diff options
Diffstat (limited to 'src/rmath.c')
| -rw-r--r-- | src/rmath.c | 296 |
1 files changed, 148 insertions, 148 deletions
diff --git a/src/rmath.c b/src/rmath.c index f1f4642..529a347 100644 --- a/src/rmath.c +++ b/src/rmath.c @@ -156,8 +156,8 @@ Add two vectors (v1 + v2) - Success return Vector2 */ int lmathVector2Add( lua_State *L ) { - Vector2 v1 = uluaGetVector2Index( L, 1 ); - Vector2 v2 = uluaGetVector2Index( L, 2 ); + Vector2 v1 = uluaGetVector2( L, 1 ); + Vector2 v2 = uluaGetVector2( L, 2 ); uluaPushVector2( L, Vector2Add( v1, v2 ) ); @@ -172,7 +172,7 @@ Add vector and float value - Success return Vector2 */ int lmathVector2AddValue( lua_State *L ) { - Vector2 v = uluaGetVector2Index( L, 1 ); + Vector2 v = uluaGetVector2( L, 1 ); float add = luaL_checknumber( L, 2 ); uluaPushVector2( L, Vector2AddValue( v, add ) ); @@ -188,8 +188,8 @@ Subtract two vectors (v1 - v2) - Success return Vector2 */ int lmathVector2Subtract( lua_State *L ) { - Vector2 v1 = uluaGetVector2Index( L, 1 ); - Vector2 v2 = uluaGetVector2Index( L, 2 ); + Vector2 v1 = uluaGetVector2( L, 1 ); + Vector2 v2 = uluaGetVector2( L, 2 ); uluaPushVector2( L, Vector2Subtract( v1, v2 ) ); @@ -204,7 +204,7 @@ Subtract vector by float value - Success return Vector2 */ int lmathVector2SubtractValue( lua_State *L ) { - Vector2 v = uluaGetVector2Index( L, 1 ); + Vector2 v = uluaGetVector2( L, 1 ); float sub = luaL_checknumber( L, 2 ); uluaPushVector2( L, Vector2SubtractValue( v, sub ) ); @@ -220,7 +220,7 @@ Calculate vector length - Success return float */ int lmathVector2Length( lua_State *L ) { - Vector2 v = uluaGetVector2Index( L, 1 ); + Vector2 v = uluaGetVector2( L, 1 ); lua_pushnumber( L, Vector2Length( v ) ); @@ -235,7 +235,7 @@ Calculate vector square length - Success return float */ int lmathVector2LengthSqr( lua_State *L ) { - Vector2 v = uluaGetVector2Index( L, 1 ); + Vector2 v = uluaGetVector2( L, 1 ); lua_pushnumber( L, Vector2LengthSqr( v ) ); @@ -250,8 +250,8 @@ Calculate two vectors dot product - Success return float */ int lmathVector2DotProduct( lua_State *L ) { - Vector2 v1 = uluaGetVector2Index( L, 1 ); - Vector2 v2 = uluaGetVector2Index( L, 2 ); + Vector2 v1 = uluaGetVector2( L, 1 ); + Vector2 v2 = uluaGetVector2( L, 2 ); lua_pushnumber( L, Vector2DotProduct( v1, v2 ) ); @@ -266,8 +266,8 @@ Calculate distance between two vectors - Success return float */ int lmathVector2Distance( lua_State *L ) { - Vector2 v1 = uluaGetVector2Index( L, 1 ); - Vector2 v2 = uluaGetVector2Index( L, 2 ); + Vector2 v1 = uluaGetVector2( L, 1 ); + Vector2 v2 = uluaGetVector2( L, 2 ); lua_pushnumber( L, Vector2Distance( v1, v2 ) ); @@ -282,8 +282,8 @@ Calculate square distance between two vectors - Success return float */ int lmathVector2DistanceSqr( lua_State *L ) { - Vector2 v1 = uluaGetVector2Index( L, 1 ); - Vector2 v2 = uluaGetVector2Index( L, 2 ); + Vector2 v1 = uluaGetVector2( L, 1 ); + Vector2 v2 = uluaGetVector2( L, 2 ); lua_pushnumber( L, Vector2DistanceSqr( v1, v2 ) ); @@ -298,8 +298,8 @@ Calculate angle from two vectors - Success return float */ int lmathVector2Angle( lua_State *L ) { - Vector2 v1 = uluaGetVector2Index( L, 1 ); - Vector2 v2 = uluaGetVector2Index( L, 2 ); + Vector2 v1 = uluaGetVector2( L, 1 ); + Vector2 v2 = uluaGetVector2( L, 2 ); lua_pushnumber( L, Vector2Angle( v1, v2 ) ); @@ -316,8 +316,8 @@ Current implementation should be aligned with glm::angle. - Success return float */ int lmathVector2LineAngle( lua_State *L ) { - Vector2 start = uluaGetVector2Index( L, 1 ); - Vector2 end = uluaGetVector2Index( L, 2 ); + Vector2 start = uluaGetVector2( L, 1 ); + Vector2 end = uluaGetVector2( L, 2 ); lua_pushnumber( L, Vector2LineAngle( start, end ) ); @@ -332,7 +332,7 @@ Scale vector (multiply by