From 836c9d1d0005c32714c89b3adecbb232472b494a Mon Sep 17 00:00:00 2001 From: jussi Date: Sun, 18 Feb 2024 19:46:50 +0200 Subject: Pointer variable declaration style change. --- src/rmath.c | 220 ++++++++++++++++++++++++++++++------------------------------ 1 file changed, 110 insertions(+), 110 deletions(-) (limited to 'src/rmath.c') diff --git a/src/rmath.c b/src/rmath.c index 23a93bf..d8f85b6 100644 --- a/src/rmath.c +++ b/src/rmath.c @@ -22,7 +22,7 @@ Clamp float value - Success return float */ -int lmathClamp( lua_State *L ) { +int lmathClamp( lua_State* L ) { float value = luaL_checknumber( L, 1 ); float min = luaL_checknumber( L, 2 ); float max = luaL_checknumber( L, 3 ); @@ -39,7 +39,7 @@ Calculate linear interpolation between two floats - Success return float */ -int lmathLerp( lua_State *L ) { +int lmathLerp( lua_State* L ) { float start = luaL_checknumber( L, 1 ); float end = luaL_checknumber( L, 2 ); float amount = luaL_checknumber( L, 3 ); @@ -56,7 +56,7 @@ Normalize input value within input range - Success return float */ -int lmathNormalize( lua_State *L ) { +int lmathNormalize( lua_State* L ) { float value = luaL_checknumber( L, 1 ); float start = luaL_checknumber( L, 2 ); float end = luaL_checknumber( L, 3 ); @@ -73,7 +73,7 @@ Remap input value within input range to output range - Success return float */ -int lmathRemap( lua_State *L ) { +int lmathRemap( lua_State* L ) { float value = luaL_checknumber( L, 1 ); float inputStart = luaL_checknumber( L, 2 ); float inputEnd = luaL_checknumber( L, 3 ); @@ -92,7 +92,7 @@ Wrap input value from min to max - Success return float */ -int lmathWrap( lua_State *L ) { +int lmathWrap( lua_State* L ) { float value = luaL_checknumber( L, 1 ); float min = luaL_checknumber( L, 2 ); float max = luaL_checknumber( L, 3 ); @@ -109,7 +109,7 @@ Check whether two given floats are almost equal - Success return int */ -int lmathFloatEquals( lua_State *L ) { +int lmathFloatEquals( lua_State* L ) { float x = luaL_checknumber( L, 1 ); float y = luaL_checknumber( L, 2 ); @@ -129,7 +129,7 @@ Vector with components value 0.0f - Success return Vector2 */ -int lmathVector2Zero( lua_State *L ) { +int lmathVector2Zero( lua_State* L ) { uluaPushVector2( L, Vector2Zero() ); return 1; @@ -142,7 +142,7 @@ Vector with components value 1.0f - Success return Vector2 */ -int lmathVector2One( lua_State *L ) { +int lmathVector2One( lua_State* L ) { uluaPushVector2( L, Vector2One() ); return 1; @@ -155,7 +155,7 @@ Add two vectors (v1 + v2) - Success return Vector2 */ -int lmathVector2Add( lua_State *L ) { +int lmathVector2Add( lua_State* L ) { Vector2 v1 = uluaGetVector2( L, 1 ); Vector2 v2 = uluaGetVector2( L, 2 ); @@ -171,7 +171,7 @@ Add vector and float value - Success return Vector2 */ -int lmathVector2AddValue( lua_State *L ) { +int lmathVector2AddValue( lua_State* L ) { Vector2 v = uluaGetVector2( L, 1 ); float add = luaL_checknumber( L, 2 ); @@ -187,7 +187,7 @@ Subtract two vectors (v1 - v2) - Success return Vector2 */ -int lmathVector2Subtract( lua_State *L ) { +int lmathVector2Subtract( lua_State* L ) { Vector2 v1 = uluaGetVector2( L, 1 ); Vector2 v2 = uluaGetVector2( L, 2 ); @@ -203,7 +203,7 @@ Subtract vector by float value - Success return Vector2 */ -int lmathVector2SubtractValue( lua_State *L ) { +int lmathVector2SubtractValue( lua_State* L ) { Vector2 v = uluaGetVector2( L, 1 ); float sub = luaL_checknumber( L, 2 ); @@ -219,7 +219,7 @@ Calculate vector length - Success return float */ -int lmathVector2Length( lua_State *L ) { +int lmathVector2Length( lua_State* L ) { Vector2 v = uluaGetVector2( L, 1 ); lua_pushnumber( L, Vector2Length( v ) ); @@ -234,7 +234,7 @@ Calculate vector square length - Success return float */ -int lmathVector2LengthSqr( lua_State *L ) { +int lmathVector2LengthSqr( lua_State* L ) { Vector2 v = uluaGetVector2( L, 1 ); lua_pushnumber( L, Vector2LengthSqr( v ) ); @@ -249,7 +249,7 @@ Calculate two vectors dot product - Success return float */ -int lmathVector2DotProduct( lua_State *L ) { +int lmathVector2DotProduct( lua_State* L ) { Vector2 v1 = uluaGetVector2( L, 1 ); Vector2 v2 = uluaGetVector2( L, 2 ); @@ -265,7 +265,7 @@ Calculate distance between two vectors - Success return float */ -int lmathVector2Distance( lua_State *L ) { +int lmathVector2Distance( lua_State* L ) { Vector2 v1 = uluaGetVector2( L, 1 ); Vector2 v2 = uluaGetVector2( L, 2 ); @@ -281,7 +281,7 @@ Calculate square distance between two vectors - Success return float */ -int lmathVector2DistanceSqr( lua_State *L ) { +int lmathVector2DistanceSqr( lua_State* L ) { Vector2 v1 = uluaGetVector2( L, 1 ); Vector2 v2 = uluaGetVector2( L, 2 ); @@ -298,7 +298,7 @@ NOTE: Angle is calculated from origin point (0, 0) - Success return float */ -int lmathVector2Angle( lua_State *L ) { +int lmathVector2Angle( lua_State* L ) { Vector2 v1 = uluaGetVector2( L, 1 ); Vector2 v2 = uluaGetVector2( L, 2 ); @@ -316,7 +316,7 @@ Current implementation should be aligned with glm::angle - Success return float */ -int lmathVector2LineAngle( lua_State *L ) { +int lmathVector2LineAngle( lua_State* L ) { Vector2 start = uluaGetVector2( L, 1 ); Vector2 end = uluaGetVector2( L, 2 ); @@ -332,7 +332,7 @@ Scale vector (multiply by value) - Success return Vector2 */ -int lmathVector2Scale( lua_State *L ) { +int lmathVector2Scale( lua_State* L ) { Vector2 v = uluaGetVector2( L, 1 ); float scale = luaL_checknumber( L, 2 ); @@ -348,7 +348,7 @@ Multiply vector by vector - Success return Vector2 */ -int lmathVector2Multiply( lua_State *L ) { +int lmathVector2Multiply( lua_State* L ) { Vector2 v1 = uluaGetVector2( L, 1 ); Vector2 v2 = uluaGetVector2( L, 2 ); @@ -364,7 +364,7 @@ Negate vector - Success return Vector2 */ -int lmathVector2Negate( lua_State *L ) { +int lmathVector2Negate( lua_State* L ) { Vector2 v = uluaGetVector2( L, 1 ); uluaPushVector2( L, Vector2Negate( v ) ); @@ -379,7 +379,7 @@ Divide vector by vector - Success return Vector2 */ -int lmathVector2Divide( lua_State *L ) { +int lmathVector2Divide( lua_State* L ) { Vector2 v1 = uluaGetVector2( L, 1 ); Vector2 v2 = uluaGetVector2( L, 2 ); @@ -395,7 +395,7 @@ Normalize provided vector - Success return Vector2 */ -int lmathVector2Normalize( lua_State *L ) { +int lmathVector2Normalize( lua_State* L ) { Vector2 v = uluaGetVector2( L, 1 ); uluaPushVector2( L, Vector2Normalize( v ) ); @@ -410,7 +410,7 @@ Transforms a Vector2 by a given Matrix - Success return Vector2 */ -int lmathVector2Transform( lua_State *L ) { +int lmathVector2Transform( lua_State* L ) { Vector2 v = uluaGetVector2( L, 1 ); Matrix mat = uluaGetMatrix( L, 2 ); @@ -426,7 +426,7 @@ Calculate linear interpolation between two vectors - Success return Vector2 */ -int lmathVector2Lerp( lua_State *L ) { +int lmathVector2Lerp( lua_State* L ) { Vector2 v1 = uluaGetVector2( L, 1 ); Vector2 v2 = uluaGetVector2( L, 2 ); float amount = luaL_checknumber( L, 3 ); @@ -443,7 +443,7 @@ Calculate reflected vector to normal - Success return Vector2 */ -int lmathVector2Reflect( lua_State *L ) { +int lmathVector2Reflect( lua_State* L ) { Vector2 v1 = uluaGetVector2( L, 1 ); Vector2 v2 = uluaGetVector2( L, 2 ); @@ -459,7 +459,7 @@ Rotate vector by angle - Success return Vector2 */ -int lmathVector2Rotate( lua_State *L ) { +int lmathVector2Rotate( lua_State* L ) { Vector2 v = uluaGetVector2( L, 1 ); float degs = luaL_checknumber( L, 2 ); @@ -475,7 +475,7 @@ Move Vector towards target - Success return Vector2 */ -int lmathVector2MoveTowards( lua_State *L ) { +int lmathVector2MoveTowards( lua_State* L ) { Vector2 v1 = uluaGetVector2( L, 1 ); Vector2 v2 = uluaGetVector2( L, 2 ); float maxDistance = luaL_checknumber( L, 3 ); @@ -492,7 +492,7 @@ Invert the given vector - Success return Vector2 */ -int lmathVector2Invert( lua_State *L ) { +int lmathVector2Invert( lua_State* L ) { Vector2 v = uluaGetVector2( L, 1 ); uluaPushVector2( L, Vector2Invert( v ) ); @@ -508,7 +508,7 @@ min and max values specified by the given vectors - Success return Vector2 */ -int lmathVector2Clamp( lua_State *L ) { +int lmathVector2Clamp( lua_State* L ) { Vector2 v = uluaGetVector2( L, 1 ); Vector2 min = uluaGetVector2( L, 2 ); Vector2 max = uluaGetVector2( L, 3 ); @@ -525,7 +525,7 @@ Clamp the magnitude of the vector between two min and max values - Success return Vector2 */ -int lmathVector2ClampValue( lua_State *L ) { +int lmathVector2ClampValue( lua_State* L ) { Vector2 v = uluaGetVector2( L, 1 ); float min = luaL_checknumber( L, 2 ); float max = luaL_checknumber( L, 3 ); @@ -542,7 +542,7 @@ Check whether two given vectors are almost equal - Success return int */ -int lmathVector2Equals( lua_State *L ) { +int lmathVector2Equals( lua_State* L ) { Vector2 v1 = uluaGetVector2( L, 1 ); Vector2 v2 = uluaGetVector2( L, 2 ); @@ -562,7 +562,7 @@ Vector with components value 0.0f - Success return Vector3 */ -int lmathVector3Zero( lua_State *L ) { +int lmathVector3Zero( lua_State* L ) { uluaPushVector3( L, Vector3Zero() ); return 1; @@ -575,7 +575,7 @@ Vector with components value 1.0f - Success return Vector3 */ -int lmathVector3One( lua_State *L ) { +int lmathVector3One( lua_State* L ) { uluaPushVector3( L, Vector3One() ); return 1; @@ -588,7 +588,7 @@ Add two vectors - Success return Vector3 */ -int lmathVector3Add( lua_State *L ) { +int lmathVector3Add( lua_State* L ) { Vector3 v1 = uluaGetVector3( L, 1 ); Vector3 v2 = uluaGetVector3( L, 2 ); @@ -604,7 +604,7 @@ Add vector and float value - Success return Vector3 */ -int lmathVector3AddValue( lua_State *L ) { +int lmathVector3AddValue( lua_State* L ) { Vector3 v = uluaGetVector3( L, 1 ); float add = luaL_checknumber( L, 2 ); @@ -620,7 +620,7 @@ Subtract two vectors - Success return Vector3 */ -int lmathVector3Subtract( lua_State *L ) { +int lmathVector3Subtract( lua_State* L ) { Vector3 v1 = uluaGetVector3( L, 1 ); Vector3 v2 = uluaGetVector3( L, 2 ); @@ -636,7 +636,7 @@ Subtract vector by float value - Success return Vector3 */ -int lmathVector3SubtractValue( lua_State *L ) { +int lmathVector3SubtractValue( lua_State* L ) { Vector3 v = uluaGetVector3( L, 1 ); float sub = luaL_checknumber( L, 2 ); @@ -652,7 +652,7 @@ Multiply vector by scalar - Success return Vector3 */ -int lmathVector3Scale( lua_State *L ) { +int lmathVector3Scale( lua_State* L ) { Vector3 v = uluaGetVector3( L, 1 ); float scalar = luaL_checknumber( L, 2 ); @@ -668,7 +668,7 @@ Multiply vector