Vector3 centerPos, float radius, int rings, int slices, Color color )
+> 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, 1 ) || !lua_isnumber( L, 2 ) || !lua_isnumber( L, 3 )
- || !lua_isnumber( L, 4 ) || !lua_istable( L, 5 ) ) {
- TraceLog( state->logLevelInvalid, "%s", "Bad call of function. RL.DrawSphereEx( Vector3 centerPos, float radius, int rings, int slices, Color color )" );
- lua_pushboolean( L, false );
- return 1;
- }
Vector3 centerPos = uluaGetVector3Index( L, 1 );
- float radius = lua_tonumber( L, 2 );
- int rings = lua_tointeger( L, 3 );
- int slices = lua_tointeger( L, 4 );
+ float radius = luaL_checknumber( L, 2 );
+ int rings = luaL_checkinteger( L, 3 );
+ int slices = luaL_checkinteger( L, 4 );
Color color = uluaGetColorIndex( L, 5 );
DrawSphereEx( centerPos, radius, rings, slices, color );
- lua_pushboolean( L, true );
- return 1;
+ return 0;
}
/*
-> success = RL.DrawSphereWires( Vector3 centerPos, float radius, int rings, int slices, Color color )
+> 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, 1 ) || !lua_isnumber( L, 2 ) || !lua_isnumber( L, 3 )
- || !lua_isnumber( L, 4 ) || !lua_istable( L, 5 ) ) {
- TraceLog( state->logLevelInvalid, "%s", "Bad call of function. RL.DrawSphereWires( Vector3 centerPos, float radius, int rings, int slices, Color color )" );
- lua_pushboolean( L, false );
- return 1;
- }
Vector3 centerPos = uluaGetVector3Index( L, 1 );
- float radius = lua_tonumber( L, 2 );
- int rings = lua_tointeger( L, 3 );
- int slices = lua_tointeger( L, 4 );
+ float radius = luaL_checknumber( L, 2 );
+ int rings = luaL_checkinteger( L, 3 );
+ int slices = luaL_checkinteger( L, 4 );
Color color = uluaGetColorIndex( L, 5 );
DrawSphereWires( centerPos, radius, rings, slices, color );
- lua_pushboolean( L, true );
- return 1;
+ return 0;
}
/*
-> success = RL.DrawCylinder( Vector3 position, float radiusTop, float radiusBottom, float height, int slices, Color color )
+> RL.DrawCylinder( Vector3 position, float radiusTop, float radiusBottom, float height, int slices, Color color )
Draw a cylinder/cone
-
-- Failure return false
-- Success return true
*/
int lmodelsDrawCylinder( lua_State *L ) {
- if ( !lua_istable( L, 1 ) || !lua_isnumber( L, 2 ) || !lua_isnumber( L, 3 )
- || !lua_isnumber( L, 4 ) || !lua_isnumber( L, 5 ) || !lua_istable( L, 6 ) ) {
- TraceLog( state->logLevelInvalid, "%s", "Bad call of function. RL.DrawCylinder( Vector3 position, float radiusTop, float radiusBottom, float height, int slices, Color color )" );
- lua_pushboolean( L, false );
- return 1;
- }
Vector3 position = uluaGetVector3Index( L, 1 );
- float radiusTop = lua_tonumber( L, 2 );
- float radiusBottom = lua_tonumber( L, 3 );
- float height = lua_tonumber( L, 4 );
- int slices = lua_tointeger( L, 5 );
+ 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 = uluaGetColorIndex( L, 6 );
DrawCylinder( position, radiusTop, radiusBottom, height, slices, color );
- lua_pushboolean( L, true );
- return 1;
+ return 0;
}
/*
-> success = RL.DrawCylinderEx( Vector3 startPos, Vector3 endPos, float startRadius, float endRadius, int sides, Color color )
+> RL.DrawCylinderEx( Vector3 startPos, Vector3 endPos, float startRadius, float endRadius, int sides, Color color )
Draw a cylinder with base at startPos and top at endPos
-
-- Failure return false
-- Success return true
*/
int lmodelsDrawCylinderEx( lua_State *L ) {
- if ( !lua_istable( L, 1 ) || !lua_istable( L, 2 ) || !lua_isnumber( L, 3 )
- || !lua_isnumber( L, 4 ) || !lua_isnumber( L, 5 ) || !lua_istable( L, 6 ) ) {
- TraceLog( state->logLevelInvalid, "%s", "Bad call of function. RL.DrawCylinderEx( Vector3 startPos, Vector3 endPos, float startRadius, float endRadius, int sides, Color color )" );
- lua_pushboolean( L, false );
- return 1;
- }
Vector3 startPos = uluaGetVector3Index( L, 1 );
Vector3 endPos = uluaGetVector3Index( L, 2 );
- float startRadius = lua_tonumber( L, 3 );
- float endRadius = lua_tonumber( L, 4 );
- int sides = lua_tointeger( L, 5 );
+ float startRadius = luaL_checknumber( L, 3 );
+ float endRadius = luaL_checknumber( L, 4 );
+ int sides = luaL_checkinteger( L, 5 );
Color color = uluaGetColorIndex( L, 6 );
DrawCylinderEx( startPos, endPos, startRadius, endRadius, sides, color );
- lua_pushboolean( L, true );
- return 1;
+ return 0;
}
/*
-> success = RL.DrawCylinderWires( Vector3 position, float radiusTop, float radiusBottom, float height, int slices, Color color )
+> RL.DrawCylinderWires( Vector3 position, float radiusTop, float radiusBottom, float height, int slices, Color color )
Draw a cylinder/cone wires
-
-- Failure return false
-- Success return true
*/
int lmodelsDrawCylinderWires( lua_State *L ) {
- if ( !lua_istable( L, 1 ) || !lua_isnumber( L, 2 ) || !lua_isnumber( L, 3 )
- || !lua_isnumber( L, 4 ) || !lua_isnumber( L, 5 ) || !lua_istable( L, 6 ) ) {
- TraceLog( state->logLevelInvalid, "%s", "Bad call of function. RL.DrawCylinderWires( Vector3 position, float radiusTop, float radiusBottom, float height, int slices, Color color )" );
- lua_pushboolean( L, false );
- return 1;
- }
Vector3 position = uluaGetVector3Index( L, 1 );
- float radiusTop = lua_tonumber( L, 2 );
- float radiusBottom = lua_tonumber( L, 3 );
- float height = lua_tonumber( L, 4 );
- int slices = lua_tointeger( L, 5 );
+ 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 = uluaGetColorIndex( L, 6 );
DrawCylinderWires( position, radiusTop, radiusBottom, height, slices, color );
- lua_pushboolean( L, true );
- return 1;
+ return 0;
}
/*
-> success = RL.DrawCylinderWiresEx( Vector3 startPos, Vector3 endPos, float startRadius, float endRadius, int sides, Color color )
+> RL.DrawCylinderWiresEx( Vector3 startPos, Vector3 endPos, float startRadius, float endRadius, int sides, Color color )
Draw a cylinder wires with base at startPos and top at endPos
-
-- Failure return false
-- Success return true
*/
int lmodelsDrawCylinderWiresEx( lua_State *L ) {
- if ( !lua_istable( L, 1 ) || !lua_istable( L, 2 ) || !lua_isnumber( L, 3 )
- || !lua_isnumber( L, 4 ) || !lua_isnumber( L, 5 ) || !lua_istable( L, 6 ) ) {
- TraceLog( state->logLevelInvalid, "%s", "Bad call of function. RL.DrawCylinderWiresEx( Vector3 startPos, Vector3 endPos, float startRadius, float endRadius, int sides, Color color )" );
- lua_pushboolean( L, false );
- return 1;
- }
Vector3 startPos = uluaGetVector3Index( L, 1 );
Vector3 endPos = uluaGetVector3Index( L, 2 );
- float startRadius = lua_tonumber( L, 3 );
- float endRadius = lua_tonumber( L, 4 );
- int sides = lua_tointeger( L, 5 );
+ float startRadius = luaL_checknumber( L, 3 );
+ float endRadius = luaL_checknumber( L, 4 );
+ int sides = luaL_checkinteger( L, 5 );
Color color = uluaGetColorIndex( L, 6 );
DrawCylinderWiresEx( startPos, endPos, startRadius, endRadius, sides, color );
- lua_pushboolean( L, true );
- return 1;
+ return 0;
}
/*
-> success = RL.DrawCapsule( Vector3 startPos, Vector3 endPos, float radius, int slices, int rings, Color color )
+> RL.DrawCapsule( Vector3 startPos, Vector3 endPos, float radius, int slices, int rings, Color color )
Draw a capsule with the center of its sphere caps at startPos and endPos
-
-- Failure return false
-- Success return true
*/
int lmodelsDrawCapsule( lua_State *L ) {
- if ( !lua_istable( L, 1 ) || !lua_istable( L, 2 ) || !lua_isnumber( L, 3 )
- || !lua_isnumber( L, 4 ) || !lua_isnumber( L, 5 ) || !lua_istable( L, 6 ) ) {
- TraceLog( state->logLevelInvalid, "%s", "Bad call of function. RL.DrawCapsule( Vector3 startPos, Vector3 endPos, float radius, int slices, int rings, Color color )" );
- lua_pushboolean( L, false );
- return 1;
- }
Vector3 startPos = uluaGetVector3Index( L, 1 );
Vector3 endPos = uluaGetVector3Index( L, 2 );
- float radius = lua_tonumber( L, 3 );
- int slices = lua_tonumber( L, 4 );
- int rings = lua_tointeger( L, 5 );
+ float radius = luaL_checknumber( L, 3 );
+ int slices = luaL_checkinteger( L, 4 );
+ int rings = luaL_checkinteger( L, 5 );
Color color = uluaGetColorIndex( L, 6 );
DrawCapsule( startPos, endPos, radius, slices, rings, color );
- lua_pushboolean( L, true );
- return 1;
+ return 0;
}
/*
-> success = RL.DrawCapsuleWires( Vector3 startPos, Vector3 endPos, float radius, int slices, int rings, Color color )
+> RL.DrawCapsuleWires( Vector3 startPos, Vector3 endPos, float radius, int slices, int rings, Color color )
Draw capsule wireframe with the center of its sphere caps at startPos and endPos
-
-- Failure return false
-- Success return true
*/
int lmodelsDrawCapsuleWires( lua_State *L ) {
- if ( !lua_istable( L, 1 ) || !lua_istable( L, 2 ) || !lua_isnumber( L, 3 )
- || !lua_isnumber( L, 4 ) || !lua_isnumber( L, 5 ) || !lua_istable( L, 6 ) ) {
- TraceLog( state->logLevelInvalid, "%s", "Bad call of function. RL.DrawCapsuleWires( Vector3 startPos, Vector3 endPos, float radius, int slices, int rings, Color color )" );
- lua_pushboolean( L, false );
- return 1;
- }
Vector3 startPos = uluaGetVector3Index( L, 1 );
Vector3 endPos = uluaGetVector3Index( L, 2 );
- float radius = lua_tonumber( L, 3 );
- int slices = lua_tonumber( L, 4 );
- int rings = lua_tointeger( L, 5 );
+ float radius = luaL_checknumber( L, 3 );
+ int slices = luaL_checkinteger( L, 4 );
+ int rings = luaL_checkinteger( L, 5 );
Color color = uluaGetColorIndex( L, 6 );
DrawCapsuleWires( startPos, endPos, radius, slices, rings, color );
- lua_pushboolean( L, true );
- return 1;
+ return 0;
}
/*
-> success = RL.DrawPlane( Vector3 centerPos, Vector2 size, Color color )
+> RL.DrawPlane( Vector3 centerPos, Vector2 size, Color color )
Draw a plane XZ
-
-- Failure return false
-- Success return true
*/
int lmodelsDrawPlane( lua_State *L ) {
- if ( !lua_istable( L, 1 ) || !lua_istable( L, 2 ) || !lua_istable( L, 3 ) ) {
- TraceLog( state->logLevelInvalid, "%s", "Bad call of function. RL.DrawPlane( Vector3 centerPos, Vector2 size, Color color )" );
- lua_pushboolean( L, false );
- return 1;
- }
Vector3 centerPos = uluaGetVector3Index( L, 1 );
Vector2 size = uluaGetVector2Index( L, 2 );
Color color = uluaGetColorIndex( L, 3 );
DrawPlane( centerPos, size, color );
- lua_pushboolean( L, true );
- return 1;
+ return 0;
}
/*
> RL.DrawQuad3DTexture( Texture texture, Vector3{} vertices, Vector2{} texCoords, Color{} colors )
-Draw 3D textured quad. ( Texture coordinates opengl style 0.0 - 1.0 ).
