diff options
Diffstat (limited to 'src/core.c')
| -rw-r--r-- | src/core.c | 339 |
1 files changed, 339 insertions, 0 deletions
@@ -3171,6 +3171,345 @@ int lcoreGetCamera3DProjection( lua_State *L ) { } /* +> forward = RL.GetCamera3DForward( camera3D camera ) + +Returns the cameras forward vector ( normalized ) + +- Failure return nil +- Success return Vector3 +*/ +int lcoreGetCamera3DForward( lua_State *L ) { + if ( !lua_isnumber( L, 1 ) ) { + TraceLog( LOG_WARNING, "%s", "Bad call of function. RL.GetCamera3DForward( camera3D camera )" ); + lua_pushnil( L ); + return 1; + } + size_t cameraId = lua_tointeger( L, 1 ); + + if ( !validCamera3D( cameraId ) ) { + lua_pushnil( L ); + return 1; + } + uluaPushVector3( L, GetCameraForward( state->camera3Ds[ cameraId ] ) ); + + return 1; +} + +/* +> up = RL.GetCamera3DUpNormalized( camera3D camera ) + +Returns the cameras up vector ( normalized ) +Note: The up vector might not be perpendicular to the forward vector + +- Failure return nil +- Success return Vector3 +*/ +int lcoreGetCamera3DUpNormalized( lua_State *L ) { + if ( !lua_isnumber( L, 1 ) ) { + TraceLog( LOG_WARNING, "%s", "Bad call of function. RL.GetCamera3DUpNormalized( camera3D camera )" ); + lua_pushnil( L ); + return 1; + } + size_t cameraId = lua_tointeger( L, 1 ); + + if ( !validCamera3D( cameraId ) ) { + lua_pushnil( L ); + return 1; + } + uluaPushVector3( L, GetCameraUp( state->camera3Ds[ cameraId ] ) ); + + return 1; +} + +/* +> forward = RL.GetCamera3DRight( camera3D camera ) + +Returns the cameras right vector ( normalized ) + +- Failure return nil +- Success return Vector3 +*/ +int lcoreGetCamera3DRight( lua_State *L ) { + if ( !lua_isnumber( L, 1 ) ) { + TraceLog( LOG_WARNING, "%s", "Bad call of function. RL.GetCamera3DRight( camera3D camera )" ); + lua_pushnil( L ); + return 1; + } + size_t cameraId = lua_tointeger( L, 1 ); + + if ( !validCamera3D( cameraId ) ) { + lua_pushnil( L ); + return 1; + } + uluaPushVector3( L, GetCameraRight( state->camera3Ds[ cameraId ] ) ); + + return 1; +} + +/* +> success = RL.Camera3DMoveForward( camera3D camera, float distance, bool moveInWorldPlane ) + +Moves the camera in it's forward direction + +- Failure return false +- Success return true +*/ +int lcoreCamera3DMoveForward( lua_State *L ) { + if ( !lua_isnumber( L, 1 ) || !lua_isnumber( L, 2 ) || !lua_isboolean( L, 3 ) ) { + TraceLog( LOG_WARNING, "%s", "Bad call of function. RL.GetCamera3DRight( camera3D camera )" ); + lua_pushboolean( L, false ); + return 1; + } + size_t cameraId = lua_tointeger( L, 1 ); + float distance = lua_tonumber( L, 2 ); + bool moveInWorldPlane = lua_toboolean( L, 3 ); + + if ( !validCamera3D( cameraId ) ) { + lua_pushboolean( L, false ); + return 1; + } + + CameraMoveForward( state->camera3Ds[ cameraId ], distance, moveInWorldPlane ); + lua_pushboolean( L, true ); + + return 1; +} + +/* +> success = RL.Camera3DMoveUp( camera3D camera, float distance ) + +Moves the camera in it's up direction + +- Failure return false +- Success return true +*/ +int lcoreCamera3DMoveUp( lua_State *L ) { + if ( !lua_isnumber( L, 1 ) || !lua_isnumber( L, 2 ) ) { + TraceLog( LOG_WARNING, "%s", "Bad call of function. RL.Camera3DMoveUp( camera3D camera, float distance )" ); + lua_pushboolean( L, false ); + return 1; + } + size_t cameraId = lua_tointeger( L, 1 ); + float distance = lua_tonumber( L, 2 ); + + if ( !validCamera3D( cameraId ) ) { + lua_pushboolean( L, false ); + return 1; + } + + CameraMoveUp( state->camera3Ds[ cameraId ], distance ); + lua_pushboolean( L, true ); + + return 1; +} + +/* +> success = RL.Camera3DMoveRight( camera3D camera, float distance, bool moveInWorldPlane ) + +Moves the camera target in it's current right direction + +- Failure return false +- Success return true +*/ +int lcoreCamera3DMoveRight( lua_State *L ) { + if ( !lua_isnumber( L, 1 ) || !lua_isnumber( L, 2 ) || !lua_isboolean( L, 3 ) ) { + TraceLog( LOG_WARNING, "%s", "Bad call of function. RL.Camera3DMoveRight( camera3D camera, float distance, bool moveInWorldPlane )" ); + lua_pushboolean( L, false ); + return 1; + } + size_t cameraId = lua_tointeger( L, 1 ); + float distance = lua_tonumber( L, 2 ); + bool moveInWorldPlane = lua_toboolean( L, 3 ); + + if ( !validCamera3D( cameraId ) ) { + lua_pushboolean( L, false ); + return 1; + } + + CameraMoveRight( state->camera3Ds[ cameraId ], distance, moveInWorldPlane ); + lua_pushboolean( L, true ); + + return 1; +} + +/* +> success = RL.Camera3DMoveToTarget( camera3D camera, float delta ) + +Moves the camera position closer/farther to/from the camera target + +- Failure return false +- Success return true +*/ +int lcoreCamera3DMoveToTarget( lua_State *L ) { + if ( !lua_isnumber( L, 1 ) || !lua_isnumber( L, 2 ) ) { + TraceLog( LOG_WARNING, "%s", "Bad call of function. RL.Camera3DMoveToTarget( camera3D camera, float delta )" ); + lua_pushboolean( L, false ); + return 1; + } + size_t cameraId = lua_tointeger( L, 1 ); + float delta = lua_tonumber( L, 2 ); + + if ( !validCamera3D( cameraId ) ) { + lua_pushboolean( L, false ); + return 1; + } + + CameraMoveToTarget( state->camera3Ds[ cameraId ], delta ); + lua_pushboolean( L, true ); + + return 1; +} + +/* +> success = RL.Camera3DYaw( camera3D camera, float angle, bool rotateAroundTarget ) + +Rotates the camera around it's up vector +Yaw is "looking left and right" +If rotateAroundTarget is false, the camera rotates around it's position +Note: angle must be provided in radians + +- Failure return false +- Success return true +*/ +int lcoreCamera3DYaw( lua_State *L ) { + if ( !lua_isnumber( L, 1 ) || !lua_isnumber( L, 2 ) || !lua_isboolean( L, 3 ) ) { + TraceLog( LOG_WARNING, "%s", "Bad call of function. RL.Camera3DYaw( camera3D camera, float angle, bool rotateAroundTarget )" ); + lua_pushboolean( L, false ); + return 1; + } + size_t cameraId = lua_tointeger( L, 1 ); + float delta = lua_tonumber( L, 2 ); + bool rotateAroundTarget = lua_toboolean( L, 3 ); + + if ( !validCamera3D( cameraId ) ) { + lua_pushboolean( L, false ); + return 1; + } + + CameraYaw( state->camera3Ds[ cameraId ], delta, rotateAroundTarget ); + lua_pushboolean( L, true ); + + return 1; +} + +/* +> success = RL.Camera3DPitch( camera3D camera, float angle, bool lockView, bool rotateAroundTarget, bool rotateUp ) + +Rotates the camera around it's right vector, pitch is "looking up and down" + - lockView prevents camera overrotation (aka "somersaults") + - rotateAroundTarget defines if rotation is around target or