diff options
Diffstat (limited to 'src/models.c')
| -rw-r--r-- | src/models.c | 244 |
1 files changed, 122 insertions, 122 deletions
diff --git a/src/models.c b/src/models.c index 330346f..64a8d3b 100644 --- a/src/models.c +++ b/src/models.c @@ -132,9 +132,9 @@ void DrawBillboardRecNoRatio( Camera camera, Texture2D texture, Rectangle source Draw a line in 3D world space */ int lmodelsDrawLine3D( lua_State *L ) { - Vector3 startPos = uluaGetVector3Index( L, 1 ); - Vector3 endPos = uluaGetVector3Index( L, 2 ); - Color color = uluaGetColorIndex( L, 3 ); + Vector3 startPos = uluaGetVector3( L, 1 ); + Vector3 endPos = uluaGetVector3( L, 2 ); + Color color = uluaGetColor( L, 3 ); DrawLine3D( startPos, endPos, color); @@ -147,8 +147,8 @@ int lmodelsDrawLine3D( lua_State *L ) { Draw a point in 3D space, actually a small line */ int lmodelsDrawPoint3D( lua_State *L ) { - Vector3 position = uluaGetVector3Index( L, 1 ); - Color color = uluaGetColorIndex( L, 2 ); + Vector3 position = uluaGetVector3( L, 1 ); + Color color = uluaGetColor( L, 2 ); DrawPoint3D( position, color ); @@ -161,11 +161,11 @@ int lmodelsDrawPoint3D( lua_State *L ) { Draw a circle in 3D world space */ int lmodelsDrawCircle3D( lua_State *L ) { - Vector3 center = uluaGetVector3Index( L, 1 ); + Vector3 center = uluaGetVector3( L, 1 ); float radius = luaL_checknumber( L, 2 ); - Vector3 rotationAxis = uluaGetVector3Index( L, 3 ); + Vector3 rotationAxis = uluaGetVector3( L, 3 ); float rotationAngle = luaL_checknumber( L, 4 ); - Color color = uluaGetColorIndex( L, 5 ); + Color color = uluaGetColor( L, 5 ); DrawCircle3D( center, radius, rotationAxis, rotationAngle, color ); @@ -178,10 +178,10 @@ int lmodelsDrawCircle3D( lua_State *L ) { Draw a color-filled triangle (Vertex in counter-clockwise order!) */ int lmodelsDrawTriangle3D( lua_State *L ) { - Vector3 v1 = uluaGetVector3Index( L, 1 ); - Vector3 v2 = uluaGetVector3Index( L, 2 ); - Vector3 v3 = uluaGetVector3Index( L, 3 ); - Color color = uluaGetColorIndex( L, 4 ); + Vector3 v1 = uluaGetVector3( L, 1 ); + Vector3 v2 = uluaGetVector3( L, 2 ); + Vector3 v3 = uluaGetVector3( L, 3 ); + Color color = uluaGetColor( L, 4 ); DrawTriangle3D( v1, v2, v3, color ); @@ -194,9 +194,9 @@ int lmodelsDrawTriangle3D( lua_State *L ) { Draw cube */ int lmodelsDrawCube( lua_State *L ) { - Vector3 pos = uluaGetVector3Index( L, 1 ); - Vector3 size = uluaGetVector3Index( L, 2 ); - Color color = uluaGetColorIndex( L, 3 ); + Vector3 pos = uluaGetVector3( L, 1 ); + Vector3 size = uluaGetVector3( L, 2 ); + Color color = uluaGetColor( L, 3 ); DrawCubeV( pos, size, color ); @@ -209,9 +209,9 @@ int lmodelsDrawCube( lua_State *L ) { Draw cube wires */ int lmodelsDrawCubeWires( lua_State *L ) { - Vector3 pos = uluaGetVector3Index( L, 1 ); - Vector3 size = uluaGetVector3Index( L, 2 ); - Color color = uluaGetColorIndex( L, 3 ); + Vector3 pos = uluaGetVector3( L, 1 ); + Vector3 size = uluaGetVector3( L, 2 ); + Color color = uluaGetColor( L, 3 ); DrawCubeWiresV( pos, size, color ); @@ -224,9 +224,9 @@ int lmodelsDrawCubeWires( lua_State *L ) { Draw sphere */ int lmodelsDrawSphere( lua_State *L ) { - Vector3 centerPos = uluaGetVector3Index( L, 1 ); + Vector3 centerPos = uluaGetVector3( L, 1 ); float radius = luaL_checknumber( L, 2 ); - Color color = uluaGetColorIndex( L, 3 ); + Color color = uluaGetColor( L, 3 ); DrawSphere( centerPos, radius, color ); @@ -239,11 +239,11 @@ int lmodelsDrawSphere( lua_State *L ) { Draw sphere with extended parameters */ int lmodelsDrawSphereEx( lua_State *L ) { - Vector3 centerPos = uluaGetVector3Index( L, 1 ); + Vector3 centerPos = uluaGetVector3( L, 1 ); float radius = luaL_checknumber( L, 2 ); int rings = luaL_checkinteger( L, 3 ); int slices = luaL_checkinteger( L, 4 ); - Color color = uluaGetColorIndex( L, 5 ); + Color color = uluaGetColor( L, 5 ); DrawSphereEx( centerPos, radius, rings, slices, color ); @@ -256,11 +256,11 @@ int lmodelsDrawSphereEx( lua_State *L ) { Draw sphere wires */ int lmodelsDrawSphereWires( lua_State *L ) { - Vector3 centerPos = uluaGetVector3Index( L, 1 ); + Vector3 centerPos = uluaGetVector3( L, 1 ); float radius = luaL_checknumber( L, 2 ); int rings = luaL_checkinteger( L, 3 ); int slices = luaL_checkinteger( L, 4 ); - Color color = uluaGetColorIndex( L, 5 ); + Color color = uluaGetColor( L, 5 ); DrawSphereWires( centerPos, radius, rings, slices, color ); @@ -273,12 +273,12 @@ int lmodelsDrawSphereWires( lua_State *L ) { Draw a cylinder/cone */ int lmodelsDrawCylinder( lua_State *L ) { - Vector3 position = uluaGetVector3Index( L, 1 ); + Vector3 position = uluaGetVector3( L, 1 ); float radiusTop = luaL_checknumber( L, 2 ); float radiusBottom = luaL_checknumber( L, 3 ); float height = luaL_checknumber( L, 4 ); int slices = luaL_checkinteger( L, 5 ); - Color color = uluaGetColorIndex( L, 6 ); + Color color = uluaGetColor( L, 6 ); DrawCylinder( position, radiusTop, radiusBottom, height, slices, color ); @@ -291,12 +291,12 @@ int lmodelsDrawCylinder( lua_State *L ) { Draw a cylinder with base at startPos and top at endPos */ int lmodelsDrawCylinderEx( lua_State *L ) { - Vector3 startPos = uluaGetVector3Index( L, 1 ); - Vector3 endPos = uluaGetVector3Index( L, 2 ); + Vector3 startPos = uluaGetVector3( L, 1 ); + Vector3 endPos = uluaGetVector3( L, 2 ); float startRadius = luaL_checknumber( L, 3 ); float endRadius = luaL_checknumber( L, 4 ); int sides = luaL_checkinteger( L, 5 ); - Color color = uluaGetColorIndex( L, 6 ); + Color color = uluaGetColor( L, 6 ); DrawCylinderEx( startPos, endPos, startRadius, endRadius, sides, color ); @@ -309,12 +309,12 @@ int lmodelsDrawCylinderEx( lua_State *L ) { Draw a cylinder/cone wires */ int lmodelsDrawCylinderWires( lua_State *L ) { - Vector3 position = uluaGetVector3Index( L, 1 ); + Vector3 position = uluaGetVector3( L, 1 ); float radiusTop = luaL_checknumber( L, 2 ); float radiusBottom = luaL_checknumber( L, 3 ); float height = luaL_checknumber( L, 4 ); int slices = luaL_checkinteger( L, 5 ); - Color color = uluaGetColorIndex( L, 6 ); + Color color = uluaGetColor( L, 6 ); DrawCylinderWires( position, radiusTop, radiusBottom, height, slices, color ); @@ -327,12 +327,12 @@ int lmodelsDrawCylinderWires( lua_State *L ) { Draw a cylinder wires with base at startPos and top at endPos */ int lmodelsDrawCylinderWiresEx( lua_State *L ) { - Vector3 startPos = uluaGetVector3Index( L, 1 ); - Vector3 endPos = uluaGetVector3Index( L, 2 ); + Vector3 startPos = uluaGetVector3( L, 1 ); + Vector3 endPos = uluaGetVector3( L, 2 ); float startRadius = luaL_checknumber( L, 3 ); float endRadius = luaL_checknumber( L, 4 ); int sides = luaL_checkinteger( L, 5 ); - Color color = uluaGetColorIndex( L, 6 ); + Color color = uluaGetColor( L, 6 ); DrawCylinderWiresEx( startPos, endPos, startRadius, endRadius, sides, color ); @@ -345,12 +345,12 @@ int lmodelsDrawCylinderWiresEx( lua_State *L ) { Draw a capsule with the center of its sphere caps at startPos and endPos */ int lmodelsDrawCapsule( lua_State *L ) { - Vector3 startPos = uluaGetVector3Index( L, 1 ); - Vector3 endPos = uluaGetVector3Index( L, 2 ); + Vector3 startPos = uluaGetVector3( L, 1 ); + Vector3 endPos = uluaGetVector3( L, 2 ); float radius = luaL_checknumber( L, 3 ); int slices = luaL_checkinteger( L, 4 ); int rings = luaL_checkinteger( L, 5 ); - Color color = uluaGetColorIndex( L, 6 ); + Color color = uluaGetColor( L, 6 ); DrawCapsule( startPos, endPos, radius, slices, rings, color ); @@ -363,12 +363,12 @@ int lmodelsDrawCapsule( lua_State *L ) { Draw capsule wireframe with the center of its sphere caps at startPos and endPos */ int lmodelsDrawCapsuleWires( lua_State *L ) { - Vector3 startPos = uluaGetVector3Index( L, 1 ); - Vector3 endPos = uluaGetVector3Index( L, 2 ); + Vector3 startPos = uluaGetVector3( L, 1 ); + Vector3 endPos = uluaGetVector3( L, 2 ); float radius = luaL_checknumber( L, 3 ); int slices = luaL_checkinteger( L, 4 ); int rings = luaL_checkinteger( L, 5 ); - Color color = uluaGetColorIndex( L, 6 ); + Color color = uluaGetColor( L, 6 ); DrawCapsuleWires( startPos, endPos, radius, slices, rings, color ); @@ -381,9 +381,9 @@ int lmodelsDrawCapsuleWires( lua_State *L ) { Draw a plane XZ */ int lmodelsDrawPlane( lua_State *L ) { - Vector3 centerPos = uluaGetVector3Index( L, 1 ); - Vector2 size = uluaGetVector2Index( L, 2 ); - Color color = uluaGetColorIndex( L, 3 ); + Vector3 centerPos = uluaGetVector3( L, 1 ); + Vector2 size = uluaGetVector2( L, 2 ); + Color color = uluaGetColor( L, 3 ); DrawPlane( centerPos, size, color ); @@ -406,7 +406,7 @@ int lmodelDrawQuad3DTexture( lua_State *L ) { while ( lua_next( L, t ) != 0 ) { if ( lua_istable( L, -1 ) && i < 4 ) { - vertices[i] = uluaGetVector3( L ); + vertices[i] = uluaGetVector3( L, lua_gettop( L ) ); } i++; lua_pop( L, 1 ); @@ -420,7 +420,7 @@ int lmodelDrawQuad3DTexture( lua_State *L ) { while ( lua_next( L, t ) != 0 ) { if ( lua_istable( L, -1 ) && i < 4 ) { - texcoords[i] = uluaGetVector2( L ); + texcoords[i] = uluaGetVector2( L, lua_gettop( L ) ); } i++; lua_pop( L, 1 ); @@ -434,7 +434,7 @@ int lmodelDrawQuad3DTexture( lua_State *L ) { while ( lua_next( L, t ) != 0 ) { if ( lua_istable( L, -1 ) && i < 4 ) { - colors[i] = uluaGetColor( L ); + colors[i] = uluaGetColor( L, lua_gettop( L ) ); } i++; lua_pop( L, 1 ); @@ -464,8 +464,8 @@ int lmodelDrawQuad3DTexture( lua_State *L ) { Draw a ray line */ int lmodelsDrawRay( lua_State *L ) { - Ray ray = uluaGetRayIndex( L, 1 ); - Color color = uluaGetColorIndex( L, 2 ); + Ray ray = uluaGetRay( L, 1 ); + Color color = uluaGetColor( L, 2 ); DrawRay( ray, color ); @@ -532,7 +532,7 @@ Generate cuboid mesh - Success return Mesh */ int lmodelsGenMeshCube( lua_State *L ) { - Vector3 size = uluaGetVector3Index( L, 1 ); + Vector3 size = uluaGetVector3( L, 1 ); uluaPushMesh( L, GenMeshCube( size.x, size.y, size.z ) ); @@ -635,7 +635,7 @@ Generate heightmap mesh from image data */ int lmodelsGenMeshHeightmap( lua_State *L ) { Image *heightmap = uluaGetImage( L, 1 ); - Vector3 size = uluaGetVector3Index( L, 2 ); + Vector3 size = uluaGetVector3( L, 2 ); uluaPushMesh( L, GenMeshHeightmap( *heightmap, size ) ); @@ -660,7 +660,7 @@ int lmodelsGenMeshCustom( lua_State *L ) { while ( lua_next( L, t ) != 0 ) { if ( strcmp( "vertices", (char*)lua_tostring( L, -2 ) ) == 0 && lua_istable( L, -1 ) ) { - size_t len = uluaGetTableLen( L ); + size_t len = uluaGetTableLen( L, lua_gettop( L ) ); mesh.vertexCount = len; mesh.triangleCount = len / 3; @@ -671,7 +671,7 @@ int lmodelsGenMeshCustom( lua_State *L ) { lua_pushnil( L ); while ( lua_next( L, t2 ) != 0 ) { - Vector3 vec = uluaGetVector3( L ); + Vector3 vec = uluaGetVector3( L, lua_gettop( L ) ); mesh.vertices[(i*3)+0] = vec.x; mesh.vertices[(i*3)+1] = vec.y; @@ -681,7 +681,7 @@ int lmodelsGenMeshCustom( lua_State *L ) { } } else if ( strcmp( "texcoords", (char*)lua_tostring( L, -2 ) ) == 0 && lua_istable( L, -1 ) ) { - size_t len = uluaGetTableLen( L ); + size_t len = uluaGetTableLen( L, lua_gettop( L ) ); mesh.texcoords = (float*)MemAlloc( len * 2 * sizeof(float) ); @@ -690,7 +690,7 @@ int lmodelsGenMeshCustom( lua_State *L ) { lua_pushnil( L ); while ( lua_next( L, t2 ) != 0 ) { - Vector2 vec = uluaGetVector2( L ); + Vector2 vec = uluaGetVector2( L, lua_gettop( L ) ); mesh.texcoords[(i*2)+0] = vec.x; mesh.texcoords[(i*2)+1] = vec.y; @@ -699,7 +699,7 @@ int lmodelsGenMeshCustom( lua_State *L ) { } } else if ( strcmp( "texcoords2", (char*)lua_tostring( L, -2 ) ) == 0 && lua_istable( L, -1 ) ) { - size_t len = uluaGetTableLen( L ); + size_t len = uluaGetTableLen( L, lua_gettop( L ) ); mesh.texcoords2 = (float*)MemAlloc( len * 2 * sizeof(float) ); @@ -708,7 +708,7 @@ int lmodelsGenMeshCustom( lua_State *L ) { lua_pushnil( L ); while ( lua_next( L, t2 ) != 0 ) { - Vector2 vec = uluaGetVector2( L ); + Vector2 vec = uluaGetVector2( L, lua_gettop( L ) ); mesh.texcoords2[(i*2)+0] = vec.x; mesh.texcoords2[(i*2)+1] = vec.y; @@ -717,7 +717,7 @@ int lmodelsGenMeshCustom( lua_State *L ) { } } else if ( strcmp( "normals", (char*)lua_tostring( L, -2 ) ) == 0 && lua_istable( L, -1 ) ) { - size_t len = uluaGetTableLen( L ); + size_t len = uluaGetTableLen( L, lua_gettop( L ) ); mesh.normals = (float*)MemAlloc( len * 3 * sizeof(float) ); @@ -726,7 +726,7 @@ int lmodelsGenMeshCustom( lua_State *L ) { lua_pushnil( L ); while ( lua_next( L, t2 ) != 0 ) { - Vector3 vec = uluaGetVector3( L ); + Vector3 vec = uluaGetVector3( L, lua_gettop( L ) ); mesh.normals[(i*3)+0] = vec.x; mesh.normals[(i*3)+1] = vec.y; @@ -736,7 +736,7 @@ int lmodelsGenMeshCustom( lua_State *L ) { } } else if ( strcmp( "tangents", (char*)lua_tostring( L, -2 ) ) == 0 && lua_istable( L, -1 ) ) { - size_t len = uluaGetTableLen( L ); + size_t len = uluaGetTableLen( L, lua_gettop( L ) ); mesh.tangents = (float*)MemAlloc( len * 4 * sizeof(float) ); @@ -745,7 +745,7 @@ int lmodelsGenMeshCustom( lua_State *L ) { lua_pushnil( L ); while ( lua_next( L, t2 ) != 0 ) { - Vector4 vec = uluaGetVector4( L ); + Vector4 vec = uluaGetVector4( L, lua_gettop( L ) ); mesh.tangents[(i*4)+0] = vec.x; mesh.tangents[(i*4)+1] = vec.y; @@ -756,7 +756,7 @@ int lmodelsGenMeshCustom( lua_State *L ) { } } else if ( strcmp( "colors", (char*)lua_tostring( L, -2 ) ) == 0 && lua_istable( L, -1 ) ) { - size_t len = uluaGetTableLen( L ); + size_t len = uluaGetTableLen( L, lua_gettop( L ) ); mesh.colors = (unsigned char*)MemAlloc( len * 4 * sizeof(unsigned char) ); @@ -765,7 +765,7 @@ int lmodelsGenMeshCustom( lua_State *L ) { lua_pushnil( L ); while ( lua_next( L, t2 ) != 0 ) { - Color color = uluaGetColor( L ); + Color color = uluaGetColor( L, lua_gettop( L ) ); mesh.colors[(i*4)+0] = color.r; mesh.colors[(i*4)+1] = color.g; @@ -776,7 +776,7 @@ int lmodelsGenMeshCustom( lua_State *L ) { } } else if ( strcmp( "indices", (char*)lua_tostring( L, -2 ) ) == 0 && lua_istable( L, -1 ) ) { - size_t len = uluaGetTableLen( L ); + size_t len = uluaGetTableLen( L, lua_gettop( L ) ); mesh.indices = (unsigned short*)MemAlloc( len * sizeof(unsigned short) ); @@ -813,7 +813,7 @@ int lmodelsUpdateMesh( lua_State *L ) { while ( lua_next( L, t ) != 0 ) { if ( strcmp( "vertices", (char*)lua_tostring( L, -2 ) ) == 0 && lua_istable( L, -1 ) ) { - size_t len = uluaGetTableLen( L ); + size_t len = uluaGetTableLen( L, lua_gettop( L ) ); Vector3 data[ len ]; int t2 = lua_gettop( L ); @@ -821,14 +821,14 @@ int lmodelsUpdateMesh( lua_State *L ) { lua_pushnil( L ); while ( lua_next( L, t2 ) != 0 && i < mesh->vertexCount ) { - data[i] = uluaGetVector3( L ); + data[i] = uluaGetVector3( L, lua_gettop( L ) ); i++; lua_pop( L, 1 ); } UpdateMeshBuffer( *mesh, 0, (void*)data, len * 3 * sizeof( float ), 0 ); } else if ( strcmp( "texcoords", (char*)lua_tostring( L, -2 ) ) == 0 && lua_istable( L, -1 ) ) { - size_t len = uluaGetTableLen( L ); + size_t len = uluaGetTableLen( L, lua_gettop( L ) ); Vector2 data[ len ]; int t2 = lua_gettop( L ); @@ -836,14 +836,14 @@ int lmodelsUpdateMesh( lua_State *L ) { lua_pushnil( L ); while ( lua_next( L, t2 ) != 0 ) { - data[i] = uluaGetVector2( L ); + data[i] = uluaGetVector2( L, lua_gettop( L ) ); i++; lua_pop( L, 1 ); } UpdateMeshBuffer( *mesh, 1, (void*)data, len * 2 * sizeof( float ), 0 ); } else if ( strcmp( "texcoords2", (char*)lua_tostring( L, -2 ) ) == 0 && lua_istable( L, -1 ) ) { - size_t len = uluaGetTableLen( L ); + size_t len = uluaGetTableLen( L, lua_gettop( L ) ); Vector2 data[ len ]; int t2 = lua_gettop( L ); @@ -851,14 +851,14 @@ int lmodelsUpdateMesh( lua_State *L ) { lua_pushnil( L ); while ( lua_next( L, t2 ) != 0 ) { - data[i] = uluaGetVector2( L ); + data[i] = uluaGetVector2( L, lua_gettop( L ) ); i++; lua_pop( L, 1 ); } UpdateMeshBuffer( *mesh, 5, (void*)data, len * 2 * sizeof( float ), 0 ); } else if ( strcmp( "normals", (char*)lua_tostring( L, -2 ) ) == 0 && lua_istable( L, -1 ) ) { - size_t len = uluaGetTableLen( L ); + size_t len = uluaGetTableLen( L, lua_gettop( L ) ); Vector3 data[ len ]; int t2 = lua_gettop( L ); @@ -866,14 +866,14 @@ int lmodelsUpdateMesh( lua_State *L ) { lua_pushnil( L ); while ( lua_next( L, t2 ) != 0 ) { - data[i] = uluaGetVector3( L ); + data[i] = uluaGetVector3( L, lua_gettop( L ) ); i++; lua_pop( L, 1 ); } UpdateMeshBuffer( *mesh, 2, (void*)data, len * 3 * sizeof( float ), 0 ); } else if ( strcmp( "tangents", (char*)lua_tostring( L, -2 ) ) == 0 && lua_istable( L, -1 ) ) { - size_t len = uluaGetTableLen( L ); + size_t len = uluaGetTableLen( L, lua_gettop( L ) ); Vector4 data[ len ]; int t2 = lua_gettop( L ); @@ -881,14 +881,14 @@ int lmodelsUpdateMesh( lua_State *L ) { lua_pushnil( L ); while ( lua_next( L, t2 ) != 0 ) { - data[i] = uluaGetVector4( L ); + data[i] = uluaGetVector4( L, lua_gettop( L ) ); i++; lua_pop( L, 1 ); } UpdateMeshBuffer( *mesh, 4, (void*)data, len * 4 * sizeof( float ), 0 ); } else if ( strcmp( "colors", (char*)lua_tostring( L, -2 ) ) == 0 && lua_istable( L, -1 ) ) { - size_t len = uluaGetTableLen( L ); + size_t len = uluaGetTableLen( L, lua_gettop( L ) ); Color data[ len ]; int t2 = lua_gettop( L ); @@ -896,14 +896,14 @@ int lmodelsUpdateMesh( lua_State *L ) { lua_pushnil( L ); while ( lua_next( L, t2 ) != 0 ) { - data[i] = uluaGetColor( L ); + data[i] = uluaGetColor( L, lua_gettop( L ) ); i++; lua_pop( L, 1 ); } UpdateMeshBuffer( *mesh, 3, (void*)data, len * 4 * sizeof( unsigned char ), 0 ); } else if ( strcmp( "indices", (char*)lua_tostring( L, -2 ) ) == 0 && lua_istable( L, -1 ) ) { - size_t len = uluaGetTableLen( L ); + size_t len = uluaGetTableLen( L, lua_gettop( L ) ); unsigned short data[ len ]; int t2 = lua_gettop( L ); @@ -944,7 +944,7 @@ Draw a 3d mesh with material and transform int lmodelsDrawMesh( lua_State *L ) { Mesh *mesh = uluaGetMesh( L, 1 ); Material *material = uluaGetMaterial( L, 2 ); - Matrix matrix = uluaGetMatrixIndex( L, 3 ); + Matrix matrix = uluaGetMatrix( L, 3 ); DrawMesh( *mesh, *material, matrix ); @@ -969,7 +969,7 @@ int lmodelsDrawMeshInstanced( lua_State *L ) { while ( lua_next( L, t ) != 0 ) { if ( lua_istable( L, -1 ) ) { - transforms[i] = uluaGetMatrix( L ); + transforms[i] = uluaGetMatrix( L, lua_gettop( L ) ); } i++; lua_pop( L, 1 ); @@ -990,7 +990,7 @@ NOTE: Currently only works on custom mesh */ int lmodelsSetMeshColor( lua_State *L ) { Mesh *mesh = uluaGetMesh( L, 1 ); - Color color = uluaGetColorIndex( L, 2 ); + Color color = uluaGetColor( L, 2 ); if ( mesh->colors == NULL ) { TraceLog( state->logLevelInvalid, "Mesh doesn't have vertex colors allocated" ); @@ -1128,7 +1128,7 @@ int lmodelsCreateMaterial( lua_State *L ) { printf( "Material Create material.maps[map].texture.id = %d\n", material.maps[map].texture.id ); } else if ( strcmp( "color", (char*)lua_tostring( L, -2 ) ) == 0 ) { - material.maps[map].color = uluaGetColorIndex( L, lua_gettop( L ) ); + material.maps[map].color = uluaGetColor( L, lua_gettop( L ) ); } else if ( strcmp( "value", (char*)lua_tostring( L, -2 ) ) == 0 ) { material.maps[map].value = luaL_checkinteger( L, -1 ); @@ -1224,7 +1224,7 @@ Set color for a material map type int lmodelsSetMaterialColor( lua_State *L ) { Material *material = uluaGetMaterial( L, 1 ); int mapType = luaL_checkinteger( L, 2 ); - Color color = uluaGetColorIndex( L, 3 ); + Color color = uluaGetColor( L, 3 ); material->maps[ mapType ].color = color; @@ -1268,7 +1268,7 @@ Set material generic parameters (if required) int lmodelsSetMaterialParams( lua_State *L ) { Material *material = uluaGetMaterial( L, 1 ); - size_t len = uluaGetTableLenIndex( L, 2 ); + size_t len = uluaGetTableLen( L, 2 ); float params[ len ]; @@ -1448,9 +1448,9 @@ Draw a model (With texture if set) */ int lmodelsDrawModel( lua_State *L ) { Model *model = uluaGetModel( L, 1 ); - Vector3 position = uluaGetVector3Index( L, 2 ); + Vector3 position = uluaGetVector3( L, 2 ); float scale = luaL_checknumber( L, 3 ); - Color tint = uluaGetColorIndex( L, 4 ); + Color tint = uluaGetColor( L, 4 ); DrawModel( *model, position, scale, tint ); @@ -1464,11 +1464,11 @@ Draw a model with extended parameters */ int lmodelsDrawModelEx( lua_State *L ) { Model *model = uluaGetModel( L, 1 ); - Vector3 position = uluaGetVector3Index( L, 2 ); - Vector3 rotationAxis = uluaGetVector3Index( L, 3 ); + Vector3 position = uluaGetVector3( L, 2 ); + Vector3 rotationAxis = uluaGetVector3( L, 3 ); float rotationAngle = luaL_checknumber( L, 4 ); - Vector3 scale = uluaGetVector3Index( L, 5 ); - Color tint = uluaGetColorIndex( L, 6 ); + Vector3 scale = uluaGetVector3( L, 5 ); + Color tint = uluaGetColor( L, 6 ); DrawModelEx( *model, position, rotationAxis, rotationAngle, scale, tint ); @@ -1531,9 +1531,9 @@ Draw a billboard texture int lmodelsDrawBillboard( lua_State *L ) { Camera3D *camera = uluaGetCamera3D( L, 1 ); Texture *texture = uluaGetTexture( L, 2 ); - Vector3 position = uluaGetVector3Index( L, 3 ); + Vector3 position = uluaGetVector3( L, 3 ); float size = luaL_checknumber( L, 4 ); - Color tint = uluaGetColorIndex( L, 5 ); + Color tint = uluaGetColor( L, 5 ); DrawBillboard( *camera, *texture, position, size, tint ); @@ -1548,10 +1548,10 @@ Draw a billboard texture defined by source int lmodelsDrawBillboardRec( lua_State *L ) { Camera3D *camera = uluaGetCamera3D( L, 1 ); Texture *texture = uluaGetTexture( L, 2 ); - Rectangle source = uluaGetRectangleIndex( L, 3 ); - Vector3 position = uluaGetVector3Index( L, 4 ); - Vector2 size = uluaGetVector2Index( L, 5 ); - Color tint = uluaGetColorIndex( L, 6 ); + Rectangle source = uluaGetRectangle( L, 3 ); + Vector3 position = uluaGetVector3( L, 4 ); + Vector2 size = uluaGetVector2( L, 5 ); + Color tint = uluaGetColor( L, 6 ); DrawBillboardRecNoRatio( *camera, *texture, source, position, size, tint ); @@ -1566,13 +1566,13 @@ Draw a billboard texture defined by source and rotation int lmodelsDrawBillboardPro( lua_State *L ) { Camera3D *camera = uluaGetCamera3D( L, 1 ); Texture *texture = uluaGetTexture( L, 2 ); - Rectangle source = uluaGetRectangleIndex( L, 3 ); - Vector3 position = uluaGetVector3Index( L, 4 ); - Vector3 up = uluaGetVector3Index( L, 5 ); - Vector2 size = uluaGetVector2Index( L, 6 ); - Vector2 origin = uluaGetVector2Index( L, 7 ); + Rectangle source = uluaGetRectangle( L, 3 ); + Vector3 position = uluaGetVector3( L, 4 ); + Vector3 up = uluaGetVector3( L, 5 ); + Vector2 size = uluaGetVector2( L, 6 ); + Vector2 origin = uluaGetVector2( L, 7 ); float rotation = luaL_checknumber( L, 8 ); - Color tint = uluaGetColorIndex( L, 9 ); + Color tint = uluaGetColor( L, 9 ); DrawBillboardProNoRatio( *camera, *texture, source, position, up, size, origin, rotation, tint ); @@ -1586,7 +1586,7 @@ Set model transform matrix */ int lmodelsSetModelTransform( lua_State *L ) { Model *model = uluaGetModel( L, 1 ); - Matrix transform = uluaGetMatrixIndex( L, 2 ); + Matrix transform = uluaGetMatrix( L, 2 ); model->transform = transform; @@ -1713,9 +1713,9 @@ Check collision between two spheres - Success return bool */ int lmodelsCheckCollisionSpheres( lua_State *L ) { - Vector3 center1 = uluaGetVector3Index( L, 1 ); + Vector3 center1 = uluaGetVector3( L, 1 ); float radius1 = luaL_checknumber( L, 2 ); - Vector3 center2 = uluaGetVector3Index( L, 3 ); + Vector3 center2 = uluaGetVector3( L, 3 ); float radius2 = luaL_checknumber( L, 4 ); lua_pushboolean( L, CheckCollisionSpheres( center1, radius1, center2, radius2 ) ); @@ -1731,8 +1731,8 @@ Check collision between two bounding boxes - Success return bool */ int lmodelsCheckCollisionBoxes( lua_State *L ) { - BoundingBox box1 = uluaGetBoundingBoxIndex( L, 1 ); - BoundingBox box2 = uluaGetBoundingBoxIndex( L, 2 ); + BoundingBox box1 = uluaGetBoundingBox( L, 1 ); + BoundingBox box2 = uluaGetBoundingBox( L, 2 ); lua_pushboolean( L, CheckCollisionBoxes( box1, box2 ) ); @@ -1747,8 +1747,8 @@ Check collision between box and sphere - Success return bool */ int lmodelsCheckCollisionBoxSphere( lua_State *L ) { - BoundingBox box = uluaGetBoundingBoxIndex( L, 1 ); - Vector3 center = uluaGetVector3Index( L, 2 ); + BoundingBox box = uluaGetBoundingBox( L, 1 ); + Vector3 center = uluaGetVector3( L, 2 ); float radius = luaL_checknumber( L, 3 ); lua_pushboolean( L, CheckCollisionBoxSphere( box, center, radius ) ); @@ -1764,8 +1764,8 @@ Get collision info between ray and sphere. ( RayCollision is Lua table of { hit, - Success return RayCollision */ int lmodelsGetRayCollisionSphere( lua_State *L ) { - Ray ray = uluaGetRayIndex( L, 1 ); - Vector3 center = uluaGetVector3Index( L, 2 ); + Ray ray = uluaGetRay( L, 1 ); + Vector3 center = uluaGetVector3( L, 2 ); float radius = luaL_checknumber( L, 3 ); uluaPushRayCollision( L, GetRayCollisionSphere( ray, center, radius ) ); @@ -1781,8 +1781,8 @@ Get collision info between ray and box - Success return RayCollision */ int lmodelsGetRayCollisionBox( lua_State *L ) { - Ray ray = uluaGetRayIndex( L, 1 ); - BoundingBox box = uluaGetBoundingBoxIndex( L, 2 ); + Ray ray = uluaGetRay( L, 1 ); + BoundingBox box = uluaGetBoundingBox( L, 2 ); uluaPushRayCollision( L, GetRayCollisionBox( ray, box ) ); @@ -1797,9 +1797,9 @@ Get collision info between ray and mesh - Success return RayCollision */ int lmodelsGetRayCollisionMesh( lua_State *L ) { - Ray ray = uluaGetRayIndex( L, 1 ); + Ray ray = uluaGetRay( L, 1 ); Mesh *mesh = uluaGetMesh( L, 2 ); - Matrix transform = uluaGetMatrixIndex( L, 3 ); + Matrix transform = uluaGetMatrix( L, 3 ); uluaPushRayCollision( L, GetRayCollisionMesh( ray, *mesh, transform ) ); @@ -1814,10 +1814,10 @@ Get collision info between ray and triangle - Success return RayCollision */ int lmodelsGetRayCollisionTriangle( lua_State *L ) { - Ray ray = uluaGetRayIndex( L, 1 ); - Vector3 p1 = uluaGetVector3Index( L, 2 ); - Vector3 p2 = uluaGetVector3Index( L, 3 ); - Vector3 p3 = uluaGetVector3Index( L, 4 ); + Ray ray = uluaGetRay( L, 1 ); + Vector3 p1 = uluaGetVector3( L, 2 ); + Vector3 p2 = uluaGetVector3( L, 3 ); + Vector3 p3 = uluaGetVector3( L, 4 ); uluaPushRayCollision( L, GetRayCollisionTriangle( ray, p1, p2, p3 ) ); @@ -1832,11 +1832,11 @@ Get collision info between ray and quad - Success return RayCollision */ int lmodelsGetRayCollisionQuad( lua_State *L ) { - Ray ray = uluaGetRayIndex( L, 1 ); - Vector3 p1 = uluaGetVector3Index( L, 2 ); - Vector3 p2 = uluaGetVector3Index( L, 3 ); - Vector3 p3 = uluaGetVector3Index( L, 4 ); - Vector3 p4 = uluaGetVector3Index( L, 5 ); + Ray ray = uluaGetRay( L, 1 ); + Vector3 p1 = uluaGetVector3( L, 2 ); + Vector3 p2 = uluaGetVector3( L, 3 ); + Vector3 p3 = uluaGetVector3( L, 4 ); + Vector3 p4 = uluaGetVector3( L, 5 ); uluaPushRayCollision( L, GetRayCollisionQuad( ray, p1, p2, p3, p4 ) ); |
