#include "main.h" #include "state.h" #include "rmath.h" #include "lua_core.h" inline int imin( int a, int b ) { return a < b ? a : b; } inline int imax( int a, int b ) { return a > b ? a : b; } /* ## Math - Vector2 */ /* > result = RL_Vector2Add( Vector2 v1, Vector2 v2 ) Add two vectors (v1 + v2) - Failure return false - Success return Vector2 */ int lmathVector2Add( lua_State *L ) { if ( !lua_istable( L, -2 ) || !lua_istable( L, -1 ) ) { TraceLog( LOG_WARNING, "%s", "Bad call of function. RL_Vector2Add( Vector2 v1, Vector2 v2 )" ); lua_pushboolean( L, false ); return 1; } Vector2 v2 = uluaGetVector2( L ); lua_pop( L, 1 ); Vector2 v1 = uluaGetVector2( L ); uluaPushVector2( L, Vector2Add( v1, v2 ) ); return 1; } /* > result = RL_Vector2Subtract( Vector2 v1, Vector2 v2 ) Subtract two vectors (v1 - v2) - Failure return false - Success return Vector2 */ int lmathVector2Subtract( lua_State *L ) { if ( !lua_istable( L, -2 ) || !lua_istable( L, -1 ) ) { TraceLog( LOG_WARNING, "%s", "Bad call of function. RL_Vector2Subtract( Vector2 v1, Vector2 v2 )" ); lua_pushboolean( L, false ); return 1; } Vector2 v2 = uluaGetVector2( L ); lua_pop( L, 1 ); Vector2 v1 = uluaGetVector2( L ); uluaPushVector2( L, Vector2Subtract( v1, v2 ) ); return 1; } /* > result = RL_Vector2Multiply( Vector2 v1, Vector2 v2 ) Multiply vector by vector - Failure return false - Success return Vector2 */ int lmathVector2Multiply( lua_State *L ) { if ( !lua_istable( L, -2 ) || !lua_istable( L, -1 ) ) { TraceLog( LOG_WARNING, "%s", "Bad call of function. RL_Vector2Multiply( Vector2 v1, Vector2 v2 )" ); lua_pushboolean( L, false ); return 1; } Vector2 v2 = uluaGetVector2( L ); lua_pop( L, 1 ); Vector2 v1 = uluaGetVector2( L ); uluaPushVector2( L, Vector2Multiply( v1, v2 ) ); return 1; } /* > result = RL_Vector2Length( vector2 vector ) Calculate vector length - Failure return false - Success return float */ int lmathVector2Length( lua_State *L ) { if ( !lua_istable( L, -1 ) ) { TraceLog( LOG_WARNING, "%s", "Bad call of function. RL_Vector2Length( vector2 v )" ); lua_pushboolean( L, false ); return 1; } Vector2 v = uluaGetVector2( L ); lua_pushnumber( L, Vector2Length( v ) ); return 1; } /* > result = RL_Vector2DotProduct( Vector2 v1, Vector2 v2 ) Calculate two vectors dot product - Failure return false - Success return float */ int lmathVector2DotProduct( lua_State *L ) { if ( !lua_istable( L, -2 ) || !lua_istable( L, -1 ) ) { TraceLog( LOG_WARNING, "%s", "Bad call of function. RL_Vector2DotProduct( Vector2 v1, Vector2 v2 )" ); lua_pushboolean( L, false ); return 1; } Vector2 v2 = uluaGetVector2( L ); lua_pop( L, 1 ); Vector2 v1 = uluaGetVector2( L ); lua_pushnumber( L, Vector2DotProduct( v1, v2 ) ); return 1; } /* > result = RL_Vector2Distance( Vector2 v1, Vector2 v2 ) Calculate distance between two vectors - Failure return false - Success return float */ int lmathVector2Distance( lua_State *L ) { if ( !lua_istable( L, -2 ) || !lua_istable( L, -1 ) ) { TraceLog( LOG_WARNING, "%s", "Bad call of function. RL_Vector2Distance( Vector2 v1, Vector2 v2 )" ); lua_pushboolean( L, false ); return 1; } Vector2 v2 = uluaGetVector2( L ); lua_pop( L, 1 ); Vector2 v1 = uluaGetVector2( L ); lua_pushnumber( L, Vector2Distance( v1, v2 ) ); return 1; } /* > result = RL_Vector2Angle( Vector2 