diff options
Diffstat (limited to 'src/models.c')
| -rw-r--r-- | src/models.c | 362 |
1 files changed, 181 insertions, 181 deletions
diff --git a/src/models.c b/src/models.c index 84e0b1a..2133632 100644 --- a/src/models.c +++ b/src/models.c @@ -6,7 +6,7 @@ #include "textures.h" #include "core.h" -void unloadMaterial( Material *material ) { +void unloadMaterial( Material* material ) { free( material->maps ); } @@ -115,7 +115,7 @@ void DrawBillboardRecNoRatio( Camera camera, Texture2D texture, Rectangle source Draw a line in 3D world space */ -int lmodelsDrawLine3D( lua_State *L ) { +int lmodelsDrawLine3D( lua_State* L ) { Vector3 startPos = uluaGetVector3( L, 1 ); Vector3 endPos = uluaGetVector3( L, 2 ); Color color = uluaGetColor( L, 3 ); @@ -130,7 +130,7 @@ int lmodelsDrawLine3D( lua_State *L ) { Draw a point in 3D space, actually a small line */ -int lmodelsDrawPoint3D( lua_State *L ) { +int lmodelsDrawPoint3D( lua_State* L ) { Vector3 position = uluaGetVector3( L, 1 ); Color color = uluaGetColor( L, 2 ); @@ -144,7 +144,7 @@ int lmodelsDrawPoint3D( lua_State *L ) { Draw a circle in 3D world space */ -int lmodelsDrawCircle3D( lua_State *L ) { +int lmodelsDrawCircle3D( lua_State* L ) { Vector3 center = uluaGetVector3( L, 1 ); float radius = luaL_checknumber( L, 2 ); Vector3 rotationAxis = uluaGetVector3( L, 3 ); @@ -161,7 +161,7 @@ int lmodelsDrawCircle3D( lua_State *L ) { Draw a color-filled triangle (Vertex in counter-clockwise order!) */ -int lmodelsDrawTriangle3D( lua_State *L ) { +int lmodelsDrawTriangle3D( lua_State* L ) { Vector3 v1 = uluaGetVector3( L, 1 ); Vector3 v2 = uluaGetVector3( L, 2 ); Vector3 v3 = uluaGetVector3( L, 3 ); @@ -177,7 +177,7 @@ int lmodelsDrawTriangle3D( lua_State *L ) { Draw cube */ -int lmodelsDrawCube( lua_State *L ) { +int lmodelsDrawCube( lua_State* L ) { Vector3 pos = uluaGetVector3( L, 1 ); Vector3 size = uluaGetVector3( L, 2 ); Color color = uluaGetColor( L, 3 ); @@ -192,7 +192,7 @@ int lmodelsDrawCube( lua_State *L ) { Draw cube wires */ -int lmodelsDrawCubeWires( lua_State *L ) { +int lmodelsDrawCubeWires( lua_State* L ) { Vector3 pos = uluaGetVector3( L, 1 ); Vector3 size = uluaGetVector3( L, 2 ); Color color = uluaGetColor( L, 3 ); @@ -207,7 +207,7 @@ int lmodelsDrawCubeWires( lua_State *L ) { Draw sphere */ -int lmodelsDrawSphere( lua_State *L ) { +int lmodelsDrawSphere( lua_State* L ) { Vector3 centerPos = uluaGetVector3( L, 1 ); float radius = luaL_checknumber( L, 2 ); Color color = uluaGetColor( L, 3 ); @@ -222,7 +222,7 @@ int lmodelsDrawSphere( lua_State *L ) { Draw sphere with extended parameters */ -int lmodelsDrawSphereEx( lua_State *L ) { +int lmodelsDrawSphereEx( lua_State* L ) { Vector3 centerPos = uluaGetVector3( L, 1 ); float radius = luaL_checknumber( L, 2 ); int rings = luaL_checkinteger( L, 3 ); @@ -239,7 +239,7 @@ int lmodelsDrawSphereEx( lua_State *L ) { Draw sphere wires */ -int lmodelsDrawSphereWires( lua_State *L ) { +int lmodelsDrawSphereWires( lua_State* L ) { Vector3 centerPos = uluaGetVector3( L, 1 ); float radius = luaL_checknumber( L, 2 ); int rings = luaL_checkinteger( L, 3 ); @@ -256,7 +256,7 @@ int lmodelsDrawSphereWires( lua_State *L ) { Draw a cylinder/cone */ -int lmodelsDrawCylinder( lua_State *L ) { +int lmodelsDrawCylinder( lua_State* L ) { Vector3 position = uluaGetVector3( L, 1 ); float radiusTop = luaL_checknumber( L, 2 ); float radiusBottom = luaL_checknumber( L, 3 ); @@ -274,7 +274,7 @@ int lmodelsDrawCylinder( lua_State *L ) { Draw a cylinder with base at startPos and top at endPos */ -int lmodelsDrawCylinderEx( lua_State *L ) { +int lmodelsDrawCylinderEx( lua_State* L ) { Vector3 startPos = uluaGetVector3( L, 1 ); Vector3 endPos = uluaGetVector3( L, 2 ); float startRadius = luaL_checknumber( L, 3 ); @@ -292,7 +292,7 @@ int lmodelsDrawCylinderEx( lua_State *L ) { Draw a cylinder/cone wires */ -int lmodelsDrawCylinderWires( lua_State *L ) { +int lmodelsDrawCylinderWires( lua_State* L ) { Vector3 position = uluaGetVector3( L, 1 ); float radiusTop = luaL_checknumber( L, 2 ); float radiusBottom = luaL_checknumber( L, 3 ); @@ -310,7 +310,7 @@ int lmodelsDrawCylinderWires( lua_State *L ) { Draw a cylinder wires with base at startPos and top at endPos */ -int lmodelsDrawCylinderWiresEx( lua_State *L ) { +int lmodelsDrawCylinderWiresEx( lua_State* L ) { Vector3 startPos = uluaGetVector3( L, 1 ); Vector3 endPos = uluaGetVector3( L, 2 ); float startRadius = luaL_checknumber( L, 3 ); @@ -328,7 +328,7 @@ int lmodelsDrawCylinderWiresEx( lua_State *L ) { Draw a capsule with the center of its sphere caps at startPos and endPos */ -int lmodelsDrawCapsule( lua_State *L ) { +int