#include "main.h" #include "state.h" #include "models.h" #include "lua_core.h" #include "rmath.h" #include "textures.h" #include "core.h" // Unload model (but not meshes) from memory (RAM and/or VRAM) void UnloadModelKeepMeshes( Model model ) { // Unload materials maps // NOTE: As the user could be sharing shaders and textures between models, // we don't unload the material but just free it's maps, // the user is responsible for freeing models shaders and textures for (int i = 0; i < model.materialCount; i++) RL_FREE(model.materials[i].maps); // Unload arrays RL_FREE(model.meshes); RL_FREE(model.materials); RL_FREE(model.meshMaterial); // Unload animation data RL_FREE(model.bones); RL_FREE(model.bindPose); TRACELOG(LOG_INFO, "MODEL: Unloaded model (but not meshes) from RAM and VRAM"); } void DrawBillboardProNoRatio( Camera camera, Texture2D texture, Rectangle source, Vector3 position, Vector3 up, Vector2 size, Vector2 origin, float rotation, Color tint ) { // NOTE: Billboard size will maintain source rectangle aspect ratio, size will represent billboard width // Vector2 sizeRatio = { size.x*(float)source.width/source.height, size.y }; Vector2 sizeRatio = { size.x, size.y }; Matrix matView = MatrixLookAt(camera.position, camera.target, camera.up); Vector3 right = { matView.m0, matView.m4, matView.m8 }; //Vector3 up = { matView.m1, matView.m5, matView.m9 }; Vector3 rightScaled = Vector3Scale(right, sizeRatio.x/2); Vector3 upScaled = Vector3Scale(up, sizeRatio.y/2); Vector3 p1 = Vector3Add(rightScaled, upScaled); Vector3 p2 = Vector3Subtract(rightScaled, upScaled); Vector3 topLeft = Vector3Scale(p2, -1); Vector3 topRight = p1; Vector3 bottomRight = p2; Vector3 bottomLeft = Vector3Scale(p1, -1); if (rotation != 0.0f) { float sinRotation = sinf(rotation*DEG2RAD); float cosRotation = cosf(rotation*DEG2RAD); // NOTE: (-1, 1) is the range where origin.x, origin.y is inside the texture float rotateAboutX = sizeRatio.x*origin.x/2; float rotateAboutY = sizeRatio.y*origin.y/2; float xtvalue, ytvalue; float rotatedX, rotatedY; xtvalue = Vector3DotProduct(right, topLeft) - rotateAboutX; // Project points to x and y coordinates on the billboard plane ytvalue = Vector3DotProduct(up, topLeft) - rotateAboutY; rotatedX = xtvalue*cosRotation - ytvalue*sinRotation + rotateAboutX; // Rotate about the point origin rotatedY = xtvalue*sinRotation + ytvalue*cosRotation + rotateAboutY; topLeft = Vector3Add(Vector3Scale(up, rotatedY), Vector3Scale(right, rotatedX)); // Translate back to cartesian coordinates xtvalue = Vector3DotProduct(right, topRight) - rotateAboutX; ytvalue = Vector3DotProduct(up, topRight) - rotateAboutY; rotatedX = xtvalue*cosRotation - ytvalue*sinRotation + rotateAboutX; rotatedY = xtvalue*sinRotation + ytvalue*cosRotation + rotateAboutY; topRight = Vector3Add(Vector3Scale(up, rotatedY), Vector3Scale(right, rotatedX)); xtvalue = Vector3DotProduct(right, bottomRight) - rotateAboutX; ytvalue = Vector3DotProduct(up, bottomRight) - rotateAboutY; rotatedX = xtvalue*cosRotation - ytvalue*sinRotation + rotateAboutX; rotatedY = xtvalue*sinRotation + ytvalue*cosRotation + rotateAboutY; bottomRight = Vector3Add(Vector3Scale(up, rotatedY), Vector3Scale(right, rotatedX)); xtvalue = Vector3DotProduct(right, bottomLeft)-rotateAboutX; ytvalue = Vector3DotProduct(up, bottomLeft)-rotateAboutY; rotatedX = xtvalue*cosRotation - ytvalue*sinRotation + rotateAboutX; rotatedY = xtvalue*sinRotation + ytvalue*cosRotation + rotateAboutY; bottomLeft = Vector3Add(Vector3Scale(up, rotatedY), Vector3Scale(right, rotatedX)); } // Translate points to the draw center (position) topLeft = Vector3Add(topLeft, position); topRight = Vector3Add(topRight, position); bottomRight = Vector3Add(bottomRight, position); bottomLeft = Vector3Add(bottomLeft, position); rlSetTexture(texture.id); rlBegin(RL_QUADS); rlColor4ub(tint.r, tint.g, tint.b, tint.a); // Bottom-left corner for texture and quad rlTexCoord2f((float)source.x/texture.width, (float)source.y/texture.height); rlVertex3f(topLeft.x, topLeft.y, topLeft.z); // Top-left corner for texture and quad rlTexCoord2f((float)source.x/texture.width, (float)(source.y + source.height)/texture.height); rlVertex3f(bottomLeft.x, bottomLeft.y, bottomLeft.z); // Top-right corner for texture and quad rlTexCoord2f((float)(source.x + source.width)/texture.width, (float)(source.y + source.height)/texture.height); rlVertex3f(bottomRight.x, bottomRight.y, bottomRight.z); // Bottom-right corner for texture and quad rlTexCoord2f((float)(source.x + source.width)/texture.width, (float)source.y/texture.height); rlVertex3f(topRight.x, topRight.y, topRight.z); rlEnd(); rlSetTexture(0); } void DrawBillboardRecNoRatio( Camera camera, Texture2D texture, Rectangle source, Vector3 position, Vector2 size, Color tint ) { // NOTE: Billboard locked on axis-Y Vector3 up = { 0.0f, 1.0f, 0.0f }; DrawBillboardProNoRatio(camera, texture, source, position, up, size, Vector2Zero(), 0.0f, tint); } /* ## Models - Basic */ /* > RL.DrawLine3D( Vector3 startPos, Vector3 endPos, Color color ) Draw a line in 3D world space */ int lmodelsDrawLine3D( lua_State *L ) { Vector3 startPos = uluaGetVector3Index( L, 1 ); Vector3 endPos = uluaGetVector3Index( L, 2 ); Color color = uluaGetColorIndex( L, 3 ); DrawLine3D( startPos, endPos, color); return 0; } /* > RL.DrawPoint3D( Vector3 position, Color color ) Draw a point in 3D space, actually a small line */ int lmodelsDrawPoint3D( lua_State *L ) { Vector3 position = uluaGetVector3Index( L, 1 ); Color color = uluaGetColorIndex( L, 2 ); DrawPoint3D( position, color ); return 0; } /* > RL.DrawCircle3D( Vector3 center, float radius, Vector3 rotationAxis, float rotationAngle, Color color ) Draw a circle in 3D world space */ int lmodelsDrawCircle3D( lua_State *L ) { Vector3 center = uluaGetVector3Index( L, 1 ); float radius = luaL_checknumber( L, 2 ); Vector3 rotationAxis = uluaGetVector3Index( L, 3 ); float rotationAngle = luaL_checknumber( L, 4 ); Color color = uluaGetColorIndex( L, 5 ); DrawCircle3D( center, radius, rotationAxis, rotationAngle, color ); return 0; } /* > RL.DrawTriangle3D( Vector3 v1, Vector3 v2, Vector3 v3, Color color ) Draw a color-filled triangle (Vertex in counter-clockwise order!) */ int lmodelsDrawTriangle3D( lua_State *L ) { Vector3 v1 = uluaGetVector3Index( L, 1 ); Vector3 v2 = uluaGetVector3Index( L, 2 ); Vector3 v3 = uluaGetVector3Index( L, 3 ); Color color = uluaGetColorIndex( L, 4 ); DrawTriangle3D( v1, v2, v3, color ); return 0; } /* > RL.DrawCube( Vector3 position, Vector3 size, Color color ) Draw cube */ int lmodelsDrawCube( lua_State *L ) { Vector3 pos = uluaGetVector3Index( L, 1 ); Vector3 size = uluaGetVector3Index( L, 2 ); Color color = uluaGetColorIndex( L, 3 ); DrawCubeV( pos, size, color ); return 0; } /* > RL.DrawCubeWires( Vector3 position, Vector3 size, Color color ) Draw cube wires */ int lmodelsDrawCubeWires( lua_State *L ) { Vector3 pos = uluaGetVector3Index( L, 1 ); Vector3 size = uluaGetVector3Index( L, 2 ); Color color = uluaGetColorIndex( L, 3 ); DrawCubeWiresV( pos, size, color ); return 0; } /* > RL.DrawSphere( Vector3 centerPos, float radius, Color color ) Draw sphere */ int lmodelsDrawSphere( lua_State *L ) { Vector3 centerPos = uluaGetVector3Index( L, 1 ); float radius = luaL_checknumber( L, 2 ); Color color = uluaGetColorIndex( L, 3 ); DrawSphere( centerPos, radius, color ); return 0; } /* > RL.DrawSphereEx( Vector3 centerPos, float radius, int rings, int slices, Color color ) Draw sphere with extended parameters */ int lmodelsDrawSphereEx( lua_State *L ) { Vector3 centerPos = uluaGetVector3Index( L, 1 ); float radius = luaL_checknumber( L, 2 ); int rings = luaL_checkinteger( L, 3 ); int slices = luaL_checkinteger( L, 4 ); Color color = uluaGetColorIndex( L, 5 ); DrawSphereEx( centerPos, radius, rings, slices, color ); return 0; } /* > RL.DrawSphereWires( Vector3 centerPos, float radius, int rings, int slices, Color color ) Draw sphere wires */ int lmodelsDrawSphereWires( lua_State *L ) { Vector3 centerPos = uluaGetVector3Index( L, 1 ); float radius = luaL_checknumber( L, 2 ); int rings = luaL_checkinteger( L, 3 ); int slices = luaL_checkinteger( L, 4 ); Color color = uluaGetColorIndex( L, 5 ); DrawSphereWires( centerPos, radius, rings, slices, color ); return 0; } /* > RL.DrawCylinder( Vector3 position, float radiusTop, float radiusBottom, float height, int slices, Color color ) Draw a cylinder/cone */ int lmodelsDrawCylinder( lua_State *L ) { Vector3 position = uluaGetVector3Index( L, 1 ); float radiusTop = luaL_checknumber( L, 2 ); float radiusBottom = luaL_checknumber( L, 3 ); float height = luaL_checknumber( L, 4 ); int slices = luaL_checkinteger( L, 5 ); Color color = uluaGetColorIndex( L, 6 ); DrawCylinder( position, radiusTop, radiusBottom, height, slices, color ); return 0; } /* > RL.DrawCylinderEx( Vector3 startPos, Vector3 endPos, float startRadius, float endRadius, int sides, Color color ) Draw a cylinder with base at startPos and top at endPos */ int lmodelsDrawCylinderEx( lua_State *L ) { Vector3 startPos = uluaGetVector3Index( L, 1 ); Vector3 endPos = uluaGetVector3Index( L, 2 ); float startRadius = luaL_checknumber( L, 3 ); float endRadius = luaL_checknumber( L, 4 ); int sides = luaL_checkinteger( L, 5 ); Color color = uluaGetColorIndex( L, 6 ); DrawCylinderEx( startPos, endPos, startRadius, endRadius, sides, color ); return 0; } /* > RL.DrawCylinderWires( Vector3 position, float radiusTop, float radiusBottom, float height, int slices, Color color ) Draw a cylinder/cone wires */ int lmodelsDrawCylinderWires( lua_State *L ) { Vector3 position = uluaGetVector3Index( L, 1 ); float radiusTop = luaL_checknumber( L, 2 ); float radiusBottom = luaL_checknumber( L, 3 ); float height = luaL_checknumber( L, 4 ); int slices = luaL_checkinteger( L, 5 ); Color color = uluaGetColorIndex( L, 6 ); DrawCylinderWires( position, radiusTop, radiusBottom, height, slices, color ); return 0; } /* > RL.DrawCylinderWiresEx( Vector3 startPos, Vector3 endPos, float startRadius, float endRadius, int sides, Color color ) Draw a cylinder wires with base at startPos and top at endPos */ int lmodelsDrawCylinderWiresEx( lua_State *L ) { Vector3 startPos = uluaGetVector3Index( L, 1 ); Vector3 endPos = uluaGetVector3Index( L, 2 ); float startRadius = luaL_checknumber( L, 3 ); float endRadius = luaL_checknumber( L, 4 ); int sides = luaL_checkinteger( L, 5 ); Color color = uluaGetColorIndex( L, 6 ); DrawCylinderWiresEx( startPos, endPos, startRadius, endRadius, sides, color ); return 0; } /* > RL.DrawCapsule( Vector3 startPos, Vector3 endPos, float radius, int slices, int rings, Color color ) Draw a capsule with the center of its sphere caps at startPos and endPos */ int lmodelsDrawCapsule( lua_State *L ) { Vector3 startPos = uluaGetVector3Index( L, 1 ); Vector3 endPos = uluaGetVector3Index( L, 2 ); float radius = luaL_checknumber( L, 3 ); int slices = luaL_checkinteger( L, 4 ); int rings = luaL_checkinteger( L, 5 ); Color color = uluaGetColorIndex( L, 