From 03e9226b5f6c3fe4d113759b3a023ee92d7b2d4f Mon Sep 17 00:00:00 2001 From: jussi Date: Fri, 19 Jul 2024 22:57:31 +0300 Subject: GetRayBoxCells. --- API.md | 8 ++ ReiLua_API.lua | 8 ++ changelog | 1 + examples/ray_box_cells/main.lua | 116 ++++++++++++++++ examples/resources/lib/boundingBox.lua | 136 ------------------ examples/resources/lib/bounding_box.lua | 237 ++++++++++++++++++++++++++++++++ include/models.h | 1 + src/lua_core.c | 1 + src/main.c | 2 +- src/models.c | 118 ++++++++++++++++ src/rgui.c | 2 +- 11 files changed, 492 insertions(+), 138 deletions(-) create mode 100644 examples/ray_box_cells/main.lua delete mode 100644 examples/resources/lib/boundingBox.lua create mode 100644 examples/resources/lib/bounding_box.lua diff --git a/API.md b/API.md index fc19591..b6479ac 100644 --- a/API.md +++ b/API.md @@ -7989,6 +7989,14 @@ Get collision info between ray and quad --- +> cells = RL.GetRayBoxCells( Ray ray, BoundingBox box, Vector3 cellSize ) + +Get cell positions inside box that intersect with the ray. Returns empty table if ray misses the box + +- Success return Vector3{} + +--- + ## Audio - Audio device management functions --- diff --git a/ReiLua_API.lua b/ReiLua_API.lua index 5a69d0e..2038d70 100644 --- a/ReiLua_API.lua +++ b/ReiLua_API.lua @@ -5137,6 +5137,14 @@ function RL.GetRayCollisionTriangle( ray, p1, p2, p3 ) end ---@return any rayCollision function RL.GetRayCollisionQuad( ray, p1, p2, p3, p4 ) end +---Get cell positions inside box that intersect with the ray. Returns empty table if ray misses the box +---- Success return Vector3{} +---@param ray any +---@param box any +---@param cellSize table +---@return any cells +function RL.GetRayBoxCells( ray, box, cellSize ) end + -- Audio - Audio device management functions ---Initialize audio device and context diff --git a/changelog b/changelog index e78d73e..3de5a02 100644 --- a/changelog +++ b/changelog @@ -66,6 +66,7 @@ DETAILED CHANGES: - ADDED: Many Gui controls accept now nil for text. - ADDED: Some raygui controls return 1 instead of 0 when pressed or scrolled. - ADDED: DrawGridEx. + - ADDED: GetRayBoxCells. ------------------------------------------------------------------------ Release: ReiLua version 0.7.0 Using Raylib 5.0 and Forked Raygui 4.0 diff --git a/examples/ray_box_cells/main.lua b/examples/ray_box_cells/main.lua new file mode 100644 index 0000000..9c7e54f --- /dev/null +++ b/examples/ray_box_cells/main.lua @@ -0,0 +1,116 @@ +package.path = package.path..";"..RL.GetBasePath().."../resources/lib/?.lua" + +Util = require( "utillib" ) +Vector2 = require( "vector2" ) +Vector3 = require( "vector3" ) +Rectangle = require( "rectangle" ) +BoundinBox = require( "bounding_box" ) +Cam3D = require( "camera3d" ) + +local monitor = 0 +local camera = {} + +local box = BoundinBox:new( { -8, 0, -8 }, { 16, 16, 16 } ) +local cellSize = Vector3:new( 1, 1, 1 ) +local drawCellSize = cellSize:clone() +local ray = nil +local rayCol = nil +local cells = {} + +local guiMouseHover = false +local spinnerEdit = { + x = false, + y = false, + z = false +} + +function RL.init() + local mPos = Vector2:newT( RL.GetMonitorPosition( monitor ) ) + local mSize = Vector2:newT( RL.GetMonitorSize( monitor ) ) + local winSize = Vector2:new( 1028, 720 ) + + RL.SetWindowTitle( "Ray box cells" ) + RL.SetWindowState( RL.FLAG_WINDOW_RESIZABLE ) + RL.SetWindowState( RL.FLAG_VSYNC_HINT ) + RL.SetWindowSize( winSize ) + RL.SetWindowPosition( { mPos.x + mSize.x / 2 - winSize.x / 2, mPos.y + mSize.y / 2 - winSize.y / 2 } ) + RL.SetTextLineSpacing( 26 ) + + camera = Cam3D:new() + + camera:setPosition( { 0, 8, 16 } ) + camera:setTarget( { 0, 0, 0 } ) + camera:setUp( { 0, 1, 0 } ) + camera.mode = camera.MODES.FREE + + RL.GuiSetStyle( RL.DEFAULT, RL.TEXT_SIZE, 24 ) +end + +function RL.update( delta ) + camera:update( delta ) + + if RL.IsKeyPressed( RL.KEY_SPACE ) then + if camera.mode == camera.MODES.FREE then + camera.mode = camera.MODES.FIRST_PERSON + else + camera.mode = camera.MODES.FREE + end + end + + -- Raycast. + + -- if not guiMouseHover then + if not guiMouseHover and RL.IsMouseButtonPressed( RL.MOUSE_BUTTON_LEFT ) then + ray = RL.GetMouseRay( RL.GetMousePosition(), camera.camera ) + rayCol = box:getRayCollision( ray ) + + cells = RL.GetRayBoxCells( ray, box:maxToPos(), cellSize ) + drawCellSize:setV( cellSize ) + end +end + +local function drawSpinner( axis, pos ) + local result = 0 + local bounds = Rectangle:temp( pos.x, pos.y, 96, 24 ) + + result, cellSize[ axis ] = RL.GuiSpinner( bounds, axis, cellSize[ axis ], 1, box.max[ axis ], spinnerEdit[ axis ] ) + + if result == 1 then + spinnerEdit[ axis ] = not spinnerEdit[ axis ] + end + + if bounds:checkCollisionPoint( RL.GetMousePosition() ) then + guiMouseHover = true + end +end + +function RL.draw() + RL.ClearBackground( RL.LIGHTGRAY ) + + camera:beginMode3D() + RL.DrawGrid( 16, 1 ) + RL.DrawCubeWires( box.min + box.max:scale( 0.5 ), box.max, RL.WHITE ) + + if ray then + RL.DrawRay( ray, RL.BLUE ) + RL.DrawSphere( ray[1], 0.1, RL.GREEN ) + end + + if rayCol and rayCol.hit then + RL.DrawSphere( rayCol.point, 0.1, RL.RED ) + end + + if cells then + for _, cell in ipairs( cells ) do + RL.DrawCubeWires( box.min + Vector3:tempT( cell ) * drawCellSize + drawCellSize:scale( 0.5 ), drawCellSize, RL.RED ) + RL.DrawCube( box.min + Vector3:tempT( cell ) * drawCellSize + drawCellSize:scale( 0.5 ), drawCellSize, { 150, 200, 150, 150 } ) + end + end + camera:endMode3D() + + guiMouseHover = false + + drawSpinner( "x", Vector2:temp( 16, 2 ) ) + drawSpinner( "y", Vector2:temp( 16, 22 ) ) + drawSpinner( "z", Vector2:temp( 16, 44 ) ) +end diff --git a/examples/resources/lib/boundingBox.lua b/examples/resources/lib/boundingBox.lua deleted file mode 100644 index cc29fab..0000000 --- a/examples/resources/lib/boundingBox.lua +++ /dev/null @@ -1,136 +0,0 @@ --- For luaJit compatibility. -if table.unpack == nil then - table.unpack = unpack -end - -local Vector3 = Vector3 or require( "vector3" ) - -local BoundingBox = {} -local metatable = { - __index = BoundingBox, - __tostring = function( b ) - return "{{"..tostring( b.min.x )..", "..tostring( b.min.y )..", "..tostring( b.min.z ).."}, {" - ..tostring( b.max.x )..", "..tostring( b.max.y )..", "..tostring( b.max.z ).."