lmodelsDrawCapsule( lua_State* L ) { Vector3 startPos = uluaGetVector3( L, 1 ); Vector3 endPos = uluaGetVector3( L, 2 ); float radius = luaL_checknumber( L, 3 ); @@ -346,7 +346,7 @@ int lmodelsDrawCapsule( lua_State *L ) { Draw capsule wireframe with the center of its sphere caps at startPos and endPos */ -int lmodelsDrawCapsuleWires( lua_State *L ) { +int lmodelsDrawCapsuleWires( lua_State* L ) { Vector3 startPos = uluaGetVector3( L, 1 ); Vector3 endPos = uluaGetVector3( L, 2 ); float radius = luaL_checknumber( L, 3 ); @@ -364,7 +364,7 @@ int lmodelsDrawCapsuleWires( lua_State *L ) { Draw a plane XZ */ -int lmodelsDrawPlane( lua_State *L ) { +int lmodelsDrawPlane( lua_State* L ) { Vector3 centerPos = uluaGetVector3( L, 1 ); Vector2 size = uluaGetVector2( L, 2 ); Color color = uluaGetColor( L, 3 ); @@ -379,8 +379,8 @@ int lmodelsDrawPlane( lua_State *L ) { Draw 3D textured quad. (Texture coordinates opengl style 0.0 - 1.0) */ -int lmodelDrawQuad3DTexture( lua_State *L ) { - Texture *texture = uluaGetTexture( L, 1 ); +int lmodelDrawQuad3DTexture( lua_State* L ) { + Texture* texture = uluaGetTexture( L, 1 ); /* Vertices. */ Vector3 vertices[4] = { 0 }; @@ -447,7 +447,7 @@ int lmodelDrawQuad3DTexture( lua_State *L ) { Draw a ray line */ -int lmodelsDrawRay( lua_State *L ) { +int lmodelsDrawRay( lua_State* L ) { Ray ray = uluaGetRay( L, 1 ); Color color = uluaGetColor( L, 2 ); @@ -461,7 +461,7 @@ int lmodelsDrawRay( lua_State *L ) { Draw a grid (Centered at ( 0, 0, 0 )) */ -int lmodelsDrawGrid( lua_State *L ) { +int lmodelsDrawGrid( lua_State* L ) { int slices = luaL_checkinteger( L, 1 ); float spacing = luaL_checknumber( L, 2 ); @@ -482,7 +482,7 @@ Load model from files (Meshes and materials) - Failure return nil - Success return Model */ -int lmodelsLoadModel( lua_State *L ) { +int lmodelsLoadModel( lua_State* L ) { if ( FileExists( luaL_checkstring( L, 1 ) ) ) { uluaPushModel( L, LoadModel( lua_tostring( L, 1 ) ) ); @@ -501,8 +501,8 @@ Load model from generated mesh (Default material) - Success return Model */ -int lmodelsLoadModelFromMesh( lua_State *L ) { - Mesh *mesh = uluaGetMesh( L, 1 ); +int lmodelsLoadModelFromMesh( lua_State* L ) { + Mesh* mesh = uluaGetMesh( L, 1 ); uluaPushModel( L, LoadModelFromMesh( *mesh ) ); @@ -516,8 +516,8 @@ Check if a model is ready - Success return bool */ -int lmodelsIsModelReady( lua_State *L ) { - Model *model = uluaGetModel( L, 1 ); +int lmodelsIsModelReady( lua_State* L ) { + Model* model = uluaGetModel( L, 1 ); lua_pushboolean( L, IsModelReady( *model ) ); @@ -529,8 +529,8 @@ int lmodelsIsModelReady( lua_State *L ) { Unload model (including meshes) from memory (RAM and/or VRAM) */ -int lmodelsUnloadModel( lua_State *L ) { - Model *model = uluaGetModel( L, 1 ); +int lmodelsUnloadModel( lua_State* L ) { + Model* model = uluaGetModel( L, 1 ); UnloadModel( *model ); @@ -544,8 +544,8 @@ Compute model bounding box limits (considers all meshes) - Success return BoundingBox */ -int lmodelsGetModelBoundingBox( lua_State *L ) { - Model *model = uluaGetModel( L, 1 ); +int lmodelsGetModelBoundingBox( lua_State* L ) { + Model* model = uluaGetModel( L, 1 ); uluaPushBoundingBox( L, GetModelBoundingBox( *model ) ); @@ -557,8 +557,8 @@ int lmodelsGetModelBoundingBox( lua_State *L ) { Set model transform matrix */ -int lmodelsSetModelTransform( lua_State *L ) { - Model *model = uluaGetModel( L, 1 ); +int lmodelsSetModelTransform( lua_State* L ) { + Model* model = uluaGetModel( L, 1 ); Matrix transform = uluaGetMatrix( L, 2 ); model->transform = transform; @@ -574,10 +574,10 @@ Set model mesh. - Failure return false - Success return true */ -int lmodelsSetModelMesh( lua_State *L ) { - Model *model = uluaGetModel( L, 1 ); +int lmodelsSetModelMesh( lua_State* L ) { + Model* model = uluaGetModel( L, 1 ); int meshId = luaL_checkinteger( L, 2 ); - Mesh *mesh = uluaGetMesh( L, 3 ); + Mesh* mesh = uluaGetMesh( L, 3 ); if ( 0 <= meshId && meshId < model->meshCount ) { model->meshes[ meshId ] = *mesh; @@ -598,10 +598,10 @@ Set material to model material - Failure return false - Success return true */ -int lmodelsSetModelMaterial( lua_State *L ) { - Model *model = uluaGetModel( L, 1 ); +int lmodelsSetModelMaterial( lua_State* L ) { + Model* model = uluaGetModel( L, 1 ); int materialId = luaL_checkinteger( L, 2 ); - Material *material = uluaGetMaterial( L, 3 ); + Material* material = uluaGetMaterial( L, 3 ); if ( 0 <= materialId && materialId < model->materialCount ) { model->materials[ materialId ] = *material; @@ -619,8 +619,8 @@ int lmodelsSetModelMaterial( lua_State *L ) { Set material for a mesh (Mesh and material on this