6 ); DrawCapsule( startPos, endPos, radius, slices, rings, color ); return 0; } /* > RL.DrawCapsuleWires( Vector3 startPos, Vector3 endPos, float radius, int slices, int rings, Color color ) Draw capsule wireframe with the center of its sphere caps at startPos and endPos */ int lmodelsDrawCapsuleWires( lua_State *L ) { Vector3 startPos = uluaGetVector3Index( L, 1 ); Vector3 endPos = uluaGetVector3Index( L, 2 ); float radius = luaL_checknumber( L, 3 ); int slices = luaL_checkinteger( L, 4 ); int rings = luaL_checkinteger( L, 5 ); Color color = uluaGetColorIndex( L, 6 ); DrawCapsuleWires( startPos, endPos, radius, slices, rings, color ); return 0; } /* > RL.DrawPlane( Vector3 centerPos, Vector2 size, Color color ) Draw a plane XZ */ int lmodelsDrawPlane( lua_State *L ) { Vector3 centerPos = uluaGetVector3Index( L, 1 ); Vector2 size = uluaGetVector2Index( L, 2 ); Color color = uluaGetColorIndex( L, 3 ); DrawPlane( centerPos, size, color ); return 0; } /* > RL.DrawQuad3DTexture( Texture texture, Vector3{} vertices, Vector2{} texCoords, Color{} colors ) Draw 3D textured quad. (Texture coordinates opengl style 0.0 - 1.0). */ int lmodelDrawQuad3DTexture( lua_State *L ) { Texture *texture = luaL_checkudata( L, 1, "Texture" ); /* Vertices. */ Vector3 vertices[4] = { 0 }; int t = 2, i = 0; lua_pushnil( L ); while ( lua_next( L, t ) != 0 ) { if ( lua_istable( L, -1 ) && i < 4 ) { vertices[i] = uluaGetVector3( L ); } i++; lua_pop( L, 1 ); } /* TexCoords. */ Vector2 texcoords[4] = { 0 }; t = 3, i = 0; lua_pushnil( L ); while ( lua_next( L, t ) != 0 ) { if ( lua_istable( L, -1 ) && i < 4 ) { texcoords[i] = uluaGetVector2( L ); } i++; lua_pop( L, 1 ); } /* Colors. */ Color colors[4] = { 0 }; t = 4, i = 0; lua_pushnil( L ); while ( lua_next( L, t ) != 0 ) { if ( lua_istable( L, -1 ) && i < 4 ) { colors[i] = uluaGetColor( L ); } i++; lua_pop( L, 1 ); } //TODO Normals. maybe something like Vector3Normalize(Vector3CrossProduct(Vector3Subtract(vB, vA), Vector3Subtract(vC, vA))); /* Draw. */ rlCheckRenderBatchLimit( 4 ); rlSetTexture( texture->id ); rlBegin( RL_QUADS ); for ( i = 0; i < 4; ++i ) { rlTexCoord2f( texcoords[i].x, texcoords[i].y ); rlColor4ub( colors[i].r, colors[i].g, colors[i].b, colors[i].a ); rlVertex3f( vertices[i].x, vertices[i].y, vertices[i].z ); } rlEnd(); rlSetTexture( 0 ); return 0; } /* > RL.DrawRay( Ray ray, Color color ) Draw a ray line */ int lmodelsDrawRay( lua_State *L ) { Ray ray = uluaGetRayIndex( L, 1 ); Color color = uluaGetColorIndex( L, 2 ); DrawRay( ray, color ); return 0; } /* > RL.DrawGrid( int slices, float spacing ) Draw a grid (Centered at ( 0, 0, 0 )) */ int lmodelsDrawGrid( lua_State *L ) { int slices = luaL_checkinteger( L, 1 ); float spacing = luaL_checknumber( L, 2 ); DrawGrid( slices, spacing ); return 0; } /* ## Models - Mesh */ /* > mesh = RL.GenMeshPoly( int sides, float radius ) Generate polygonal mesh - Success return Mesh */ int lmodelsGenMeshPoly( lua_State *L ) { int sides = luaL_checkinteger( L, 1 ); float radius = luaL_checknumber( L, 2 ); uluaPushMesh( L, GenMeshPoly( sides, radius ) ); return 1; } /* > mesh = RL.GenMeshPlane( float width, float length, int resX, int resZ ) Generate plane mesh (With subdivisions) - Success return Mesh */ int lmodelsGenMeshPlane( lua_State *L ) { float width = luaL_checknumber( L, 1 ); float length = luaL_checknumber( L, 2 ); int resX = luaL_checkinteger( L, 3 ); int resZ = luaL_checkinteger( L, 4 ); uluaPushMesh( L, GenMeshPlane( width, length, resX, resZ ) ); return 1; } /* > mesh = RL.GenMeshCube( Vector3 size ) Generate cuboid mesh - Success return Mesh */ int lmodelsGenMeshCube( lua_State *L ) { Vector3 size = uluaGetVector3Index( L, 1 ); uluaPushMesh( L, GenMeshCube( size.x, size.y, size.z ) ); return 1; } /* > mesh = RL.GenMeshSphere( float radius, int rings, int slices ) Generate sphere mesh (Standard sphere) - Success return Mesh */ int lmodelsGenMeshSphere( lua_State *L ) { float radius = luaL_checknumber( L, 1 ); int rings = luaL_checkinteger( L, 2 ); int slices = luaL_checkinteger( L, 3 ); uluaPushMesh( L, GenMeshSphere( radius, rings, slices ) ); return 1; } /* > mesh = RL.GenMeshCylinder( float radius, float height, int slices ) Generate cylinder mesh - Success return Mesh */ int lmodelsGenMeshCylinder( lua_State *L ) { float radius = luaL_checknumber( L, 1 ); float height = luaL_checknumber( L, 2 ); int slices = luaL_checkinteger( L, 3 ); uluaPushMesh( L, GenMeshCylinder( radius, height, slices ) ); return 1; } /* > mesh = RL.GenMeshCone( float radius, float height, int slices ) Generate cone/pyramid mesh - Success return Mesh */ int lmodelsGenMeshCone( lua_State *L ) { float radius = luaL_checknumber( L, 1 ); float height = luaL_checknumber( L, 2 ); int slices = luaL_checkinteger( L, 3 ); uluaPushMesh( L, GenMeshCone( radius, height, slices ) ); return 1; } /* > mesh = RL.GenMeshTorus( float radius, float size, int radSeg, int sides ) Generate torus mesh - Success return Mesh */ int lmodelsGenMeshTorus( lua_State *L ) { float radius = luaL_checknumber( L, 1 ); float size = luaL_checknumber( L, 2 ); int radSeg = luaL_checkinteger( L, 3 ); int sides = luaL_checkinteger( L, 4 ); uluaPushMesh( L, GenMeshTorus( radius, size, radSeg, sides ) ); return 1; } /* > mesh = RL.GenMeshKnot( float radius, float size, int radSeg, int sides ) Generate torus mesh - Success return Mesh */ int lmodelsGenMeshKnot( lua_State *L ) { float radius = luaL_checknumber( L, 1 ); float size = luaL_checknumber( L, 2 ); int radSeg = luaL_checkinteger( L, 3 ); int sides = luaL_checkinteger( L, 4 ); uluaPushMesh( L, GenMeshKnot( radius, size, radSeg, sides ) ); return 1; } /* > mesh = RL.GenMeshHeightmap( Image heightmap, Vector3 size ) Generate heightmap mesh from image data - Success return Mesh */ int lmodelsGenMeshHeightmap( lua_State *L ) { Image *heightmap = luaL_checkudata( L, 1, "Image" ); Vector3 size = uluaGetVector3Index( L, 2 ); uluaPushMesh( L, GenMeshHeightmap( *heightmap, size ) ); return 1; } /* > mesh = RL.GenMeshCustom( Mesh{} meshData, bool dynamic ) Generate custom mesh from vertex attribute data and uploads it into a VAO (if supported) and VBO - Success return Mesh */ int lmodelsGenMeshCustom( lua_State *L ) { luaL_checktype( L, 1, LUA_TTABLE ); bool dynamic = uluaGetBoolean( L, 2 ); Mesh mesh = { 0 }; int t = 1; lua_pushnil( L ); while ( lua_next( L, t ) != 0 ) { if ( strcmp( "vertices", (char*)lua_tostring( L, -2 ) ) == 0 && lua_istable( L, -1 ) ) { size_t len = uluaGetTableLen( L ); mesh.vertexCount = len; mesh.triangleCount = len / 3; mesh.vertices = (float*)MemAlloc( len * 3 * sizeof(float) ); int t2 = lua_gettop( L ); int i = 0; lua_pushnil( L ); while ( lua_next( L, t2 ) != 0 ) { Vector3 vec = uluaGetVector3( L ); mesh.vertices[(i*3)+0] = vec.x; mesh.vertices[(i*3)+1] = vec.y; mesh.vertices[(i*3)+2] = vec.z; i++; lua_pop( L, 1 ); } } else if ( strcmp( "texcoords", (char*)lua_tostring( L, -2 ) ) == 0 && lua_istable( L, -1 ) ) { size_t len = uluaGetTableLen( L ); mesh.texcoords = (float*)MemAlloc( len * 2 * sizeof(float) ); int t2 = lua_gettop( L ); int i = 0; lua_pushnil( L ); while ( lua_next( L, t2 ) != 0 ) { Vector2 vec = uluaGetVector2( L ); mesh.texcoords[(i*2)+0] = vec.x; mesh.texcoords[(i*2)+1] = vec.y; i++; lua_pop( L, 1 ); } } else if ( strcmp( "texcoords2", (char*)lua_tostring( L, -2 ) ) == 0 && lua_istable( L, -1 ) ) { size_t len = uluaGetTableLen( L ); mesh.texcoords2 = (float*)MemAlloc( len * 2 * sizeof(float) ); int t2 = lua_gettop( L ); int i = 0; lua_pushnil( L ); while ( lua_next( L, t2 ) != 0 ) { Vector2 vec = uluaGetVector2( L ); mesh.texcoords2[(i*2)+0] = vec.x; mesh.texcoords2[(i*2)+1] = vec.y; i++; lua_pop( L, 1 ); } } else if ( strcmp( "normals", (char*)lua_tostring( L, -2 ) ) == 0 && lua_istable( L, -1 ) ) { size_t len = uluaGetTableLen( L ); mesh.normals = (float*)MemAlloc( len * 3 * sizeof(float) ); int t2 = lua_gettop( L ); int i = 0; lua_pushnil( L ); while ( lua_next( L, t2 ) != 0 ) { Vector3 vec = uluaGetVector3( L ); mesh.normals[(i*3)+0] = vec.x; mesh.normals[(i*3)+1] = vec.y; mesh.normals[(i*3)+2] = vec.z; i++; lua_pop( L, 1 ); } } else if ( strcmp( "tangents", (char*)lua_tostring( L, -2 ) ) == 0 && lua_istable( L, -1 ) ) { size_t len = uluaGetTableLen( L ); mesh.tangents = (float*)MemAlloc( len * 4 * sizeof(float) ); int t2 = lua_gettop( L ); int i = 0; lua_pushnil( L ); while ( lua_next( L, t2 ) != 0 ) { Vector4 vec = uluaGetVector4( L ); mesh.tangents[(i*4)+0] = vec.x; mesh.tangents[(i*4)+1] = vec.y; mesh.tangents[(i*4)+2] = vec.z; mesh.tangents[(i*4)+3] = vec.w; i++; lua_pop( L, 1 ); } } else if ( strcmp( "colors", (char*)lua_tostring( L, -2 ) ) == 0 && lua_istable( L, -1 ) ) { size_t len = uluaGetTableLen( L ); mesh.colors = (unsigned char*)MemAlloc( len * 4 * sizeof(unsigned char) ); int t2 = lua_gettop( L ); int i = 0; lua_pushnil( L ); while ( lua_next( L, t2 ) != 0 ) { Color color = uluaGetColor( L ); mesh.colors[(i*4)+0] = color.r; mesh.colors[(i*4)+1] = color.g; mesh.colors[(i*4)+2] = color.b; mesh.colors[(i*4)+3] = color.a; i++; lua_pop( L, 1 ); } } else if ( strcmp( "indices", (char*)lua_tostring( L, -2 ) ) == 0 && lua_istable( L, -1 ) ) { size_t len = uluaGetTableLen( L ); mesh.indices = (unsigned short*)MemAlloc( len * sizeof(unsigned short) ); int t2 = lua_gettop( L ); int i = 0; lua_pushnil( L ); while ( lua_next( L, t2 ) != 0 ) { mesh.indices[i] = (unsigned short)lua_tointeger( L, -1 ); i++; lua_pop( L, 1 ); } } lua_pop( L, 1 ); } UploadMesh( &mesh, dynamic ); uluaPushMesh( L, mesh ); return 1; } /* > RL.UpdateMesh( Mesh mesh, Mesh{} meshData ) Update mesh vertex data in GPU. Note! Mainly intented to be used with custom meshes. */ int lmodelsUpdateMesh( lua_State *L ) { Mesh *mesh = luaL_checkudata( L, 1, "Mesh" ); luaL_checktype( L, 2, LUA_TTABLE ); int t = 2; lua_pushnil( L ); while ( lua_next( L, t ) != 0 ) { if ( strcmp( "vertices", (char*)lua_tostring( L, -2 ) ) == 0 && lua_istable( L, -1 ) ) { size_t len = uluaGetTableLen( L ); Vector3 data[ len ]; int t2 = lua_gettop( L ); int i = 0; lua_pushnil( L ); while ( lua_next( L, t2 ) != 0 && i < mesh->vertexCount ) { data[i] = uluaGetVector3( L ); i++; lua_pop( L, 1 ); } UpdateMeshBuffer( *mesh, 0, (void*)data, len * 3 * sizeof( float ), 0 ); } else if ( strcmp( "texcoords", (char*)lua_tostring( L, -2 ) ) == 0 && lua_istable( L, -1 ) ) { size_t len = uluaGetTableLen( L ); Vector2 data[ len ]; int t2 = lua_gettop( L ); int i = 0; lua_pushnil( L ); while ( lua_next( L, t2 ) != 0 ) { data[i] = uluaGetVector2( L ); i++; lua_pop( L, 1 ); } UpdateMeshBuffer( *mesh, 1, (void*)data, len * 2 * sizeof( float ), 0 ); } else if ( strcmp( "texcoords2", (char*)lua_tostring( L, -2 ) ) == 0 && lua_istable( L, -1 ) ) { size_t len = uluaGetTableLen( L ); Vector2 data[ len ]; int t2 = lua_gettop( L ); int i = 0; lua_pushnil( L ); while ( lua_next( L, t2 ) != 0 ) { data[i] = uluaGetVector2( L ); i++; lua_pop( L, 1 ); } UpdateMeshBuffer( *mesh, 5, (void*)data, len * 2 * sizeof( float ), 0 ); } else if ( strcmp( "normals", (char*)lua_tostring( L, -2 ) ) == 0 && lua_istable( L, -1 ) ) { size_t len = uluaGetTableLen( L ); Vector3 data[ len ]; int t2 = lua_gettop( L ); int i = 0; lua_pushnil( L ); while ( lua_next( L, t2 ) != 0 ) { data[i] = uluaGetVector3( L ); i++; lua_pop( L, 1 ); } UpdateMeshBuffer( *mesh, 2, (void*)data, len * 3 * sizeof( float ), 0 ); } else if ( strcmp( "tangents", (char*)lua_tostring( L, -2 ) ) == 0 && lua_istable( L, -1 ) ) { size_t len = uluaGetTableLen( L ); Vector4 data[ len ]; int t2 = lua_gettop( L ); int i = 0; lua_pushnil( L ); while ( lua_next( L, t2 ) != 0 ) { data[i] = uluaGetVector4( L ); i++; lua_pop( L, 1 ); } UpdateMeshBuffer( *mesh, 4, (void*)data, len * 4 * sizeof( float ), 0 ); } else if ( strcmp( "colors", (char*)lua_tostring( L, -2 ) ) == 0 && lua_istable( L, -1 ) ) { size_t len = uluaGetTableLen( L ); Color data[ len ]; int t2 = lua_gettop( L ); int i = 0; lua_pushnil( L ); while ( lua_next( L, t2 ) != 0 ) { data[i] = uluaGetColor( L ); i++; lua_pop( L, 1 ); } UpdateMeshBuffer( *mesh, 3, (void*)data, len * 4 * sizeof( unsigned char ), 0 ); } else if ( strcmp( "indices", (char*)lua_tostring( L, -2 ) ) == 0 && lua_istable( L, -1 ) ) { size_t len = uluaGetTableLen( L ); unsigned short data[ len ]; int t2 = lua_gettop( L ); int i = 0; lua_pushnil( L ); while ( lua_next( L, t2 ) != 0 ) { data[i] = (unsigned short)lua_tointeger( L, -1 ); i++; lua_pop( L, 1 ); } UpdateMeshBuffer( *mesh, 6, (void*)data, len * sizeof( unsigned short ), 0 ); } lua_pop( L, 1 ); } return 0; } /* > RL.DrawMesh( Mesh mesh, Material material, Matrix transform ) Draw a 3d mesh with material and transform */ int lmodelsDrawMesh( lua_State *L ) { Mesh *mesh = luaL_checkudata( L, 1, "Mesh" ); Material *material = luaL_checkudata( L, 2, "Material" ); Matrix matrix = uluaGetMatrixIndex( L, 3 ); DrawMesh( *mesh, *material, matrix ); return 0; } /* > RL.DrawMeshInstanced( Mesh mesh, Material material, Matrix{} transforms, int instances ) Draw multiple mesh instances with material and different transforms */ int lmodelsDrawMeshInstanced( lua_State *L ) { Mesh *mesh = luaL_checkudata( L, 1, "Mesh" ); Material *material = luaL_checkudata( L, 2, "Material" ); luaL_checktype( L, 3, LUA_TTABLE ); int instances = luaL_checkinteger( L, 4 ); Matrix transforms[ instances ]; int t = 3, i = 0; lua_pushnil( L ); while ( lua_next( L, t ) != 0 ) { if ( lua_istable( L, -1 ) ) { transforms[i] = uluaGetMatrix( L ); } i++; lua_pop( L, 1 ); } DrawMeshInstanced( *mesh, *material, transforms, instances ); return 0; } /* > success = RL.SetMeshColor( Mesh mesh, Color color ) Updades mesh color vertex attribute buffer NOTE: Currently only works on custom mesh - Failure return false - Success return true */ int lmodelsSetMeshColor( lua_State *L ) { Mesh *mesh = luaL_checkudata( L, 1, "Mesh" ); Color color = uluaGetColorIndex( L, 2 ); if ( mesh->colors == NULL ) { TraceLog( state->logLevelInvalid, "Mesh doesn't have vertex colors allocated" ); lua_pushboolean( L, false ); return 1; } for ( int i = 0; i < mesh->vertexCount; ++i ) { mesh->colors[(i*4)+0] = (unsigned char)color.r; mesh->colors[(i*4)+1] = (unsigned char)color.g; mesh->colors[(i*4)+2] = (unsigned char)color.b; mesh->colors[(i*4)+3] = (unsigned char)color.a; } /* Update vertex attribute: color */ rlUpdateVertexBuffer( mesh->vboId[3], mesh->colors, mesh->vertexCount * 4 * sizeof( unsigned char ), 0 ); lua_pushboolean( L, true ); return 1; } /* > success = RL.ExportMesh( Mesh mesh, string fileName ) Export mesh data to file, returns true on success - Success return bool */ int lmodelsExportMesh( lua_State *L ) { Mesh *mesh = luaL_checkudata( L, 1, "Mesh" ); lua_pushboolean( L, ExportMesh( *mesh, luaL_checkstring( L, 2 ) ) ); return 1; } /* > boundingBox = RL.GetMeshBoundingBox( Mesh mesh ) Compute mesh bounding box limits - Success return BoundingBox */ int lmodelsGetMeshBoundingBox( lua_State *L ) { Mesh *mesh = luaL_checkudata( L, 1, "Mesh" ); uluaPushBoundingBox( L, GetMeshBoundingBox( *mesh ) ); return 1; } /* > RL.GenMeshTangents( Mesh mesh ) Compute mesh tangents */ int lmodelsGenMeshTangents( lua_State *L ) { Mesh *mesh = luaL_checkudata( L, 1, "Mesh" ); GenMeshTangents( mesh ); return 0; } /* ## Models - Material */ /* > material = RL.LoadMaterialDefault() Load default material - Success return Material */ int lmodelsLoadMaterialDefault( lua_State *L ) { uluaPushMaterial( L, LoadMaterialDefault() ); return 1; } /* > material = RL.CreateMaterial( Material{} materialData ) Load material from table. See material table definition - Success return Material */ int lmodelsCreateMaterial( lua_State *L ) { luaL_checktype( L, 1, LUA_TTABLE ); Material material = LoadMaterialDefault(); int t = lua_gettop( L ); lua_pushnil( L ); while ( lua_next( L, t ) != 0 ) { if ( strcmp( "maps", (char*)lua_tostring( L, -2 ) ) == 0 && lua_istable( L, -1 ) ) { int t2 = lua_gettop( L ); lua_pushnil( L ); while ( lua_next( L, t2 ) != 0 ) { /* Loop maps. Array where we don't care about the index value. */ if ( lua_istable( L, -1 ) ) { int t3 = lua_gettop( L ), j = 0, map = 0; lua_pushnil( L ); while ( lua_next( L, t3 ) != 0 ) { switch ( j ) { case 0: /* Map */ map = lua_tointeger( L, -1 ); break; case 1: /* Parameters */ { int t4 = lua_gettop( L ); lua_pushnil( L ); while ( lua_next( L, t4 ) != 0 ) { if ( strcmp( "texture", (char*)lua_tostring( L, -2 ) ) == 0 ) { Texture *texture = luaL_checkudata( L, lua_gettop( L ), "Texture" ); material.maps[map].texture = *texture; printf( "Material