around it's position + - rotateUp rotates the up direction as well (typically only usefull in CAMERA_FREE) +NOTE: angle must be provided in radians + +- Failure return false +- Success return true +*/ +int lcoreCamera3DPitch( lua_State *L ) { + if ( !lua_isnumber( L, 1 ) || !lua_isnumber( L, 2 ) || !lua_isboolean( L, 3 ) + || !lua_isboolean( L, 4 ) || !lua_isboolean( L, 5 ) ) { + TraceLog( LOG_WARNING, "%s", "Bad call of function. RL.Camera3DYaw( camera3D camera, float angle, bool rotateAroundTarget )" ); + lua_pushboolean( L, false ); + return 1; + } + size_t cameraId = lua_tointeger( L, 1 ); + float delta = lua_tonumber( L, 2 ); + bool lockView = lua_toboolean( L, 3 ); + bool rotateAroundTarget = lua_toboolean( L, 4 ); + bool rotateUp = lua_toboolean( L, 5 ); + + if ( !validCamera3D( cameraId ) ) { + lua_pushboolean( L, false ); + return 1; + } + + CameraPitch( state->camera3Ds[ cameraId ], delta, lockView, rotateAroundTarget, rotateUp ); + lua_pushboolean( L, true ); + + return 1; +} + +/* +> success = RL.Camera3DRoll( camera3D camera, float angle ) + +Rotates the camera around it's forward vector +Roll is "turning your head sideways to the left or right" +Note: angle must be provided in radians + +- Failure return false +- Success return true +*/ +int lcoreCamera3DRoll( lua_State *L ) { + if ( !lua_isnumber( L, 1 ) || !lua_isnumber( L, 2 ) ) { + TraceLog( LOG_WARNING, "%s", "Bad call of function. RL.Camera3DRoll( camera3D camera, float angle )" ); + lua_pushboolean( L, false ); + return 1; + } + size_t cameraId = lua_tointeger( L, 1 ); + float angle = lua_tonumber( L, 2 ); + + if ( !validCamera3D( cameraId ) ) { + lua_pushboolean( L, false ); + return 1; + } + + CameraRoll( state->camera3Ds[ cameraId ], angle ); + lua_pushboolean( L, true ); + + return 1; +} + +/* +> view = RL.GetCamera3DViewMatrix( camera3D camera ) + +Returns the camera view matrix + +- Failure return false +- Success return Matrix +*/ +int lcoreGetCamera3DViewMatrix( lua_State *L ) { + if ( !lua_isnumber( L, 1 ) ) { + TraceLog( LOG_WARNING, "%s", "Bad call of function. RL.GetCamera3DViewMatrix( camera3D camera )" ); + lua_pushboolean( L, false ); + return 1; + } + size_t cameraId = lua_tointeger( L, 1 ); + + if ( !validCamera3D( cameraId ) ) { + lua_pushboolean( L, false ); + return 1; + } + uluaPushMatrix( L, GetCameraViewMatrix( state->camera3Ds[ cameraId ] ) ); + + return 1; +} + +/* +> projection = RL.GetCamera3DProjectionMatrix( camera3D camera, float aspect ) + +Returns the camera projection matrix + +- Failure return false +- Success return Matrix +*/ +int lcoreGetCamera3DProjectionMatrix( lua_State *L ) { + if ( !lua_isnumber( L, 1 ) || !lua_isnumber( L, 2 ) ) { + TraceLog( LOG_WARNING, "%s", "Bad call of function. RL.GetCamera3DProjectionMatrix( camera3D camera, float aspect )" ); + lua_pushboolean( L, false ); + return 1; + } + size_t cameraId = lua_tointeger( L, 1 ); + float aspect = lua_tonumber( L, 2 ); + + if ( !validCamera3D( cameraId ) ) { + lua_pushboolean( L, false ); + return 1; + } + uluaPushMatrix( L, GetCameraProjectionMatrix( state->camera3Ds[ cameraId ], aspect ) ); + + return 1; +} + +/* > success = RL.UpdateCamera3D( camera3D camera, int mode ) Update camera position for selected mode |