model) */ -int lmodelsSetModelMeshMaterial( lua_State *L ) { - Model *model = uluaGetModel( L, 1 ); +int lmodelsSetModelMeshMaterial( lua_State* L ) { + Model* model = uluaGetModel( L, 1 ); int meshId = luaL_checkinteger( L, 2 ); int materialId = luaL_checkinteger( L, 3 ); @@ -643,8 +643,8 @@ Set model bone information (skeleton) - Failure return false - Success return true */ -int lmodelsSetModelBone( lua_State *L ) { - Model *model = uluaGetModel( L, 1 ); +int lmodelsSetModelBone( lua_State* L ) { + Model* model = uluaGetModel( L, 1 ); int boneId = luaL_checkinteger( L, 2 ); BoneInfo bone = uluaGetBoneInfo( L, 3 ); @@ -667,8 +667,8 @@ Set model bones base transformation (pose) - Failure return false - Success return true */ -int lmodelsSetModelBindPose( lua_State *L ) { - Model *model = uluaGetModel( L, 1 ); +int lmodelsSetModelBindPose( lua_State* L ) { + Model* model = uluaGetModel( L, 1 ); int boneId = luaL_checkinteger( L, 2 ); Transform pose = uluaGetTransform( L, 3 ); @@ -690,8 +690,8 @@ Get model transform matrix - Success return Matrix */ -int lmodelsGetModelTransform( lua_State *L ) { - Model *model = uluaGetModel( L, 1 ); +int lmodelsGetModelTransform( lua_State* L ) { + Model* model = uluaGetModel( L, 1 ); uluaPushMatrix( L, model->transform ); @@ -705,8 +705,8 @@ Get model number of meshes - Success return int */ -int lmodelsGetModelMeshCount( lua_State *L ) { - Model *model = uluaGetModel( L, 1 ); +int lmodelsGetModelMeshCount( lua_State* L ) { + Model* model = uluaGetModel( L, 1 ); lua_pushinteger( L, model->meshCount ); @@ -720,8 +720,8 @@ Get model number of materials - Success return int */ -int lmodelsGetModelMaterialCount( lua_State *L ) { - Model *model = uluaGetModel( L, 1 ); +int lmodelsGetModelMaterialCount( lua_State* L ) { + Model* model = uluaGetModel( L, 1 ); lua_pushinteger( L, model->materialCount ); @@ -736,8 +736,8 @@ Get model mesh. Return as lightuserdata - Failure return nil - Success return Mesh */ -int lmodelsGetModelMesh( lua_State *L ) { - Model *model = uluaGetModel( L, 1 ); +int lmodelsGetModelMesh( lua_State* L ) { + Model* model = uluaGetModel( L, 1 ); int meshId = luaL_checkinteger( L, 2 ); if ( 0 <= meshId && meshId < model->meshCount ) { @@ -758,8 +758,8 @@ Get model material. Return as lightuserdata - Failure return nil - Success return Material */ -int lmodelsGetModelMaterial( lua_State *L ) { - Model *model = uluaGetModel( L, 1 ); +int lmodelsGetModelMaterial( lua_State* L ) { + Model* model = uluaGetModel( L, 1 ); int materialId = luaL_checkinteger( L, 2 ); if ( 0 <= materialId && materialId < model->materialCount ) { @@ -779,8 +779,8 @@ Get model number of bones - Success return int */ -int lmodelsGetModelBoneCount( lua_State *L ) { - Model *model = uluaGetModel( L, 1 ); +int lmodelsGetModelBoneCount( lua_State* L ) { + Model* model = uluaGetModel( L, 1 ); lua_pushinteger( L, model->boneCount ); @@ -795,8 +795,8 @@ Get model bones information (skeleton) - Failure return nil - Success return BoneInfo */ -int lmodelsGetModelBone( lua_State *L ) { - Model *model = uluaGetModel( L, 1 ); +int lmodelsGetModelBone( lua_State* L ) { + Model* model = uluaGetModel( L, 1 ); int boneId = luaL_checkinteger( L, 2 ); if ( 0 <= boneId && boneId < model->boneCount ) { @@ -817,8 +817,8 @@ Get models bones base transformation (pose) - Failure return nil - Success return Transform */ -int lmodelsGetModelBindPose( lua_State *L ) { - Model *model = uluaGetModel( L, 1 ); +int lmodelsGetModelBindPose( lua_State* L ) { + Model* model = uluaGetModel( L, 1 ); int boneId = luaL_checkinteger( L, 2 ); if ( 0 <= boneId && boneId < model->boneCount ) { @@ -840,8 +840,8 @@ int lmodelsGetModelBindPose( lua_State *L ) { Draw a model (With texture if set) */ -int lmodelsDrawModel( lua_State *L ) { - Model *model = uluaGetModel( L, 1 ); +int lmodelsDrawModel( lua_State* L ) { + Model* model = uluaGetModel( L, 1 ); Vector3 position = uluaGetVector3( L, 2 ); float scale = luaL_checknumber( L, 3 ); Color tint = uluaGetColor( L, 4 ); @@ -856,8 +856,8 @@ int lmodelsDrawModel( lua_State *L ) { Draw a model with extended parameters */ -int lmodelsDrawModelEx( lua_State *L ) { - Model *model = uluaGetModel( L, 1 ); +int lmodelsDrawModelEx( lua_State* L ) { + Model* model = uluaGetModel( L, 1 ); Vector3 position = uluaGetVector3( L, 2 ); Vector3 rotationAxis = uluaGetVector3( L, 3 ); float rotationAngle = luaL_checknumber( L, 4 ); @@ -874,8 +874,8 @@ int lmodelsDrawModelEx( lua_State *L ) { Draw a model wires (with texture if set) */ -int lmodelsDrawModelWires( lua_State *L ) { - Model *model = uluaGetModel( L, 1 ); +int