v1, Vector2 v2 ) Calculate angle from two vectors - Failure return false - Success return float */ int lmathVector2Angle( lua_State *L ) { if ( !lua_istable( L, -2 ) || !lua_istable( L, -1 ) ) { TraceLog( LOG_WARNING, "%s", "Bad call of function. RL_Vector2Angle( Vector2 v1, Vector2 v2 )" ); lua_pushboolean( L, false ); return 1; } Vector2 v2 = uluaGetVector2( L ); lua_pop( L, 1 ); Vector2 v1 = uluaGetVector2( L ); lua_pushnumber( L, Vector2Angle( v1, v2 ) ); return 1; } /* > result = RL_Vector2Normalize( Vector2 v ) Normalize provided vector - Failure return false - Success return Vector2 */ int lmathVector2Normalize( lua_State *L ) { if ( !lua_istable( L, -1 ) ) { TraceLog( LOG_WARNING, "%s", "Bad call of function. RL_Vector2Normalize( Vector2 v )" ); lua_pushboolean( L, false ); return 1; } Vector2 v = Vector2Normalize( uluaGetVector2( L ) ); uluaPushVector2( L, v ); return 1; } /* > result = RL_Vector2Lerp( Vector2 v1, Vector2 v2, float amount ) Calculate linear interpolation between two vectors - Failure return false - Success return Vector2 */ int lmathVector2Lerp( lua_State *L ) { if ( !lua_istable( L, -3 ) || !lua_istable( L, -2 ) || !lua_isnumber( L, -1 ) ) { TraceLog( LOG_WARNING, "%s", "Bad call of function. RL_Vector2Lerp( Vector2 v1, Vector2 v2, float amount )" ); lua_pushboolean( L, false ); return 1; } float amount = lua_tonumber( L, -1 ); lua_pop( L, 1 ); Vector2 v2 = uluaGetVector2( L ); lua_pop( L, 1 ); Vector2 v1 = uluaGetVector2( L ); uluaPushVector2( L, Vector2Lerp( v1, v2, amount ) ); return 1; } /* > result = RL_Vector2Reflect( Vector2 v, Vector2 normal ) Calculate reflected vector to normal - Failure return false - Success return Vector2 */ int lmathVector2Reflect( lua_State *L ) { if ( !lua_istable( L, -2 ) || !lua_istable( L, -1 ) ) { TraceLog( LOG_WARNING, "%s", "Bad call of function. RL_Vector2Reflect( Vector2 v, Vector2 normal )" ); lua_pushboolean( L, false ); return 1; } Vector2 v2 = uluaGetVector2( L ); lua_pop( L, 1 ); Vector2 v1 = uluaGetVector2( L ); uluaPushVector2( L, Vector2Reflect( v1, v2 ) ); return 1; } /* > result = RL_Vector2Rotate( Vector2 v, float angle ) Rotate vector by angle - Failure return false - Success return Vector2 */ int lmathVector2Rotate( lua_State *L ) { if ( !lua_istable( L, -2 ) || !lua_isnumber( L, -1 ) ) { TraceLog( LOG_WARNING, "%s", "Bad call of function. RL_Vector2Rotate( Vector2 v, float angle )" ); lua_pushboolean( L, false ); return 1; } float degs = lua_tonumber( L, -1 ); lua_pop( L, 1 ); Vector2 v = uluaGetVector2( L ); uluaPushVector2( L, Vector2Rotate( v, degs ) ); return 1; } /* > result = RL_Vector2MoveTowards( Vector2 v, Vector2 target, float maxDistance ) Move Vector towards target - Failure return false - Success return Vector2 */ int lmathVector2MoveTowards( lua_State *L ) { if ( !lua_istable( L, -3 ) || !lua_istable( L, -2 ) || !lua_isnumber( L, -1 ) ) { TraceLog( LOG_WARNING, "%s", "Bad call of function. RL_Vector2MoveTowards( Vector2 v, Vector2 target, float maxDistance )" ); lua_pushboolean( L, false ); return 1; } float maxDistance = lua_tonumber( L, -1 ); lua_pop( L, 1 ); Vector2 v2 = uluaGetVector2( L ); lua_pop( L, 1 ); Vector2 v1 = uluaGetVector2( L ); uluaPushVector2( L, Vector2MoveTowards( v1, v2, maxDistance ) ); return 1; } /* ## Math - Vector 