+Draw 3D textured quad. (Texture coordinates opengl style 0.0 - 1.0).
*/
int lmodelDrawQuad3DTexture( lua_State *L ) {
Texture *texture = luaL_checkudata( L, 1, "Texture" );
@@ -768,49 +459,31 @@ int lmodelDrawQuad3DTexture( lua_State *L ) {
}
/*
-> success = RL.DrawRay( Ray ray, Color color )
+> RL.DrawRay( Ray ray, Color color )
Draw a ray line
-
-- Failure return false
-- Success return true
*/
int lmodelsDrawRay( lua_State *L ) {
- if ( !lua_istable( L, 1 ) || !lua_istable( L, 2 ) ) {
- TraceLog( state->logLevelInvalid, "%s", "Bad call of function. RL.DrawRay( Ray ray, Color color )" );
- lua_pushboolean( L, false );
- return 1;
- }
Ray ray = uluaGetRayIndex( L, 1 );
Color color = uluaGetColorIndex( L, 2 );
DrawRay( ray, color );
- lua_pushboolean( L, true );
- return 1;
+ return 0;
}
/*
-> success = RL.DrawGrid( int slices, float spacing )
+> RL.DrawGrid( int slices, float spacing )
-Draw a grid ( Centered at ( 0, 0, 0 ) )
-
-- Failure return false
-- Success return true
+Draw a grid (Centered at ( 0, 0, 0 ))
*/
int lmodelsDrawGrid( lua_State *L ) {
- if ( !lua_isnumber( L, 1 ) || !lua_isnumber( L, 2 ) ) {
- TraceLog( state->logLevelInvalid, "%s", "Bad call of function. RL.DrawGrid( int slices, float spacing )" );
- lua_pushboolean( L, false );
- return 1;
- }
- int slices = lua_tointeger( L, 1 );
- float spacing = lua_tonumber( L, 2 );
+ int slices = luaL_checkinteger( L, 1 );
+ float spacing = luaL_checknumber( L, 2 );
DrawGrid( slices, spacing );
- lua_pushboolean( L, true );
- return 1;
+ return 0;
}
/*
@@ -822,23 +495,13 @@ int lmodelsDrawGrid( lua_State *L ) {
Generate polygonal mesh
-- Failure return -1
-- Success return int
+- Success return Mesh
*/
int lmodelsGenMeshPoly( lua_State *L ) {
- if ( !lua_isnumber( L, 1 ) || !lua_isnumber( L, 2 ) ) {
- TraceLog( state->logLevelInvalid, "%s", "Bad call of function. RL.GenMeshPoly( int sides, float radius )" );
- lua_pushinteger( L, -1 );
- return 1;
- }
- int sides = lua_tointeger( L, 1 );
- float radius = lua_tonumber( L, 2 );
-
- int i = newMesh();
+ int sides = luaL_checkinteger( L, 1 );
+ float radius = luaL_checknumber( L, 2 );
- *state->meshes[i] = GenMeshPoly( sides, radius );
- lua_pushinteger( L, i );
- checkMeshRealloc( i );
+ uluaPushMesh( L, GenMeshPoly( sides, radius ) );
return 1;
}
@@ -846,27 +509,17 @@ int lmodelsGenMeshPoly( lua_State *L ) {
/*
> mesh = RL.GenMeshPlane( float width, float length, int resX, int resZ )
-Generate plane mesh ( With subdivisions )
+Generate plane mesh (With subdivisions)
-- Failure return -1
-- Success return int
+- Success return Mesh
*/
int lmodelsGenMeshPlane( lua_State *L ) {
- if ( !lua_isnumber( L, 1 ) || !lua_isnumber( L, 2 ) || !lua_isnumber( L, 3 ) || !lua_isnumber( L, 4 ) ) {
- TraceLog( state->logLevelInvalid, "%s", "Bad call of function. RL.GenMeshPlane( float width, float length, int resX, int resZ )" );
- lua_pushinteger( L, -1 );
- return 1;
- }
- float width = lua_tonumber( L, 1 );
- float length = lua_tonumber( L, 2 );
- int resX = lua_tointeger( L, 3 );
- int resZ = lua_tointeger( L, 4 );
-
- int i = newMesh();
+ float width = luaL_checknumber( L, 1 );
+ float length = luaL_checknumber( L, 2 );
+ int resX = luaL_checkinteger( L, 3 );
+ int resZ = luaL_checkinteger( L, 4 );
- *state->meshes[i] = GenMeshPlane( width, length, resX, resZ );
- lua_pushinteger( L, i );
- checkMeshRealloc( i );
+ uluaPushMesh( L, GenMeshPlane( width, length, resX, resZ ) );
return 1;
}
@@ -876,22 +529,12 @@ int lmodelsGenMeshPlane( lua_State *L ) {
Generate cuboid mesh
-- Failure return -1
-- Success return int
+- Success return Mesh
*/
int lmodelsGenMeshCube( lua_State *L ) {
- if ( !lua_istable( L, 1 ) ) {
- TraceLog( state->logLevelInvalid, "%s", "Bad call of function. RL.GenMeshCube( Vector3 size )" );
- lua_pushinteger( L, -1 );
- return 1;
- }
Vector3 size = uluaGetVector3Index( L, 1 );
- int i = newMesh();
-
- *state->meshes[i] = GenMeshCube( size.x, size.y, size.z );
- lua_pushinteger( L, i );
- checkMeshRealloc( i );
+ uluaPushMesh( L, GenMeshCube( size.x, size.y, size.z ) );
return 1;
}
@@ -899,26 +542,16 @@ int lmodelsGenMeshCube( lua_State *L ) {
/*
> mesh = RL.GenMeshSphere( float radius, int rings, int slices )
-Generate sphere mesh ( Standard sphere )
+Generate sphere mesh (Standard sphere)
-- Failure return -1
-- Success return int
+- Success return Mesh
*/
int lmodelsGenMeshSphere( lua_State *L ) {
- if ( !lua_isnumber( L, 1 ) || !lua_isnumber( L, 2 ) || !lua_isnumber( L, 3 ) ) {
- TraceLog( state->logLevelInvalid, "%s", "Bad call of function. RL.GenMeshSphere( float radius, int rings, int slices )" );
- lua_pushinteger( L, -1 );
- return 1;
- }
- float radius = lua_tonumber( L, 1 );
- int rings = lua_tointeger( L, 2 );
- int slices = lua_tointeger( L, 3 );
-
- int i = newMesh();
+ float radius = luaL_checknumber( L, 1 );
+ int rings = luaL_checkinteger( L, 2 );
+ int slices = luaL_checkinteger( L, 3 );
- *state->meshes[i] = GenMeshSphere( radius, rings, slices );
- lua_pushinteger( L, i );
- checkMeshRealloc( i );
+ uluaPushMesh( L, GenMeshSphere( radius, rings, slices ) );
return 1;
}
@@ -928,24 +561,14 @@ int lmodelsGenMeshSphere( lua_State *L ) {
Generate cylinder mesh
-- Failure return -1
-- Success return int
+- Success return Mesh
*/
int lmodelsGenMeshCylinder( lua_State *L ) {
- if ( !lua_isnumber( L, 1 ) || !lua_isnumber( L, 2 ) || !lua_isnumber( L, 3 ) ) {