lmodelsDrawModelWires( lua_State* L ) { + Model* model = uluaGetModel( L, 1 ); Vector3 position = uluaGetVector3( L, 2 ); float scale = luaL_checknumber( L, 3 ); Color tint = uluaGetColor( L, 4 ); @@ -890,8 +890,8 @@ int lmodelsDrawModelWires( lua_State *L ) { Draw a model wires (with texture if set) with extended parameters */ -int lmodelsDrawModelWiresEx( lua_State *L ) { - Model *model = uluaGetModel( L, 1 ); +int lmodelsDrawModelWiresEx( lua_State* L ) { + Model* model = uluaGetModel( L, 1 ); Vector3 position = uluaGetVector3( L, 2 ); Vector3 rotationAxis = uluaGetVector3( L, 3 ); float rotationAngle = luaL_checknumber( L, 4 ); @@ -908,7 +908,7 @@ int lmodelsDrawModelWiresEx( lua_State *L ) { Draw bounding box (wires) */ -int lmodelsDrawBoundingBox( lua_State *L ) { +int lmodelsDrawBoundingBox( lua_State* L ) { BoundingBox box = uluaGetBoundingBox( L, 1 ); Color color = uluaGetColor( L, 2 ); @@ -922,9 +922,9 @@ int lmodelsDrawBoundingBox( lua_State *L ) { Draw a billboard texture */ -int lmodelsDrawBillboard( lua_State *L ) { - Camera3D *camera = uluaGetCamera3D( L, 1 ); - Texture *texture = uluaGetTexture( L, 2 ); +int lmodelsDrawBillboard( lua_State* L ) { + Camera3D* camera = uluaGetCamera3D( L, 1 ); + Texture* texture = uluaGetTexture( L, 2 ); Vector3 position = uluaGetVector3( L, 3 ); float size = luaL_checknumber( L, 4 ); Color tint = uluaGetColor( L, 5 ); @@ -939,9 +939,9 @@ int lmodelsDrawBillboard( lua_State *L ) { Draw a billboard texture defined by source */ -int lmodelsDrawBillboardRec( lua_State *L ) { - Camera3D *camera = uluaGetCamera3D( L, 1 ); - Texture *texture = uluaGetTexture( L, 2 ); +int lmodelsDrawBillboardRec( lua_State* L ) { + Camera3D* camera = uluaGetCamera3D( L, 1 ); + Texture* texture = uluaGetTexture( L, 2 ); Rectangle source = uluaGetRectangle( L, 3 ); Vector3 position = uluaGetVector3( L, 4 ); Vector2 size = uluaGetVector2( L, 5 ); @@ -957,9 +957,9 @@ int lmodelsDrawBillboardRec( lua_State *L ) { Draw a billboard texture defined by source and rotation */ -int lmodelsDrawBillboardPro( lua_State *L ) { - Camera3D *camera = uluaGetCamera3D( L, 1 ); - Texture *texture = uluaGetTexture( L, 2 ); +int lmodelsDrawBillboardPro( lua_State* L ) { + Camera3D* camera = uluaGetCamera3D( L, 1 ); + Texture* texture = uluaGetTexture( L, 2 ); Rectangle source = uluaGetRectangle( L, 3 ); Vector3 position = uluaGetVector3( L, 4 ); Vector3 up = uluaGetVector3( L, 5 ); @@ -983,8 +983,8 @@ int lmodelsDrawBillboardPro( lua_State *L ) { Update mesh vertex data in GPU. NOTE: Mainly intented to be used with custom meshes. */ -int lmodelsUpdateMesh( lua_State *L ) { - Mesh *mesh = uluaGetMesh( L, 1 ); +int lmodelsUpdateMesh( lua_State* L ) { + Mesh* mesh = uluaGetMesh( L, 1 ); luaL_checktype( L, 2, LUA_TTABLE ); int t = 2; @@ -1107,8 +1107,8 @@ int lmodelsUpdateMesh( lua_State *L ) { Unload mesh data from CPU and GPU */ -int lmodelsUnloadMesh( lua_State *L ) { - Mesh *mesh = uluaGetMesh( L, 1 ); +int lmodelsUnloadMesh( lua_State* L ) { + Mesh* mesh = uluaGetMesh( L, 1 ); UnloadMesh( *mesh ); @@ -1120,9 +1120,9 @@ int lmodelsUnloadMesh( lua_State *L ) { Draw a 3d mesh with material and transform */ -int lmodelsDrawMesh( lua_State *L ) { - Mesh *mesh = uluaGetMesh( L, 1 ); - Material *material = uluaGetMaterial( L, 2 ); +int lmodelsDrawMesh( lua_State* L ) { + Mesh* mesh = uluaGetMesh( L, 1 ); + Material* material = uluaGetMaterial( L, 2 ); Matrix matrix = uluaGetMatrix( L, 3 ); DrawMesh( *mesh, *material, matrix ); @@ -1135,9 +1135,9 @@ int lmodelsDrawMesh( lua_State *L ) { Draw multiple mesh instances with material and different transforms */ -int lmodelsDrawMeshInstanced( lua_State *L ) { - Mesh *mesh = uluaGetMesh( L, 1 ); - Material *material = uluaGetMaterial( L, 2 ); +int lmodelsDrawMeshInstanced( lua_State* L ) { + Mesh* mesh = uluaGetMesh( L, 1 ); + Material* material = uluaGetMaterial( L, 2 ); luaL_checktype( L, 3, LUA_TTABLE ); int instances = luaL_checkinteger( L, 4 ); @@ -1167,8 +1167,8 @@ NOTE: Currently only works on custom mesh - Failure return false - Success return true */ -int lmodelsSetMeshColor( lua_State *L ) { - Mesh *mesh = uluaGetMesh( L, 1 ); +int lmodelsSetMeshColor( lua_State* L ) { + Mesh* mesh = uluaGetMesh( L, 1 ); Color color = uluaGetColor( L, 2 ); if ( mesh->colors == NULL ) { @@ -1198,8 +1198,8 @@ Export mesh data to file, returns true on success - Success return bool */ -int lmodelsExportMesh( lua_State *L ) { - Mesh *mesh = uluaGetMesh( L, 1 ); +int lmodelsExportMesh( lua_State* L ) { + Mesh* mesh = uluaGetMesh( L, 1 ); lua_pushboolean( L, ExportMesh( *mesh, luaL_checkstring( L, 2 ) ) ); @@ -1213,8 +1213,8 @@ Compute mesh bounding box limits - Success return BoundingBox */ -int lmodelsGetMeshBoundingBox( lua_State *L ) { - Mesh *mesh = uluaGetMesh( L, 1 ); +int lmodelsGetMeshBoundingBox( lua_State* L ) { + Mesh* mesh = uluaGetMesh( L, 1 ); uluaPushBoundingBox( L, GetMeshBoundingBox( *mesh ) ); @@ -1226,8 +1226,8 @@ int lmodelsGetMeshBoundingBox( lua_State *L ) { Compute mesh tangents */ -int lmodelsGenMeshTangents( lua_State *L ) { - Mesh *mesh = uluaGetMesh( L, 1 ); +int lmodelsGenMeshTangents( lua_State* L ) { + Mesh* mesh = uluaGetMesh( L, 1 ); GenMeshTangents( mesh ); @@ -1245,7 +1245,7 @@ Generate polygonal mesh - Success return Mesh */ -int lmodelsGenMeshPoly( lua_State *L ) { +int lmodelsGenMeshPoly( lua_State* L ) { int sides = luaL_checkinteger( L, 1 ); float radius = luaL_checknumber( L, 2 ); @@ -1261,7 +1261,7 @@ Generate plane mesh (With subdivisions) - Success return Mesh */ -int lmodelsGenMeshPlane( lua_State *L ) { +int lmodelsGenMeshPlane( lua_State* L ) { float width = luaL_checknumber( L, 1 ); float length = luaL_checknumber( L, 2 ); int resX = luaL_checkinteger( L, 3 ); @@ -1279,7 +1279,7 @@ Generate cuboid mesh - Success return Mesh */ -int lmodelsGenMeshCube( lua_State *L ) { +int lmodelsGenMeshCube( lua_State* L ) { Vector3 size = uluaGetVector3( L, 1 ); uluaPushMesh( L, GenMeshCube( size.x, size.y, size.z ) ); @@ -1294,7 +1294,7 @@ Generate sphere mesh (Standard sphere) - Success return Mesh */ -int lmodelsGenMeshSphere( lua_State *L ) { +int lmodelsGenMeshSphere( lua_State* L ) { float radius = luaL_checknumber( L, 1 ); int rings = luaL_checkinteger( L, 2 ); int slices = luaL_checkinteger( L, 3 ); @@ -1311,7 +1311,7 @@ Generate cylinder mesh - Success return Mesh */ -int lmodelsGenMeshCylinder( lua_State *L ) { +int lmodelsGenMeshCylinder( lua_State* L ) { float radius = luaL_checknumber( L, 1 ); float height = luaL_checknumber( L, 2 ); int slices = luaL_checkinteger( L, 3 ); @@ -1328,7 +1328,7 @@ Generate cone/pyramid mesh - Success return Mesh */ -int lmodelsGenMeshCone( lua_State *L ) { +int lmodelsGenMeshCone( lua_State* L ) { float radius = luaL_checknumber( L, 1 ); float height = luaL_checknumber( L, 2 ); int slices = luaL_checkinteger( L, 3 ); @@ -1345,7 +1345,7 @@ Generate torus mesh - Success return Mesh */ -int lmodelsGenMeshTorus( lua_State *L ) { +int lmodelsGenMeshTorus( lua_State* L ) { float radius = luaL_checknumber( L, 1 ); float size = luaL_checknumber( L, 2 ); int radSeg = luaL_checkinteger( L, 3 ); @@ -1363,7 +1363,7 @@ Generate torus mesh - Success return Mesh */ -int lmodelsGenMeshKnot( lua_State *L ) { +int lmodelsGenMeshKnot( lua_State* L ) { float radius = luaL_checknumber( L, 1 ); float size = luaL_checknumber( L, 2 ); int radSeg = luaL_checkinteger( L, 3 ); @@ -1381,8 +1381,8 @@ Generate heightmap mesh from image data - Success return Mesh */ -int lmodelsGenMeshHeightmap( lua_State *L ) { - Image *heightmap = uluaGetImage( L, 1 ); +int lmodelsGenMeshHeightmap( lua_State* L ) { + Image* heightmap = uluaGetImage( L, 1 ); Vector3 size = uluaGetVector3( L, 2 ); uluaPushMesh( L, GenMeshHeightmap( *heightmap, size ) ); @@ -1397,8 +1397,8 @@ Generate cubes-based map mesh from image data - Success return Mesh */ -int lmodelsGenMeshCubicmap( lua_State *L ) { - Image *cubicmap = uluaGetImage( L, 1 ); +int lmodelsGenMeshCubicmap( lua_State* L ) { + Image* cubicmap = uluaGetImage( L, 1 ); Vector3 cubeSize = uluaGetVector3( L, 2 ); uluaPushMesh( L, GenMeshCubicmap( *cubicmap, cubeSize ) ); @@ -1413,7 +1413,7 @@ Generate custom mesh from vertex attribute data and uploads it into a VAO (if su - Success return Mesh */ -int lmodelsGenMeshCustom( lua_State *L ) { +int lmodelsGenMeshCustom( lua_State* L ) { luaL_checktype( L, 1, LUA_TTABLE ); bool dynamic = uluaGetBoolean( L, 2 ); @@ -1573,11 +1573,11 @@ Load materials from model file - Success return Material{} */ -int lmodelsLoadMaterials( lua_State *L ) { - const char *fileName = luaL_checkstring( L, 1 ); +int lmodelsLoadMaterials( lua_State* L ) { + const char* fileName = luaL_checkstring( L, 1 ); int materialCount = 0; - Material *materials = LoadMaterials( fileName, &materialCount ); + Material* materials = LoadMaterials( fileName, &materialCount ); lua_createtable( L, materialCount, 0 ); for ( int i = 0; i < materialCount; i++ ) { @@ -1594,7 +1594,7 @@ Default material for reference. Return as lightuserdata - Success return Material */ -int lmodelsGetMaterialDefault( lua_State *L ) { +int lmodelsGetMaterialDefault( lua_State* L ) { lua_pushlightuserdata( L, &state->defaultMaterial ); return 1; @@ -1607,7 +1607,7 @@ Load default material as new object - Success