by vector - Success return Vector3 */ -int lmathVector3Multiply( lua_State *L ) { +int lmathVector3Multiply( lua_State* L ) { Vector3 v1 = uluaGetVector3( L, 1 ); Vector3 v2 = uluaGetVector3( L, 2 ); @@ -684,7 +684,7 @@ Calculate two vectors cross product - Success return Vector3 */ -int lmathVector3CrossProduct( lua_State *L ) { +int lmathVector3CrossProduct( lua_State* L ) { Vector3 v1 = uluaGetVector3( L, 1 ); Vector3 v2 = uluaGetVector3( L, 2 ); @@ -700,7 +700,7 @@ Calculate one vector perpendicular vector - Success return Vector3 */ -int lmathVector3Perpendicular( lua_State *L ) { +int lmathVector3Perpendicular( lua_State* L ) { Vector3 v = uluaGetVector3( L, 1 ); uluaPushVector3( L, Vector3Perpendicular( v ) ); @@ -715,7 +715,7 @@ Calculate vector length - Success return float */ -int lmathVector3Length( lua_State *L ) { +int lmathVector3Length( lua_State* L ) { 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 ) { +int lmathVector3LengthSqr( lua_State* L ) { Vector3 v = uluaGetVector3( L, 1 ); lua_pushnumber( L, Vector3LengthSqr( v ) ); @@ -745,7 +745,7 @@ Calculate two vectors dot product - Success return float */ -int lmathVector3DotProduct( lua_State *L ) { +int lmathVector3DotProduct( lua_State* L ) { Vector3 v1 = uluaGetVector3( L, 1 ); Vector3 v2 = uluaGetVector3( L, 2 ); @@ -761,7 +761,7 @@ Calculate distance between two vectors - Success return float */ -int lmathVector3Distance( lua_State *L ) { +int lmathVector3Distance( lua_State* L ) { Vector3 v1 = uluaGetVector3( L, 1 ); Vector3 v2 = uluaGetVector3( L, 2 ); @@ -777,7 +777,7 @@ Calculate square distance between two vectors - Success return float */ -int lmathVector3DistanceSqr( lua_State *L ) { +int lmathVector3DistanceSqr( lua_State* L ) { Vector3 v1 = uluaGetVector3( L, 1 ); Vector3 v2 = uluaGetVector3( L, 2 ); @@ -793,7 +793,7 @@ Calculate angle between two vectors - Success return float */ -int lmathVector3Angle( lua_State *L ) { +int lmathVector3Angle( lua_State* L ) { Vector3 v1 = uluaGetVector3( L, 1 ); Vector3 v2 = uluaGetVector3( L, 2 ); @@ -809,7 +809,7 @@ Negate provided vector (invert direction) - Success return Vector3 */ -int lmathVector3Negate( lua_State *L ) { +int lmathVector3Negate( lua_State* L ) { Vector3 v = uluaGetVector3( L, 1 ); uluaPushVector3( L, Vector3Negate( v ) ); @@ -824,7 +824,7 @@ Divide vector by vector - Success return Vector3 */ -int lmathVector3Divide( lua_State *L ) { +int lmathVector3Divide( lua_State* L ) { Vector3 v1 = uluaGetVector3( L, 1 ); Vector3 v2 = uluaGetVector3( L, 2 ); @@ -840,7 +840,7 @@ Normalize provided vector - Success return Vector3 */ -int lmathVector3Normalize( lua_State *L ) { +int lmathVector3Normalize( lua_State* L ) { Vector3 v = uluaGetVector3( L, 1 ); uluaPushVector3( L, Vector3Normalize( v ) ); @@ -856,7 +856,7 @@ Gram-Schmidt function implementation - Success return Vector3, Vector3 */ -int lmathVector3OrthoNormalize( lua_State *L ) { +int lmathVector3OrthoNormalize( lua_State* L ) { Vector3 v1 = uluaGetVector3( L, 1 ); Vector3 v2 = uluaGetVector3( L, 2 ); @@ -875,7 +875,7 @@ Transforms a Vector3 by a given Matrix - Success return Vector3 */ -int lmathVector3Transform( lua_State *L ) { +int lmathVector3Transform( lua_State* L ) { Vector3 v = uluaGetVector3( L, 1 ); Matrix mat = uluaGetMatrix( L, 2 ); @@ -891,7 +891,7 @@ Transform a vector by quaternion rotation - Success return Vector3 */ -int lmathVector3RotateByQuaternion( lua_State *L ) { +int