value) - Success return Vector2 */ int lmathVector2Scale( lua_State *L ) { - Vector2 v = uluaGetVector2Index( L, 1 ); + Vector2 v = uluaGetVector2( L, 1 ); float scale = luaL_checknumber( L, 2 ); uluaPushVector2( L, Vector2Scale( v, scale ) ); @@ -348,8 +348,8 @@ Multiply vector by vector - Success return Vector2 */ int lmathVector2Multiply( lua_State *L ) { - Vector2 v1 = uluaGetVector2Index( L, 1 ); - Vector2 v2 = uluaGetVector2Index( L, 2 ); + Vector2 v1 = uluaGetVector2( L, 1 ); + Vector2 v2 = uluaGetVector2( L, 2 ); uluaPushVector2( L, Vector2Multiply( v1, v2 ) ); @@ -364,7 +364,7 @@ Negate vector - Success return Vector2 */ int lmathVector2Negate( lua_State *L ) { - Vector2 v = uluaGetVector2Index( L, 1 ); + Vector2 v = uluaGetVector2( L, 1 ); uluaPushVector2( L, Vector2Negate( v ) ); @@ -379,8 +379,8 @@ Divide vector by vector - Success return Vector2 */ int lmathVector2Divide( lua_State *L ) { - Vector2 v1 = uluaGetVector2Index( L, 1 ); - Vector2 v2 = uluaGetVector2Index( L, 2 ); + Vector2 v1 = uluaGetVector2( L, 1 ); + Vector2 v2 = uluaGetVector2( L, 2 ); uluaPushVector2( L, Vector2Divide( v1, v2 ) ); @@ -395,7 +395,7 @@ Normalize provided vector - Success return Vector2 */ int lmathVector2Normalize( lua_State *L ) { - Vector2 v = uluaGetVector2Index( L, 1 ); + Vector2 v = uluaGetVector2( L, 1 ); uluaPushVector2( L, Vector2Normalize( v ) ); @@ -410,8 +410,8 @@ Transforms a Vector2 by a given Matrix - Success return Vector2 */ int lmathVector2Transform( lua_State *L ) { - Vector2 v = uluaGetVector2Index( L, 1 ); - Matrix mat = uluaGetMatrixIndex( L, 2 ); + Vector2 v = uluaGetVector2( L, 1 ); + Matrix mat = uluaGetMatrix( L, 2 ); uluaPushVector2( L, Vector2Transform( v, mat ) ); @@ -426,8 +426,8 @@ Calculate linear interpolation between two vectors - Success return Vector2 */ int lmathVector2Lerp( lua_State *L ) { - Vector2 v1 = uluaGetVector2Index( L, 1 ); - Vector2 v2 = uluaGetVector2Index( L, 2 ); + Vector2 v1 = uluaGetVector2( L, 1 ); + Vector2 v2 = uluaGetVector2( L, 2 ); float amount = luaL_checknumber( L, 3 ); uluaPushVector2( L, Vector2Lerp( v1, v2, amount ) ); @@ -443,8 +443,8 @@ Calculate reflected vector to normal - Success return Vector2 */ int lmathVector2Reflect( lua_State *L ) { - Vector2 v1 = uluaGetVector2Index( L, 1 ); - Vector2 v2 = uluaGetVector2Index( L, 2 ); + Vector2 v1 = uluaGetVector2( L, 1 ); + Vector2 v2 = uluaGetVector2( L, 2 ); uluaPushVector2( L, Vector2Reflect( v1, v2 ) ); @@ -459,7 +459,7 @@ Rotate vector by angle - Success return Vector2 */ int lmathVector2Rotate( lua_State *L ) { - Vector2 v = uluaGetVector2Index( L, 1 ); + Vector2 v = uluaGetVector2( L, 1 ); float degs = luaL_checknumber( L, 2 ); uluaPushVector2( L, Vector2Rotate( v, degs ) ); @@ -475,8 +475,8 @@ Move Vector towards target - Success return Vector2 */ int lmathVector2MoveTowards( lua_State *L ) { - Vector2 v1 = uluaGetVector2Index( L, 1 ); - Vector2 v2 = uluaGetVector2Index( L, 2 ); + Vector2 v1 = uluaGetVector2( L, 1 ); + Vector2 v2 = uluaGetVector2( L, 2 ); float maxDistance = luaL_checknumber( L, 3 ); uluaPushVector2( L, Vector2MoveTowards( v1, v2, maxDistance ) ); @@ -492,7 +492,7 @@ Invert the given vector - Success return Vector2 */ int lmathVector2Invert( lua_State *L ) { - Vector2 v = uluaGetVector2Index( L, 1 ); + Vector2 v = uluaGetVector2( L, 1 ); uluaPushVector2( L, Vector2Invert( v ) ); @@ -508,9 +508,9 @@ min and max values specified by the given vectors - Success return Vector2 */ int lmathVector2Clamp( lua_State *L ) { - Vector2 v = uluaGetVector2Index( L, 1 ); - Vector2 min = uluaGetVector2Index( L, 2 ); - Vector2 max = uluaGetVector2Index( L, 3 ); + Vector2 v = uluaGetVector2( L, 1 ); + Vector2 min = uluaGetVector2( L, 2 ); + Vector2 max = uluaGetVector2( L, 3 ); uluaPushVector2( L, Vector2Clamp( v, min, max ) ); @@ -525,7 +525,7 @@ Clamp the magnitude of the vector between two min and max values - Success return Vector2 */ int lmathVector2ClampValue( lua_State *L ) { - Vector2 v = uluaGetVector2Index( L, 1 ); + Vector2 v = uluaGetVector2( L, 1 ); float min = luaL_checknumber( L, 2 ); float max = luaL_checknumber( L, 3 ); @@ -542,8 +542,8 @@ Check whether two given vectors are almost equal - Success return int */ int lmathVector2Equals( lua_State *L ) { - Vector2 v1 = uluaGetVector2Index( L, 1 ); - Vector2 v2 = uluaGetVector2Index( L, 2 ); + Vector2 v1 = uluaGetVector2( L, 1 ); + Vector2 v2 = uluaGetVector2( L, 2 ); lua_pushinteger( L, Vector2Equals( v1, v2 ) ); @@ -588,8 +588,8 @@ Add two vectors - Success return Vector3 */ int lmathVector3Add( lua_State *L ) { - Vector3 v1 = uluaGetVector3Index( L, 1 ); - Vector3 v2 = uluaGetVector3Index( L, 2 ); + Vector3 v1 = uluaGetVector3( L, 1 ); + Vector3 v2 = uluaGetVector3( L, 2 ); uluaPushVector3( L, Vector3Add( v1, v2 ) ); @@ -604,7 +604,7 @@ Add vector and float value - Success return Vector3 */ int lmathVector3AddValue( lua_State *L ) { - Vector3 v = uluaGetVector3Index( L, 1 ); + Vector3 v = uluaGetVector3( L, 1 ); float add = luaL_checknumber( L, 2 ); uluaPushVector3( L, Vector3AddValue( v, add ) ); @@ -620,8 +620,8 @@ Subtract two vectors - Success return Vector3 */ int lmathVector3Subtract( lua_State *L ) { - Vector3 v1 = uluaGetVector3Index( L, 1 ); - Vector3 v2 = uluaGetVector3Index( L, 2 ); + Vector3 v1 = uluaGetVector3( L, 1 ); + Vector3 v2 = uluaGetVector3( L, 2 ); uluaPushVector3( L, Vector3Subtract( v1, v2 ) ); @@ -636,7 +636,7 @@ Subtract vector by float value - Success return Vector3 */ int lmathVector3SubtractValue( lua_State *L ) { - Vector3 v = uluaGetVector3Index( L, 1 ); + Vector3 v = uluaGetVector3( L, 1 ); float sub = luaL_checknumber( L, 2 ); uluaPushVector3( L, Vector3SubtractValue( v, sub ) ); @@ -652,7 +652,7 @@ Multiply vector by scalar - Success return Vector3 */ int lmathVector3Scale( lua_State *L ) { - Vector3 v = uluaGetVector3Index( L, 1 ); + Vector3 v = uluaGetVector3( L, 1 ); float scalar = luaL_checknumber( L, 2 ); uluaPushVector3( L, Vector3Scale( v, scalar ) ); @@ -668,8 +668,8 @@ Multiply vector by vector - Success return Vector3 */ int lmathVector3Multiply( lua_State *L ) { - Vector3 v1 = uluaGetVector3Index( L, 1 ); - Vector3 v2 = uluaGetVector3Index( L, 2 ); + Vector3 v1 = uluaGetVector3( L, 1 ); + Vector3 v2 = uluaGetVector3( L, 2 ); uluaPushVector3( L, Vector3Multiply( v1, v2 ) ); @@ -684,8 +684,8 @@ Calculate two vectors cross product - Success return Vector3 */ int lmathVector3CrossProduct( lua_State *L ) { - Vector3 v1 = uluaGetVector3Index( L, 1 ); - Vector3 v2 = uluaGetVector3Index( L, 2 ); + Vector3 v1 = uluaGetVector3( L, 1 ); + Vector3 v2 = uluaGetVector3( L, 2 ); uluaPushVector3( L, Vector3CrossProduct( v1, v2 ) ); @@ -700,7 +700,7 @@ Calculate one vector perpendicular vector - Success return Vector3 */ int lmathVector3Perpendicular( lua_State *L ) { - Vector3 v = uluaGetVector3Index( L, 1 ); + Vector3 v = uluaGetVector3( L, 1 ); uluaPushVector3( L, Vector3Perpendicular( v ) ); @@ -715,7 +715,7 @@ Calculate vector length - Success return float */ int lmathVector3Length( lua_State *L ) { - Vector3 v = uluaGetVector3Index( L, 1 ); + Vector3 v = uluaGetVector3( L, 1 ); lua_pushnumber( L, Vector3Length( v ) ); @@ -730,7 +730,7 @@ Calculate vector square length - Success return float */ int lmathVector3LengthSqr( lua_State *L ) { - Vector3 v = uluaGetVector3Index( L, 1 ); + Vector3 v = uluaGetVector3( L, 1 ); lua_pushnumber( L, Vector3LengthSqr( v ) ); @@ -745,8 +745,8 @@ Calculate two vectors dot product - Success return float */ int lmathVector3DotProduct( lua_State *L ) { - Vector3 v1 = uluaGetVector3Index( L, 1 ); - Vector3 v2 = uluaGetVector3Index( L, 2 ); + Vector3 v1 = uluaGetVector3( L, 1 ); + Vector3 v2 = uluaGetVector3( L, 2 ); lua_pushnumber( L, Vector3DotProduct( v1, v2 ) ); @@ -761,8 +761,8 @@ Calculate distance between two vectors - Success return float */ int lmathVector3Distance( lua_State *L ) { - Vector3 v1 = uluaGetVector3Index( L, 1 ); - Vector3 v2 = uluaGetVector3Index( L, 2 ); + Vector3 v1 = uluaGetVector3( L, 1 ); + Vector3 v2 = uluaGetVector3( L, 2 ); lua_pushnumber( L, Vector3Distance( v1, v2 ) ); @@ -777,8 +777,8 @@ Calculate square distance between two vectors - Success return float */ int lmathVector3DistanceSqr( lua_State *L ) { - Vector3 v1 = uluaGetVector3Index( L, 1 ); - Vector3 v2 = uluaGetVector3Index( L, 2 ); + Vector3 v1 = uluaGetVector3( L, 1 ); + Vector3 v2 = uluaGetVector3( L, 2 ); lua_pushnumber( L, Vector3DistanceSqr( v1, v2 ) ); @@ -793,8 +793,8 @@ Calculate angle between two vectors - Success return float */ int lmathVector3Angle( lua_State *L ) { - Vector3 v1 = uluaGetVector3Index( L, 1 ); - Vector3 v2 = uluaGetVector3Index( L, 2 ); + Vector3 v1 = uluaGetVector3( L, 1 ); + Vector3 v2 = uluaGetVector3( L, 2 ); lua_pushnumber( L, Vector3Angle( v1, v2 ) ); @@ -809,7 +809,7 @@ Negate provided vector (invert direction) - Success return Vector3 */ int lmathVector3Negate( lua_State *L ) { - Vector3 v = uluaGetVector3Index( L, 1 ); + Vector3 v = uluaGetVector3( L, 1 ); uluaPushVector3( L, Vector3Negate( v ) ); @@ -824,8 +824,8 @@ Divide vector by vector - Success return Vector3 */ int lmathVector3Divide( lua_State *L ) { - Vector3 v1 = uluaGetVector3Index( L, 1 ); - Vector3 v2 = uluaGetVector3Index( L, 2 ); + Vector3 v1 = uluaGetVector3( L, 1 ); + Vector3 v2 = uluaGetVector3( L, 2 ); uluaPushVector3( L, Vector3Divide( v1, v2 ) ); @@ -840,7 +840,7 @@ Normalize provided vector - Success return Vector3 */ int lmathVector3Normalize( lua_State *L ) { - Vector3 v = uluaGetVector3Index( L, 1 ); + Vector3 v = uluaGetVector3( L, 1 ); uluaPushVector3( L, Vector3Normalize( v ) ); @@ -856,8 +856,8 @@ Gram-Schmidt function implementation - Success return Vector3, Vector3 */ int lmathVector3OrthoNormalize( lua_State *L ) { - Vector3 v1 = uluaGetVector3Index( L, 1 ); - Vector3 v2 = uluaGetVector3Index( L, 2 ); + Vector3 v1 = uluaGetVector3( L, 1 ); + Vector3 v2 = uluaGetVector3( L, 2 ); Vector3OrthoNormalize( &v1, &v2 ); @@ -875,8 +875,8 @@ Transforms a Vector3 by a given Matrix - Success return Vector3 */ int lmathVector3Transform( lua_State *L ) { - Vector3 v = uluaGetVector3Index( L, 1 ); - Matrix mat = uluaGetMatrixIndex( L, 2 ); + Vector3 v = uluaGetVector3( L, 1 ); + Matrix mat = uluaGetMatrix( L, 2 ); uluaPushVector3( L, Vector3Transform( v, mat ) ); @@ -891,8 +891,8 @@ Transform a vector by quaternion rotation - Success return Vector3 */ int lmathVector3RotateByQuaternion( lua_State *L ) { - Vector3 v = uluaGetVector3Index( L, 1 ); - Quaternion q = uluaGetQuaternionIndex( L, 2 ); + Vector3 v = uluaGetVector3( L, 1 ); + Quaternion q = uluaGetQuaternion( L, 2 ); uluaPushVector3( L, Vector3RotateByQuaternion( v, q ) ); @@ -907,8 +907,8 @@ Rotates a vector around an axis - Success return Vector3 */ int lmathVector3RotateByAxisAngle( lua_State *L ) { - Vector3 v = uluaGetVector3Index( L, 1 ); - Vector3 axis = uluaGetVector3Index( L, 2 ); + Vector3 v = uluaGetVector3( L, 1 ); + Vector3 axis = uluaGetVector3( L, 2 ); float angle = luaL_checknumber( L, 3 ); uluaPushVector3( L, Vector3RotateByAxisAngle( v, axis, angle ) ); @@ -924,8 +924,8 @@ Calculate linear interpolation between two vectors - Success return Vector3 */ int lmathVector3Lerp( lua_State *L ) { - Vector3 v1 = uluaGetVector3Index( L, 1 ); - Vector3 v2 = uluaGetVector3Index( L, 2 ); + Vector3 v1 = uluaGetVector3( L, 1 ); + Vector3 v2 = uluaGetVector3( L, 2 ); float amount = luaL_checknumber( L, 3 ); uluaPushVector3( L, Vector3Lerp( v1, v2, amount ) ); @@ -941,8 +941,8 @@ Calculate reflected vector to normal - Success return Vector3 */ int lmathVector3Reflect( lua_State *L ) { - Vector3 v = uluaGetVector3Index( L, 1 ); - Vector3 normal = uluaGetVector3Index( L, 2 ); + Vector3 v = uluaGetVector3( L, 1 ); + Vector3 normal = uluaGetVector3( L, 2 ); uluaPushVector3( L, Vector3Reflect( v, normal ) ); @@ -957,8 +957,8 @@ Get min value for each pair of components - Success return Vector3 */ int lmathVector3Min( lua_State *L ) { - Vector3 v1 = uluaGetVector3Index( L, 1 ); - Vector3 v2 = uluaGetVector3Index( L, 2 ); + Vector3 v1 = uluaGetVector3( L, 1 ); + Vector3 v2 = uluaGetVector3( L, 2 ); uluaPushVector3( L, Vector3Min( v1, v2 ) ); @@ -973,8 +973,8 @@ Get max value for each pair of components - Success return Vector3 */ int lmathVector3Max( lua_State *L ) { - Vector3 v1 = uluaGetVector3Index( L, 1 ); - Vector3 v2 = uluaGetVector3Index( L, 2 ); + Vector3 v1 = uluaGetVector3( L, 1 ); + Vector3 v2 = uluaGetVector3( L, 2 ); uluaPushVector3( L, Vector3Max( v1, v2 ) ); @@ -990,10 +990,10 @@ NOTE: Assumes P is on the plane of the triangle - Success return Vector3 */ int lmathVector3Barycenter( lua_State *L ) { - Vector3 p = uluaGetVector3Index( L, 1 ); - Vector3 a = uluaGetVector3Index( L, 2 ); - Vector3 b = uluaGetVector3Index( L, 3 ); - Vector3 c = uluaGetVector3Index( L, 4 ); + Vector3 p = uluaGetVector3( L, 1 ); + Vector3 a = uluaGetVector3( L, 2 ); + Vector3 b = uluaGetVector3( L, 3 ); + Vector3 c = uluaGetVector3( L, 4 ); uluaPushVector3( L, Vector3Barycenter( p, a, b, c ) ); @@ -1009,9 +1009,9 @@ NOTE: We are avoiding calling other raymath functions despite available - Success return Vector3 */ int lmathVector3Unproject( lua_State *L ) { - Vector3 source = uluaGetVector3Index( L, 1 ); - Matrix projection = uluaGetMatrixIndex( L, 2 ); - Matrix view = uluaGetMatrixIndex( L, 3 ); + Vector3 source = uluaGetVector3( L, 1 ); + Matrix projection = uluaGetMatrix( L, 2 ); + Matrix view = uluaGetMatrix( L, 3 ); uluaPushVector3( L, Vector3Unproject( source, projection, view ) ); @@ -1026,7 +1026,7 @@ Invert the given vector - Success return Vector3 */ int lmathVector3Invert( lua_State *L ) { - Vector3 v = uluaGetVector3Index( L, 1 ); + Vector3 v = uluaGetVector3( L, 1 ); uluaPushVector3( L, Vector3Invert( v ) ); @@ -1042,9 +1042,9 @@ min and max values specified by the given vectors - Success return Vector3 */ int lmathVector3Clamp( lua_State *L ) { - Vector3 v = uluaGetVector3Index( L, 1 ); - Vector3 min = uluaGetVector3Index( L, 2 ); - Vector3 max = uluaGetVector3Index( L, 3 ); + Vector3 v = uluaGetVector3( L, 1 ); + Vector3 min = uluaGetVector3( L, 2 ); + Vector3 max = uluaGetVector3( L, 3 ); uluaPushVector3( L, Vector3Clamp( v, min, max ) ); @@ -1059,7 +1059,7 @@ Clamp the magnitude of the vector between two values - Success return Vector3 */ int lmathVector3ClampValue( lua_State *L ) { - Vector3 v = uluaGetVector3Index( L, 1 ); + Vector3 v = uluaGetVector3( L, 1 ); float min = luaL_checknumber( L, 2 ); float max = luaL_checknumber( L, 3 ); @@ -1076,8 +1076,8 @@ Check whether two given vectors are almost equal - Success return int */ int lmathVector3Equals( lua_State *L ) { - Vector3 v1 = uluaGetVector3Index( L, 1 ); - Vector3 v2 = uluaGetVector3Index( L, 2 ); + Vector3 v1 = uluaGetVector3( L, 1 ); + Vector3 v2 = uluaGetVector3( L, 2 ); lua_pushinteger( L, Vector3Equals( v1, v2 ) ); @@ -1097,8 +1097,8 @@ on the other side of the surface - Success return Vector3 */ int lmathVector3Refract( lua_State *L ) { - Vector3 v = uluaGetVector3Index( L, 1 ); - Vector3 