Create material.maps[map].texture.id = %d\n", material.maps[map].texture.id ); } else if ( strcmp( "color", (char*)lua_tostring( L, -2 ) ) == 0 ) { material.maps[map].color = uluaGetColorIndex( L, lua_gettop( L ) ); } else if ( strcmp( "value", (char*)lua_tostring( L, -2 ) ) == 0 ) { material.maps[map].value = luaL_checkinteger( L, -1 ); } lua_pop( L, 1 ); } } break; default: break; } j++; lua_pop( L, 1 ); } } lua_pop( L, 1 ); } } else if ( strcmp( "params", (char*)lua_tostring( L, -2 ) ) == 0 ) { int t2 = lua_gettop( L ), j = 0; lua_pushnil( L ); while ( lua_next( L, t2 ) != 0 ) { if ( j <= 3 ) { material.params[j] = luaL_checknumber( L, -1 ); } j++; lua_pop( L, 1 ); } } else if ( strcmp( "shader", (char*)lua_tostring( L, -2 ) ) == 0 ) { Shader *shader = luaL_checkudata( L, lua_gettop( L ), "Shader" ); material.shader = *shader; } lua_pop( L, 1 ); } uluaPushMaterial( L, material ); return 1; } /* > RL.SetMaterialTexture( Material material, int mapType, Texture2D texture ) Set texture for a material map type (MATERIAL_MAP_ALBEDO, MATERIAL_MAP_METALNESS...) */ int lmodelsSetMaterialTexture( lua_State *L ) { Material *material = luaL_checkudata( L, 1, "Material" ); int mapType = luaL_checkinteger( L, 2 ); Texture *texture = luaL_checkudata( L, 3, "Texture" ); SetMaterialTexture( material, mapType, *texture ); return 0; } /* > RL.SetMaterialColor( Material material, int mapType, Color color ) Set color for a material map type */ int lmodelsSetMaterialColor( lua_State *L ) { Material *material = luaL_checkudata( L, 1, "Material" ); int mapType = luaL_checkinteger( L, 2 ); Color color = uluaGetColorIndex( L, 3 ); material->maps[ mapType ].color = color; return 0; } /* > RL.SetMaterialValue( Material material, int mapType, float value ) Set value for a material map type */ int lmodelsSetMaterialValue( lua_State *L ) { Material *material = luaL_checkudata( L, 1, "Material" ); int mapType = luaL_checkinteger( L, 2 ); float value = luaL_checknumber( L, 3 ); material->maps[ mapType ].value = value; return 0; } /* > RL.SetMaterialShader( Material material, Shader shader ) Set shader for material */ int lmodelsSetMaterialShader( lua_State *L ) { Material *material = luaL_checkudata( L, 1, "Material" ); Shader *shader = luaL_checkudata( L, 2, "Shader" ); material->shader = *shader; return 0; } /* > RL.SetMaterialParams( Material material, float{} params ) Set material generic parameters (if required) */ int lmodelsSetMaterialParams( lua_State *L ) { Material *material = luaL_checkudata( L, 1, "Material" ); size_t len = uluaGetTableLenIndex( L, 2 ); float params[ len ]; int t = lua_gettop( L ); int i = 0; lua_pushnil( L ); while ( lua_next( L, t ) != 0 ) { params[i] = lua_tonumber( L, -1 ); i++; lua_pop( L, 1 ); } int paramCount = ( len > 4 ) ? 4 : len; for ( int i = 0; i < paramCount; i++ ) { material->params[i] = params[i]; } return 0; } /* > texture = RL.GetMaterialTexture( Material material, int mapType ) Get texture from material map type. Returns -1 if no texture - Success return Texture */ int lmodelsGetMaterialTexture( lua_State *L ) { Material *material = luaL_checkudata( L, 1, "Material" ); int mapType = luaL_checkinteger( L, 2 ); uluaPushTexture( L, material->maps[ mapType ].texture ); return 1; } /* > color = RL.GetMaterialColor( Material material, int mapType ) Get color from material map type - Success return Color */ int lmodelsGetMaterialColor( lua_State *L ) { Material *material = luaL_checkudata( L, 1, "Material" ); int mapType = luaL_checkinteger( L, 2 ); uluaPushColor( L, material->maps[ mapType ].color ); return 1; } /* > value = RL.GetMaterialValue( Material material, int mapType ) Get color from material map type - Success return float */ int lmodelsGetMaterialValue( lua_State *L ) { Material *material = luaL_checkudata( L, 1, "Material" ); int mapType = luaL_checkinteger( L, 2 ); lua_pushnumber( L, material->maps[ mapType ].value ); return 1; } /* > shader = RL.GetMaterialShader( Material material ) Get material shader - Success return Shader */ int lmodelsGetMaterialShader( lua_State *L ) { Material *material = luaL_checkudata( L, 1, "Material" ); uluaPushShader( L, material->shader ); return 1; } /* > params = RL.GetMaterialParams( Material material ) Get material parameters - Success return float{} */ int lmodelsGetMaterialParams( lua_State *L ) { Material *material = luaL_checkudata( L, 1, "Material" ); Vector4 params = { material->params[0], material->params[1], material->params[2], material->params[3] }; uluaPushVector4( L, params ); return 1; } /* ## Models - Model */ /* > model = RL.LoadModel( string fileName ) Load model from files (Meshes and materials) - Failure return nil - Success return Model */ int lmodelsLoadModel( lua_State *L ) { if ( FileExists( luaL_checkstring( L, 1 ) ) ) { uluaPushModel( L, LoadModel( lua_tostring( L, 1 ) ) ); return 1; } TraceLog( state->logLevelInvalid, "Invalid file '%s'", lua_tostring( L, 1 ) ); lua_pushnil( L ); return 1; } /* > model = RL.LoadModelFromMesh( Mesh mesh ) Load model from generated mesh (Default material) - Success return Model */ int lmodelsLoadModelFromMesh( lua_State *L ) { Mesh *mesh = luaL_checkudata( L, 1, "Mesh" ); uluaPushModel( L, LoadModelFromMesh( *mesh ) ); return 1; } /* > RL.DrawModel( Model model, Vector3 position, float scale, Color tint ) Draw a model (With texture if set) */ int lmodelsDrawModel( lua_State *L ) { Model *model = luaL_checkudata( L, 1, "Model" ); Vector3 position = uluaGetVector3Index( L, 2 ); float scale = luaL_checknumber( L, 3 ); Color tint = uluaGetColorIndex( L, 4 ); DrawModel( *model, position, scale, tint ); return 0; } /* > RL.DrawModelEx( Model model, Vector3 position, Vector3 rotationAxis, float rotationAngle, Vector3 scale, Color tint ) Draw a model with extended parameters */ int lmodelsDrawModelEx( lua_State *L ) { Model *model = luaL_checkudata( L, 1, "Model" ); Vector3 position = uluaGetVector3Index( L, 2 ); Vector3 rotationAxis = uluaGetVector3Index( L, 3 ); float rotationAngle = luaL_checknumber( L, 4 ); Vector3 scale = uluaGetVector3Index( L, 5 ); Color tint = uluaGetColorIndex( L, 6 ); DrawModelEx( *model, position, rotationAxis, rotationAngle, scale, tint ); return 0; } /* > RL.SetModelMaterial( Model model, Material modelMaterial, Material material ) Copies material to model material. (Model material is the material id in models.) */ int lmodelsSetModelMaterial( lua_State *L ) { Model *model = luaL_checkudata( L, 1, "Model" ); int modelMaterialId = luaL_checkinteger( L, 2 ); Material *material = luaL_checkudata( L, 3, "Material" ); /* Copy material data instead of using pointer. Pointer would result in double free error. */ model->materials[ modelMaterialId ].shader = material->shader; model->materials[ modelMaterialId ].maps[ MATERIAL_MAP_ALBEDO ] = material->maps[ MATERIAL_MAP_ALBEDO ]; model->materials[ modelMaterialId ].maps[ MATERIAL_MAP_METALNESS ] = material->maps[ MATERIAL_MAP_METALNESS ]; model->materials[ modelMaterialId ].maps[ MATERIAL_MAP_NORMAL ] = material->maps[ MATERIAL_MAP_NORMAL ]; model->materials[ modelMaterialId ].maps[ MATERIAL_MAP_ROUGHNESS ] = material->maps[ MATERIAL_MAP_ROUGHNESS ]; model->materials[ modelMaterialId ].maps[ MATERIAL_MAP_OCCLUSION ] = material->maps[ MATERIAL_MAP_OCCLUSION ]; model->materials[ modelMaterialId ].maps[ MATERIAL_MAP_EMISSION ] = material->maps[ MATERIAL_MAP_EMISSION ]; model->materials[ modelMaterialId ].maps[ MATERIAL_MAP_HEIGHT ] = material->maps[ MATERIAL_MAP_HEIGHT ]; model->materials[ modelMaterialId ].maps[ MATERIAL_MAP_CUBEMAP ] = material->maps[ MATERIAL_MAP_CUBEMAP ]; model->materials[ modelMaterialId ].maps[ MATERIAL_MAP_IRRADIANCE ] = material->maps[ MATERIAL_MAP_IRRADIANCE ]; model->materials[ modelMaterialId ].maps[ MATERIAL_MAP_PREFILTER ] = material->maps[ MATERIAL_MAP_PREFILTER ]; model->materials[ modelMaterialId ].maps[ MATERIAL_MAP_BRDF ] = material->maps[ MATERIAL_MAP_BRDF ]; for ( int i = 0; i < 4; i++ ) { model->materials[ modelMaterialId ].params[i] = material->params[i]; } return 0; } /* > RL.SetModelMeshMaterial( Model model, int meshId, int materialId ) Set material for a mesh (Mesh and material on this model) */ int lmodelsSetModelMeshMaterial( lua_State *L ) { Model *model = luaL_checkudata( L, 1, "Model" ); int meshId = luaL_checkinteger( L, 2 ); int materialId = luaL_checkinteger( L, 3 ); SetModelMeshMaterial( model, meshId, materialId ); return 0; } /* > RL.DrawBillboard( Camera3D camera, Texture texture, Vector3 position, float size, Color tint ) Draw a billboard texture */ int lmodelsDrawBillboard( lua_State *L ) { Camera3D *camera = luaL_checkudata( L, 1, "Camera3D" ); Texture *texture = luaL_checkudata( L, 2, "Texture" ); Vector3 position = uluaGetVector3Index( L, 3 ); float size = luaL_checknumber( L, 4 ); Color tint = uluaGetColorIndex( L, 5 ); DrawBillboard( *camera, *texture, position, size, tint ); return 0; } /* > RL.DrawBillboardRec( Camera3D camera, Texture texture, Rectangle source, Vector3 position, Vector2 size, Color tint ) Draw a billboard texture defined by source */ int lmodelsDrawBillboardRec( lua_State *L ) { Camera3D *camera = luaL_checkudata( L, 1, "Camera3D" ); Texture *texture = luaL_checkudata( L, 2, "Texture" ); Rectangle source = uluaGetRectangleIndex( L, 3 ); Vector3 position = uluaGetVector3Index( L, 4 ); Vector2 size = uluaGetVector2Index( L, 5 ); Color tint = uluaGetColorIndex( L, 6 ); DrawBillboardRecNoRatio( *camera, *texture, source, position, size, tint ); return 0; } /* > RL.DrawBillboardPro( Camera3D camera, Texture texture, Rectangle source, Vector3 position, Vector3 up, Vector2 size, Vector2 origin, float rotation, Color tint ) Draw a billboard texture defined by source and rotation */ int lmodelsDrawBillboardPro( lua_State *L ) { Camera3D *camera = luaL_checkudata( L, 1, "Camera3D" ); Texture *texture = luaL_checkudata( L, 2, "Texture" ); Rectangle source = uluaGetRectangleIndex( L, 3 ); Vector3 position = uluaGetVector3Index( L, 4 ); Vector3 up = uluaGetVector3Index( L, 5 ); Vector2 size = uluaGetVector2Index( L, 6 ); Vector2 origin = uluaGetVector2Index( L, 7 ); float rotation = luaL_checknumber( L, 8 ); Color tint = uluaGetColorIndex( L, 9 ); DrawBillboardProNoRatio( *camera, *texture, source, position, up, size, origin, rotation, tint ); return 0; } /* > RL.SetModelTransform( Model model, Matrix transform ) Set model transform matrix */ int lmodelsSetModelTransform( lua_State *L ) { Model *model = luaL_checkudata( L, 1, "Model" ); Matrix transform = uluaGetMatrixIndex( L, 2 ); model->transform = transform; return 0; } /* > transform = RL.GetModelTransform( Model model ) Get model transform matrix - Success return Matrix */ int lmodelsGetModelTransform( lua_State *L ) { Model *model = luaL_checkudata( L, 1, "Model" ); uluaPushMatrix( L, model->transform ); return 1; } /* ## Model - Animations */ /* > animations = RL.LoadModelAnimations( string fileName ) Load model animations from file - Failure return nil - Success return