3 */ /* > result = RL_Vector3CrossProduct( Vector3 v1, Vector3 v2 ) Add two vectors - Failure return false - Success return Vector3 */ int lmathVector3Add( lua_State *L ) { if ( !lua_istable( L, -2 ) || !lua_istable( L, -1 ) ) { TraceLog( LOG_WARNING, "%s", "Bad call of function. RL_Vector3Add( Vector3 v1, Vector3 v2 )" ); lua_pushboolean( L, false ); return 1; } Vector3 v2 = uluaGetVector3( L ); lua_pop( L, 1 ); Vector3 v1 = uluaGetVector3( L ); uluaPushVector3( L, Vector3Add( v1, v2 ) ); return 1; } /* > result = RL_Vector3Subtract( Vector3 v1, Vector3 v2 ) Subtract two vectors - Failure return false - Success return Vector3 */ int lmathVector3Subtract( lua_State *L ) { if ( !lua_istable( L, -2 ) || !lua_istable( L, -1 ) ) { TraceLog( LOG_WARNING, "%s", "Bad call of function. RL_Vector3Subtract( Vector3 v1, Vector3 v2 )" ); lua_pushboolean( L, false ); return 1; } Vector3 v2 = uluaGetVector3( L ); lua_pop( L, 1 ); Vector3 v1 = uluaGetVector3( L ); uluaPushVector3( L, Vector3Subtract( v1, v2 ) ); return 1; } /* > result = RL_Vector3Subtract( Vector3 v1, Vector3 v2 ) Multiply vector by vector - Failure return false - Success return Vector3 */ int lmathVector3Multiply( lua_State *L ) { if ( !lua_istable( L, -2 ) || !lua_istable( L, -1 ) ) { TraceLog( LOG_WARNING, "%s", "Bad call of function. RL_Vector3Multiply( Vector3 v1, Vector3 v2 )" ); lua_pushboolean( L, false ); return 1; } Vector3 v2 = uluaGetVector3( L ); lua_pop( L, 1 ); Vector3 v1 = uluaGetVector3( L ); uluaPushVector3( L, Vector3Multiply( v1, v2 ) ); return 1; } /* > result = RL_Vector3CrossProduct( Vector3 v1, Vector3 v2 ) Calculate two vectors cross product - Failure return false - Success return Vector3 */ int lmathVector3CrossProduct( lua_State *L ) { if ( !lua_istable( L, -2 ) || !lua_istable( L, -1 ) ) { TraceLog( LOG_WARNING, "%s", "Bad call of function. RL_Vector3CrossProduct( Vector3 v1, Vector3 v2 )" ); lua_pushboolean( L, false ); return 1; } Vector3 v2 = uluaGetVector3( L ); lua_pop( L, 1 ); Vector3 v1 = uluaGetVector3( L ); uluaPushVector3( L, Vector3CrossProduct( v1, v2 ) ); return 1; } /* > result = RL_Vector3Perpendicular( Vector3 v ) Calculate one vector perpendicular vector - Failure return false - Success return Vector3 */ int lmathVector3Perpendicular( lua_State *L ) { if ( !lua_istable( L, -1 ) ) { TraceLog( LOG_WARNING, "%s", "Bad call of function. RL_Vector3Perpendicular( Vector3 v )" ); lua_pushboolean( L, false ); return 1; } Vector3 v = uluaGetVector3( L ); uluaPushVector3( L, Vector3Perpendicular( v ) ); return 1; } /* > result = RL_Vector3Length( Vector3 v ) Calculate one vector perpendicular vector - Failure return false - Success return float */ int lmathVector3Length( lua_State *L ) { if ( !lua_istable( L, -1 ) ) { TraceLog( LOG_WARNING, "%s", "Bad call of function. RL_Vector3Length( Vector3 v )" ); lua_pushboolean( L, false ); return 1; } Vector3 v = uluaGetVector3( L ); lua_pushnumber( L, Vector3Length( v ) ); return 1; } /* > result = RL_Vector3LengthSqr( Vector3 v ) Calculate vector square length - Failure return false - Success return float */ int lmathVector3LengthSqr( lua_State *L ) { if ( !lua_istable( L, -1 ) ) { TraceLog( LOG_WARNING, "%s", "Bad call of function. RL_Vector3LengthSqr( Vector3 v )" ); lua_pushboolean( L, false ); return 1; } Vector3 v = uluaGetVector3( L ); lua_pushnumber( L, Vector3LengthSqr( v ) ); return 1; } /* > result = RL_Vector3DotProduct( Vector3 v1, Vector3 v2 ) Calculate two vectors dot product - Failure return false - Success return float */ int lmathVector3DotProduct( lua_State *L ) { if ( !lua_istable( L, -2 ) || !lua_istable( L, -1 ) ) { TraceLog( LOG_WARNING, "%s", "Bad call of function. RL_Vector3DotProduct( Vector3 v1, Vector3 v2 )" ); lua_pushboolean( L, false ); return 1; } Vector3 v2 = uluaGetVector3( L ); lua_pop( L, 1 ); Vector3 v1 = uluaGetVector3( L ); lua_pushnumber( L, Vector3DotProduct( v1, v2 ) ); return 1; } /* > result = RL_Vector3Distance( Vector3 v1, Vector3 v2 ) Calculate distance between two vectors - Failure return false - Success return float */ int lmathVector3Distance( lua_State *L ) { if ( !lua_istable( L, -2 ) || !lua_istable( L, -1 ) ) { TraceLog( LOG_WARNING, "%s", "Bad call of function. RL_Vector3Distance( Vector3 v1, Vector3 v2 )" ); lua_pushboolean( L, false ); return 1; } Vector3 v2 = uluaGetVector3( L ); lua_pop( L, 1 ); Vector3 v1 = uluaGetVector3( L ); lua_pushnumber( L, Vector3Distance( v1, v2 ) ); return 1; } /* > result = RL_Vector3Normalize( Vector3 v ) Normalize provided vector - Failure return false - Success return Vector3 */ int lmathVector3Normalize( lua_State *L ) { /* Vector. */ if ( !lua_istable( L, -1 ) ) { TraceLog( LOG_WARNING, "%s", "Bad call of function. RL_Vector3Normalize( Vector3 v )" ); lua_pushboolean( L, false ); return 1; } Vector3 v = uluaGetVector3( L ); uluaPushVector3( L, Vector3Normalize( v ) ); return 1; } /* > v1, v2 = RL_Vector3OrthoNormalize( Vector3 v1, Vector3 v2 ) Orthonormalize provided vectors. Makes vectors normalized and orthogonal to each other. Gram-Schmidt function implementation - Failure return false - Success return Vector3, Vector3 */ int lmathVector3OrthoNormalize( lua_State *L ) { if ( !lua_istable( L, -2 ) || !lua_istable( L, -1 ) ) { TraceLog( LOG_WARNING, "%s", "Bad call of function. RL_Vector3OrthoNormalize( Vector3 v1, Vector3 v2 )" ); lua_pushboolean( L, false ); return 1; } Vector3 v2 = uluaGetVector3( L ); lua_pop( L, 1 ); Vector3 v1 = uluaGetVector3( L ); Vector3OrthoNormalize( &v1, &v2 ); uluaPushVector3( L, v1 ); uluaPushVector3( L, v2 ); return 2; } /* > result = RL_Vector3Transform( Vector3 v, Matrix mat ) Transforms a Vector3 by a given Matrix - Failure return false - Success return Vector3 */ int lmathVector3Transform( lua_State *L ) { if ( !lua_istable( L, -2 ) || !lua_istable( L, -1 ) ) { TraceLog( LOG_WARNING, "%s", "Bad call of function. RL_Vector3Transform( Vector3 v, Matrix mat )" ); lua_pushboolean( L, false ); return 1; } Vector3 v1 = uluaGetVector3( L ); lua_pop( L, 1 ); Matrix mat = uluaGetMatrix( L ); uluaPushVector3( L, Vector3Transform( v1, mat ) ); return 1; } /* > result = RL_Vector3RotateByQuaternion( Vector3 v, Quaternion q ) Transform a vector by quaternion rotation - Failure return false - Success return Vector3 */ int lmathVector3RotateByQuaternion( lua_State *L ) { if ( !lua_istable( L, -2 ) || !lua_istable( L, -1 ) ) { TraceLog( LOG_WARNING, "%s", "Bad call of function. RL_Vector3RotateByQuaternion( Vector3 v, Quaternion q )" ); lua_pushboolean( L, false ); return 1; } Vector3 v1 = uluaGetVector3( L ); lua_pop( L, 