n = uluaGetVector3Index( L, 2 ); + Vector3 v = uluaGetVector3( L, 1 ); + Vector3 n = uluaGetVector3( L, 2 ); float r = luaL_checknumber( L, 3 ); uluaPushVector3( L, Vector3Refract( v, n, r ) ); @@ -1118,7 +1118,7 @@ Compute matrix determinant - Success return float */ int lmathMatrixDeterminant( lua_State *L ) { - Matrix mat = uluaGetMatrixIndex( L, 1 ); + Matrix mat = uluaGetMatrix( L, 1 ); lua_pushnumber( L, MatrixDeterminant( mat ) ); @@ -1133,7 +1133,7 @@ Get the trace of the matrix (sum of the values along the diagonal) - Success return float */ int lmathMatrixTrace( lua_State *L ) { - Matrix mat = uluaGetMatrixIndex( L, 1 ); + Matrix mat = uluaGetMatrix( L, 1 ); lua_pushnumber( L, MatrixTrace( mat ) ); @@ -1148,7 +1148,7 @@ Transposes provided matrix - Success return Matrix */ int lmathMatrixTranspose( lua_State *L ) { - Matrix mat = uluaGetMatrixIndex( L, 1 ); + Matrix mat = uluaGetMatrix( L, 1 ); uluaPushMatrix( L, MatrixTranspose( mat ) ); @@ -1163,7 +1163,7 @@ Invert provided matrix - Success return Matrix */ int lmathMatrixInvert( lua_State *L ) { - Matrix mat = uluaGetMatrixIndex( L, 1 ); + Matrix mat = uluaGetMatrix( L, 1 ); uluaPushMatrix( L, MatrixInvert( mat ) ); @@ -1191,8 +1191,8 @@ Add two matrices - Success return Matrix */ int lmathMatrixAdd( lua_State *L ) { - Matrix mat1 = uluaGetMatrixIndex( L, 1 ); - Matrix mat2 = uluaGetMatrixIndex( L, 2 ); + Matrix mat1 = uluaGetMatrix( L, 1 ); + Matrix mat2 = uluaGetMatrix( L, 2 ); uluaPushMatrix( L, MatrixAdd( mat1, mat2 ) ); @@ -1207,8 +1207,8 @@ Subtract two matrices (left - right) - Success return Matrix */ int lmathMatrixSubtract( lua_State *L ) { - Matrix mat1 = uluaGetMatrixIndex( L, 1 ); - Matrix mat2 = uluaGetMatrixIndex( L, 2 ); + Matrix mat1 = uluaGetMatrix( L, 1 ); + Matrix mat2 = uluaGetMatrix( L, 2 ); uluaPushMatrix( L, MatrixSubtract( mat1, mat2 ) ); @@ -1223,8 +1223,8 @@ Get two matrix multiplication - Success return Matrix */ int lmathMatrixMultiply( lua_State *L ) { - Matrix mat1 = uluaGetMatrixIndex( L, 1 ); - Matrix mat2 = uluaGetMatrixIndex( L, 2 ); + Matrix mat1 = uluaGetMatrix( L, 1 ); + Matrix mat2 = uluaGetMatrix( L, 2 ); uluaPushMatrix( L, MatrixMultiply( mat1, mat2 ) ); @@ -1239,7 +1239,7 @@ Get translation matrix - Success return Matrix */ int lmathMatrixTranslate( lua_State *L ) { - Vector3 v = uluaGetVector3Index( L, 1 ); + Vector3 v = uluaGetVector3( L, 1 ); uluaPushMatrix( L, MatrixTranslate( v.x, v.y, v.z ) ); @@ -1254,7 +1254,7 @@ Create rotation matrix from axis and angle. NOTE: Angle should be provided in ra - Success return Matrix */ int lmathMatrixRotate( lua_State *L ) { - Vector3 axis = uluaGetVector3Index( L, 1 ); + Vector3 axis = uluaGetVector3( L, 1 ); float angle = luaL_checknumber( L, 2 ); uluaPushMatrix( L, MatrixRotate( axis, angle ) ); @@ -1315,7 +1315,7 @@ Get xyz-rotation matrix (angles in radians) - Success return Matrix */ int lmathMatrixRotateXYZ( lua_State *L ) { - Vector3 angle = uluaGetVector3Index( L, 1 ); + Vector3 angle = uluaGetVector3( L, 1 ); uluaPushMatrix( L, MatrixRotateXYZ( angle ) ); @@ -1330,7 +1330,7 @@ Get zyx-rotation matrix (angles in radians) - Success return Matrix */ int lmathMatrixRotateZYX( lua_State *L ) { - Vector3 angle = uluaGetVector3Index( L, 1 ); + Vector3 angle = uluaGetVector3( L, 1 ); uluaPushMatrix( L, MatrixRotateZYX( angle ) ); @@ -1345,7 +1345,7 @@ Get scaling matrix - Success return Matrix */ int lmathMatrixScale( lua_State *L ) { - Vector3 v = uluaGetVector3Index( L, 1 ); + Vector3 v = uluaGetVector3( L, 1 ); uluaPushMatrix( L, MatrixScale( v.x, v.y, v.z ) ); @@ -1418,9 +1418,9 @@ Get camera look-at matrix (View matrix) - Success return Matrix */ int lmathMatrixLookAt( lua_State *L ) { - Vector3 eye = uluaGetVector3Index( L, 1 ); - Vector3 