- TraceLog( state->logLevelInvalid, "%s", "Bad call of function. RL.GenMeshCylinder( float radius, float height, int slices )" );
- lua_pushinteger( L, -1 );
- return 1;
- }
- float radius = lua_tonumber( L, 1 );
- float height = lua_tonumber( L, 2 );
- int slices = lua_tointeger( L, 3 );
+ float radius = luaL_checknumber( L, 1 );
+ float height = luaL_checknumber( L, 2 );
+ int slices = luaL_checkinteger( L, 3 );
- int i = newMesh();
-
- *state->meshes[i] = GenMeshCylinder( radius, height, slices);
- lua_pushinteger( L, i );
- checkMeshRealloc( i );
+ uluaPushMesh( L, GenMeshCylinder( radius, height, slices ) );
return 1;
}
@@ -955,24 +578,14 @@ int lmodelsGenMeshCylinder( lua_State *L ) {
Generate cone/pyramid mesh
-- Failure return -1
-- Success return int
+- Success return Mesh
*/
int lmodelsGenMeshCone( lua_State *L ) {
- if ( !lua_isnumber( L, 1 ) || !lua_isnumber( L, 2 ) || !lua_isnumber( L, 3 ) ) {
- TraceLog( state->logLevelInvalid, "%s", "Bad call of function. RL.GenMeshCone( float radius, float height, int slices )" );
- lua_pushinteger( L, -1 );
- return 1;
- }
- float radius = lua_tonumber( L, 1 );
- float height = lua_tonumber( L, 2 );
- int slices = lua_tointeger( L, 3 );
+ float radius = luaL_checknumber( L, 1 );
+ float height = luaL_checknumber( L, 2 );
+ int slices = luaL_checkinteger( L, 3 );
- int i = newMesh();
-
- *state->meshes[i] = GenMeshCone( radius, height, slices);
- lua_pushinteger( L, i );
- checkMeshRealloc( i );
+ uluaPushMesh( L, GenMeshCone( radius, height, slices ) );
return 1;
}
@@ -982,25 +595,15 @@ int lmodelsGenMeshCone( lua_State *L ) {
Generate torus mesh
-- Failure return -1
-- Success return int
+- Success return Mesh
*/
int lmodelsGenMeshTorus( lua_State *L ) {
- if ( !lua_isnumber( L, 1 ) || !lua_isnumber( L, 2 ) || !lua_isnumber( L, 3 ) || !lua_isnumber( L, 4 ) ) {
- TraceLog( state->logLevelInvalid, "%s", "Bad call of function. RL.GenMeshTorus( float radius, float size, int radSeg, int sides )" );
- lua_pushinteger( L, -1 );
- return 1;
- }
- float radius = lua_tonumber( L, 1 );
- float size = lua_tonumber( L, 2 );
- int radSeg = lua_tointeger( L, 3 );
- int sides = lua_tointeger( L, 4 );
+ float radius = luaL_checknumber( L, 1 );
+ float size = luaL_checknumber( L, 2 );
+ int radSeg = luaL_checkinteger( L, 3 );
+ int sides = luaL_checkinteger( L, 4 );
- int i = newMesh();
-
- *state->meshes[i] = GenMeshTorus( radius, size, radSeg, sides );
- lua_pushinteger( L, i );
- checkMeshRealloc( i );
+ uluaPushMesh( L, GenMeshTorus( radius, size, radSeg, sides ) );
return 1;
}
@@ -1010,25 +613,15 @@ int lmodelsGenMeshTorus( lua_State *L ) {
Generate torus mesh
-- Failure return -1
-- Success return int
+- Success return Mesh
*/
int lmodelsGenMeshKnot( lua_State *L ) {
- if ( !lua_isnumber( L, 1 ) || !lua_isnumber( L, 2 ) || !lua_isnumber( L, 3 ) || !lua_isnumber( L, 4 ) ) {
- TraceLog( state->logLevelInvalid, "%s", "Bad call of function. RL.GenMeshKnot( float radius, float size, int radSeg, int sides )" );
- lua_pushinteger( L, -1 );
- return 1;
- }
- float radius = lua_tonumber( L, 1 );
- float size = lua_tonumber( L, 2 );
- int radSeg = lua_tointeger( L, 3 );
- int sides = lua_tointeger( L, 4 );
+ float radius = luaL_checknumber( L, 1 );
+ float size = luaL_checknumber( L, 2 );
+ int radSeg = luaL_checkinteger( L, 3 );
+ int sides = luaL_checkinteger( L, 4 );
- int i = newMesh();
-
- *state->meshes[i] = GenMeshKnot( radius, size, radSeg, sides );
- lua_pushinteger( L, i );
- checkMeshRealloc( i );
+ uluaPushMesh( L, GenMeshKnot( radius, size, radSeg, sides ) );
return 1;
}
@@ -1038,36 +631,28 @@ int lmodelsGenMeshKnot( lua_State *L ) {
Generate heightmap mesh from image data
-- Failure return -1
-- Success return int
+- Success return Mesh
*/
int lmodelsGenMeshHeightmap( lua_State *L ) {
Image *heightmap = luaL_checkudata( L, 1, "Image" );
Vector3 size = uluaGetVector3Index( L, 2 );
- int i = newMesh();
-
- *state->meshes[i] = GenMeshHeightmap( *heightmap, size );
- lua_pushinteger( L, i );
- checkMeshRealloc( i );
+ uluaPushMesh( L, GenMeshHeightmap( *heightmap, size ) );
return 1;
}
/*
-> mesh = RL.GenMeshCustom( Mesh{} mesh, bool dynamic )
+> mesh = RL.GenMeshCustom( Mesh{} meshData, bool dynamic )
-Generate custom mesh from vertex attribute data and uploads it into a VAO ( if supported ) and VBO
+Generate custom mesh from vertex attribute data and uploads it into a VAO (if supported) and VBO
-- Failure return -1
-- Success return int
+- Success return Mesh
*/
int lmodelsGenMeshCustom( lua_State *L ) {
- if ( !lua_istable( L, 1 ) || !lua_isboolean( L, 2 ) ) {
- TraceLog( state->logLevelInvalid, "%s", "Bad call of function. RL.GenMeshCustom( Mesh{} mesh, bool dynamic )" );
- lua_pushinteger( L, -1 );
- return 1;
- }
+ luaL_checktype( L, 1, LUA_TTABLE );
+ bool dynamic = uluaGetBoolean( L, 2 );
+
Mesh mesh = { 0 };
int t = 1;
@@ -1207,41 +792,21 @@ int lmodelsGenMeshCustom( lua_State *L ) {
}
lua_pop( L, 1 );
}
- bool dynamic = lua_toboolean( L, 2 );
-
UploadMesh( &mesh, dynamic );
-
- int i = newMesh();
-
- *state->meshes[i] = mesh;
- lua_pushinteger( L, i );
- checkMeshRealloc( i );
+ uluaPushMesh( L, mesh );
return 1;
}
/*
-> success = RL.UpdateMesh( Mesh mesh, Mesh{} updatedMesh )
+> RL.UpdateMesh( Mesh mesh, Mesh{} meshData )
Update mesh vertex data in GPU.
Note! Mainly intented to be used with custom meshes.