1 ); Quaternion q = uluaGetQuaternion( L ); uluaPushVector3( L, Vector3RotateByQuaternion( v1, q ) ); return 1; } /* > result = RL_Vector3Lerp( Vector3 v1, Vector3 v2, float amount ) Calculate linear interpolation between two vectors - Failure return false - Success return Vector3 */ int lmathVector3Lerp( lua_State *L ) { if ( !lua_istable( L, -3 ) || !lua_istable( L, -2 ) || !lua_isnumber( L, -1 ) ) { TraceLog( LOG_WARNING, "%s", "Bad call of function. RL_Vector3Lerp( Vector3 v1, Vector3 v2, float amount )" ); lua_pushboolean( L, false ); return 1; } float amount = lua_tonumber( L, -1 ); lua_pop( L, 1 ); Vector3 v2 = uluaGetVector3( L ); lua_pop( L, 1 ); Vector3 v1 = uluaGetVector3( L ); uluaPushVector3( L, Vector3Lerp( v1, v2, amount ) ); return 1; } /* > result = RL_Vector3Reflect( Vector3 v, Vector3 normal ) Calculate reflected vector to normal - Failure return false - Success return Vector3 */ int lmathVector3Reflect( lua_State *L ) { if ( !lua_istable( L, -2 ) || !lua_istable( L, -1 ) ) { TraceLog( LOG_WARNING, "%s", "Bad call of function. RL_Vector3Reflect( Vector3 v, Vector3 normal )" ); lua_pushboolean( L, false ); return 1; } Vector3 normal = uluaGetVector3( L ); lua_pop( L, 1 ); Vector3 v1 = uluaGetVector3( L ); uluaPushVector3( L, Vector3Reflect( v1, normal ) ); return 1; } /* ## Math - Matrix */ /* > result = RL_MatrixDeterminant( Matrix mat ) Compute matrix determinant - Failure return false - Success return float */ int lmathMatrixDeterminant( lua_State *L ) { if ( !lua_istable( L, -1 ) ) { TraceLog( LOG_WARNING, "%s", "Bad call of function. RL_MatrixDeterminant( Matrix mat )" ); lua_pushboolean( L, false ); return 1; } Matrix mat = uluaGetMatrix( L ); lua_pushnumber( L, MatrixDeterminant( mat ) ); return 1; } /* > result = RL_MatrixTranspose( Matrix mat ) Transposes provided matrix - Failure return false - Success return Matrix */ int lmathMatrixTranspose( lua_State *L ) { if ( !lua_istable( L, -1 ) ) { TraceLog( LOG_WARNING, "%s", "Bad call of function. RL_MatrixTranspose( Matrix mat )" ); lua_pushboolean( L, false ); return 1; } Matrix mat = uluaGetMatrix( L ); uluaPushMatrix( L, MatrixTranspose( mat ) ); return 1; } /* > result = RL_MatrixInvert( Matrix mat ) Invert provided matrix - Failure return false - Success return Matrix */ int lmathMatrixInvert( lua_State *L ) { if ( !lua_istable( L, -1 ) ) { TraceLog( LOG_WARNING, "%s", "Bad call of function. RL_MatrixInvert( Matrix mat )" ); lua_pushboolean( L, false ); return 1; } Matrix mat = uluaGetMatrix( L ); uluaPushMatrix( L, MatrixInvert( mat ) ); return 1; } /* > result = RL_MatrixNormalize( Matrix mat ) Normalize provided matrix - Failure return false - Success return Matrix */ int lmathMatrixNormalize( lua_State *L ) { if ( !lua_istable( L, -1 ) ) { TraceLog( LOG_WARNING, "%s", "Bad call of function. RL_MatrixNormalize( Matrix mat )" ); lua_pushboolean( L, false ); return 1; } Matrix mat = uluaGetMatrix( L ); uluaPushMatrix( L, MatrixNormalize( mat ) ); return 1; } /* > result = MatrixIdentity() Get identity matrix - Success return Matrix */ int lmathMatrixIdentity( lua_State *L ) { uluaPushMatrix( L, MatrixIdentity() ); return 1; } /* > result = RL_MatrixAdd( Matrix left, Matrix right ) Add two matrices - Failure return false - Success return Matrix */ int lmathMatrixAdd( lua_State *L ) { if ( !lua_istable( L, -2 ) || !lua_istable( L, -1 ) ) { TraceLog( LOG_WARNING, "%s", "Bad call of function. RL_MatrixAdd( Matrix left, Matrix right )" ); lua_pushboolean( L, false ); return 1; } Matrix mat2 = uluaGetMatrix( L ); lua_pop( L, 1 ); Matrix mat1 = uluaGetMatrix( L ); uluaPushMatrix( L, MatrixAdd( mat1, mat2 ) ); return 1; } /* > result = RL_MatrixAdd( Matrix left, Matrix right ) Subtract two matrices (left - right) - Failure return false - Success return Matrix */ int lmathMatrixSubtract( lua_State *L ) { if ( !lua_istable( L, -2 ) || !lua_istable( L, -1 ) ) { TraceLog( LOG_WARNING, "%s", "Bad call of function. RL_MatrixSubtract( Matrix left, Matrix right )" ); lua_pushboolean( L, false ); return 1; } Matrix mat2 = uluaGetMatrix( L ); lua_pop( L, 1 ); Matrix mat1 = uluaGetMatrix( L ); uluaPushMatrix( L, MatrixSubtract( mat1, mat2 ) ); return 1; } /* > result = RL_MatrixMultiply( Matrix left, Matrix right ) Get two matrix multiplication - Failure return false - Success return Matrix */ int lmathMatrixMultiply( lua_State *L ) { if ( !lua_istable( L, -2 ) || !lua_istable( L, -1 ) ) { TraceLog( LOG_WARNING, "%s", "Bad call of function. RL_MatrixMultiply( Matrix left, Matrix right )" ); lua_pushboolean( L, false ); return 1; } Matrix mat2 = uluaGetMatrix( L ); lua_pop( L, 1 ); Matrix mat1 = uluaGetMatrix( L ); uluaPushMatrix( L, MatrixMultiply( mat1, mat2 ) ); return 1; } /* > result = RL_MatrixTranslate( Vector3 translate ) Get translation matrix - Failure return false - Success return Matrix */ int lmathMatrixTranslate( lua_State *L ) { if ( !lua_istable( L, -1 ) ) { TraceLog( LOG_WARNING, "%s", "Bad call of function. RL_MatrixTranslate( Vector3 translate )" ); lua_pushboolean( L, false ); return 1; } Vector3 v = uluaGetVector3( L ); uluaPushMatrix( L, MatrixTranslate( v.x, v.y, v.z ) ); return 1; } /* > result = RL_MatrixRotate( Vector3 axis, float angle ) Create rotation matrix from axis and angle. NOTE: Angle should be provided in radians - Failure return false - Success return Matrix */ int lmathMatrixRotate( lua_State *L ) { if ( !lua_istable( L, -2 ) || !lua_isnumber( L, -1 ) ) { TraceLog( LOG_WARNING, "%s", "Bad call of function. RL_MatrixRotate( Vector3 axis, float angle )" ); lua_pushboolean( L, false ); return 1; } float angle = lua_tonumber( L, -1 ); lua_pop( L, 1 ); Vector3 axis = uluaGetVector3( L ); uluaPushMatrix( L, MatrixRotate( axis, angle ) ); return 1; } /* > result = RL_MatrixScale( Vector3 scale ) Get scaling matrix - Failure return false - Success return Matrix */ int lmathMatrixScale( lua_State *L ) { if ( !lua_istable( L, -1 ) ) { TraceLog( LOG_WARNING, "%s", "Bad call of function. RL_MatrixScale( Vector3 scale )" ); lua_pushboolean( L, false ); return 1; } Vector3 v = uluaGetVector3( L ); uluaPushMatrix( L, MatrixScale( v.x, v.y, v.z ) ); return 1; } /* > result = RL_MatrixFrustum( double left, double right, double bottom, double top, double near, double far ) Get perspective projection matrix - Failure return false - Success return Matrix */ int lmathMatrixFrustum( lua_State *L ) { if ( !lua_isnumber( L, -6 ) || !lua_isnumber( L, -5 ) || !lua_isnumber( L, -4 ) || !lua_isnumber( L, -3 ) || !lua_isnumber( L, -2 ) || !lua_isnumber( L, -1 ) ) { TraceLog( LOG_WARNING, "%s", "Bad