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-rw-r--r--src/lua_core.c169
-rw-r--r--src/models.c222
2 files changed, 377 insertions, 14 deletions
diff --git a/src/lua_core.c b/src/lua_core.c
index acd4ac7..3bfce93 100644
--- a/src/lua_core.c
+++ b/src/lua_core.c
@@ -845,7 +845,7 @@ static void defineGlobals() {
assignGlobalInt( RL_FRAGMENT_SHADER, "RL_FRAGMENT_SHADER" ); // GL_FRAGMENT_SHADER
assignGlobalInt( RL_VERTEX_SHADER, "RL_VERTEX_SHADER" ); // GL_VERTEX_SHADER
assignGlobalInt( RL_COMPUTE_SHADER, "RL_COMPUTE_SHADER" ); // GL_COMPUTE_SHADER
- /* RLGL GlVersion */
+ /* RLGL GL blending factors */
assignGlobalInt( RL_ZERO, "RL_ZERO" ); // GL_ZERO
assignGlobalInt( RL_ONE, "RL_ONE" ); // GL_ONE
assignGlobalInt( RL_SRC_COLOR, "RL_SRC_COLOR" ); // GL_SRC_COLOR
@@ -1586,10 +1586,20 @@ void luaRegister() {
assingGlobalFunction( "IsModelReady", lmodelsIsModelReady );
assingGlobalFunction( "UnloadModel", lmodelsUnloadModel );
assingGlobalFunction( "GetModelBoundingBox", lmodelsGetModelBoundingBox );
+ assingGlobalFunction( "SetModelTransform", lmodelsSetModelTransform );
+ assingGlobalFunction( "SetModelMesh", lmodelsSetModelMesh );
assingGlobalFunction( "SetModelMaterial", lmodelsSetModelMaterial );
assingGlobalFunction( "SetModelMeshMaterial", lmodelsSetModelMeshMaterial );
- assingGlobalFunction( "SetModelTransform", lmodelsSetModelTransform );
+ assingGlobalFunction( "SetModelBone", lmodelsSetModelBone );
+ assingGlobalFunction( "SetModelBindPose", lmodelsSetModelBindPose );
assingGlobalFunction( "GetModelTransform", lmodelsGetModelTransform );
+ assingGlobalFunction( "GetModelMeshCount", lmodelsGetModelMeshCount );
+ assingGlobalFunction( "GetModelMaterialCount", lmodelsGetModelMaterialCount );
+ assingGlobalFunction( "GetModelMesh", lmodelsGetModelMesh );
+ assingGlobalFunction( "GetModelMaterial", lmodelsGetModelMaterial );
+ assingGlobalFunction( "GetModelBoneCount", lmodelsGetModelBoneCount );
+ assingGlobalFunction( "GetModelBone", lmodelsGetModelBone );
+ assingGlobalFunction( "GetModelBindPose", lmodelsGetModelBindPose );
/* Model drawing functions. */
assingGlobalFunction( "DrawModel", lmodelsDrawModel );
assingGlobalFunction( "DrawModelEx", lmodelsDrawModelEx );
@@ -2481,7 +2491,6 @@ BoundingBox uluaGetBoundingBox( lua_State *L, int index ) {
lua_pop( L, 1 );
}
}
-
return box;
}
@@ -2518,7 +2527,6 @@ Ray uluaGetRay( lua_State *L, int index ) {
lua_pop( L, 1 );
}
}
-
return ray;
}
@@ -2581,6 +2589,139 @@ NPatchInfo uluaGetNPatchInfo( lua_State *L, int index ) {
return npatch;
}
+GlyphInfo uluaGetGlyphInfo( lua_State *L, int index ) {
+ luaL_checktype( L, index, LUA_TTABLE );
+ GlyphInfo glyph = { 0 };
+
+ int t = index, i = 0;
+ lua_pushnil( L );
+
+ while ( lua_next( L, t ) != 0 ) {
+ /* Do not check type since there should be table and ints. */
+ if ( lua_isnumber( L, -2 ) ) {
+ switch ( i ) {
+ case 0:
+ glyph.value = lua_tointeger( L, -1 );
+ break;
+ case 1:
+ glyph.offsetX = lua_tointeger( L, -1 );
+ break;
+ case 2:
+ glyph.offsetY = lua_tointeger( L, -1 );
+ break;
+ case 3:
+ glyph.advanceX = lua_tointeger( L, -1 );
+ break;
+ case 4:
+ glyph.image = *uluaGetImage( L, lua_gettop( L ) );
+ break;
+ default:
+ break;
+ }
+ }
+ else if ( lua_isstring( L, -2 ) ) {
+ if ( strcmp( "value", (char*)lua_tostring( L, -2 ) ) == 0 ) {
+ glyph.value = lua_tointeger( L, -1 );
+ }