target = uluaGetVector3Index( L, 2 ); - Vector3 up = uluaGetVector3Index( L, 3 ); + Vector3 eye = uluaGetVector3( L, 1 ); + Vector3 target = uluaGetVector3( L, 2 ); + Vector3 up = uluaGetVector3( L, 3 ); uluaPushMatrix( L, MatrixLookAt( eye, target, up ) ); @@ -1439,8 +1439,8 @@ Add two quaternions - Success return Quaternion */ int lmathQuaternionAdd( lua_State *L ) { - Quaternion q1 = uluaGetQuaternionIndex( L, 1 ); - Quaternion q2 = uluaGetQuaternionIndex( L, 2 ); + Quaternion q1 = uluaGetQuaternion( L, 1 ); + Quaternion q2 = uluaGetQuaternion( L, 2 ); uluaPushQuaternion( L, QuaternionAdd( q1, q2 ) ); @@ -1455,7 +1455,7 @@ Add quaternion and float value - Success return Quaternion */ int lmathQuaternionAddValue( lua_State *L ) { - Quaternion q = uluaGetQuaternionIndex( L, 1 ); + Quaternion q = uluaGetQuaternion( L, 1 ); float add = luaL_checknumber( L, 2 ); uluaPushQuaternion( L, QuaternionAddValue( q, add ) ); @@ -1471,8 +1471,8 @@ Subtract two quaternions - Success return Quaternion */ int lmathQuaternionSubtract( lua_State *L ) { - Quaternion q1 = uluaGetQuaternionIndex( L, 1 ); - Quaternion q2 = uluaGetQuaternionIndex( L, 2 ); + Quaternion q1 = uluaGetQuaternion( L, 1 ); + Quaternion q2 = uluaGetQuaternion( L, 2 ); uluaPushQuaternion( L, QuaternionSubtract( q1, q2 ) ); @@ -1487,7 +1487,7 @@ Subtract quaternion and float value - Success return Quaternion */ int lmathQuaternionSubtractValue( lua_State *L ) { - Quaternion q = uluaGetQuaternionIndex( L, 1 ); + Quaternion q = uluaGetQuaternion( L, 1 ); float sub = luaL_checknumber( L, 2 ); uluaPushQuaternion( L, QuaternionSubtractValue( q, sub ) ); @@ -1516,7 +1516,7 @@ Computes the length of a quaternion - Success return float */ int lmathQuaternionLength( lua_State *L ) { - Quaternion q = uluaGetQuaternionIndex( L, 1 ); + Quaternion q = uluaGetQuaternion( L, 1 ); lua_pushnumber( L, QuaternionLength( q ) ); @@ -1531,7 +1531,7 @@ Normalize provided quaternion - Success return Quaternion */ int lmathQuaternionNormalize( lua_State *L ) { - Quaternion q = uluaGetQuaternionIndex( L, 1 ); + Quaternion q = uluaGetQuaternion( L, 1 ); uluaPushQuaternion( L, QuaternionNormalize( q ) ); @@ -1546,7 +1546,7 @@ Invert provided quaternion - Success return Quaternion */ int lmathQuaternionInvert( lua_State *L ) { - Quaternion q = uluaGetQuaternionIndex( L, 1 ); + Quaternion q = uluaGetQuaternion( L, 1 ); uluaPushQuaternion( L, QuaternionInvert( q ) ); @@ -1561,8 +1561,8 @@ Calculate two quaternion multiplication - Success return Quaternion */ int lmathQuaternionMultiply( lua_State *L ) { - Quaternion q1 = uluaGetQuaternionIndex( L, 1 ); - Quaternion q2 = uluaGetQuaternionIndex( L, 2 ); + Quaternion q1 = uluaGetQuaternion( L, 1 ); + Quaternion q2 = uluaGetQuaternion( L, 2 ); uluaPushQuaternion( L, QuaternionMultiply( q1, q2 ) ); @@ -1577,7 +1577,7 @@ Scale quaternion by float value - Success return Quaternion */ int lmathQuaternionScale( lua_State *L ) { - Quaternion q = uluaGetQuaternionIndex( L, 1 ); + Quaternion q = uluaGetQuaternion( L, 1 ); float mul = luaL_checknumber( L, 2 ); uluaPushQuaternion( L, QuaternionScale( q, mul ) ); @@ -1593,8 +1593,8 @@ Divide two quaternions - Success return Quaternion */ int lmathQuaternionDivide( lua_State *L ) { - Quaternion q1 = uluaGetQuaternionIndex( L, 1 ); - Quaternion q2 = uluaGetQuaternionIndex( L, 2 ); + Quaternion q1 = uluaGetQuaternion( L, 1 ); + Quaternion q2 = uluaGetQuaternion( L, 2 ); uluaPushQuaternion( L, QuaternionDivide( q1, q2 ) ); @@ -1609,8 +1609,8 @@ Calculate linear interpolation between two quaternions - Success return Quaternion */ int lmathQuaternionLerp( lua_State *L ) { - Quaternion q1 = uluaGetQuaternionIndex( L, 1 ); - Quaternion q2 = uluaGetQuaternionIndex( L, 2 ); + Quaternion