call of function. RL_MatrixFrustum( double left, double right, double bottom, double top, double near, double far )" ); lua_pushboolean( L, false ); return 1; } // float far = lua_tonumber( L, -1 ); // float near = lua_tonumber( L, -2 ); // float top = lua_tonumber( L, -3 ); // float bottom = lua_tonumber( L, -4 ); // float right = lua_tonumber( L, -5 ); // float left = lua_tonumber( L, -6 ); // uluaPushMatrix( L, MatrixFrustum( left, right, bottom, top, near, far ) ); uluaPushMatrix( L, MatrixFrustum( lua_tonumber( L, -6 ), lua_tonumber( L, -5 ), lua_tonumber( L, -4 ), lua_tonumber( L, -3 ), lua_tonumber( L, -2 ), lua_tonumber( L, -1 ) ) ); return 1; } /* > result = RL_MatrixPerspective( double fovy, double aspect, double near, double far ) Get perspective projection matrix - Failure return false - Success return Matrix */ int lmathMatrixPerspective( lua_State *L ) { if ( !lua_isnumber( L, -4 ) || !lua_isnumber( L, -3 ) || !lua_isnumber( L, -2 ) || !lua_isnumber( L, -1 ) ) { TraceLog( LOG_WARNING, "%s", "Bad call of function. RL_MatrixPerspective( double fovy, double aspect, double near, double far )" ); lua_pushboolean( L, false ); return 1; } // float far = lua_tonumber( L, -1 ); // float near = lua_tonumber( L, -2 ); // float aspect = lua_tonumber( L, -3 ); // float fovy = lua_tonumber( L, -4 ); // uluaPushMatrix( L, MatrixPerspective( fovy, aspect, near, far ) ); uluaPushMatrix( L, MatrixPerspective( lua_tonumber( L, -4 ), lua_tonumber( L, -3 ), lua_tonumber( L, -2 ), lua_tonumber( L, -1 ) ) ); return 1; } /* > result = RL_MatrixOrtho( double left, double right, double bottom, double top, double near, double far ) Get orthographic projection matrix - Failure return false - Success return Matrix */ int lmathMatrixOrtho( lua_State *L ) { if ( !lua_isnumber( L, -6 ) || !lua_isnumber( L, -5 ) || !lua_isnumber( L, -4 ) || !lua_isnumber( L, -3 ) || !lua_isnumber( L, -2 ) || !lua_isnumber( L, -1 ) ) { TraceLog( LOG_WARNING, "%s", "Bad call of function. RL_MatrixOrtho( double left, double right, double bottom, double top, double near, double far )" ); lua_pushboolean( L, false ); return 1; } // float far = lua_tonumber( L, -1 ); // float near = lua_tonumber( L, -2 ); // float top = lua_tonumber( L, -3 ); // float bottom = lua_tonumber( L, -4 ); // float right = lua_tonumber( L, -5 ); // float left = lua_tonumber( L, -6 ); // uluaPushMatrix( L, MatrixOrtho( left, right, bottom, top, near, far ) ); uluaPushMatrix( L, MatrixOrtho( lua_tonumber( L, -6 ), lua_tonumber( L, -5 ), lua_tonumber( L, -4 ), lua_tonumber( L, -3 ), lua_tonumber( L, -2 ), lua_tonumber( L, -1 ) ) ); return 1; } /* > result = RL_MatrixLookAt( Vector3 eye, Vector3 target, Vector3 up ) Get camera look-at matrix ( View matrix ) - Failure return false - Success return Matrix */ int lmathMatrixLookAt( lua_State *L ) { if ( !lua_istable( L, -3 ) || !lua_istable( L, -2 ) || !lua_istable( L, -1 ) ) { TraceLog( LOG_WARNING, "%s", "Bad call of function. RL_MatrixLookAt( Vector3 eye, Vector3 target, Vector3 up )" ); lua_pushboolean( L, false ); return 1; } Vector3 up = uluaGetVector3( L ); lua_pop( L, 1 ); Vector3 target = uluaGetVector3( L ); lua_pop( L, 1 ); Vector3 eye = uluaGetVector3( L ); uluaPushMatrix( L, MatrixLookAt( eye, target, up ) ); return 1; }