+ else if ( strcmp( "offsetX", (char*)lua_tostring( L, -2 ) ) == 0 ) {
+ glyph.offsetX = lua_tointeger( L, -1 );
+ }
+ else if ( strcmp( "offsetY", (char*)lua_tostring( L, -2 ) ) == 0 ) {
+ glyph.offsetY = lua_tointeger( L, -1 );
+ }
+ else if ( strcmp( "advanceX", (char*)lua_tostring( L, -2 ) ) == 0 ) {
+ glyph.advanceX = lua_tointeger( L, -1 );
+ }
+ else if ( strcmp( "image", (char*)lua_tostring( L, -2 ) ) == 0 ) {
+ glyph.image = *uluaGetImage( L, lua_gettop( L ) );
+ }
+ }
+ i++;
+ lua_pop( L, 1 );
+ }
+ return glyph;
+}
+
+BoneInfo uluaGetBoneInfo( lua_State *L, int index ) {
+ luaL_checktype( L, index, LUA_TTABLE );
+ BoneInfo bone = { 0 };
+
+ int t = index, i = 0;
+ lua_pushnil( L );
+
+ while ( lua_next( L, t ) != 0 ) {
+ /* Do not check type since there should be table and ints. */
+ if ( lua_isnumber( L, -2 ) ) {
+ switch ( i ) {
+ case 0:
+ strncpy( bone.name, lua_tostring( L, lua_gettop( L ) ), 32 );
+ break;
+ case 1:
+ bone.parent = lua_tointeger( L, -1 );
+ break;
+ default:
+ break;
+ }
+ }
+ else if ( lua_istable( L, -1 ) ) {
+ if ( lua_isstring( L, -2 ) ) {
+ if ( strcmp( "name", (char*)lua_tostring( L, -2 ) ) == 0 ) {
+ strncpy( bone.name, lua_tostring( L, lua_gettop( L ) ), 32 );
+ }
+ else if ( strcmp( "parent", (char*)lua_tostring( L, -2 ) ) == 0 ) {
+ bone.parent = lua_tointeger( L, -1 );
+ }
+ }
+ i++;
+ lua_pop( L, 1 );
+ }
+ }
+ return bone;
+}
+
+Transform uluaGetTransform( lua_State *L, int index ) {
+ luaL_checktype( L, index, LUA_TTABLE );
+ Transform transform = { 0 };
+
+ int t = index, i = 0;
+ lua_pushnil( L );
+
+ while ( lua_next( L, t ) != 0 ) {
+ /* Do not check type since there should be table and ints. */
+ if ( lua_isnumber( L, -2 ) ) {
+ switch ( i ) {
+ case 0:
+ transform.translation = uluaGetVector3( L, lua_gettop( L ) );
+ break;
+ case 1:
+ transform.rotation = uluaGetQuaternion( L, lua_gettop( L ) );
+ break;
+ case 2:
+ transform.scale = uluaGetVector3( L, lua_gettop( L ) );
+ break;
+ default:
+ break;
+ }
+ }
+ else if ( lua_istable( L, -1 ) ) {
+ if ( lua_isstring( L, -2 ) ) {
+ if ( strcmp( "translation", (char*)lua_tostring( L, -2 ) ) == 0 ) {
+ transform.translation = uluaGetVector3( L, lua_gettop( L ) );
+ }
+ else if ( strcmp( "rotation", (char*)lua_tostring( L, -2 ) ) == 0 ) {
+ transform.rotation = uluaGetQuaternion( L, lua_gettop( L ) );
+ }
+ else if ( strcmp( "scale", (char*)lua_tostring( L, -2 ) ) == 0 ) {
+ transform.scale = uluaGetVector3( L, lua_gettop( L ) );
+ }
+ }
+ i++;
+ lua_pop( L, 1 );
+ }
+ }
+ return transform;
+}
+
Buffer* uluaGetBuffer( lua_State *L, int index ) {
if ( lua_islightuserdata( L, index ) ) {
return (Buffer*)lua_touserdata( L, index );
@@ -2866,7 +3007,7 @@ void uluaPushBoundingBox( lua_State *L, BoundingBox box ) {
}
void uluaPushGlyphInfo( lua_State *L, GlyphInfo glyphInfo, Image *image ) {
- lua_createtable( L, 4, 0 );
+ lua_createtable( L, 5, 0 );
lua_pushinteger( L, glyphInfo.value );
lua_setfield( L, -2, "value" );
lua_pushinteger( L, glyphInfo.offsetX );
@@ -2879,6 +3020,24 @@ void uluaPushGlyphInfo( lua_State *L, GlyphInfo glyphInfo, Image *image ) {
lua_setfield( L, -2, "image" );
}
+void uluaPushBoneInfo( lua_State *L, BoneInfo boneInfo ) {
+ lua_createtable( L, 2, 0 );
+ lua_pushstring( L, boneInfo.name );
+ lua_setfield( L, -2, "name" );
+ lua_pushinteger( L, boneInfo.parent );
+ lua_setfield( L, -2, "parent" );
+}
+