return Material */ -int lmodelsLoadMaterialDefault( lua_State *L ) { +int lmodelsLoadMaterialDefault( lua_State* L ) { uluaPushMaterial( L, LoadMaterialDefault() ); return 1; @@ -1620,7 +1620,7 @@ Load material from table. See material table definition - Success return Material */ -int lmodelsCreateMaterial( lua_State *L ) { +int lmodelsCreateMaterial( lua_State* L ) { luaL_checktype( L, 1, LUA_TTABLE ); Material material = LoadMaterialDefault(); @@ -1651,7 +1651,7 @@ int lmodelsCreateMaterial( lua_State *L ) { while ( lua_next( L, t4 ) != 0 ) { if ( strcmp( "texture", (char*)lua_tostring( L, -2 ) ) == 0 ) { - Texture *texture = uluaGetTexture( L, lua_gettop( L ) ); + Texture* texture = uluaGetTexture( L, lua_gettop( L ) ); material.maps[map].texture = *texture; } else if ( strcmp( "color", (char*)lua_tostring( L, -2 ) ) == 0 ) { @@ -1687,7 +1687,7 @@ int lmodelsCreateMaterial( lua_State *L ) { } } else if ( strcmp( "shader", (char*)lua_tostring( L, -2 ) ) == 0 ) { - Shader *shader = uluaGetShader( L, lua_gettop( L ) ); + Shader* shader = uluaGetShader( L, lua_gettop( L ) ); material.shader = *shader; } lua_pop( L, 1 ); @@ -1704,8 +1704,8 @@ Check if a material is ready - Success return bool */ -int lmodelsIsMaterialReady( lua_State *L ) { - Material *material = uluaGetMaterial( L, 1 ); +int lmodelsIsMaterialReady( lua_State* L ) { + Material* material = uluaGetMaterial( L, 1 ); lua_pushboolean( L, IsMaterialReady( *material ) ); @@ -1717,8 +1717,8 @@ int lmodelsIsMaterialReady( lua_State *L ) { Unload material from GPU memory (VRAM) */ -int lmodelsUnloadMaterial( lua_State *L ) { - Material *material = uluaGetMaterial( L, 1 ); +int lmodelsUnloadMaterial( lua_State* L ) { + Material* material = uluaGetMaterial( L, 1 ); /* Custom UnloadMaterial since we don't want to free Shaders or Textures. */ unloadMaterial( material ); @@ -1733,10 +1733,10 @@ int lmodelsUnloadMaterial( lua_State *L ) { Set texture for a material map type (MATERIAL_MAP_ALBEDO, MATERIAL_MAP_METALNESS...) */ -int lmodelsSetMaterialTexture( lua_State *L ) { - Material *material = uluaGetMaterial( L, 1 ); +int lmodelsSetMaterialTexture( lua_State* L ) { + Material* material = uluaGetMaterial( L, 1 ); int mapType = luaL_checkinteger( L, 2 ); - Texture *texture = uluaGetTexture( L, 3 ); + Texture* texture = uluaGetTexture( L, 3 ); SetMaterialTexture( material, mapType, *texture ); @@ -1748,8 +1748,8 @@ int lmodelsSetMaterialTexture( lua_State *L ) { Set color for a material map type */ -int lmodelsSetMaterialColor( lua_State *L ) { - Material *material = uluaGetMaterial( L, 1 ); +int lmodelsSetMaterialColor( lua_State* L ) { + Material* material = uluaGetMaterial( L, 1 ); int mapType = luaL_checkinteger( L, 2 ); Color color = uluaGetColor( L, 3 ); @@ -1763,8 +1763,8 @@ int lmodelsSetMaterialColor( lua_State *L ) { Set value for a material map type */ -int lmodelsSetMaterialValue( lua_State *L ) { - Material *material = uluaGetMaterial( L, 1 ); +int lmodelsSetMaterialValue( lua_State* L ) { + Material* material = uluaGetMaterial( L, 1 ); int mapType = luaL_checkinteger( L, 2 ); float value = luaL_checknumber( L, 3 ); @@ -1778,9 +1778,9 @@ int lmodelsSetMaterialValue( lua_State *L ) { Set shader for material */ -int lmodelsSetMaterialShader( lua_State *L ) { - Material *material = uluaGetMaterial( L, 1 ); - Shader *shader = uluaGetShader( L, 2 ); +int lmodelsSetMaterialShader( lua_State* L ) { + Material* material = uluaGetMaterial( L, 1 ); + Shader* shader = uluaGetShader( L, 2 ); material->shader = *shader; @@ -1792,8 +1792,8 @@ int lmodelsSetMaterialShader( lua_State *L ) { Set material generic parameters (if required) */ -int lmodelsSetMaterialParams( lua_State *L ) { - Material *material = uluaGetMaterial( L, 1 ); +int lmodelsSetMaterialParams( lua_State* L ) { + Material* material = uluaGetMaterial( L, 1 ); size_t len = uluaGetTableLen( L, 2 ); @@ -1824,8 +1824,8 @@ Get texture from material map type. Return as lightuserdata - Success return Texture */ -int lmodelsGetMaterialTexture( lua_State *L ) { - Material *material = uluaGetMaterial( L, 1 ); +int lmodelsGetMaterialTexture( lua_State* L ) { + Material* material = uluaGetMaterial( L, 1 ); int mapType = luaL_checkinteger( L, 2 ); lua_pushlightuserdata( L, &material->maps[ mapType ].texture ); @@ -1840,8 +1840,8 @@ Get color from material map type - Success return Color */ -int lmodelsGetMaterialColor( lua_State *L ) { - Material *material = uluaGetMaterial( L, 1 ); +int lmodelsGetMaterialColor( lua_State* L ) { + Material* material = uluaGetMaterial( L, 1 ); int mapType = luaL_checkinteger( L, 2 ); uluaPushColor( L, material->maps[ mapType ].color ); @@ -1856,8 +1856,8 @@ Get color from material map type - Success return float */ -int lmodelsGetMaterialValue( lua_State *L ) { - Material *material = uluaGetMaterial( L, 1 ); +int lmodelsGetMaterialValue( lua_State* L ) { + Material* material = uluaGetMaterial( L, 1 ); int mapType = luaL_checkinteger( L, 2 ); lua_pushnumber( L, material->maps[ mapType ].value ); @@ -1872,8 +1872,8 @@ Get material shader. Return as lightuserdata - Success return Shader */ -int lmodelsGetMaterialShader( lua_State *L ) { - Material *material = uluaGetMaterial( L, 1 ); +int lmodelsGetMaterialShader( lua_State* L ) { + Material* material = uluaGetMaterial( L, 1 ); lua_pushlightuserdata( L, &material->shader ); @@ -1887,8 +1887,8 @@ Get material parameters - Success return float{} */ -int lmodelsGetMaterialParams( lua_State *L ) { - Material *material = uluaGetMaterial( L, 1 ); +int lmodelsGetMaterialParams( lua_State* L ) { + Material* material = uluaGetMaterial( L, 1 ); Vector4 params = { material->params[0], @@ -1913,10 +1913,10 @@ Load model animations from file - Failure return nil - Success return ModelAnimations{} */ -int lmodelsLoadModelAnimations( lua_State *L ) { +int lmodelsLoadModelAnimations( lua_State* L ) { if ( FileExists( luaL_checkstring( L, 1 ) ) ) { int animationCount = 0; - ModelAnimation *anims = LoadModelAnimations( lua_tostring( L, 1 ), &animationCount ); + ModelAnimation* anims = LoadModelAnimations( lua_tostring( L, 1 ), &animationCount ); lua_createtable( L, animationCount, 0 ); @@ -1937,9 +1937,9 @@ int lmodelsLoadModelAnimations( lua_State *L ) { Update model animation pose */ -int lmodelsUpdateModelAnimation( lua_State *L ) { - Model *model = uluaGetModel( L, 1 ); - ModelAnimation *animation = uluaGetModelAnimation( L, 2 ); +int lmodelsUpdateModelAnimation( lua_State* L ) { + Model* model = uluaGetModel( L, 1 ); + ModelAnimation* animation = uluaGetModelAnimation( L, 2 ); int frame = luaL_checkinteger( L, 3 ); UpdateModelAnimation( *model, *animation, frame ); @@ -1952,8 +1952,8 @@ int lmodelsUpdateModelAnimation( lua_State *L ) { Unload animation data */ -int lmodelsUnloadModelAnimation( lua_State *L ) { - ModelAnimation *animation = uluaGetModelAnimation( L, 1 ); +int lmodelsUnloadModelAnimation( lua_State* L ) { + ModelAnimation* animation = uluaGetModelAnimation( L, 1 ); UnloadModelAnimation( *animation ); @@ -1965,13 +1965,13 @@ int lmodelsUnloadModelAnimation( lua_State *L ) { Unload animation table data */ -int lmodelsUnloadModelAnimations( lua_State *L ) { +int lmodelsUnloadModelAnimations( lua_State* L ) { int t = 1, i = 0; lua_pushnil( L ); while ( lua_next( L, t ) != 0 ) { if ( lua_isuserdata( L, -1 ) ) { - ModelAnimation *animation = uluaGetModelAnimation( L, lua_gettop( L ) ); + ModelAnimation* animation = uluaGetModelAnimation( L, lua_gettop( L ) ); UnloadModelAnimation( *animation ); } i++; @@ -1987,9 +1987,9 @@ Check model animation skeleton match - Success return bool */ -int lmodelsIsModelAnimationValid( lua_State *L ) { - Model *model = uluaGetModel( L, 1 ); - ModelAnimation *animation = uluaGetModelAnimation( L, 2 ); +int lmodelsIsModelAnimationValid( lua_State* L ) { + Model* model = uluaGetModel( L, 1 ); + ModelAnimation* animation = uluaGetModelAnimation( L, 2 ); lua_pushboolean( L, IsModelAnimationValid( *model, *animation ) ); @@ -2004,8 +2004,8 @@ Set modelAnimation bones information (skeleton) - Failure return false - Success return true */ -int lmodelsSetModelAnimationBone( lua_State *L ) { - ModelAnimation *animation = uluaGetModelAnimation( L, 1 ); +int lmodelsSetModelAnimationBone( lua_State* L ) { + ModelAnimation* animation = uluaGetModelAnimation( L, 1 ); int boneId = luaL_checkinteger( L, 2 ); BoneInfo bone = uluaGetBoneInfo( L, 3 ); @@ -2028,8 +2028,8 @@ Set modelAnimation bones base transformation (pose) - Failure return false - Success return true */ -int lmodelsSetModelAnimationFramePose( lua_State *L ) { - ModelAnimation *animation = uluaGetModelAnimation( L, 1 ); +int lmodelsSetModelAnimationFramePose( lua_State* L ) { + ModelAnimation* animation = uluaGetModelAnimation( L, 1 ); int frame = luaL_checkinteger( L, 2 ); int boneId = luaL_checkinteger( L, 3 ); Transform pose = uluaGetTransform( L, 4 ); @@ -2050,9 +2050,9 @@ int lmodelsSetModelAnimationFramePose( lua_State *L ) { Set modelAnimation name */ -int lmodelsSetModelAnimationName( lua_State *L ) { - ModelAnimation *animation = uluaGetModelAnimation( L, 1 ); - const char *name = luaL_checkstring( L, 2 ); +int lmodelsSetModelAnimationName( lua_State* L ) { + ModelAnimation* animation = uluaGetModelAnimation( L, 