-
-- Failure return false
-- Success return true
*/
int lmodelsUpdateMesh( lua_State *L ) {
- if ( !lua_isnumber( L, 1 ) || !lua_istable( L, 2 ) ) {
- TraceLog( state->logLevelInvalid, "%s", "Bad call of function. RL.UpdateMesh( Mesh mesh, Mesh{} updatedMesh )" );
- lua_pushboolean( L, false );
- return 1;
- }
- size_t meshId = lua_tointeger( L, 1 );
-
- if ( !validMesh( meshId ) ) {
- lua_pushboolean( L, false );
- return 1;
- }
- Mesh *mesh = state->meshes[ meshId ];
+ Mesh *mesh = luaL_checkudata( L, 1, "Mesh" );
+ luaL_checktype( L, 2, LUA_TTABLE );
int t = 2;
lua_pushnil( L );
@@ -1354,84 +919,35 @@ int lmodelsUpdateMesh( lua_State *L ) {
}
lua_pop( L, 1 );
}
- lua_pushboolean( L, true );
-
- return 1;
-}
-
-/*
-> success = RL.UnloadMesh( Mesh mesh )
-
-Unload mesh data from CPU and GPU
-
-- Failure return false
-- Success return true
-*/
-int lmodelsUnloadMesh( lua_State *L ) {
- if ( !lua_isnumber( L, 1 ) ) {
- TraceLog( state->logLevelInvalid, "%s", "Bad call of function. RL.UnloadMesh( Mesh mesh )" );
- lua_pushboolean( L, false );
- return 1;
- }
- size_t id = lua_tointeger( L, 1 );
-
- if ( !validMesh( id ) ) {
- lua_pushboolean( L, false );
- return 1;
- }
- UnloadMesh( *state->meshes[ id ] );
- state->meshes[ id ] = NULL;
- lua_pushboolean( L, true );
- return 1;
+ return 0;
}
/*
-> success = RL.DrawMesh( Mesh mesh, Material material, Matrix transform )
+> RL.DrawMesh( Mesh mesh, Material material, Matrix transform )
Draw a 3d mesh with material and transform
-
-- Failure return false
-- Success return true
*/
int lmodelsDrawMesh( lua_State *L ) {
- if ( !lua_isnumber( L, 1 ) || !lua_isnumber( L, 2 ) || !lua_istable( L, 3 ) ) {
- TraceLog( state->logLevelInvalid, "%s", "Bad call of function. RL.DrawMesh( Mesh mesh, Material material, Matrix transform )" );
- lua_pushboolean( L, false );
- return 1;
- }
- size_t meshId = lua_tointeger( L, 1 );
- size_t materialId = lua_tointeger( L, 2 );
+ Mesh *mesh = luaL_checkudata( L, 1, "Mesh" );
+ Material *material = luaL_checkudata( L, 2, "Material" );
Matrix matrix = uluaGetMatrixIndex( L, 3 );
- if ( !validMesh( meshId ) || !validMaterial( materialId ) ) {
- lua_pushboolean( L, false );
- return 1;
- }
-
- DrawMesh( *state->meshes[ meshId ], *state->materials[ materialId ], matrix );
- lua_pushboolean( L, true );
+ DrawMesh( *mesh, *material, matrix );
- return 1;
+ return 0;
}
/*
-> success = RL.DrawMeshInstanced( Mesh mesh, Material material, Matrix{} transforms, int instances )
+> RL.DrawMeshInstanced( Mesh mesh, Material material, Matrix{} transforms, int instances )
Draw multiple mesh instances with material and different transforms
-
-- Failure return false
-- Success return true
*/
int lmodelsDrawMeshInstanced( lua_State *L ) {
- if ( !lua_isnumber( L, 1 ) || !lua_isnumber( L, 2 ) || !lua_istable( L, 3 ) || !lua_isnumber( L, 4 ) ) {
- TraceLog( state->logLevelInvalid, "%s", "Bad call of function. RL.DrawMeshInstanced( Mesh mesh, Material material, Matrix{} transforms, int instances )" );
- lua_pushboolean( L, false );
- return 1;
- }
- size_t meshId = lua_tointeger( L, 1 );
- size_t materialId = lua_tointeger( L, 2 );
- int instances = lua_tointeger( L, 4 );
+ Mesh *mesh = luaL_checkudata( L, 1, "Mesh" );
+ Material *material = luaL_checkudata( L, 2, "Material" );
+ luaL_checktype( L, 3, LUA_TTABLE );
+ int instances = luaL_checkinteger( L, 4 );
Matrix transforms[ instances ];
@@ -1445,15 +961,9 @@ int lmodelsDrawMeshInstanced( lua_State *L ) {
i++;
lua_pop( L, 1 );
}
+ DrawMeshInstanced( *mesh, *material, transforms, instances );
- 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;
+ return 0;
}
/*
@@ -1466,23 +976,11 @@ NOTE: Currently only works on custom mesh
- Success return true
*/
int lmodelsSetMeshColor( lua_State *L ) {
- if ( !lua_isnumber( L, 1 ) || !lua_istable( L, 2 ) ) {
- TraceLog( state->logLevelInvalid, "%s", "Bad call of function. RL.SetMeshColor( Mesh mesh, Color color )" );
- lua_pushboolean( L, false );
- return 1;
- }
- size_t meshId = lua_tointeger( L, 1 );
+ Mesh *mesh = luaL_checkudata( L, 1, "Mesh" );
Color color = uluaGetColorIndex( L, 2 );
- if ( !validMesh( meshId ) ) {
- lua_pushboolean( L, false );
- return 1;
- }
-
- Mesh *mesh = state->meshes[ meshId ];
-
if ( mesh->colors == NULL ) {
- TraceLog( state->logLevelInvalid, "Mesh %d %s", meshId, "Mesh doesn't have vertex colors allocated" );
+ TraceLog( state->logLevelInvalid, "Mesh doesn't have vertex colors allocated" );
lua_pushboolean( L, false );
return 1;
}
@@ -1506,22 +1004,12 @@ int lmodelsSetMeshColor( lua_State *L ) {
Export mesh data to file, returns true on success
-- Failure return false
-- Success return true
+- Success return bool
*/
int lmodelsExportMesh( lua_State *L ) {
- if ( !lua_isnumber( L, 1 ) || !lua_isstring( L, 2 ) ) {
- TraceLog( state->logLevelInvalid, "%s", "Bad call of function. RL.ExportMesh( Mesh mesh, string fileName )" );
- lua_pushboolean( L, false );
- return 1;
- }
- size_t meshId = lua_tointeger( L, 1 );
+ Mesh *mesh = luaL_checkudata( L, 1, "Mesh" );
- if ( !validMesh( meshId ) ) {
- lua_pushboolean( L, false );
- return 1;
- }
- lua_pushboolean( L, ExportMesh( *state->meshes[ meshId ], lua_tostring( L, 2 ) ) );
+ lua_pushboolean( L, ExportMesh( *mesh, luaL_checkstring( L, 2 ) ) );
return 1;
}
@@ -1531,50 +1019,27 @@ int lmodelsExportMesh( lua_State *L ) {
Compute mesh bounding box limits
-- Failure return false
- Success return BoundingBox
*/
int lmodelsGetMeshBoundingBox( lua_State *L ) {
- if ( !lua_isnumber( L, 1 ) ) {
- TraceLog( state->logLevelInvalid, "%s", "Bad call of function. RL.GetMeshBoundingBox( Mesh mesh )" );
- lua_pushboolean( L, false );
- return 1;
- }
- size_t meshId = lua_tointeger( L, 1 );
+ Mesh *mesh = luaL_checkudata( L, 1, "Mesh" );
- if ( !validMesh( meshId ) ) {
- lua_pushboolean( L, false );
- return 1;
- }
- uluaPushBoundingBox( L, GetMeshBoundingBox( *state->meshes[ meshId ] ) );
+ uluaPushBoundingBox( L, GetMeshBoundingBox( *mesh ) );
return 1;
}
/*
-> success = RL.GenMeshTangents( Mesh mesh )
+> RL.GenMeshTangents( Mesh mesh )
Compute mesh tangents
-
-- Failure return false
-- Success return true
*/
int lmodelsGenMeshTangents( lua_State *L ) {
- if ( !lua_isnumber( L, 1 ) ) {
- TraceLog( state->logLevelInvalid, "%s", "Bad call of function. RL.GenMeshTangents( Mesh mesh )" );
- lua_pushboolean( L, false );
- return 1;
- }
- size_t meshId = lua_tointeger( L, 1 );
+ Mesh *mesh = luaL_checkudata( L, 1, "Mesh" );
- if ( !validMesh( meshId ) ) {
- lua_pushboolean( L, false );
- return 1;
- }
- GenMeshTangents( state->meshes[ meshId ] );
- lua_pushboolean( L, true );
+ GenMeshTangents( mesh );
- return 1;
+ return 0;
}
/*
@@ -1586,34 +1051,25 @@ int lmodelsGenMeshTangents( lua_State *L ) {
Load default material
-- Success return int
+- Success return Material
*/
int lmodelsLoadMaterialDefault( lua_State *L ) {
- int i = newMaterial();
-
- *state->materials[i] = LoadMaterialDefault();
- lua_pushinteger( L, i );
+ uluaPushMaterial( L, LoadMaterialDefault() );
return 1;
}
/*
-> material = RL.CreateMaterial( Material{} material )
+> material = RL.CreateMaterial( Material{} materialData )
Load material from table. See material table definition
-- Failure return false
-- Success return int
+- Success return Material
*/
int lmodelsCreateMaterial( lua_State *L ) {
- if ( !lua_istable( L, 1 ) ) {
- TraceLog( state->logLevelInvalid, "%s", "Bad call of function. RL.CreateMaterial( Material{} material )" );
- lua_pushboolean( L, false );
- return 1;
- }
- int i = newMaterial();
+ luaL_checktype( L, 1, LUA_TTABLE );
- *state->materials[i] = LoadMaterialDefault();
+ Material material = LoadMaterialDefault();
int t = lua_gettop( L );
lua_pushnil( L );
@@ -1642,13 +1098,14 @@ int lmodelsCreateMaterial( lua_State *L ) {
while ( lua_next( L, t4 ) != 0 ) {
if ( strcmp( "texture", (char*)lua_tostring( L, -2 ) ) == 0 ) {
Texture *texture = luaL_checkudata( L, lua_gettop( L ), "Texture" );
- state->materials[i]->maps[map].texture = *texture;
+ material.maps[map].texture = *texture;
+ printf( "Material Create material.maps[map].texture.id = %d\n", material.maps[map].texture.id );
}
else if ( strcmp( "color", (char*)lua_tostring( L, -2 ) ) == 0 ) {
- state->materials[i]->maps[map].color = uluaGetColorIndex( L, lua_gettop( L ) );
+ material.maps[map].color = uluaGetColorIndex( L, lua_gettop( L ) );
}
else if ( strcmp( "value", (char*)lua_tostring( L, -2 ) ) == 0 ) {
- state->materials[i]->maps[map].value = luaL_checkinteger( L, -1 );
+ material.maps[map].value = luaL_checkinteger( L, -1 );
}
lua_pop( L, 1 );
}
@@ -1664,53 +1121,25 @@ int lmodelsCreateMaterial( lua_State *L ) {
lua_pop( L, 1 );
}
}
- else if ( strcmp( "params", (char*)lua_tostring( L, -2 ) ) == 0 && lua_istable( 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 ) {
- state->materials[i]->params[j] = lua_tonumber( L, -1 );
+ material.params[j] = luaL_checknumber( L, -1 );
}
j++;
lua_pop( L, 1 );
}
}
- else if ( strcmp( "shader", (char*)lua_tostring( L, -2 ) ) == 0 && lua_isnumber( L, -1 ) ) {
+ else if ( strcmp( "shader", (char*)lua_tostring( L, -2 ) ) == 0 ) {
Shader *shader = luaL_checkudata( L, lua_gettop( L ), "Shader" );
- state->materials[i]->shader = *shader;
+ material.shader = *shader;
}
lua_pop( L, 1 );
}
- lua_pushinteger( L, i );
- checkMaterialRealloc( i );
-
- return 1;
-}
-
-/*
-> success = RL.UnloadMaterial( Material material )
-
-Unload material from GPU memory ( VRAM )
-
-- Failure return false
-- Success return true
-*/
-int lmodelsUnloadMaterial( lua_State *L ) {
- if ( !lua_isnumber( L, 1 ) ) {
- TraceLog( state->logLevelInvalid, "%s", "Bad call of function. RL.UnloadMaterial( Material material )" );
- lua_pushboolean( L, false );
- return 1;
- }
- size_t id = lua_tointeger( L, 1 );
-
- if ( !validMaterial( id ) ) {
- lua_pushboolean( L, false );
- return 1;
- }
- UnloadMaterial( *state->materials[ id ] );
- state->materials[ id ] = NULL;
- lua_pushboolean( L, true );
+ uluaPushMaterial( L, material );
return 1;
}
@@ -1718,72 +1147,46 @@ int lmodelsUnloadMaterial( lua_State *L ) {
/*
> RL.SetMaterialTexture( Material material, int mapType, Texture2D texture )
-Set texture for a material map type ( MATERIAL_MAP_ALBEDO, MATERIAL_MAP_METALNESS... )
+Set texture for a material map type (MATERIAL_MAP_ALBEDO, MATERIAL_MAP_METALNESS...)