+void uluaPushTransform( lua_State *L, Transform transform ) {
+ lua_createtable( L, 3, 0 );
+ uluaPushVector3( L, transform.translation );
+ lua_setfield( L, -2, "name" );
+ uluaPushQuaternion( L, transform.rotation );
+ lua_setfield( L, -2, "rotation" );
+ uluaPushVector3( L, transform.scale );
+ lua_setfield( L, -2, "scale" );
+}
+
void uluaPushBuffer( lua_State *L, Buffer buffer ) {
if ( buffer.size == 0 ) {
buffer.data = NULL;
diff --git a/src/models.c b/src/models.c
index eb4b978..7efee95 100644
--- a/src/models.c
+++ b/src/models.c
@@ -573,9 +573,48 @@ int lmodelsGetModelBoundingBox( lua_State *L ) {
}
/*
+> RL.SetModelTransform( Model model, Matrix transform )
+
+Set model transform matrix
+*/
+int lmodelsSetModelTransform( lua_State *L ) {
+ Model *model = uluaGetModel( L, 1 );
+ Matrix transform = uluaGetMatrix( L, 2 );
+
+ model->transform = transform;
+
+ return 0;
+}
+
+/*
+> success = RL.SetModelMesh( Model model, int meshId, Mesh mesh )
+
+Get model mesh. Return as lightuserdata
+
+- Failure return false
+- Success return true
+*/
+int lmodelsSetModelMesh( lua_State *L ) {
+ Model *model = uluaGetModel( L, 1 );
+ int meshId = luaL_checkinteger( L, 2 );
+ Mesh *mesh = uluaGetMesh( L, 3 );
+
+ if ( 0 <= meshId && meshId < model->meshCount ) {
+ // TODO Test if mesh should be copied instead. Is there issues with unloading.
+ model->meshes[ meshId ] = *mesh;
+ lua_pushboolean( L, true );
+ }
+ else {
+ TraceLog( LOG_WARNING, "MeshId %d out of bounds", meshId );
+ lua_pushboolean( L, false );
+ }
+ return 1;
+}
+
+/*
> success = RL.SetModelMaterial( Model model, int modelMaterialId, Material material )
-Copies material to model material. (Model material is the material id in models.)
+Copies material to model material
- Failure return false
- Success return true
@@ -585,8 +624,6 @@ int lmodelsSetModelMaterial( lua_State *L ) {
int modelMaterialId = luaL_checkinteger( L, 2 );
Material *material = uluaGetMaterial( L, 3 );
- //TODO Could maybe return old shader and textures for storage or get garbage collected?
-
if ( 0 <= modelMaterialId && modelMaterialId < model->materialCount ) {
/* Copy material data instead of using pointer. Pointer would result in double free error. */
model->materials[ modelMaterialId ].shader = material->shader;
@@ -630,17 +667,51 @@ int lmodelsSetModelMeshMaterial( lua_State *L ) {
}
/*
-> RL.SetModelTransform( Model model, Matrix transform )
+> success = RL.SetModelBone( Model model, int boneId, BoneInfo bone )
-Set model transform matrix
+Set model bone information (skeleton)
+
+- Failure return false
+- Success return true
*/
-int lmodelsSetModelTransform( lua_State *L ) {
+int lmodelsSetModelBone( lua_State *L ) {
Model *model = uluaGetModel( L, 1 );
- Matrix transform = uluaGetMatrix( L, 2 );
+ int boneId = luaL_checkinteger( L, 2 );
+ BoneInfo bone = uluaGetBoneInfo( L, 3 );
- model->transform = transform;
+ if ( 0 <= boneId && boneId < model->boneCount ) {
+ model->bones[ boneId ] = bone;
+ lua_pushboolean( L, true );
+ }
+ else {
+ TraceLog( LOG_WARNING, "boneId %d out of bounds", boneId );
+ lua_pushboolean( L, false );
+ }
+ return 1;
+}
- return 0;
+/*
+> success = RL.SetModelBindPose( Model model, int boneId, Transform pose )
+
+Set model bones base transformation (pose)
+
+- Failure return false
+- Success return true
+*/
+int lmodelsSetModelBindPose( lua_State *L ) {
