diff options
Diffstat (limited to 'include/models.h')
| -rw-r--r-- | include/models.h | 206 |
1 files changed, 103 insertions, 103 deletions
diff --git a/include/models.h b/include/models.h index 68ebb3e..786b16e 100644 --- a/include/models.h +++ b/include/models.h @@ -1,118 +1,118 @@ #pragma once /* Internals. */ -void unloadMaterial( Material *material ); +void unloadMaterial( Material* material ); /* Deleted from raylib. Need for freeing models. */ 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 geometric 3D shapes drawing functions. */ -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 ); +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 ); /* Model management functions. */ -int lmodelsLoadModel( lua_State *L ); -int lmodelsLoadModelFromMesh( lua_State *L ); -int lmodelsIsModelReady( lua_State *L ); -int lmodelsUnloadModel( lua_State *L ); -int lmodelsGetModelBoundingBox( lua_State *L ); -int lmodelsSetModelTransform( lua_State *L ); -int lmodelsSetModelMesh( lua_State *L ); -int lmodelsSetModelMaterial( lua_State *L ); -int lmodelsSetModelMeshMaterial( lua_State *L ); -int lmodelsSetModelBone( lua_State *L ); -int lmodelsSetModelBindPose( lua_State *L ); -int lmodelsGetModelTransform( lua_State *L ); -int lmodelsGetModelMeshCount( lua_State *L ); -int lmodelsGetModelMaterialCount( lua_State *L ); -int lmodelsGetModelMesh( lua_State *L ); -int lmodelsGetModelMaterial( lua_State *L ); -int lmodelsGetModelBoneCount( lua_State *L ); -int lmodelsGetModelBone( lua_State *L ); -int lmodelsGetModelBindPose( lua_State *L ); +int lmodelsLoadModel( lua_State* L ); +int lmodelsLoadModelFromMesh( lua_State* L ); +int lmodelsIsModelReady( lua_State* L ); +int lmodelsUnloadModel( lua_State* L ); +int lmodelsGetModelBoundingBox( lua_State* L ); +int lmodelsSetModelTransform( lua_State* L ); +int lmodelsSetModelMesh( lua_State* L ); +int lmodelsSetModelMaterial( lua_State* L ); +int lmodelsSetModelMeshMaterial( lua_State* L ); +int lmodelsSetModelBone( lua_State* L ); +int lmodelsSetModelBindPose( lua_State* L ); +int lmodelsGetModelTransform( lua_State* L ); +int lmodelsGetModelMeshCount( lua_State* L ); +int lmodelsGetModelMaterialCount( lua_State* L ); +int lmodelsGetModelMesh( lua_State* L ); +int lmodelsGetModelMaterial( lua_State* L ); +int lmodelsGetModelBoneCount( lua_State* L ); +int lmodelsGetModelBone( lua_State* L ); +int lmodelsGetModelBindPose( lua_State* L ); /* Model drawing functions. */ -int lmodelsDrawModel( lua_State *L ); -int lmodelsDrawModelEx( lua_State *L ); -int lmodelsDrawModelWires( lua_State *L ); -int lmodelsDrawModelWiresEx( lua_State *L ); -int lmodelsDrawBoundingBox( lua_State *L ); -int lmodelsDrawBillboard( lua_State *L ); -int lmodelsDrawBillboardRec( lua_State *L ); -int lmodelsDrawBillboardPro( lua_State *L ); +int lmodelsDrawModel( lua_State* L ); +int lmodelsDrawModelEx( lua_State* L ); +int lmodelsDrawModelWires( lua_State* L ); +int lmodelsDrawModelWiresEx( lua_State* L ); +int lmodelsDrawBoundingBox( lua_State* L ); +int lmodelsDrawBillboard( lua_State* L ); +int lmodelsDrawBillboardRec( lua_State* L ); +int lmodelsDrawBillboardPro( lua_State* L ); /* Mesh management functions. */ -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 ); +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 ); /* Mesh generation functions. */ -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 lmodelsGenMeshCubicmap( lua_State *L ); -int lmodelsGenMeshCustom( lua_State *L ); +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 lmodelsGenMeshCubicmap( lua_State* L ); +int lmodelsGenMeshCustom( lua_State* L ); /* Material management functions. */ -int lmodelsLoadMaterials( lua_State *L ); -int lmodelsGetMaterialDefault( lua_State *L ); -int lmodelsLoadMaterialDefault( lua_State *L ); -int lmodelsCreateMaterial( lua_State *L ); -int lmodelsIsMaterialReady( 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 ); +int lmodelsLoadMaterials( lua_State* L ); +int lmodelsGetMaterialDefault( lua_State* L ); +int lmodelsLoadMaterialDefault( lua_State* L ); +int lmodelsCreateMaterial( lua_State* L ); +int lmodelsIsMaterialReady( 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 animations management functions. */ -int lmodelsLoadModelAnimations( lua_State *L ); -int lmodelsUpdateModelAnimation( lua_State *L ); -int lmodelsUnloadModelAnimation( lua_State *L ); -int lmodelsUnloadModelAnimations( lua_State *L ); -int lmodelsIsModelAnimationValid( lua_State *L ); -int lmodelsSetModelAnimationBone( lua_State *L ); -int lmodelsSetModelAnimationFramePose( lua_State *L ); -int lmodelsSetModelAnimationName( lua_State *L ); -int lmodelsGetModelAnimationBoneCount( lua_State *L ); -int lmodelsGetModelAnimationFrameCount( lua_State *L ); -int lmodelsGetModelAnimationBone( lua_State *L ); -int lmodelsGetModelAnimationFramePose( lua_State *L ); -int lmodelsGetModelAnimationName( lua_State *L ); +int lmodelsLoadModelAnimations( lua_State* L ); +int lmodelsUpdateModelAnimation( lua_State* L ); +int lmodelsUnloadModelAnimation( lua_State* L ); +int lmodelsUnloadModelAnimations( lua_State* L ); +int lmodelsIsModelAnimationValid( lua_State* L ); +int lmodelsSetModelAnimationBone( lua_State* L ); +int lmodelsSetModelAnimationFramePose( lua_State* L ); +int lmodelsSetModelAnimationName( lua_State* L ); +int lmodelsGetModelAnimationBoneCount( lua_State* L ); +int lmodelsGetModelAnimationFrameCount( lua_State* L ); +int lmodelsGetModelAnimationBone( lua_State* L ); +int lmodelsGetModelAnimationFramePose( lua_State* L ); +int lmodelsGetModelAnimationName( lua_State* L ); /* Collision detection functions. */ -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 ); +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 ); |
