#pragma once /* Internals. */ /* Deleted from raylib. Need for freeing models. */ void UnloadModelKeepMeshes( Model model ); void DrawBillboardProNoRatio( Camera camera, Texture2D texture, Rectangle source, Vector3 position, Vector3 up, Vector2 size, Vector2 origin, float rotation, Color tint ); void DrawBillboardRecNoRatio( Camera camera, Texture2D texture, Rectangle source, Vector3 position, Vector2 size, Color tint ); /* Basic. */ int lmodelsDrawLine3D( lua_State *L ); int lmodelsDrawPoint3D( lua_State *L ); int lmodelsDrawCircle3D( lua_State *L ); int lmodelsDrawTriangle3D( lua_State *L ); int lmodelsDrawCube( lua_State *L ); int lmodelsDrawCubeWires( lua_State *L ); int lmodelsDrawSphere( lua_State *L ); int lmodelsDrawSphereEx( lua_State *L ); int lmodelsDrawSphereWires( lua_State *L ); int lmodelsDrawCylinder( lua_State *L ); int lmodelsDrawCylinderEx( lua_State *L ); int lmodelsDrawCylinderWires( lua_State *L ); int lmodelsDrawCylinderWiresEx( lua_State *L ); int lmodelsDrawCapsule( lua_State *L ); int lmodelsDrawCapsuleWires( lua_State *L ); int lmodelsDrawPlane( lua_State *L ); int lmodelDrawQuad3DTexture( lua_State *L ); int lmodelsDrawRay( lua_State *L ); int lmodelsDrawGrid( lua_State *L ); /* Mesh. */ int lmodelsGenMeshPoly( lua_State *L ); int lmodelsGenMeshPlane( lua_State *L ); int lmodelsGenMeshCube( lua_State *L ); int lmodelsGenMeshSphere( lua_State *L ); int lmodelsGenMeshCylinder( lua_State *L ); int lmodelsGenMeshCone( lua_State *L ); int lmodelsGenMeshTorus( lua_State *L ); int lmodelsGenMeshKnot( lua_State *L ); int lmodelsGenMeshHeightmap( lua_State *L ); int lmodelsGenMeshCustom( lua_State *L ); int lmodelsUpdateMesh( lua_State *L ); int lmodelsUnloadMesh( lua_State *L ); int lmodelsDrawMesh( lua_State *L ); int lmodelsDrawMeshInstanced( lua_State *L ); int lmodelsSetMeshColor( lua_State *L ); int lmodelsExportMesh( lua_State *L ); int lmodelsGetMeshBoundingBox( lua_State *L ); int lmodelsGenMeshTangents( lua_State *L ); /* Material. */ int lmodelsLoadMaterialDefault( lua_State *L ); int lmodelsCreateMaterial( lua_State *L ); int lmodelsUnloadMaterial( lua_State *L ); int lmodelsSetMaterialTexture( lua_State *L ); int lmodelsSetMaterialColor( lua_State *L ); int lmodelsSetMaterialValue( lua_State *L ); int lmodelsSetMaterialShader( lua_State *L ); int lmodelsSetMaterialParams( lua_State *L ); int lmodelsGetMaterialTexture( lua_State *L ); int lmodelsGetMaterialColor( lua_State *L ); int lmodelsGetMaterialValue( lua_State *L ); int lmodelsGetMaterialShader( lua_State *L ); int lmodelsGetMaterialParams( lua_State *L ); /* Model. */ int lmodelsLoadModel( lua_State *L ); int lmodelsLoadModelFromMesh( lua_State *L ); int lmodelsUnloadModel( lua_State *L ); int lmodelsDrawModel( lua_State *L ); int lmodelsDrawModelEx( lua_State *L ); int lmodelsSetModelMaterial( lua_State *L ); int lmodelsSetModelMeshMaterial( lua_State *L ); int lmodelsDrawBillboard( lua_State *L ); int lmodelsDrawBillboardRec( lua_State *L ); int lmodelsDrawBillboardPro( lua_State *L ); int lmodelsSetModelTransform( lua_State *L ); int lmodelsGetModelTransform( lua_State *L ); /* Animations. */ int lmodelsLoadModelAnimations( lua_State *L ); int lmodelsUpdateModelAnimation( lua_State *L ); int lmodelsUnloadModelAnimations( lua_State *L ); int lmodelsIsModelAnimationValid( lua_State *L ); int lmodelsGetModelAnimationBoneCount( lua_State *L ); int lmodelsGetModelAnimationFrameCount( lua_State *L ); /* Collision. */ int lmodelsCheckCollisionSpheres( lua_State *L ); int lmodelsCheckCollisionBoxes( lua_State *L ); int lmodelsCheckCollisionBoxSphere( lua_State *L ); int lmodelsGetRayCollisionSphere( lua_State *L ); int lmodelsGetRayCollisionBox( lua_State *L ); int lmodelsGetRayCollisionMesh( lua_State *L ); int lmodelsGetRayCollisionTriangle( lua_State *L ); int lmodelsGetRayCollisionQuad( lua_State *L );