+ Model *model = uluaGetModel( L, 1 );
+ int boneId = luaL_checkinteger( L, 2 );
+ Transform pose = uluaGetTransform( L, 3 );
+
+ if ( 0 <= boneId && boneId < model->boneCount ) {
+ model->bindPose[ boneId ] = pose;
+ lua_pushboolean( L, true );
+ }
+ else {
+ TraceLog( LOG_WARNING, "boneId %d out of bounds", boneId );
+ lua_pushboolean( L, false );
+ }
+ return 1;
}
/*
@@ -659,6 +730,139 @@ int lmodelsGetModelTransform( lua_State *L ) {
}
/*
+> meshCount = RL.GetModelMeshCount( Model model )
+
+Get model number of meshes
+
+- Success return int
+*/
+int lmodelsGetModelMeshCount( lua_State *L ) {
+ Model *model = uluaGetModel( L, 1 );
+
+ lua_pushinteger( L, model->meshCount );
+
+ return 1;
+}
+
+/*
+> meshCount = RL.GetModelMaterialCount( Model model )
+
+Get model number of materials
+
+- Success return int
+*/
+int lmodelsGetModelMaterialCount( lua_State *L ) {
+ Model *model = uluaGetModel( L, 1 );
+
+ lua_pushinteger( L, model->materialCount );
+
+ return 1;
+}
+
+/*
+> mesh = RL.GetModelMesh( Model model, int meshId )
+
+Get model mesh. Return as lightuserdata
+
+- Failure return nil
+- Success return Mesh
+*/
+int lmodelsGetModelMesh( lua_State *L ) {
+ Model *model = uluaGetModel( L, 1 );
+ int meshId = luaL_checkinteger( L, 2 );
+
+ if ( 0 <= meshId && meshId < model->meshCount ) {
+ lua_pushlightuserdata( L, &model->meshes[ meshId ] );
+ }
+ else {
+ TraceLog( LOG_WARNING, "MeshId %d out of bounds", meshId );
+ lua_pushnil( L );
+ }
+ return 1;
+}
+
+/*
+> material = RL.GetModelMaterial( Model model, int materialId )
+
+Get model material. Return as lightuserdata
+
+- Failure return nil
+- Success return Material
+*/
+int lmodelsGetModelMaterial( lua_State *L ) {
+ Model *model = uluaGetModel( L, 1 );
+ int materialId = luaL_checkinteger( L, 2 );
+
+ if ( 0 <= materialId && materialId < model->materialCount ) {
+ lua_pushlightuserdata( L, &model->materials[ materialId ] );
+ }
+ else {
+ TraceLog( LOG_WARNING, "MaterialId %d out of bounds", materialId );
+ lua_pushnil( L );
+ }
+ return 1;
+}
+
+/*
+> boneCount = RL.GetModelBoneCount( Model model )
+
+Get model number of bones
+
+- Success return int
+*/
+int lmodelsGetModelBoneCount( lua_State *L ) {
+ Model *model = uluaGetModel( L, 1 );
+
+ lua_pushinteger( L, model->boneCount );
+
+ return 1;
+}
+
+/*
+> bone = RL.GetModelBone( Model model, int boneId )
+
+Get model bones information (skeleton)
+
+- Failure return nil
+- Success return BoneInfo
+*/
+int lmodelsGetModelBone( lua_State *L ) {
+ Model *model = uluaGetModel( L, 1 );
+ int boneId = luaL_checkinteger( L, 2 );
+
+ if ( 0 <= boneId && boneId < model->boneCount ) {
+ uluaPushBoneInfo( L, model->bones[ boneId ] );
+ }
+ else {
+ TraceLog( LOG_WARNING, "BoneId %d out of bounds", boneId );
+ lua_pushnil( L );
+ }
+ return 1;
+}
+
+/*
+> pose = RL.GetModelBindPose( Model model, int boneId )
+
+Get models bones base transformation (pose)
+
+- Failure return nil
+- Success return Transform
+*/
+int lmodelsGetModelBindPose( lua_State *L ) {
+ Model *model = uluaGetModel( L, 1 );
+ int boneId = luaL_checkinteger( L, 2 );
+
+ if ( 0 <= boneId && boneId < model->boneCount ) {
+ uluaPushTransform( L, model->bindPose[ boneId ] );
+ }
+ else {
+ TraceLog( LOG_WARNING, "BoneId %d out of bounds", boneId );
+ lua_pushnil( L );
+ }
+ return 1;
+}
+
+/*
## Models - Model drawing functions
*/