q1 = uluaGetQuaternion( L, 1 ); + Quaternion q2 = uluaGetQuaternion( L, 2 ); float amount = luaL_checknumber( L, 3 ); uluaPushQuaternion( L, QuaternionLerp( q1, q2, amount ) ); @@ -1626,8 +1626,8 @@ Calculate slerp-optimized interpolation between two quaternions - Success return Quaternion */ int lmathQuaternionNlerp( lua_State *L ) { - Quaternion q1 = uluaGetQuaternionIndex( L, 1 ); - Quaternion q2 = uluaGetQuaternionIndex( L, 2 ); + Quaternion q1 = uluaGetQuaternion( L, 1 ); + Quaternion q2 = uluaGetQuaternion( L, 2 ); float amount = luaL_checknumber( L, 3 ); uluaPushQuaternion( L, QuaternionNlerp( q1, q2, amount ) ); @@ -1643,8 +1643,8 @@ Calculates spherical linear interpolation between two quaternions - Success return Quaternion */ int lmathQuaternionSlerp( lua_State *L ) { - Quaternion q1 = uluaGetQuaternionIndex( L, 1 ); - Quaternion q2 = uluaGetQuaternionIndex( L, 2 ); + Quaternion q1 = uluaGetQuaternion( L, 1 ); + Quaternion q2 = uluaGetQuaternion( L, 2 ); float amount = luaL_checknumber( L, 3 ); uluaPushQuaternion( L, QuaternionSlerp( q1, q2, amount ) ); @@ -1660,8 +1660,8 @@ Calculate quaternion based on the rotation from one vector to another - Success return Quaternion */ int lmathQuaternionFromVector3ToVector3( lua_State *L ) { - Vector3 from = uluaGetVector3Index( L, 1 ); - Vector3 to = uluaGetVector3Index( L, 2 ); + Vector3 from = uluaGetVector3( L, 1 ); + Vector3 to = uluaGetVector3( L, 2 ); uluaPushQuaternion( L, QuaternionFromVector3ToVector3( from, to ) ); @@ -1676,7 +1676,7 @@ Get a quaternion for a given rotation matrix - Success return Quaternion */ int lmathQuaternionFromMatrix( lua_State *L ) { - Matrix mat = uluaGetMatrixIndex( L, 1 ); + Matrix mat = uluaGetMatrix( L, 1 ); uluaPushQuaternion( L, QuaternionFromMatrix( mat ) ); @@ -1691,7 +1691,7 @@ Get a quaternion for a given rotation matrix - Success return Matrix */ int lmathQuaternionToMatrix( lua_State *L ) { - Quaternion q = uluaGetQuaternionIndex( L, 1 ); + Quaternion q = uluaGetQuaternion( L, 1 ); uluaPushMatrix( L, QuaternionToMatrix( q ) ); @@ -1707,7 +1707,7 @@ NOTE: angle must be provided in radians - Success return Quaternion */ int lmathQuaternionFromAxisAngle( lua_State *L ) { - Vector3 axis = uluaGetVector3Index( L, 1 ); + Vector3 axis = uluaGetVector3( L, 1 ); float angle = luaL_checknumber( L, 2 ); uluaPushQuaternion( L, QuaternionFromAxisAngle( axis, angle ) ); @@ -1723,7 +1723,7 @@ Get the rotation angle and axis for a given quaternion - Success return Vector3, float */ int lmathQuaternionToAxisAngle( lua_State *L ) { - Quaternion q = uluaGetQuaternionIndex( L, 1 ); + Quaternion q = uluaGetQuaternion( L, 1 ); float angle = 0.0; Vector3 axis = { 0.0 }; @@ -1762,7 +1762,7 @@ NOTE: Angles are returned in a Vector3 struct in radians - Success return Vector3 */ int lmathQuaternionToEuler( lua_State *L ) { - Quaternion q = uluaGetQuaternionIndex( L, 1 ); + Quaternion q = uluaGetQuaternion( L, 1 ); uluaPushVector3( L, QuaternionToEuler( q ) ); @@ -1777,8 +1777,8 @@ Transform a quaternion given a transformation matrix - Success return Quaternion */ int lmathQuaternionTransform( lua_State *L ) { - Quaternion q = uluaGetQuaternionIndex( L, 1 ); - Matrix mat = uluaGetMatrixIndex( L, 2 ); + Quaternion q = uluaGetQuaternion( L, 1 ); + Matrix mat = uluaGetMatrix( L, 2 ); uluaPushQuaternion( L, QuaternionTransform( q, mat ) ); @@ -1793,8 +1793,8 @@ Check whether two given quaternions are almost equal - Success return int */ int lmathQuaternionEquals( lua_State *L ) { - Quaternion q1 = uluaGetQuaternionIndex( L, 1 ); - Quaternion q2 = uluaGetQuaternionIndex( L, 2 ); + Quaternion q1 = uluaGetQuaternion( L, 1 ); + Quaternion q2 = uluaGetQuaternion( L, 2 ); lua_pushinteger( L, QuaternionEquals( q1, q2 ) ); |
