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authorjussi2022-04-03 19:23:26 +0300
committerjussi2022-04-03 19:23:26 +0300
commit5eadd7d1d85879541f304737178eee2bd671bb5f (patch)
tree58e3f31cc39fa20dbc72e702f03429713bbd8ed0 /src/rmath.c
parent7665cf4bc16a423d4cd98174853dcc36de08787e (diff)
downloadreilua-enhanced-5eadd7d1d85879541f304737178eee2bd671bb5f.tar.gz
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Model set/get transform and bug fixes.
Diffstat (limited to 'src/rmath.c')
-rw-r--r--src/rmath.c59
1 files changed, 28 insertions, 31 deletions
diff --git a/src/rmath.c b/src/rmath.c
index 4027aa8..b003b65 100644
--- a/src/rmath.c
+++ b/src/rmath.c
@@ -342,7 +342,7 @@ int lmathVector3Subtract( lua_State *L ) {
}
/*
-> result = RL_Vector3Subtract( Vector3 v1, Vector3 v2 )
+> result = RL_Vector3Multiply( Vector3 v1, Vector3 v2 )
Multiply vector by vector
@@ -411,7 +411,7 @@ int lmathVector3Perpendicular( lua_State *L ) {
/*
> result = RL_Vector3Length( Vector3 v )
-Calculate one vector perpendicular vector
+Calculate vector length
- Failure return false
- Success return float
@@ -559,11 +559,11 @@ int lmathVector3Transform( lua_State *L ) {
lua_pushboolean( L, false );
return 1;
}
- Vector3 v1 = uluaGetVector3( L );
- lua_pop( L, 1 );
Matrix mat = uluaGetMatrix( L );
+ lua_pop( L, 1 );
+ Vector3 v = uluaGetVector3( L );
- uluaPushVector3( L, Vector3Transform( v1, mat ) );
+ uluaPushVector3( L, Vector3Transform( v, mat ) );
return 1;
}
@@ -582,11 +582,11 @@ int lmathVector3RotateByQuaternion( lua_State *L ) {
lua_pushboolean( L, false );
return 1;
}
- Vector3 v1 = uluaGetVector3( L );
- lua_pop( L, 1 );
Quaternion q = uluaGetQuaternion( L );
+ lua_pop( L, 1 );
+ Vector3 v = uluaGetVector3( L );
- uluaPushVector3( L, Vector3RotateByQuaternion( v1, q ) );
+ uluaPushVector3( L, Vector3RotateByQuaternion( v, q ) );
return 1;
}
@@ -764,7 +764,7 @@ int lmathMatrixAdd( lua_State *L ) {
}
/*
-> result = RL_MatrixAdd( Matrix left, Matrix right )
+> result = RL_MatrixSubtract( Matrix left, Matrix right )
Subtract two matrices (left - right)
@@ -889,15 +889,14 @@ int lmathMatrixFrustum( lua_State *L ) {
lua_pushboolean( L, false );
return 1;
}
- // float far = lua_tonumber( L, -1 );
- // float near = lua_tonumber( L, -2 );
- // float top = lua_tonumber( L, -3 );
- // float bottom = lua_tonumber( L, -4 );
- // float right = lua_tonumber( L, -5 );
- // float left = lua_tonumber( L, -6 );
+ float far = lua_tonumber( L, -1 );
+ float near = lua_tonumber( L, -2 );
+ float top = lua_tonumber( L, -3 );
+ float bottom = lua_tonumber( L, -4 );
+ float right = lua_tonumber( L, -5 );
+ float left = lua_tonumber( L, -6 );
- // uluaPushMatrix( L, MatrixFrustum( left, right, bottom, top, near, far ) );
- uluaPushMatrix( L, MatrixFrustum( lua_tonumber( L, -6 ), lua_tonumber( L, -5 ), lua_tonumber( L, -4 ), lua_tonumber( L, -3 ), lua_tonumber( L, -2 ), lua_tonumber( L, -1 ) ) );
+ uluaPushMatrix( L, MatrixFrustum( left, right, bottom, top, near, far ) );
return 1;
}
@@ -916,13 +915,12 @@ int lmathMatrixPerspective( lua_State *L ) {
lua_pushboolean( L, false );
return 1;
}
- // float far = lua_tonumber( L, -1 );
- // float near = lua_tonumber( L, -2 );
- // float aspect = lua_tonumber( L, -3 );
- // float fovy = lua_tonumber( L, -4 );
+ float far = lua_tonumber( L, -1 );
+ float near = lua_tonumber( L, -2 );
+ float aspect = lua_tonumber( L, -3 );
+ float fovy = lua_tonumber( L, -4 );
- // uluaPushMatrix( L, MatrixPerspective( fovy, aspect, near, far ) );
- uluaPushMatrix( L, MatrixPerspective( lua_tonumber( L, -4 ), lua_tonumber( L, -3 ), lua_tonumber( L, -2 ), lua_tonumber( L, -1 ) ) );
+ uluaPushMatrix( L, MatrixPerspective( fovy, aspect, near, far ) );
return 1;
}
@@ -942,15 +940,14 @@ int lmathMatrixOrtho( lua_State *L ) {
lua_pushboolean( L, false );
return 1;
}
- // float far = lua_tonumber( L, -1 );
- // float near = lua_tonumber( L, -2 );
- // float top = lua_tonumber( L, -3 );
- // float bottom = lua_tonumber( L, -4 );
- // float right = lua_tonumber( L, -5 );
- // float left = lua_tonumber( L, -6 );
+ float far = lua_tonumber( L, -1 );
+ float near = lua_tonumber( L, -2 );
+ float top = lua_tonumber( L, -3 );
+ float bottom = lua_tonumber( L, -4 );
+ float right = lua_tonumber( L, -5 );
+ float left = lua_tonumber( L, -6 );
- // uluaPushMatrix( L, MatrixOrtho( left, right, bottom, top, near, far ) );
- uluaPushMatrix( L, MatrixOrtho( lua_tonumber( L, -6 ), lua_tonumber( L, -5 ), lua_tonumber( L, -4 ), lua_tonumber( L, -3 ), lua_tonumber( L, -2 ), lua_tonumber( L, -1 ) ) );
+ uluaPushMatrix( L, MatrixOrtho( left, right, bottom, top, near, far ) );
return 1;
}