lmathVector3RotateByQuaternion( lua_State* L ) { Vector3 v = uluaGetVector3( L, 1 ); Quaternion q = uluaGetQuaternion( L, 2 ); @@ -907,7 +907,7 @@ Rotates a vector around an axis - Success return Vector3 */ -int lmathVector3RotateByAxisAngle( lua_State *L ) { +int lmathVector3RotateByAxisAngle( lua_State* L ) { Vector3 v = uluaGetVector3( L, 1 ); Vector3 axis = uluaGetVector3( L, 2 ); float angle = luaL_checknumber( L, 3 ); @@ -924,7 +924,7 @@ Calculate linear interpolation between two vectors - Success return Vector3 */ -int lmathVector3Lerp( lua_State *L ) { +int lmathVector3Lerp( lua_State* L ) { Vector3 v1 = uluaGetVector3( L, 1 ); Vector3 v2 = uluaGetVector3( L, 2 ); float amount = luaL_checknumber( L, 3 ); @@ -941,7 +941,7 @@ Calculate reflected vector to normal - Success return Vector3 */ -int lmathVector3Reflect( lua_State *L ) { +int lmathVector3Reflect( lua_State* L ) { Vector3 v = uluaGetVector3( L, 1 ); Vector3 normal = uluaGetVector3( L, 2 ); @@ -957,7 +957,7 @@ Get min value for each pair of components - Success return Vector3 */ -int lmathVector3Min( lua_State *L ) { +int lmathVector3Min( lua_State* L ) { Vector3 v1 = uluaGetVector3( L, 1 ); Vector3 v2 = uluaGetVector3( L, 2 ); @@ -973,7 +973,7 @@ Get max value for each pair of components - Success return Vector3 */ -int lmathVector3Max( lua_State *L ) { +int lmathVector3Max( lua_State* L ) { Vector3 v1 = uluaGetVector3( L, 1 ); Vector3 v2 = uluaGetVector3( L, 2 ); @@ -990,7 +990,7 @@ NOTE: Assumes P is on the plane of the triangle - Success return Vector3 */ -int lmathVector3Barycenter( lua_State *L ) { +int lmathVector3Barycenter( lua_State* L ) { Vector3 p = uluaGetVector3( L, 1 ); Vector3 a = uluaGetVector3( L, 2 ); Vector3 b = uluaGetVector3( L, 3 ); @@ -1009,7 +1009,7 @@ NOTE: We are avoiding calling other raymath functions despite available - Success return Vector3 */ -int lmathVector3Unproject( lua_State *L ) { +int lmathVector3Unproject( lua_State* L ) { Vector3 source = uluaGetVector3( L, 1 ); Matrix projection = uluaGetMatrix( L, 2 ); Matrix view = uluaGetMatrix( L, 3 ); @@ -1026,7 +1026,7 @@ Invert the given vector - Success return Vector3 */ -int lmathVector3Invert( lua_State *L ) { +int lmathVector3Invert( lua_State* L ) { Vector3 v = uluaGetVector3( L, 1 ); uluaPushVector3( L, Vector3Invert( v ) ); @@ -1042,7 +1042,7 @@ min and max values specified by the given vectors - Success return Vector3 */ -int lmathVector3Clamp( lua_State *L ) { +int lmathVector3Clamp( lua_State* L ) { Vector3 v = uluaGetVector3( L, 1 ); Vector3 min = uluaGetVector3( L, 2 ); Vector3 max = uluaGetVector3( L, 3 ); @@ -1059,7 +1059,7 @@ Clamp the magnitude of the vector between two values - Success return Vector3 */ -int lmathVector3ClampValue( lua_State *L ) { +int lmathVector3ClampValue( lua_State* L ) { Vector3 v = uluaGetVector3( L, 1 ); float min = luaL_checknumber( L, 2 ); float max = luaL_checknumber( L, 3 ); @@ -1076,7 +1076,7 @@ Check whether two given vectors are almost equal - Success return int */ -int lmathVector3Equals( lua_State *L ) { +int lmathVector3Equals( lua_State* L ) { Vector3 v1 = uluaGetVector3( L, 1 ); Vector3 v2 = uluaGetVector3( L, 2 ); @@ -1097,7 +1097,7 @@ on the other side of the surface - Success return Vector3 */ -int lmathVector3Refract( lua_State *L ) { +int lmathVector3Refract( lua_State* L ) { Vector3 v = uluaGetVector3( L, 1 ); Vector3 n = uluaGetVector3( L, 2 ); float r = luaL_checknumber( L, 3 ); @@ -1118,7 +1118,7 @@ Compute matrix determinant - Success return float */ -int lmathMatrixDeterminant( lua_State *L ) { +int lmathMatrixDeterminant( lua_State* L ) { 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 ) { +int lmathMatrixTrace( lua_State* L ) { 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 ) { +int lmathMatrixTranspose( lua_State* L ) { Matrix mat = uluaGetMatrix( L, 1 ); uluaPushMatrix( L, MatrixTranspose( mat ) ); @@ -1163,7 +1163,7 @@ Invert provided matrix - Success return Matrix */ -int lmathMatrixInvert( lua_State *L ) { +int lmathMatrixInvert( lua_State* L ) { Matrix mat = uluaGetMatrix( L, 1 ); uluaPushMatrix( L, MatrixInvert( mat ) ); @@ -1178,7 +1178,7 @@ Get identity matrix - Success return Matrix */ -int lmathMatrixIdentity( lua_State *L ) { +int lmathMatrixIdentity( lua_State* L ) { uluaPushMatrix( L, MatrixIdentity() ); return 1; @@ -1191,7 +1191,7 @@ Add two matrices - Success return Matrix */ -int lmathMatrixAdd( lua_State *L ) { +int lmathMatrixAdd( lua_State* L ) { Matrix mat1 = uluaGetMatrix( L, 1 ); Matrix mat2 = uluaGetMatrix( L, 2 ); @@ -1207,7 +1207,7 @@ Subtract two matrices (left - right) - Success return Matrix */ -int lmathMatrixSubtract( lua_State *L ) { +int lmathMatrixSubtract( lua_State* L ) { Matrix mat1 = uluaGetMatrix( L, 1 ); Matrix mat2 = uluaGetMatrix( L, 2 ); @@ -1223,7 +1223,7 @@ Get two matrix multiplication - Success return Matrix */ -int lmathMatrixMultiply( lua_State *L ) { +int lmathMatrixMultiply( lua_State* L ) { Matrix mat1 = uluaGetMatrix( L, 1 ); Matrix mat2 = uluaGetMatrix( L, 2 ); @@ -1239,7 +1239,7 @@ Get translation matrix - Success return Matrix */ -int lmathMatrixTranslate( lua_State *L ) { +int lmathMatrixTranslate( lua_State* L ) { 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 ) { +int lmathMatrixRotate( lua_State* L ) { Vector3 axis = uluaGetVector3( L, 1 ); float angle = luaL_checknumber( L, 2 ); @@ -1270,7 +1270,7 @@ Get x-rotation matrix (angle in radians) - Success return Matrix */ -int lmathMatrixRotateX( lua_State *L ) { +int lmathMatrixRotateX( lua_State* L ) { float angle = luaL_checknumber( L, 1 ); uluaPushMatrix( L, MatrixRotateX( angle ) ); @@ -1285,7 +1285,7 @@ Get y-rotation matrix (angle in radians) - Success return Matrix */ -int lmathMatrixRotateY( lua_State *L ) { +int lmathMatrixRotateY( lua_State* L ) { float angle = luaL_checknumber( L, 1 ); uluaPushMatrix( L, MatrixRotateY( angle ) ); @@ -1300,7 +1300,7 @@ Get z-rotation matrix (angle in radians) - Success return Matrix */ -int lmathMatrixRotateZ( lua_State *L ) { +int lmathMatrixRotateZ( lua_State* L ) { float angle = luaL_checknumber( L, 1 ); uluaPushMatrix( L, MatrixRotateZ( angle ) ); @@ -1315,7 +1315,7 @@ Get xyz-rotation matrix (angles in radians) - Success return Matrix */ -int lmathMatrixRotateXYZ( lua_State *L ) { +int lmathMatrixRotateXYZ( lua_State* L ) { 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 ) { +int lmathMatrixRotateZYX( lua_State* L ) { Vector3 angle = uluaGetVector3( L, 1 ); uluaPushMatrix( L, MatrixRotateZYX( angle ) ); @@ -1345,7 +1345,7 @@ Get scaling matrix - Success return Matrix */ -int lmathMatrixScale( lua_State *L ) { +int lmathMatrixScale( lua_State* L ) { Vector3 v = uluaGetVector3( L, 1 ); uluaPushMatrix( L, MatrixScale( v.x, v.y, v.z ) ); @@ -1360,7 +1360,7 @@ Get perspective projection matrix - Success return Matrix */ -int lmathMatrixFrustum( lua_State *L ) { +int lmathMatrixFrustum( lua_State* L ) { float left = luaL_checknumber( L, 1 ); float right = luaL_checknumber( L, 2); float bottom = luaL_checknumber( L, 3 ); @@ -1380,7 +1380,7 @@ Get perspective projection matrix - Success return Matrix */ -int lmathMatrixPerspective( lua_State *L ) { +int lmathMatrixPerspective( lua_State* L ) { float fovy = luaL_checknumber( L, 1 ); float aspect = luaL_checknumber( L, 2 ); float near = luaL_checknumber( L, 3 ); @@ -1398,7 +1398,7 @@ Get orthographic projection matrix - Success return Matrix */ -int lmathMatrixOrtho( lua_State *L ) { +int lmathMatrixOrtho( lua_State* L ) { float left = luaL_checknumber( L, 1 ); float right = luaL_checknumber( L, 2 ); float bottom = luaL_checknumber( L, 3 ); @@ -1418,7 +1418,7 @@ Get camera look-at matrix (View matrix) - Success return Matrix */ -int lmathMatrixLookAt( lua_State *L ) { +int lmathMatrixLookAt( lua_State* L ) { Vector3 eye = uluaGetVector3( L, 1 ); Vector3 target = uluaGetVector3( L, 2 ); Vector3 up = uluaGetVector3( L, 3 ); @@ -1439,7 +1439,7 @@ Add two quaternions - Success return Quaternion */ -int lmathQuaternionAdd( lua_State *L ) { +int lmathQuaternionAdd( lua_State* L ) { Quaternion q1 = uluaGetQuaternion( L, 1 ); Quaternion q2 = uluaGetQuaternion( L, 2 ); @@ -1455,7 +1455,7 @@ Add quaternion and float value - Success return Quaternion */ -int lmathQuaternionAddValue( lua_State *L ) { +int lmathQuaternionAddValue( lua_State* L ) { Quaternion q = uluaGetQuaternion( L, 1 ); float add = luaL_checknumber( L, 2 ); @@ -1471,7 +1471,7 @@ Subtract two quaternions - Success return Quaternion */ -int lmathQuaternionSubtract( lua_State *L ) { +int lmathQuaternionSubtract( lua_State* L ) { Quaternion q1 = uluaGetQuaternion( L, 1 ); Quaternion q2 = uluaGetQuaternion( L, 2 ); @@ -1487,7 +1487,7 @@ Subtract quaternion and float value - Success return Quaternion */ -int lmathQuaternionSubtractValue( lua_State *L ) { +int lmathQuaternionSubtractValue( lua_State* L ) { Quaternion q = uluaGetQuaternion( L, 1 ); float sub = luaL_checknumber( L, 2 ); @@ -1503,7 +1503,7 @@ Get identity quaternion - Success return Quaternion */ -int lmathQuaternionIdentity( lua_State *L ) { +int lmathQuaternionIdentity( lua_State* L ) { uluaPushQuaternion( L, QuaternionIdentity() ); return 1; @@ -1516,7 +1516,7 @@ Computes the length of a quaternion - Success return float */ -int lmathQuaternionLength( lua_State *L ) { +int lmathQuaternionLength( lua_State* L ) { 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 ) { +int lmathQuaternionNormalize( lua_State* L ) { Quaternion q = uluaGetQuaternion( L, 1 ); uluaPushQuaternion( L, QuaternionNormalize( q ) ); @@ -1546,7 +1546,7 @@ Invert provided quaternion - Success return Quaternion */ -int lmathQuaternionInvert( lua_State *L ) { +int lmathQuaternionInvert( lua_State* L ) { Quaternion q = uluaGetQuaternion( L, 1 ); uluaPushQuaternion( L, QuaternionInvert( q ) ); @@ -1561,7 +1561,7 @@ Calculate two quaternion multiplication - Success return Quaternion */ -int lmathQuaternionMultiply( lua_State *L ) { +int lmathQuaternionMultiply( lua_State* L ) { Quaternion q1 = uluaGetQuaternion( L, 1 ); Quaternion q2 = uluaGetQuaternion( L, 2 ); @@ -1577,7 +1577,7 @@ Scale quaternion by float value - Success return Quaternion */ -int lmathQuaternionScale( lua_State *L ) { +int lmathQuaternionScale( lua_State* L ) { Quaternion q = uluaGetQuaternion( L, 1 ); float mul = luaL_checknumber( L, 2 ); @@ -1593,7 +1593,7 @@ Divide two quaternions - Success return Quaternion */ -int lmathQuaternionDivide( lua_State *L ) { +int lmathQuaternionDivide( lua_State* L ) { Quaternion q1 = uluaGetQuaternion( L, 1 ); Quaternion q2 = uluaGetQuaternion( L, 2 ); @@ -1609,7 +1609,7 @@ Calculate linear interpolation between two quaternions - Success return Quaternion */ -int lmathQuaternionLerp( lua_State *L ) { +int lmathQuaternionLerp( lua_State* L ) { Quaternion q1 = uluaGetQuaternion( L, 1 ); Quaternion q2 = uluaGetQuaternion( L, 2 ); float amount = luaL_checknumber( L, 3 ); @@ -1626,7 +1626,7 @@ Calculate slerp-optimized interpolation between two quaternions - Success return Quaternion */ -int lmathQuaternionNlerp( lua_State *L ) { +int lmathQuaternionNlerp( lua_State* L ) { Quaternion q1 = uluaGetQuaternion( L, 1 ); Quaternion q2 = uluaGetQuaternion( L, 2 ); float amount = luaL_checknumber( L, 3 ); @@ -1643,7 +1643,7 @@ Calculates spherical linear interpolation between two quaternions - Success return Quaternion */ -int lmathQuaternionSlerp( lua_State *L ) { +int lmathQuaternionSlerp( lua_State* L ) { Quaternion q1 = uluaGetQuaternion( L, 1 ); Quaternion q2 = uluaGetQuaternion( L, 2 ); float amount = luaL_checknumber( L, 3 ); @@ -1660,7 +1660,7 @@ Calculate quaternion based on the rotation from one vector to another - Success return Quaternion */ -int lmathQuaternionFromVector3ToVector3( lua_State *L ) { +int lmathQuaternionFromVector3ToVector3( lua_State* L ) { Vector3 from = uluaGetVector3( L, 1 ); Vector3 to = uluaGetVector3( L, 2 ); @@ -1676,7 +1676,7 @@ Get a quaternion for a given rotation matrix - Success return Quaternion */ -int lmathQuaternionFromMatrix( lua_State *L ) { +int lmathQuaternionFromMatrix( lua_State* L ) { 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 ) { +int lmathQuaternionToMatrix( lua_State* L ) { 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 ) { +int lmathQuaternionFromAxisAngle( lua_State* L ) { Vector3 axis = uluaGetVector3( L, 1 ); float angle = luaL_checknumber( L, 2 ); @@ -1723,7 +1723,7 @@ Get the rotation angle and axis for a given quaternion - Success return Vector3, float */ -int lmathQuaternionToAxisAngle( lua_State *L ) { +int lmathQuaternionToAxisAngle( lua_State* L ) { Quaternion q = uluaGetQuaternion( L, 1 ); float angle = 0.0; Vector3 axis = { 0.0 }; @@ -1744,7 +1744,7 @@ NOTE: Rotation order is ZYX - Success return Quaternion */ -int lmathQuaternionFromEuler( lua_State *L ) { +int lmathQuaternionFromEuler( lua_State* L ) { float pitch = luaL_checknumber( L, 1 ); float yaw = luaL_checknumber( L, 2 ); float roll = luaL_checknumber( L, 3 ); @@ -1762,7 +1762,7 @@ NOTE: Angles are returned in a Vector3 struct in radians - Success return Vector3 */ -int lmathQuaternionToEuler( lua_State *L ) { +int lmathQuaternionToEuler( lua_State* L ) { Quaternion q = uluaGetQuaternion( L, 1 ); uluaPushVector3( L, QuaternionToEuler( q ) ); @@ -1777,7 +1777,7 @@ Transform a quaternion given a transformation matrix - Success return Quaternion */ -int lmathQuaternionTransform( lua_State *L ) { +int lmathQuaternionTransform( lua_State* L ) { Quaternion q = uluaGetQuaternion( L, 1 ); Matrix mat = uluaGetMatrix( L, 2 ); @@ -1793,7 +1793,7 @@ Check whether two given quaternions are almost equal - Success return int */ -int lmathQuaternionEquals( lua_State *L ) { +int lmathQuaternionEquals( lua_State* L ) { Quaternion q1 = uluaGetQuaternion( L, 1 ); Quaternion q2 = uluaGetQuaternion( L, 2 ); -- cgit v1.2.3