}}" - end, -} - ---- Expects format { ... }, { ... } -function BoundingBox:new( min, max ) - local object = setmetatable( {}, metatable ) - - object.min = Vector3:newT( min ) - object.max = Vector3:newT( max ) - - return object -end - ---- Expects format { { ... }, { ... } } -function BoundingBox:newT( t ) - local object = setmetatable( {}, metatable ) - - object.min = Vector3:newT( t[1] ) - object.max = Vector3:newT( t[2] ) - - return object -end - ---- Expects format { Vector3, Vector3 } -function BoundingBox:newV( min, max ) - local object = setmetatable( {}, metatable ) - - object.min = min:clone() - object.max = max:clone() - - return object -end - ---- Expects format BoundingBox -function BoundingBox:newB( b ) - local object = setmetatable( {}, metatable ) - - object.min = b.min:clone() - object.max = b.max:clone() - - return object -end - -function BoundingBox:serialize() - return table.concat( { "BoundingBox:new({", self.min.x, ",", self.min.y, ",", self.min.z, "},{", self.max.x, ",", self.max.y, ",", self.max.z, "})" } ) -end - ---- Expects format { ... }, { ... } -function BoundingBox:set( min, max ) - self.min:setT( min ) - self.max:setT( max ) -end - ---- Expects format { { ... }, { ... } } -function BoundingBox:setT( t ) - self.min:setT( t[1] ) - self.max:setT( t[2] ) -end - ---- Expects format { Vector3, Vector3 } -function BoundingBox:setV( min, max ) - self.min:setV( min ) - self.max:setV( max ) -end - ---- Expects format BoundingBox -function BoundingBox:setB( b ) - self.min:setV( b.min ) - self.max:setV( b.max ) -end - -function BoundingBox:arr() - return { { self.min.x, self.min.y, self.min.z }, { self.max.x, self.max.y, self.max.z } } -end - -function BoundingBox:unpack() - return self.min, self.max -end - -function BoundingBox:clone() - return BoundingBox:newB( self ) -end - -function BoundingBox:scale( scalar ) - return BoundingBox:newV( self.min, self.max:scale( scalar ) ) -end - -function BoundingBox:getPoints() - return { - self.min:clone(), -- Down back left. - Vector3:new( self.max.x, self.min.y, self.min.z ), -- Down back right. - Vector3:new( self.min.x, self.min.y, self.max.z ), -- Down front left. - Vector3:new( self.max.x, self.min.y, self.max.z ), -- Down front right. - Vector3:new( self.min.x, self.max.y, self.min.z ), -- Up back left. - Vector3:new( self.max.x, self.max.y, self.min.z ), -- Up back right. - Vector3:new( self.min.x, self.max.y, self.max.z ), -- Up front left. - self.max:clone(), -- Up front right. - } -end - -function BoundingBox:checkCollisionBox( b ) - return RL.CheckCollisionBoxes( self:maxToPos(), b:maxToPos() ) -end - -function BoundingBox:checkCollisionSphere( center, radius ) - return RL.CheckCollisionBoxSphere( self:maxToPos(), center, radius ) -end - -function BoundingBox:getRayCollision( ray ) - return RL.GetRayCollisionBox( ray, self:maxToPos() ) -end - --- Max to position from size. -function BoundingBox:maxToPos() - return BoundingBox:new( self.min, self.min + self.max ) -end - --- Max to size from position. -function BoundingBox:maxToSize() - return