*/
int lmodelsSetMaterialTexture( lua_State *L ) {
- size_t materialId = lua_tointeger( L, 1 );
- int mapType = lua_tointeger( L, 2 );
+ Material *material = luaL_checkudata( L, 1, "Material" );
+ int mapType = luaL_checkinteger( L, 2 );
Texture *texture = luaL_checkudata( L, 3, "Texture" );
- SetMaterialTexture( state->materials[ materialId ], mapType, *texture );
+ SetMaterialTexture( material, mapType, *texture );
return 0;
}
/*
-> success = RL.SetMaterialColor( Material material, int mapType, Color color )
+> RL.SetMaterialColor( Material material, int mapType, Color color )
Set color for a material map type
-
-- Failure return false
-- Success return true
*/
int lmodelsSetMaterialColor( lua_State *L ) {
- if ( !lua_isnumber( L, 1 ) || !lua_isnumber( L, 2 ) || !lua_istable( L, 3 ) ) {
- TraceLog( state->logLevelInvalid, "%s", "Bad call of function. RL.SetMaterialColor( Material material, int mapType, Color color )" );
- lua_pushboolean( L, false );
- return 1;
- }
- size_t materialId = lua_tointeger( L, 1 );
- size_t mapType = lua_tointeger( L, 2 );
+ Material *material = luaL_checkudata( L, 1, "Material" );
+ int mapType = luaL_checkinteger( L, 2 );
Color color = uluaGetColorIndex( L, 3 );
- if ( !validMaterial( materialId ) ) {
- lua_pushboolean( L, false );
- return 1;
- }
- state->materials[ materialId ]->maps[ mapType ].color = color;
- lua_pushboolean( L, true );
+ material->maps[ mapType ].color = color;
- return 1;
+ return 0;
}
/*
-> success = RL.SetMaterialValue( Material material, int mapType, float value )
+> RL.SetMaterialValue( Material material, int mapType, float value )
Set value for a material map type
-
-- Failure return false
-- Success return true
*/
int lmodelsSetMaterialValue( lua_State *L ) {
- if ( !lua_isnumber( L, 1 ) || !lua_isnumber( L, 2 ) || !lua_isnumber( L, 3 ) ) {
- TraceLog( state->logLevelInvalid, "%s", "Bad call of function. RL.SetMaterialValue( Material material, int mapType, float value )" );
- lua_pushboolean( L, false );
- return 1;
- }
- size_t materialId = lua_tointeger( L, 1 );
- size_t mapType = lua_tointeger( L, 2 );
- float value = lua_tonumber( L, 3 );
+ Material *material = luaL_checkudata( L, 1, "Material" );
+ int mapType = luaL_checkinteger( L, 2 );
+ float value = luaL_checknumber( L, 3 );
- if ( !validMaterial( materialId ) ) {
- lua_pushboolean( L, false );
- return 1;
- }
- state->materials[ materialId ]->maps[ mapType ].value = value;
- lua_pushboolean( L, true );
+ material->maps[ mapType ].value = value;
- return 1;
+ return 0;
}
/*
@@ -1792,35 +1195,24 @@ int lmodelsSetMaterialValue( lua_State *L ) {
Set shader for material
*/
int lmodelsSetMaterialShader( lua_State *L ) {
- size_t materialId = lua_tointeger( L, 1 );
+ Material *material = luaL_checkudata( L, 1, "Material" );
Shader *shader = luaL_checkudata( L, 2, "Shader" );
- state->materials[ materialId ]->shader = *shader;
+ material->shader = *shader;
return 0;
}
/*
-> success = RL.SetMaterialParams( Material material, float{} params )
-
-Set material generic parameters ( if required )
+> RL.SetMaterialParams( Material material, float{} params )
-- Failure return false
-- Success return true
+Set material generic parameters (if required)
*/
int lmodelsSetMaterialParams( lua_State *L ) {
- if ( !lua_isnumber( L, 1 ) || !lua_istable( L, 2 ) ) {
- TraceLog( state->logLevelInvalid, "%s", "Bad call of function. RL.SetMaterialParams( Material material, float{} params )" );
- lua_pushboolean( L, false );
- return 1;
- }
- size_t len = uluaGetTableLen( L );
- size_t materialId = lua_tointeger( L, 1 );
+ Material *material = luaL_checkudata( L, 1, "Material" );
+
+ size_t len = uluaGetTableLenIndex( L, 2 );
- if ( !validMaterial( materialId ) ) {
- lua_pushboolean( L, false );
- return 1;
- }
float params[ len ];
int t = lua_gettop( L );
@@ -1835,48 +1227,24 @@ int lmodelsSetMaterialParams( lua_State *L ) {
int paramCount = ( len > 4 ) ? 4 : len;
for ( int i = 0; i < paramCount; i++ ) {
- state->materials[ materialId ]->params[i] = params[i];
+ material->params[i] = params[i];
}
- lua_pushboolean( L, true );
- return 1;
+ return 0;
}
/*
> texture = RL.GetMaterialTexture( Material material, int mapType )
-Get texture from material map type. Returns -1 if no texture.
+Get texture from material map type. Returns -1 if no texture
-- Failure return false
-- Success return int
+- Success return Texture
*/
int lmodelsGetMaterialTexture( lua_State *L ) {
- // if ( !lua_isnumber( L, 1 ) || !lua_isnumber( L, 2 ) ) {
- // TraceLog( state->logLevelInvalid, "%s", "Bad call of function. RL.GetMaterialTexture( Material material, int mapType )" );
- // lua_pushboolean( L, false );
- // return 1;
- // }
- // size_t materialId = lua_tointeger( L, 1 );
- // int mapType = lua_tointeger( L, 2 );
-
- // if ( !validMaterial( materialId ) ) {
- // lua_pushboolean( L, false );
- // return 1;
- // }
- // /* Check what ReiLua texture has same openGL texture and return that. */
- // for ( int i = 0; i < state->textureCount; i++ ) {
- // if ( state->textures[i]->type == TEXTURE_TYPE_TEXTURE
- // && state->textures[i]->texture.id == state->materials[ materialId ]->maps[ mapType ].texture.id ) {
- // lua_pushinteger( L, i );
- // return 1;
- // }
- // else if ( state->textures[i]->type == TEXTURE_TYPE_RENDER_TEXTURE
- // && state->textures[i]->renderTexture.texture.id == state->materials[ materialId ]->maps[ mapType ].texture.id ) {
- // lua_pushinteger( L, i );
- // return 1;
- // }
- // }
- // lua_pushinteger( L, -1 );
+ Material *material = luaL_checkudata( L, 1, "Material" );
+ int mapType = luaL_checkinteger( L, 2 );
+
+ uluaPushTexture( L, material->maps[ mapType ].texture );
return 1;
}
@@ -1884,25 +1252,15 @@ int lmodelsGetMaterialTexture( lua_State *L ) {
/*
> color = RL.GetMaterialColor( Material material, int mapType )
-Get color from material map type.
+Get color from material map type
-- Failure return false
- Success return Color
*/
int lmodelsGetMaterialColor( lua_State *L ) {
- if ( !lua_isnumber( L, 1 ) || !lua_isnumber( L, 2 ) ) {
- TraceLog( state->logLevelInvalid, "%s", "Bad call of function. RL.GetMaterialColor( Material material, int mapType )" );
- lua_pushboolean( L, false );
- return 1;
- }
- size_t materialId = lua_tointeger( L, 1 );
- int mapType = lua_tointeger( L, 2 );
+ Material *material = luaL_checkudata( L, 1, "Material" );
+ int mapType = luaL_checkinteger( L, 2 );
- if ( !validMaterial( materialId ) ) {
- lua_pushboolean( L, false );
- return 1;
- }
- uluaPushColor( L, state->materials[ materialId ]->maps[ mapType ].color );
+ uluaPushColor( L, material->maps[ mapType ].color );
return 1;
}
@@ -1910,25 +1268,15 @@ int lmodelsGetMaterialColor( lua_State *L ) {
/*
> value = RL.GetMaterialValue( Material material, int mapType )
-Get color from material map type.
+Get color from material map type
-- Failure return false
- Success return float
*/
int lmodelsGetMaterialValue( lua_State *L ) {
- if ( !lua_isnumber( L, 1 ) || !lua_isnumber( L, 2 ) ) {
- TraceLog( state->logLevelInvalid, "%s", "Bad call of function. RL.GetMaterialValue( Material material, int mapType )" );
- lua_pushboolean( L, false );
- return 1;
- }
- size_t materialId = lua_tointeger( L, 1 );
- int mapType = lua_tointeger( L, 2 );
+ Material *material = luaL_checkudata( L, 1, "Material" );
+ int mapType = luaL_checkinteger( L, 2 );
- if ( !validMaterial( materialId ) ) {
- lua_pushboolean( L, false );
- return 1;
- }
- lua_pushnumber( L, state->materials[ materialId ]->maps[ mapType ].value );
+ lua_pushnumber( L, material->maps[ mapType ].value );
return 1;
}
@@ -1936,34 +1284,14 @@ int lmodelsGetMaterialValue( lua_State *L ) {
/*
> shader = RL.GetMaterialShader( Material material )
-Get material shader. Returns -1 if no shader.
