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-rw-r--r--src/models.c362
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 );