BoundingBox:new( self.min, self.max - self.min ) -end - -return BoundingBox diff --git a/examples/resources/lib/bounding_box.lua b/examples/resources/lib/bounding_box.lua new file mode 100644 index 0000000..3cf6787 --- /dev/null +++ b/examples/resources/lib/bounding_box.lua @@ -0,0 +1,237 @@ +-- For luaJit compatibility. +if table.unpack == nil then + table.unpack = unpack +end + +local Vector3 = require( "vector3" ) + +local BoundingBox = {} +local metatable = { + __index = BoundingBox, + __tostring = function( b ) + return "{{"..tostring( b.min.x )..", "..tostring( b.min.y )..", "..tostring( b.min.z ).."}, {" + ..tostring( b.max.x )..", "..tostring( b.max.y )..", "..tostring( b.max.z ).."}}" + end, + -- __add = function( v1, v2 ) + -- return Vector2:new( v1.x + v2.x, v1.y + v2.y ) + -- end, + -- __sub = function( v1, v2 ) + -- return Vector2:new( v1.x - v2.x, v1.y - v2.y ) + -- end, + -- __mul = function( v1, v2 ) + -- return Vector2:new( v1.x * v2.x, v1.y * v2.y ) + -- end, + -- __div = function( v1, v2 ) + -- return Vector2:new( v1.x / v2.x, v1.y / v2.y ) + -- end, + -- __mod = function( v, value ) + -- return Vector2:new( math.fmod( v.x, value ), math.fmod( v.y, value ) ) + -- end, + -- __pow = function( v, value ) + -- return Vector2:new( v.x ^ value, v.y ^ value ) + -- end, + -- __unm = function( v ) + -- return Vector2:new( -v.x, -v.y ) + -- end, + __eq = function( b1, b2 ) + return b1.min == b2.min and b1.max == b2.max + end, +} + +--- Expects format { ... }, { ... } +function BoundingBox:new( min, max ) + local object = setmetatable( {}, metatable ) + + object.min = Vector3:newT( min ) + object.max = Vector3:newT( max ) + + return object +end + +--- Expects format { { ... }, { ... } } +function BoundingBox:newT( t ) + local object = setmetatable( {}, metatable ) + + object.min = Vector3:newT( t[1] ) + object.max = Vector3:newT( t[2] ) + + return object +end + +--- Expects format { Vector3, Vector3 } +function BoundingBox:newV( min, max ) + local object = setmetatable( {}, metatable ) + + object.min = min:clone() + object.max = max:clone() + + return object +end + +--- Expects format BoundingBox +function BoundingBox:newB( b ) + local object = setmetatable( {}, metatable ) + + object.min = b.min:clone() + object.max = b.max:clone() + + return object +end + +function BoundingBox:serialize() + return table.concat( { "BoundingBox:new({", self.min.x, ",", self.min.y, ",", self.min.z, "},{", self.max.x, ",", self.max.y, ",", self.max.z, "})" } ) +end + +--- Expects format { ... }, { ... } +function BoundingBox:set( min, max ) + self.min:setT( min ) + self.max:setT( max ) +end + +--- Expects format { { ... }, { ... } } +function BoundingBox:setT( t ) + self.min:setT( t[1] ) + self.max:setT( t[2] ) +end + +--- Expects format { Vector3, Vector3 } +function BoundingBox:setV( min, max ) + self.min:setV( min ) + self.max:setV( max ) +end + +--- Expects format BoundingBox +function BoundingBox:setB( b ) + self.min:setV( b.min ) + self.max:setV( b.max ) +end + +function BoundingBox:arr() + return { { self.min.x, self.min.y, self.min.z }, { self.max.x, self.max.y, self.max.z } } +end + +function BoundingBox:unpack() + return self.min, self.max +end + +function BoundingBox:clone() + return BoundingBox:newB( self ) +end + +function BoundingBox:scale( scalar ) + return BoundingBox:newV( self.min, self.max:scale( scalar ) ) +end + +function BoundingBox:getPoints() + return { + self.min:clone(), -- Down back left. + Vector3:new( self.max.x, self.min.y, self.min.z ), -- Down back right. + Vector3:new( self.min.x, self.min.y, self.max.z ), -- Down front left. + Vector3:new( self.max.x, self.min.y, self.max.z ), -- Down front right. + Vector3:new( self.min.x, self.max.y, self.min.z ), -- Up back left. + Vector3:new( self.max.x, self.max.y, self.min.z ), -- Up back right. + Vector3:new( self.min.x, self.max.y, self.max.z ), -- Up front left. + self.max:clone(), -- Up front right. + } +end + +-- Assumes max is used as size. +function BoundingBox:checkCollisionBox( b ) + return RL.CheckCollisionBoxes( self:maxToPos(), b:maxToPos() ) +end + +-- Assumes max is used as size. +function BoundingBox:checkCollisionSphere( center, radius ) + return RL.CheckCollisionBoxSphere( self:maxToPos(), center, radius ) +end + +-- Assumes max is used as size. +function BoundingBox:checkCollisionPoint( point ) + local max = self.min + self.max + + return self.min.x <= point.x + and self.min.y <= point.y + and self.min.z <= point.z + and point.x <= max.x + and point.y <= max.y + and point.z <= max.z +end + +-- Assumes max is used as size. +function BoundingBox:getRayCollision( ray ) + return RL.GetRayCollisionBox( ray, self:maxToPos() ) +end + +-- Max to position from size. +function BoundingBox:maxToPos() + return BoundingBox:newV( self.min, self.min + self.max ) +end + +-- Max to size from position. +function BoundingBox:maxToSize() + return BoundingBox:newV( self.min, self.max - self.min ) +end + +-- Temp pre generated objects to avoid "slow" table generation. + +local TEMP_COUNT = 100 +local tempPool = {} +local curTemp = 1 + +for _ = 1, TEMP_COUNT do + table.insert( tempPool, BoundingBox:new( { 0, 0, 0 }, { 0, 0, 0 } ) ) +end + +--- Expects format { ... }, { ... } +function BoundingBox:temp( min, max ) + local object = tempPool[ curTemp ] + + curTemp = curTemp < TEMP_COUNT and curTemp + 1 or 1 + + object.min = Vector3:tempT( min ) + object.max = Vector3:tempT( max ) + + return object +end + +--- Expects format { { ... }, { ... } } +function BoundingBox:tempT( t ) + local object = tempPool[ curTemp ] + + curTemp = curTemp < TEMP_COUNT and curTemp + 1 or 1 + + object.min = Vector3:tempT( t[1] ) + object.max = Vector3:tempT( t[2] ) + + return object +end + +--- Expects format { Vector3, Vector3 } +function BoundingBox:tempV( min, max ) + local object = tempPool[ curTemp ] + + curTemp = curTemp < TEMP_COUNT and curTemp + 1 or 1 + + object.min = Vector3:tempV( min ) + object.max = Vector3:tempV( max ) + + return object +end + +--- Expects format BoundingBox +function BoundingBox:tempB( b ) + local object = tempPool[ curTemp ] + + curTemp = curTemp < TEMP_COUNT and curTemp + 1 or 1 + + object.min = Vector3:tempV( b.min ) + object.max = Vector3:tempV( b.max ) + + return object +end + +function BoundingBox:getTempId() + return curTemp +end + +return BoundingBox diff --git a/include/models.h b/include/models.h index 6b35c43..01c560e 100644 --- a/include/models.h +++ b/include/models.h @@ -120,3 +120,4 @@ int lmodelsGetRayCollisionBox( lua_State* L ); int lmodelsGetRayCollisionMesh( lua_State* L ); int lmodelsGetRayCollisionTriangle( lua_State* L ); int lmodelsGetRayCollisionQuad( lua_State* L ); +int lmodelsGetRayBoxCells( lua_State* L ); diff --git a/src/lua_core.c b/src/lua_core.c index 2d5ddcc..8071a0f 100644 --- a/src/lua_core.c +++ b/src/lua_core.c @@ -1819,6 +1819,7 @@ void luaRegister() { assingGlobalFunction( "GetRayCollisionMesh", lmodelsGetRayCollisionMesh ); assingGlobalFunction( "GetRayCollisionTriangle", lmodelsGetRayCollisionTriangle ); assingGlobalFunction( "GetRayCollisionQuad", lmodelsGetRayCollisionQuad ); + assingGlobalFunction( "GetRayBoxCells", lmodelsGetRayBoxCells ); /* Text. */ /* Font loading/unloading functions. */ diff --git a/src/main.c b/src/main.c index 95184cf..e4fb569 100644 --- a/src/main.c +++ b/src/main.c @@ -2,7 +2,7 @@ #include "state.h" #include "lua_core.h" -inline static void printVersion() { +static inline void printVersion() { if ( VERSION_DEV ) { TraceLog( LOG_INFO, "ReiLua %d.%d.%d-Dev", VERSION_MAJOR, VERSION_MINOR, VERSION_PATCH ); } diff --git a/src/models.c b/src/models.c index 652a6c0..f16620c 100644 --- a/src/models.c +++ b/src/models.c @@ -2531,3 +2531,121 @@ int lmodelsGetRayCollisionQuad( lua_State* L ) { return 1; } + +static inline Vector3 Vector3Floor( Vector3 v ) { + return (Vector3){ (float)floor( v.x ), (float)floor( v.y ), (float)floor( v.z ) }; +} + +static inline Vector3 Vector3Ceil( Vector3 v ) { + return (Vector3){ (float)ceil( v.x ), (float)ceil( v.y ), (float)ceil( v.z ) }; +} + +static inline bool isInsideBox( Vector3 position, BoundingBox box ) { + return box.min.x <= position.x && position.x <= box.max.x + && box.min.y <= position.y && position.y <= box.max.y + && box.min.z <= position.z && position.z <= box.max.z; +} + +/* +> cells = RL.GetRayBoxCells( Ray ray, BoundingBox box, Vector3 cellSize ) + +Get cell positions inside box that intersect with the ray. Returns empty table if ray misses the box + +- Success return Vector3{} +*/ +int lmodelsGetRayBoxCells( lua_State* L ) { + Ray ray = uluaGetRay( L, 1 ); + BoundingBox box = uluaGetBoundingBox( L, 2 ); + Vector3 cellSize = uluaGetVector3( L, 3 ); + + /* To avoid possible div by 0 later. */ + ray.direction.x == 0.0f ? EPSILON : ray.direction.x; + ray.direction.y == 0.0f ? EPSILON : ray.direction.y; + ray.direction.z == 0.0f ? EPSILON : ray.direction.z; + + Vector3 boxSize = Vector3Subtract( box.max, box.min ); + Vector3 boxSizeCells = Vector3Ceil( Vector3Divide( boxSize, cellSize ) ); + Vector3 cellPos = { -1, -1, -1 }; + Vector3 localRayPos = { 0, 0, 0 }; + + /* If camera is inside the box. */ + if ( isInsideBox( ray.position, box ) ) { + localRayPos = Vector3Subtract( ray.position, box.min ); + /* Nudge position a bit to try to get if away from {0, 0, 0}. */ + localRayPos = Vector3Add( localRayPos, Vector3Scale( ray.direction, 0.0001f ) ); + cellPos = Vector3Floor( Vector3Divide( localRayPos, cellSize ) ); + } + /* Else check ray to box to see where we start. */ + else { + RayCollision rayCol = GetRayCollisionBox( ray, box ); + + if ( rayCol.hit ) { + localRayPos = Vector3Subtract( rayCol.point, box.min ); + /* Nudge inside the box. */ + localRayPos = Vector3Add( localRayPos, Vector3Scale( Vector3Negate( rayCol.normal ), 0.0001f ) ); + cellPos = Vector3Floor( Vector3Divide( localRayPos, cellSize ) ); + } + } + lua_newtable( L ); + + /* Find cells along the ray. */ + if ( 0 <= cellPos.x ) { + uluaPushVector3( L, cellPos ); + lua_rawseti( L, -2, 1 ); + + Vector3 signs = { + 0.0f <= ray.direction.x ? 1.0f : -1.0f, + 0.0f <= ray.direction.y ? 1.0f : -1.0f, + 0.0f <= ray.direction.z ? 1.0f : -1.0f + }; + /* We transform everything to absolute space to make this simpler. */ + Vector3 absBounds = { + 0.0f < signs.x ? boxSizeCells.x - cellPos.x : cellPos.x + 1.0f, + 0.0f < signs.y ? boxSizeCells.y - cellPos.y : cellPos.y + 1.0f, + 0.0f < signs.z ? boxSizeCells.z - cellPos.z : cellPos.z + 1.0f + }; + Vector3 absDir = { + fabsf( ray.direction.x ), + fabsf( ray.direction.y ), + fabsf( ray.direction.z ) + }; + Vector3 absPos = { + 0.0f < signs.x ? localRayPos.x - cellPos.x * cellSize.x : cellSize.x - ( localRayPos.x - cellPos.x * cellSize.x ), + 0.0f < signs.y ? localRayPos.y - cellPos.y * cellSize.y : cellSize.y - ( localRayPos.y - cellPos.y * cellSize.y ), + 0.0f < signs.z ? localRayPos.z - cellPos.z * cellSize.z : cellSize.z - ( localRayPos.z - cellPos.z * cellSize.z ) + }; + Vector3 absCell = { 0, 0, 0 }; + int cellId = 2; /* We already added first so we will start at 2. */ + + while ( true ) { + /* Distance to adjacent cell. */ + Vector3 cellDis = { + ( cellSize.x - ( absPos.x - absCell.x * cellSize.x ) ) / absDir.x, + ( cellSize.y - ( absPos.y - absCell.y * cellSize.y ) ) / absDir.y, + ( cellSize.z - ( absPos.z - absCell.z * cellSize.z ) ) / absDir.z, + }; + Vector3 move = { + cellDis.x <= cellDis.y && cellDis.x <= cellDis.z ? 1 : 0, + cellDis.y <= cellDis.x && cellDis.y <= cellDis.z ? 1 : 0, + cellDis.z <= cellDis.x && cellDis.z <= cellDis.y ? 1 : 0 + }; + /* Both relative and real cell pos needs to be moved. */ + absCell = Vector3Add( absCell, move ); + cellPos = Vector3Add( cellPos, Vector3Multiply( move, signs ) ); + + if ( absCell.x < absBounds.x && absCell.y < absBounds.y && absCell.z < absBounds.z ) { + absPos = Vector3Add( absPos, Vector3Scale( absDir, fmin( fmin( cellDis.x, cellDis.y ), cellDis.z ) ) ); + + uluaPushVector3( L, (Vector3){ round( cellPos.x ), round( cellPos.y ), round( cellPos.z ) } ); + lua_rawseti( L, -2, cellId ); + + cellId++; + } + else { + break; + } + } + } + + return 1; +} diff --git a/src/rgui.c b/src/rgui.c index a17c096..0a4152d 100644 --- a/src/rgui.c +++ b/src/rgui.c @@ -7,7 +7,7 @@ #define RAYGUI_IMPLEMENTATION #include "raygui.h" -inline char* getTextOrNil( lua_State* L, int index ) { +static inline char* getTextOrNil( lua_State* L, int index ) { char* text = NULL; if ( lua_isstring( L, index ) ) { -- cgit v1.2.3