+Get material shader
-- Failure return false
- Success return Shader
*/
int lmodelsGetMaterialShader( lua_State *L ) {
- if ( !lua_isnumber( L, 1 ) ) {
- TraceLog( state->logLevelInvalid, "%s", "Bad call of function. RL.GetMaterialShader( Material material )" );
- lua_pushboolean( L, false );
- return 1;
- }
- size_t materialId = lua_tointeger( L, 1 );
-
- if ( !validMaterial( materialId ) ) {
- lua_pushboolean( L, false );
- return 1;
- }
+ Material *material = luaL_checkudata( L, 1, "Material" );
- uluaPushShader( L, state->materials[ materialId ]->shader );
-
- /* Look for shader that has same shader program id. */
- // for ( int i = 0; i < state->shaderCount; i++ ) {
- // if ( state->shaders[i]->id == state->materials[ materialId ]->shader.id ) {
- // lua_pushinteger( L, i );
- // return 1;
- // }
- // }
- // lua_pushinteger( L, -1 );
+ uluaPushShader( L, material->shader );
return 1;
}
@@ -1971,28 +1299,18 @@ int lmodelsGetMaterialShader( lua_State *L ) {
/*
> params = RL.GetMaterialParams( Material material )
-Get material parameters.
+Get material parameters
-- Failure return false
- Success return float{}
*/
int lmodelsGetMaterialParams( lua_State *L ) {
- if ( !lua_isnumber( L, 1 ) ) {
- TraceLog( state->logLevelInvalid, "%s", "Bad call of function. RL.GetMaterialParams( Material material )" );
- lua_pushboolean( L, false );
- return 1;
- }
- size_t materialId = lua_tointeger( L, 1 );
+ Material *material = luaL_checkudata( L, 1, "Material" );
- if ( !validMaterial( materialId ) ) {
- lua_pushboolean( L, false );
- return 1;
- }
Vector4 params = {
- state->materials[ materialId ]->params[0],
- state->materials[ materialId ]->params[1],
- state->materials[ materialId ]->params[2],
- state->materials[ materialId ]->params[3]
+ material->params[0],
+ material->params[1],
+ material->params[2],
+ material->params[3]
};
uluaPushVector4( L, params );
@@ -2006,28 +1324,19 @@ int lmodelsGetMaterialParams( lua_State *L ) {
/*
> model = RL.LoadModel( string fileName )
-Load model from files ( Meshes and materials )
+Load model from files (Meshes and materials)
-- Failure return -1
-- Success return int
+- Failure return nil
+- Success return Model
*/
int lmodelsLoadModel( lua_State *L ) {
- if ( !lua_isstring( L, 1 ) ) {
- TraceLog( state->logLevelInvalid, "%s", "Bad call of function. RL.LoadModel( string fileName )" );
- lua_pushinteger( L, -1 );
- return 1;
- }
+ if ( FileExists( luaL_checkstring( L, 1 ) ) ) {
+ uluaPushModel( L, LoadModel( lua_tostring( L, 1 ) ) );
- if ( FileExists( lua_tostring( L, 1 ) ) ) {
- int i = newModel();
- *state->models[i] = LoadModel( lua_tostring( L, 1 ) );
- lua_pushinteger( L, i );
- return 1;
- }
- else {
- lua_pushinteger( L, -1 );
return 1;
}
+ TraceLog( state->logLevelInvalid, "Invalid file '%s'", lua_tostring( L, 1 ) );
+ lua_pushnil( L );
return 1;
}
@@ -2035,144 +1344,61 @@ int lmodelsLoadModel( lua_State *L ) {
/*
> model = RL.LoadModelFromMesh( Mesh mesh )
-Load model from generated mesh ( Default material )
+Load model from generated mesh (Default material)
-- Failure return -1
-- Success return int
+- Success return Model
*/
int lmodelsLoadModelFromMesh( lua_State *L ) {
- if ( !lua_isnumber( L, 1 ) ) {
- TraceLog( state->logLevelInvalid, "%s", "Bad call of function. RL.LoadModelFromMesh( Mesh mesh )" );
- lua_pushinteger( L, -1 );
- return 1;
- }
- size_t meshId = lua_tointeger( L, 1 );
-
- if ( !validMesh( meshId ) ) {
- lua_pushinteger( L, -1 );
- return 1;
- }
- int i = newModel();
-
- *state->models[i] = LoadModelFromMesh( *state->meshes[ meshId ] );
- lua_pushinteger( L, i );
-
- return 1;
-}
-
-/*
-> success = RL.UnloadModel( Model model )
-
-Unload model ( Including meshes ) from memory ( RAM and/or VRAM )
-
-- Failure return false
-- Success return true
-*/
-int lmodelsUnloadModel( lua_State *L ) {
- if ( !lua_isnumber( L, 1 ) ) {
- TraceLog( state->logLevelInvalid, "%s", "Bad call of function. RL.UnloadModel( Model model )" );
- lua_pushboolean( L, false );
- return 1;
- }
- size_t modelId = lua_tointeger( L, 1 );
+ Mesh *mesh = luaL_checkudata( L, 1, "Mesh" );
- if ( !validModel( modelId ) ) {
- lua_pushboolean( L, false );
- return 1;
- }
- UnloadModel( *state->models[ modelId ] );
- state->models[ modelId ] = NULL;
- lua_pushboolean( L, true );
+ uluaPushModel( L, LoadModelFromMesh( *mesh ) );
return 1;
}
/*
-> success = RL.DrawModel( Model model, Vector3 position, float scale, Color tint )
+> RL.DrawModel( Model model, Vector3 position, float scale, Color tint )
-Draw a model ( With texture if set )
-
-- Failure return false
-- Success return true
+Draw a model (With texture if set)
*/
int lmodelsDrawModel( lua_State *L ) {
- if ( !lua_isnumber( L, 1 ) || !lua_istable( L, 2 ) || !lua_isnumber( L, 3 ) || !lua_istable( L, 4 ) ) {
- TraceLog( state->logLevelInvalid, "%s", "Bad call of function. RL.DrawModel( Model model, Vector3 position, float scale, Color tint )" );
- lua_pushboolean( L, false );
- return 1;
- }
- size_t modelId = lua_tointeger( L, 1 );
+ Model *model = luaL_checkudata( L, 1, "Model" );
Vector3 position = uluaGetVector3Index( L, 2 );
- float scale = lua_tonumber( L, 3 );
+ float scale = luaL_checknumber( L, 3 );
Color tint = uluaGetColorIndex( L, 4 );
- if ( !validModel( modelId ) ) {
- lua_pushboolean( L, false );
- return 1;
- }
-
- DrawModel( *state->models[ modelId ], position, scale, tint );
- lua_pushboolean( L, true );
+ DrawModel( *model, position, scale, tint );
- return 1;
+ return 0;
}
/*
-> success = RL.DrawModelEx( Model model, Vector3 position, Vector3 rotationAxis, float rotationAngle, Vector3 scale, Color tint )
+> RL.DrawModelEx( Model model, Vector3 position, Vector3 rotationAxis, float rotationAngle, Vector3 scale, Color tint )
Draw a model with extended parameters
-
-- Failure return false
-- Success return true
*/
int lmodelsDrawModelEx( lua_State *L ) {
- if ( !lua_isnumber( L, 1 ) || !lua_istable( L, 2 ) || !lua_istable( L, 3 )
- || !lua_isnumber( L, 4 ) || !lua_istable( L, 5 ) || !lua_istable( L, 6 ) ) {
- TraceLog( state->logLevelInvalid, "%s", "Bad call of function. RL.DrawModelEx( Model model, Vector3 position, Vector3 rotationAxis, float rotationAngle, Vector3 scale, Color tint )" );
- lua_pushboolean( L, false );
- return 1;
- }
- size_t modelId = lua_tointeger( L, 1 );
+ Model *model = luaL_checkudata( L, 1, "Model" );
Vector3 position = uluaGetVector3Index( L, 2 );
Vector3 rotationAxis = uluaGetVector3Index( L, 3 );
- float rotationAngle = lua_tonumber( L, 4 );
+ float rotationAngle = luaL_checknumber( L, 4 );
Vector3 scale = uluaGetVector3Index( L, 5 );
Color tint = uluaGetColorIndex( L, 6 );
- if ( !validModel( modelId ) ) {
- lua_pushboolean( L, false );
- return 1;
- }
- DrawModelEx( *state->models[ modelId ], position, rotationAxis, rotationAngle, scale, tint );
- lua_pushboolean( L, true );
+ DrawModelEx( *model, position, rotationAxis, rotationAngle, scale, tint );
- return 1;
+ return 0;
}
/*
-> success = RL.SetModelMaterial( Model model, Material modelMaterial, Material material )
+> 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
+Copies material to model material. (Model material is the material id in models.)