1 ); + const char* name = luaL_checkstring( L, 2 ); strncpy( animation->name, name, 32 ); @@ -2066,8 +2066,8 @@ Return modelAnimation bone count - Success return int */ -int lmodelsGetModelAnimationBoneCount( lua_State *L ) { - ModelAnimation *modelAnimation = uluaGetModelAnimation( L, 1 ); +int lmodelsGetModelAnimationBoneCount( lua_State* L ) { + ModelAnimation* modelAnimation = uluaGetModelAnimation( L, 1 ); lua_pushinteger( L, modelAnimation->boneCount ); @@ -2081,8 +2081,8 @@ Return modelAnimation frame count - Success return int */ -int lmodelsGetModelAnimationFrameCount( lua_State *L ) { - ModelAnimation *modelAnimation = uluaGetModelAnimation( L, 1 ); +int lmodelsGetModelAnimationFrameCount( lua_State* L ) { + ModelAnimation* modelAnimation = uluaGetModelAnimation( L, 1 ); lua_pushinteger( L, modelAnimation->frameCount ); @@ -2097,8 +2097,8 @@ Get modelAnimation bones information (skeleton) - Failure return nil - Success return BoneInfo */ -int lmodelsGetModelAnimationBone( lua_State *L ) { - ModelAnimation *animation = uluaGetModelAnimation( L, 1 ); +int lmodelsGetModelAnimationBone( lua_State* L ) { + ModelAnimation* animation = uluaGetModelAnimation( L, 1 ); int boneId = luaL_checkinteger( L, 2 ); if ( 0 <= boneId && boneId < animation->boneCount ) { @@ -2119,8 +2119,8 @@ Get modelAnimation bones base transformation (pose) - Failure return nil - Success return Transform */ -int lmodelsGetModelAnimationFramePose( lua_State *L ) { - ModelAnimation *animation = uluaGetModelAnimation( L, 1 ); +int lmodelsGetModelAnimationFramePose( lua_State* L ) { + ModelAnimation* animation = uluaGetModelAnimation( L, 1 ); int frame = luaL_checkinteger( L, 2 ); int boneId = luaL_checkinteger( L, 3 ); @@ -2141,8 +2141,8 @@ Get modelAnimation name - Success return string */ -int lmodelsGetModelAnimationName( lua_State *L ) { - ModelAnimation *animation = uluaGetModelAnimation( L, 1 ); +int lmodelsGetModelAnimationName( lua_State* L ) { + ModelAnimation* animation = uluaGetModelAnimation( L, 1 ); lua_pushstring( L, animation->name ); @@ -2160,7 +2160,7 @@ Check collision between two spheres - Success return bool */ -int lmodelsCheckCollisionSpheres( lua_State *L ) { +int lmodelsCheckCollisionSpheres( lua_State* L ) { Vector3 center1 = uluaGetVector3( L, 1 ); float radius1 = luaL_checknumber( L, 2 ); Vector3 center2 = uluaGetVector3( L, 3 ); @@ -2178,7 +2178,7 @@ Check collision between two bounding boxes - Success return bool */ -int lmodelsCheckCollisionBoxes( lua_State *L ) { +int lmodelsCheckCollisionBoxes( lua_State* L ) { BoundingBox box1 = uluaGetBoundingBox( L, 1 ); BoundingBox box2 = uluaGetBoundingBox( L, 2 ); @@ -2194,7 +2194,7 @@ Check collision between box and sphere - Success return bool */ -int lmodelsCheckCollisionBoxSphere( lua_State *L ) { +int lmodelsCheckCollisionBoxSphere( lua_State* L ) { BoundingBox box = uluaGetBoundingBox( L, 1 ); Vector3 center = uluaGetVector3( L, 2 ); float radius = luaL_checknumber( L, 3 ); @@ -2211,7 +2211,7 @@ Get collision info between ray and sphere. ( RayCollision is Lua table of { hit, - Success return RayCollision */ -int lmodelsGetRayCollisionSphere( lua_State *L ) { +int lmodelsGetRayCollisionSphere( lua_State* L ) { Ray ray = uluaGetRay( L, 1 ); Vector3 center = uluaGetVector3( L, 2 ); float radius = luaL_checknumber( L, 3 ); @@ -2228,7 +2228,7 @@ Get collision info between ray and box - Success return RayCollision */ -int lmodelsGetRayCollisionBox( lua_State *L ) { +int lmodelsGetRayCollisionBox( lua_State* L ) { Ray ray = uluaGetRay( L, 1 ); BoundingBox box = uluaGetBoundingBox( L, 2 ); @@ -2244,9 +2244,9 @@ Get collision info between ray and mesh - Success return RayCollision */ -int lmodelsGetRayCollisionMesh( lua_State *L ) { +int lmodelsGetRayCollisionMesh( lua_State* L ) { Ray ray = uluaGetRay( L, 1 ); - Mesh *mesh = uluaGetMesh( L, 2 ); + Mesh* mesh = uluaGetMesh( L, 2 ); Matrix transform = uluaGetMatrix( L, 3 ); uluaPushRayCollision( L, GetRayCollisionMesh( ray, *mesh, transform ) ); @@ -2261,7 +2261,7 @@ Get collision info between ray and triangle - Success return RayCollision */ -int lmodelsGetRayCollisionTriangle( lua_State *L ) { +int lmodelsGetRayCollisionTriangle( lua_State* L ) { Ray ray = uluaGetRay( L, 1 ); Vector3 p1 = uluaGetVector3( L, 2 ); Vector3 p2 = uluaGetVector3( L, 3 ); @@ -2279,7 +2279,7 @@ Get collision info between ray and quad - Success return RayCollision */ -int lmodelsGetRayCollisionQuad( lua_State *L ) { +int lmodelsGetRayCollisionQuad( lua_State* L ) { Ray ray = uluaGetRay( L, 1 ); Vector3 p1 = uluaGetVector3( L, 2 ); Vector3 p2 = uluaGetVector3( L, 3 ); |
