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-rw-r--r--API.md18
-rw-r--r--examples/pixelated/main.lua1
-rw-r--r--include/models.h2
-rw-r--r--src/lua_core.c2
-rw-r--r--src/models.c55
5 files changed, 78 insertions, 0 deletions
diff --git a/API.md b/API.md
index b6be4ab..b0e97ee 100644
--- a/API.md
+++ b/API.md
@@ -4252,6 +4252,24 @@ Update model animation pose
---
+> success = RL_UnloadModelAnimations( ModelAnimations animations )
+
+Unload animation data
+
+- Failure return false
+- Success return true
+
+---
+
+> valid = RL_IsModelAnimationValid( Model model, ModelAnimations animations )
+
+Check model animation skeleton match
+
+- Failure return nil
+- Success return bool
+
+---
+
> boneCount = RL_GetModelAnimationBoneCount( ModelAnimations animations, int animation )
Return modelAnimation bone count
diff --git a/examples/pixelated/main.lua b/examples/pixelated/main.lua
index c0de666..24ba913 100644
--- a/examples/pixelated/main.lua
+++ b/examples/pixelated/main.lua
@@ -47,6 +47,7 @@ function draw()
RL_DrawRectangle( { 200, 120, 40, 50 }, { 100, 170, 255 } )
RL_DrawTexturePro( tex, { 166, 138, 128, 128 }, { pos[1], pos[2], 128, 128 }, { 16, 16 }, 0.0, WHITE )
RL_DrawText( 0, "Cat MIAU!!", { 16, 32 }, 10, 1, { 255, 180, 155 } )
+ RL_DrawTriangle( { 0, 32 }, { 32, 16 }, { 0, 0 }, RED )
RL_EndTextureMode()
RL_SetTextureSource( TEXTURE_SOURCE_RENDER_TEXTURE )
diff --git a/include/models.h b/include/models.h
index 3e1d63e..f3297eb 100644
--- a/include/models.h
+++ b/include/models.h
@@ -61,6 +61,8 @@ 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. */
diff --git a/src/lua_core.c b/src/lua_core.c
index da0d865..d714024 100644
--- a/src/lua_core.c
+++ b/src/lua_core.c
@@ -1029,6 +1029,8 @@ void luaRegister() {
/* Animations. */
lua_register( L, "RL_LoadModelAnimations", lmodelsLoadModelAnimations );
lua_register( L, "RL_UpdateModelAnimation", lmodelsUpdateModelAnimation );
+ lua_register( L, "RL_UnloadModelAnimations", lmodelsUnloadModelAnimations );
+ lua_register( L, "RL_IsModelAnimationValid", lmodelsIsModelAnimationValid );
lua_register( L, "RL_GetModelAnimationBoneCount", lmodelsGetModelAnimationBoneCount );
lua_register( L, "RL_GetModelAnimationFrameCount", lmodelsGetModelAnimationFrameCount );
/* Collision. */
diff --git a/src/models.c b/src/models.c
index 9d1b380..4e67ff0 100644
--- a/src/models.c
+++ b/src/models.c
@@ -2147,6 +2147,61 @@ int lmodelsUpdateModelAnimation( lua_State *L ) {
}
/*
+> 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