ModelAnimations{} */ int lmodelsLoadModelAnimations( lua_State *L ) { if ( FileExists( luaL_checkstring( L, 1 ) ) ) { int animationCount = 0; ModelAnimation *anims = LoadModelAnimations( lua_tostring( L, 1 ), &animationCount ); lua_createtable( L, animationCount, 0 ); for ( int i = 0; i < animationCount; i++ ) { uluaPushModelAnimation( L, anims[i] ); lua_rawseti( L, -2, i+1 ); } return 1; } TraceLog( state->logLevelInvalid, "Invalid file '%s'", lua_tostring( L, 1 ) ); lua_pushnil( L ); return 1; } /* > RL.UpdateModelAnimation( Model model, ModelAnimation animation, int frame ) Update model animation pose */ int lmodelsUpdateModelAnimation( lua_State *L ) { Model *model = luaL_checkudata( L, 1, "Model" ); ModelAnimation *modelAnimation = luaL_checkudata( L, 2, "ModelAnimation" ); int frame = luaL_checkinteger( L, 3 ); UpdateModelAnimation( *model, *modelAnimation, frame ); return 0; } /* > valid = RL.IsModelAnimationValid( Model model, ModelAnimation animation ) Check model animation skeleton match - Success return bool */ int lmodelsIsModelAnimationValid( lua_State *L ) { Model *model = luaL_checkudata( L, 1, "Model" ); ModelAnimation *modelAnimation = luaL_checkudata( L, 2, "ModelAnimation" ); lua_pushboolean( L, IsModelAnimationValid( *model, *modelAnimation ) ); return 1; } /* > boneCount = RL.GetModelAnimationBoneCount( ModelAnimation animation ) Return modelAnimation bone count - Success return int */ int lmodelsGetModelAnimationBoneCount( lua_State *L ) { ModelAnimation *modelAnimation = luaL_checkudata( L, 1, "ModelAnimation" ); lua_pushinteger( L, modelAnimation->boneCount ); return 1; } /* > frameCount = RL.GetModelAnimationFrameCount( ModelAnimation animation ) Return modelAnimation frame count - Success return int */ int lmodelsGetModelAnimationFrameCount( lua_State *L ) { ModelAnimation *modelAnimation = luaL_checkudata( L, 1, "ModelAnimation" ); lua_pushinteger( L, modelAnimation->frameCount ); return 1; } /* ## Model - Collision */ /* > collision = RL.CheckCollisionSpheres( Vector3 center1, float radius1, Vector3 center2, float radius2 ) Check collision between two spheres - Success return bool */ int lmodelsCheckCollisionSpheres( lua_State *L ) { Vector3 center1 = uluaGetVector3Index( L, 1 ); float radius1 = luaL_checknumber( L, 2 ); Vector3 center2 = uluaGetVector3Index( L, 3 ); float radius2 = luaL_checknumber( L, 4 ); lua_pushboolean( L, CheckCollisionSpheres( center1, radius1, center2, radius2 ) ); return 1; } /* > collision = RL.CheckCollisionBoxes( BoundingBox box1, BoundingBox box2 ) Check collision between two bounding boxes - Success return bool */ int lmodelsCheckCollisionBoxes( lua_State *L ) { BoundingBox box1 = uluaGetBoundingBoxIndex( L, 1 ); BoundingBox box2 = uluaGetBoundingBoxIndex( L, 2 ); lua_pushboolean( L, CheckCollisionBoxes( box1, box2 ) ); return 1; } /* > collision = RL.CheckCollisionBoxSphere( BoundingBox box, Vector3 center, float radius ) Check collision between box and sphere - Success return bool */ int lmodelsCheckCollisionBoxSphere( lua_State *L ) { BoundingBox box = uluaGetBoundingBoxIndex( L, 1 ); Vector3 center = uluaGetVector3Index( L, 2 ); float radius = luaL_checknumber( L, 3 ); lua_pushboolean( L, CheckCollisionBoxSphere( box, center, radius ) ); return 1; } /* > rayCollision = RL.GetRayCollisionSphere( Ray ray, Vector3 center, float radius ) Get collision info between ray and sphere. ( RayCollision is Lua table of { hit, distance, point, normal } ) - Success return RayCollision */ int lmodelsGetRayCollisionSphere( lua_State *L ) { Ray ray = uluaGetRayIndex( L, 1 ); Vector3 center = uluaGetVector3Index( L, 2 ); float radius = luaL_checknumber( L, 3 ); uluaPushRayCollision( L, GetRayCollisionSphere( ray, center, radius ) ); return 1; } /* > rayCollision = RL.GetRayCollisionBox( Ray ray, BoundingBox box ) Get collision info between ray and box - Success return RayCollision */ int lmodelsGetRayCollisionBox( lua_State *L ) { Ray ray = uluaGetRayIndex( L, 1 ); BoundingBox box = uluaGetBoundingBoxIndex( L, 2 ); uluaPushRayCollision( L, GetRayCollisionBox( ray, box ) ); return 1; } /* > rayCollision = RL.GetRayCollisionMesh( Ray ray, Mesh mesh, Matrix transform ) Get collision info between ray and mesh - Success return RayCollision */ int lmodelsGetRayCollisionMesh( lua_State *L ) { Ray ray = uluaGetRayIndex( L, 1 ); Mesh *mesh = luaL_checkudata( L, 2, "Mesh" ); Matrix transform = uluaGetMatrixIndex( L, 3 ); uluaPushRayCollision( L, GetRayCollisionMesh( ray, *mesh, transform ) ); return 1; } /* > rayCollision = RL.GetRayCollisionTriangle( Ray ray, Vector3 p1, Vector3 p2, Vector3 p3 ) Get collision info between ray and triangle - Success return RayCollision */ int lmodelsGetRayCollisionTriangle( lua_State *L ) { Ray ray = uluaGetRayIndex( L, 1 ); Vector3 p1 = uluaGetVector3Index( L, 2 ); Vector3 p2 = uluaGetVector3Index( L, 3 ); Vector3 p3 = uluaGetVector3Index( L, 4 ); uluaPushRayCollision( L, GetRayCollisionTriangle( ray, p1, p2, p3 ) ); return 1; } /* > rayCollision = RL.GetRayCollisionQuad( Ray ray, Vector3 p1, Vector3 p2, Vector3 p3, Vector3 p4 ) Get collision info between ray and quad - Success return RayCollision */ int lmodelsGetRayCollisionQuad( lua_State *L ) { Ray ray = uluaGetRayIndex( L, 1 ); Vector3 p1 = uluaGetVector3Index( L, 2 ); Vector3 p2 = uluaGetVector3Index( L, 3 ); Vector3 p3 = uluaGetVector3Index( L, 4 ); Vector3 p4 = uluaGetVector3Index( L, 5 ); uluaPushRayCollision( L, GetRayCollisionQuad( ray, p1, p2, p3, p4 ) ); return 1; }