*/
int lmodelsSetModelMaterial( lua_State *L ) {
- if ( !lua_isnumber( L, 1 ) || !lua_isnumber( L, 2 ) || !lua_isnumber( L, 3 ) ) {
- TraceLog( state->logLevelInvalid, "%s", "Bad call of function. RL.SetModelMaterial( Model model, Material modelMaterial, Material material )" );
- lua_pushboolean( L, false );
- return 1;
- }
- size_t modelId = lua_tointeger( L, 1 );
- int modelMaterialId = lua_tointeger( L, 2 );
- size_t materialId = lua_tointeger( L, 3 );
-
- if ( !validModel( modelId ) || !validMaterial( materialId ) ) {
- lua_pushboolean( L, false );
- return 1;
- }
- Model *model = state->models[ modelId ];
- Material *material = state->materials[ materialId ];
+ Model *model = luaL_checkudata( L, 1, "Model" );
+ int modelMaterialId = luaL_checkinteger( L, 2 );
+ Material *material = luaL_checkudata( L, 3, "Material" );
/* Copy material data instead of using pointer. Pointer would result in double free error. */
model->materials[ modelMaterialId ].shader = material->shader;
@@ -2191,37 +1417,23 @@ int lmodelsSetModelMaterial( lua_State *L ) {
for ( int i = 0; i < 4; i++ ) {
model->materials[ modelMaterialId ].params[i] = material->params[i];
}
- lua_pushboolean( L, true );
- return 1;
+ return 0;
}
/*
-> success = RL.SetModelMeshMaterial( Model model, int meshId, int materialId )
-
-Set material for a mesh ( Mesh and material on this model )
+> RL.SetModelMeshMaterial( Model model, int meshId, int materialId )
-- Failure return false
-- Success return true
+Set material for a mesh (Mesh and material on this model)
*/
int lmodelsSetModelMeshMaterial( lua_State *L ) {
- if ( !lua_isnumber( L, 1 ) || !lua_isnumber( L, 2 ) || !lua_isnumber( L, 3 ) ) {
- TraceLog( state->logLevelInvalid, "%s", "Bad call of function. RL.SetModelMeshMaterial( Model model, int meshId, int materialId )" );
- lua_pushboolean( L, false );
- return 1;
- }
- size_t modelId = lua_tointeger( L, 1 );
- size_t meshId = lua_tointeger( L, 2 );
- size_t materialId = lua_tointeger( L, 3 );
+ Model *model = luaL_checkudata( L, 1, "Model" );
+ int meshId = luaL_checkinteger( L, 2 );
+ int materialId = luaL_checkinteger( L, 3 );
- if ( !validModel( modelId ) || !validMesh( meshId ) || !validMaterial( materialId ) ) {
- lua_pushboolean( L, false );
- return 1;
- }
- SetModelMeshMaterial( state->models[ modelId ], meshId, materialId );
- lua_pushboolean( L, true );
+ SetModelMeshMaterial( model, meshId, materialId );
- return 1;
+ return 0;
}
/*
@@ -2281,30 +1493,17 @@ int lmodelsDrawBillboardPro( lua_State *L ) {
}
/*
-> success = RL.SetModelTransform( Model model, Matrix transform )
+> RL.SetModelTransform( Model model, Matrix transform )
Set model transform matrix
-
-- Failure return false
-- Success return true
*/
int lmodelsSetModelTransform( lua_State *L ) {
- if ( !lua_isnumber( L, 1 ) || !lua_istable( L, 2 ) ) {
- TraceLog( state->logLevelInvalid, "%s", "Bad call of function. RL.SetModelTransform( Model model, Matrix transform )" );
- lua_pushboolean( L, false );
- return 1;
- }
- size_t modelId = lua_tointeger( L, 1 );
+ Model *model = luaL_checkudata( L, 1, "Model" );
Matrix transform = uluaGetMatrixIndex( L, 2 );
- if ( !validModel( modelId ) ) {
- lua_pushboolean( L, false );
- return 1;
- }
- state->models[ modelId ]->transform = transform;
- lua_pushboolean( L, true );
+ model->transform = transform;
- return 1;
+ return 0;
}
/*
@@ -2312,22 +1511,12 @@ int lmodelsSetModelTransform( lua_State *L ) {
Get model transform matrix
-- Failure return false
- Success return Matrix
*/
int lmodelsGetModelTransform( lua_State *L ) {
- if ( !lua_isnumber( L, 1 ) ) {
- TraceLog( state->logLevelInvalid, "%s", "Bad call of function. RL.GetModelTransform( Model model )" );
- lua_pushboolean( L, false );
- return 1;
- }
- size_t modelId = lua_tointeger( L, 1 );
+ Model *model = luaL_checkudata( L, 1, "Model" );
- if ( !validModel( modelId ) ) {
- lua_pushboolean( L, false );
- return 1;
- }
- uluaPushMatrix( L, state->models[ modelId ]->transform );
+ uluaPushMatrix( L, model->transform );
return 1;
}
@@ -2337,166 +1526,90 @@ int lmodelsGetModelTransform( lua_State *L ) {
*/
/*
-> animations, animationCount = RL.LoadModelAnimations( string fileName )
+> animations = RL.LoadModelAnimations( string fileName )
Load model animations from file
-- Failure return -1
-- Success return int, int
+- Failure return nil
+- Success return ModelAnimations{}
*/
int lmodelsLoadModelAnimations( lua_State *L ) {
- if ( !lua_isstring( L, 1 ) ) {
- TraceLog( state->logLevelInvalid, "%s", "Bad call of function. RL.LoadModelAnimations( string fileName )" );
- lua_pushinteger( L, -1 );
- return 1;
- }
+ if ( FileExists( luaL_checkstring( L, 1 ) ) ) {
+ int animationCount = 0;
+ ModelAnimation *anims = LoadModelAnimations( lua_tostring( L, 1 ), &animationCount );
- if ( FileExists( lua_tostring( L, 1 ) ) ) {
- int i = newAnimation();
- state->animations[i]->animations = LoadModelAnimations( lua_tostring( L, 1 ), &state->animations[i]->animCount );
- lua_pushinteger( L, i );
- lua_pushinteger( L, state->animations[i]->animCount );
+ lua_createtable( L, animationCount, 0 );
- return 2;
- }
- else {
- lua_pushinteger( L, -1 );
- return 1;
- }
-}
-
-/*
-> success = RL.UpdateModelAnimation( Model model, ModelAnimations animations, int animation, int frame )
-
-Update model animation pose
-
-- Failure return false
-- Success return true
-*/
-int lmodelsUpdateModelAnimation( lua_State *L ) {
- if ( !lua_isnumber( L, 1 ) || !lua_isnumber( L, 2 ) || !lua_isnumber( L, 3 ) || !lua_isnumber( L, 4 ) ) {
- TraceLog( state->logLevelInvalid, "%s", "Bad call of function. RL.UpdateModelAnimation( Model model, ModelAnimations animations, int animation, int frame )" );
- lua_pushboolean( L, false );
- return 1;
- }
- size_t modelId = lua_tointeger( L, 1 );
- size_t modelAnimId = lua_tointeger( L, 2 );
- size_t animId = lua_tointeger( L, 3 );
- int frame = imax( 0, lua_tointeger( L, 4 ) );
+ for ( int i = 0; i < animationCount; i++ ) {
+ uluaPushModelAnimation( L, anims[i] );
+ lua_rawseti( L, -2, i+1 );
+ }
- if ( !validModel( modelId ) || !validAnimation( modelAnimId ) ) {
- lua_pushboolean( L, false );
return 1;
}
- UpdateModelAnimation( *state->models[ modelId ], state->animations[ modelAnimId ]->animations[ animId ], frame );
- lua_pushboolean( L, true );
+ TraceLog( state->logLevelInvalid, "Invalid file '%s'", lua_tostring( L, 1 ) );
+ lua_pushnil( L );
return 1;
}
/*
-> success = RL.UnloadModelAnimations( ModelAnimations animations )
+> RL.UpdateModelAnimation( Model model, ModelAnimation animation, int frame )
-Unload animation data
-
-- Failure return false
-- Success return true
+Update model animation pose
*/
-int lmodelsUnloadModelAnimations( lua_State *L ) {
- if ( !lua_isnumber( L, 1 ) ) {
- TraceLog( state->logLevelInvalid, "%s", "Bad call of function. RL.UnloadModelAnimations( ModelAnimations animations )" );
- lua_pushboolean( L, false );
- return 1;
- }
- size_t modelAnimId = lua_tointeger( L, 1 );
-
- if ( !validAnimation( modelAnimId ) ) {
- lua_pushboolean( L, false );
- return 1;
- }
- UnloadModelAnimation( *state->animations[ modelAnimId ]->animations );
- state->animations[ modelAnimId ]->animCount = 0;
- state->animations[ modelAnimId ] = NULL;
+int lmodelsUpdateModelAnimation( lua_State *L ) {
+ Model *model = luaL_checkudata( L, 1, "Model" );
+ ModelAnimation *modelAnimation = luaL_checkudata( L, 2, "ModelAnimation" );
+ int frame = luaL_checkinteger( L, 3 );
- lua_pushboolean( L, true );
+ UpdateModelAnimation( *model, *modelAnimation, frame );
- return 1;
+ return 0;
}
/*
-> valid = RL.IsModelAnimationValid( Model model, ModelAnimations animations )
+> valid = RL.IsModelAnimationValid( Model model, ModelAnimation animation )
Check model animation skeleton match
-- Failure return nil
- Success return bool
*/
int lmodelsIsModelAnimationValid( lua_State *L ) {
- if ( !lua_isnumber( L, 1 ) || !lua_isnumber( L, 2 ) ) {
- TraceLog( state->logLevelInvalid, "%s", "Bad call of function. RL.IsModelAnimationValid( Model model, ModelAnimations animations )" );
- lua_pushnil( L );
- return 1;
- }
- size_t modelId = lua_tointeger( L, 1 );
- size_t modelAnimId = lua_tointeger( L, 2 );
+ Model *model = luaL_checkudata( L, 1, "Model" );
+ ModelAnimation *modelAnimation = luaL_checkudata( L, 2, "ModelAnimation" );
- if ( !validModel( modelId ) || !validAnimation( modelAnimId ) ) {
- lua_pushnil( L );
- return 1;
- }
- lua_pushboolean( L, IsModelAnimationValid( *state->models[ modelId ], *state->animations[ modelAnimId ]->animations ) );
+ lua_pushboolean( L, IsModelAnimationValid( *model, *modelAnimation ) );
return 1;
}
/*
-> boneCount = RL.GetModelAnimationBoneCount( ModelAnimations animations, int animation )
+> boneCount = RL.GetModelAnimationBoneCount( ModelAnimation animation )
Return modelAnimation bone count
-- Failure return false
- Success return int
*/
int lmodelsGetModelAnimationBoneCount( lua_State *L ) {
- if ( !lua_isnumber( L, 1 ) || !lua_isnumber( L, 2 ) ) {
- TraceLog( state->logLevelInvalid, "%s", "Bad call of function. RL.GetModelAnimationBoneCount( ModelAnimations animations, int animation )" );
- lua_pushboolean( L, false );
- return 1;
- }
- size_t modelAnimId = lua_tointeger( L, 1 );
- int animId = lua_tointeger( L, 2 );
+ ModelAnimation *modelAnimation = luaL_checkudata( L, 1, "ModelAnimation" );
- if ( !validAnimation( modelAnimId ) ) {
- lua_pushboolean( L, false );
- return 1;
- }
- lua_pushinteger( L, state->animations[ modelAnimId ]->animations[ animId ].boneCount );
+ lua_pushinteger( L, modelAnimation->boneCount );
return 1;
}
/*
-> frameCount = RL.GetModelAnimationFrameCount( ModelAnimations animations, int animation )
+> frameCount = RL.GetModelAnimationFrameCount( ModelAnimation animation )
Return modelAnimation frame count
-- Failure return false
- Success return int
*/
int lmodelsGetModelAnimationFrameCount( lua_State *L ) {
- if ( !lua_isnumber( L, 1 ) || !lua_isnumber( L, 2 ) ) {
- TraceLog( state->logLevelInvalid, "%s", "Bad call of function. RL.GetModelAnimationFrameCount( ModelAnimations animations, int animation )" );
- lua_pushboolean( L, false );
- return 1;
- }
- size_t modelAnimId = lua_tointeger( L, 1 );
- int animId = lua_tointeger( L, 2 );
+ ModelAnimation *modelAnimation = luaL_checkudata( L, 1, "ModelAnimation" );
- if ( !validAnimation( modelAnimId ) ) {
- lua_pushboolean( L, false );
- return 1;
- }
- lua_pushinteger( L, state->animations[ modelAnimId ]->animations[ animId ].frameCount );
+ lua_pushinteger( L, modelAnimation->frameCount );
return 1;
}
@@ -2510,19 +1623,13 @@ int lmodelsGetModelAnimationFrameCount( lua_State *L ) {
Check collision between two spheres
-- Failure return nil
- Success return bool
*/
int lmodelsCheckCollisionSpheres( lua_State *L ) {
- if ( !lua_istable( L, 1 ) || !lua_isnumber( L, 2 ) || !lua_istable( L, 3 ) || !lua_isnumber( L, 4 ) ) {
- TraceLog( state->logLevelInvalid, "%s", "Bad call of function. RL.CheckCollisionSpheres( Vector3 center1, float radius1, Vector3 center2, float radius2 )" );
- lua_pushnil( L );
- return 1;
- }
Vector3 center1 = uluaGetVector3Index( L, 1 );
- float radius1 = lua_tonumber( L, 2 );
+ float radius1 = luaL_checknumber( L, 2 );
Vector3 center2 = uluaGetVector3Index( L, 3 );
- float radius2 = lua_tonumber( L, 4 );
+ float radius2 = luaL_checknumber( L, 4 );
lua_pushboolean( L, CheckCollisionSpheres( center1, radius1, center2, radius2 ) );
@@ -2534,15 +1641,9 @@ int lmodelsCheckCollisionSpheres( lua_State *L ) {
Check collision between two bounding boxes
-- Failure return nil
- Success return bool
*/
int lmodelsCheckCollisionBoxes( lua_State *L ) {
- if ( !lua_istable( L, 1 ) || !lua_istable( L, 2 ) ) {
- TraceLog( state->logLevelInvalid, "%s", "Bad call of function. RL.CheckCollisionBoxes( BoundingBox box1, BoundingBox box2 )" );
- lua_pushnil( L );
- return 1;
- }
BoundingBox box1 = uluaGetBoundingBoxIndex( L, 1 );
BoundingBox box2 = uluaGetBoundingBoxIndex( L, 2 );
@@ -2556,18 +1657,12 @@ int lmodelsCheckCollisionBoxes( lua_State *L ) {
Check collision between box and sphere
-- Failure return nil
- Success return bool
*/
int lmodelsCheckCollisionBoxSphere( lua_State *L ) {
- if ( !lua_istable( L, 1 ) || !lua_istable( L, 2 ) || !lua_isnumber( L, 3 ) ) {
- TraceLog( state->logLevelInvalid, "%s", "Bad call of function. RL.CheckCollisionBoxSphere( BoundingBox box, Vector3 center, float radius )" );
- lua_pushnil( L );
- return 1;
- }
BoundingBox box = uluaGetBoundingBoxIndex( L, 1 );
Vector3 center = uluaGetVector3Index( L, 2 );
- float radius = lua_tonumber( L, 3 );
+ float radius = luaL_checknumber( L, 3 );
lua_pushboolean( L, CheckCollisionBoxSphere( box, center, radius ) );
@@ -2579,18 +1674,12 @@ int lmodelsCheckCollisionBoxSphere( lua_State *L ) {
Get collision info between ray and sphere. ( RayCollision is Lua table of { hit, distance, point, normal } )
-- Failure return nil
- Success return RayCollision
*/
int lmodelsGetRayCollisionSphere( lua_State *L ) {
- if ( !lua_istable( L, 1 ) || !lua_istable( L, 2 ) || !lua_isnumber( L, 3 ) ) {
- TraceLog( state->logLevelInvalid, "%s", "Bad call of function. RL.GetRayCollisionSphere( Ray ray, Vector3 center, float radius )" );
- lua_pushnil( L );
- return 1;
- }
Ray ray = uluaGetRayIndex( L, 1 );
Vector3 center = uluaGetVector3Index( L, 2 );
- float radius = lua_tonumber( L, 3 );
+ float radius = luaL_checknumber( L, 3 );
uluaPushRayCollision( L, GetRayCollisionSphere( ray, center, radius ) );
@@ -2602,15 +1691,9 @@ int lmodelsGetRayCollisionSphere( lua_State *L ) {
Get collision info between ray and box
-- Failure return nil
- Success return RayCollision
*/
int lmodelsGetRayCollisionBox( lua_State *L ) {
- if ( !lua_istable( L, 1 ) || !lua_istable( L, 2 ) ) {
- TraceLog( state->logLevelInvalid, "%s", "Bad call of function. RL.GetRayCollisionBox( Ray ray, BoundingBox box )" );
- lua_pushnil( L );
- return 1;
- }
Ray ray = uluaGetRayIndex( L, 1 );
BoundingBox box = uluaGetBoundingBoxIndex( L, 2 );
@@ -2624,24 +1707,14 @@ int lmodelsGetRayCollisionBox( lua_State *L ) {
Get collision info between ray and mesh
-- Failure return nil
- Success return RayCollision
*/
int lmodelsGetRayCollisionMesh( lua_State *L ) {
- if ( !lua_istable( L, 1 ) || !lua_isnumber( L, 2 ) || !lua_istable( L, 3 ) ) {
- TraceLog( state->logLevelInvalid, "%s", "Bad call of function. RL.GetRayCollisionMesh( Ray ray, Mesh mesh, Matrix transform )" );
- lua_pushnil( L );
- return 1;
- }
Ray ray = uluaGetRayIndex( L, 1 );
- size_t meshId = lua_tointeger( L, 2 );
+ Mesh *mesh = luaL_checkudata( L, 2, "Mesh" );
Matrix transform = uluaGetMatrixIndex( L, 3 );
- if ( !validMesh( meshId ) ) {
- lua_pushnil( L );
- return 1;
- }
- uluaPushRayCollision( L, GetRayCollisionMesh( ray, *state->meshes[ meshId ], transform ) );
+ uluaPushRayCollision( L, GetRayCollisionMesh( ray, *mesh, transform ) );
return 1;
}
@@ -2651,15 +1724,9 @@ int lmodelsGetRayCollisionMesh( lua_State *L ) {
Get collision info between ray and triangle
-- Failure return nil
- Success return RayCollision
*/
int lmodelsGetRayCollisionTriangle( lua_State *L ) {
- if ( !lua_istable( L, 1 ) || !lua_istable( L, 2 ) || !lua_istable( L, 3 ) || !lua_istable( L, 4 ) ) {
- TraceLog( state->logLevelInvalid, "%s", "Bad call of function. RL.GetRayCollisionTriangle( Ray ray, Vector3 p1, Vector3 p2, Vector3 p3 )" );
- lua_pushnil( L );
- return 1;
- }
Ray ray = uluaGetRayIndex( L, 1 );
Vector3 p1 = uluaGetVector3Index( L, 2 );
Vector3 p2 = uluaGetVector3Index( L, 3 );
@@ -2675,16 +1742,9 @@ int lmodelsGetRayCollisionTriangle( lua_State *L ) {
Get collision info between ray and quad
-- Failure return nil
- Success return RayCollision
*/
int lmodelsGetRayCollisionQuad( lua_State *L ) {
- if ( !lua_istable( L, 1 ) || !lua_istable( L, 2 ) || !lua_istable( L, 3 )
- || !lua_istable( L, 4 ) || !lua_istable( L, 5 ) ) {
- TraceLog( state->logLevelInvalid, "%s", "Bad call of function. RL.GetRayCollisionQuad( Ray ray, Vector3 p1, Vector3 p2, Vector3 p3, Vector3 p4 )" );
- lua_pushnil( L );
- return 1;
- }
Ray ray = uluaGetRayIndex( L, 1 );
Vector3 p1 = uluaGetVector3Index( L, 2 );
Vector3 p2 = uluaGetVector3Index( L, 3 );