#include "main.h" #include "state.h" #include "shapes.h" #include "lua_core.h" #include "textures.h" /* ## Shapes - Basic shapes drawing functions */ /* > RL.SetShapesTexture( Texture texture, Rectangle source ) Set texture and rectangle to be used on shapes drawing NOTE: It can be useful when using basic shapes and one single font, defining a font char white rectangle would allow drawing everything in a single draw call */ int lshapesSetShapesTexture( lua_State* L ) { Texture* texture = uluaGetTexture( L, 1 ); Rectangle source = uluaGetRectangle( L, 2 ); state->shapesTexture = *texture; SetShapesTexture( *texture, source ); return 0; } /* > texture = RL.GetShapesTexture() Get texture that is used for shapes drawing. Return as lightuserdata - Success return Texture */ int lshapesGetShapesTexture( lua_State* L ) { lua_pushlightuserdata( L, &state->shapesTexture ); return 1; } /* > source = RL.GetShapesTextureRectangle() Get texture source rectangle that is used for shapes drawing - Success return Rectangle */ int lshapesGetShapesTextureRectangle( lua_State* L ) { uluaPushRectangle( L, GetShapesTextureRectangle() ); return 1; } /* > RL.DrawPixel( Vector2 pos, Color color ) Draw a pixel */ int lshapesDrawPixel( lua_State* L ) { Vector2 pos = uluaGetVector2( L, 1 ); Color color = uluaGetColor( L, 2 ); DrawPixelV( pos, color ); return 0; } /* > RL.DrawLine( Vector2 startPos, Vector2 endPos, float thickness, Color color ) Draw a line defining thickness */ int lshapesDrawLine( lua_State* L ) { Vector2 startPos = uluaGetVector2( L, 1 ); Vector2 endPos = uluaGetVector2( L, 2 ); float thickness = luaL_checknumber( L, 3 ); Color color = uluaGetColor( L, 4 ); DrawLineEx( startPos, endPos, thickness, color ); return 0; } /* > RL.DrawLineStrip( Vector2{} points, Color color ) Draw lines sequence */ int lshapesDrawLineStrip( lua_State* L ) { int pointsCount = uluaGetTableLen( L, 1 ); Color color = uluaGetColor( L, 2 ); Vector2 points[ pointsCount ]; /* t = points index. */ int t = 1, i = 0; lua_pushnil( L ); while ( lua_next( L, t ) != 0 ) { points[i] = uluaGetVector2( L, lua_gettop( L ) ); i++; lua_pop( L, 1 ); } DrawLineStrip( points, pointsCount, color ); return 0; } /* > RL.DrawLineBezier( Vector2 startPos, Vector2 endPos, float thickness, Color color ) Draw a line using cubic-bezier curves in-out */ int lshapesDrawLineBezier( lua_State* L ) { Vector2 startPos = uluaGetVector2( L, 1 ); Vector2 endPos = uluaGetVector2( L, 2 ); float thickness = luaL_checknumber( L, 3 ); Color color = uluaGetColor( L, 4 ); DrawLineBezier( startPos, endPos, thickness, color ); return 0; } /* > RL.DrawCircle( Vector2 center, float radius, Color color ) Draw a color-filled circle */ int lshapesDrawCircle( lua_State* L ) { Vector2 center = uluaGetVector2( L, 1 ); float radius = luaL_checknumber( L, 2 ); Color color = uluaGetColor( L, 3 ); DrawCircleV( center, radius, color ); return 0; } /* > RL.DrawCircleSector( Vector2 center, float radius, float startAngle, float endAngle, int segments, Color color ) Draw a piece of a circle */ int lshapesDrawCircleSector( lua_State* L ) { Vector2 center = uluaGetVector2( L, 1 ); float radius = luaL_checknumber( L, 2 ); float startAngle = luaL_checknumber( L, 3 ); float endAngle = luaL_checknumber( L, 4 ); int segments = luaL_checkinteger( L, 5 ); Color color = uluaGetColor( L, 6 ); DrawCircleSector( center, radius, startAngle, endAngle, segments, color ); return 0; } /* > RL.DrawCircleSectorLines( Vector2 center, float radius, float startAngle, float endAngle, int segments, Color color ) Draw circle sector outline */ int lshapesDrawCircleSectorLines( lua_State* L ) { Vector2 center = uluaGetVector2( L, 1 ); float radius = luaL_checknumber( L, 2 ); float startAngle = luaL_checknumber( L, 3 ); float endAngle = luaL_checknumber( L, 4 ); int segments = luaL_checkinteger( L, 5 ); Color color = uluaGetColor( L, 6 ); DrawCircleSectorLines( center, radius, startAngle, endAngle, segments, color ); return 0; } /* > RL.DrawCircleGradient( Vector2 center, float radius, Color color1, Color color2 ) Draw a gradient-filled circle */ int lshapesDrawCircleGradient( lua_State* L ) { Vector2 center = uluaGetVector2( L, 1 ); float radius = luaL_checknumber( L, 2 ); Color color1 = uluaGetColor( L, 3 ); Color color2 = uluaGetColor( L, 4 ); DrawCircleGradient( center.x, center.y, radius, color1, color2 ); return 0; } /* > RL.DrawCircleLines( Vector2 center, float radius, Color color ) Draw circle outline */ int lshapesDrawCircleLines( lua_State* L ) { Vector2 center = uluaGetVector2( L, 1 ); float radius = luaL_checknumber( L, 2 ); Color color = uluaGetColor( L, 3 ); DrawCircleLines( center.x, center.y, radius, color ); return 0; } /* > RL.DrawEllipse( Vector2 center, float radiusH, float radiusV, Color color ) Draw ellipse */ int lshapesDrawEllipse( lua_State* L ) { Vector2 center = uluaGetVector2( L, 1 ); float radiusH = luaL_checknumber( L, 2 ); float radiusV = luaL_checknumber( L, 3 ); Color color = uluaGetColor( L, 4 ); DrawEllipse( center.x, center.y, radiusH, radiusV, color ); return 0; } /* > RL.DrawEllipseLines( Vector2 center, float radiusH, float radiusV, Color color ) Draw ellipse outline */ int lshapesDrawEllipseLines( lua_State* L ) { Vector2 center = uluaGetVector2( L, 1 ); float radiusH = luaL_checknumber( L, 2 ); float radiusV = luaL_checknumber( L, 3 ); Color color = uluaGetColor( L, 4 ); DrawEllipseLines( center.x, center.y, radiusH, radiusV, color ); return 0; } /* > RL.DrawRing( Vector2 center, float innerRadius, float outerRadius, float startAngle, float endAngle, int segments, Color color ) Draw ring */ int lshapesDrawRing( lua_State* L ) { Vector2 center = uluaGetVector2( L, 1 ); float innerRadius = luaL_checknumber( L, 2 ); float outerRadius = luaL_checknumber( L, 3 ); float startAngle = luaL_checknumber( L, 4 ); float endAngle = luaL_checknumber( L, 5 ); int segments = luaL_checkinteger( L, 6 ); Color color = uluaGetColor( L, 7 ); DrawRing( center, innerRadius, outerRadius, startAngle, endAngle, segments, color ); return 0; } /* > RL.DrawRingLines( Vector2 center, float innerRadius, float outerRadius, float startAngle, float endAngle, int segments, Color color ) Draw ring outline */ int lshapesDrawRingLines( lua_State* L ) { Vector2 center = uluaGetVector2( L, 1 ); float innerRadius = luaL_checknumber( L, 2 ); float outerRadius = luaL_checknumber( L, 3 ); float startAngle = luaL_checknumber( L, 4 ); float endAngle = luaL_checknumber( L, 5 ); int segments = luaL_checkinteger( L, 6 ); Color color = uluaGetColor( L, 7 ); DrawRingLines( center, innerRadius, outerRadius, startAngle, endAngle, segments, color ); return 0; } /* > RL.DrawRectangle( Rectangle rec, Color color ) Draw a color-filled rectangle */ int lshapesDrawRectangle( lua_State* L ) { Rectangle rect = uluaGetRectangle( L, 1 ); Color color = uluaGetColor( L, 2 ); DrawRectangleRec( rect, color ); return 0; } /* > RL.DrawRectanglePro( Rectangle rec, Vector2 origin, float rotation, Color color ) Draw a color-filled rectangle with pro parameters */ int lshapesDrawRectanglePro( lua_State* L ) { Rectangle rec = uluaGetRectangle( L, 1 ); Vector2 origin = uluaGetVector2( L, 2 ); float rotation = luaL_checknumber( L, 3 ); Color color = uluaGetColor( L, 4 ); DrawRectanglePro( rec, origin, rotation, color ); return 0; } /* > RL.DrawRectangleGradientV( Rectangle rectangle, Color color1, Color color2 ) Draw a vertical-gradient-filled rectangle */ int lshapesDrawRectangleGradientV( lua_State* L ) { Rectangle rect = uluaGetRectangle( L, 1 ); Color color1 = uluaGetColor( L, 2 ); Color color2 = uluaGetColor( L, 3 ); DrawRectangleGradientV( rect.x, rect.y, rect.width, rect.height, color1, color2 ); return 0; } /* > RL.DrawRectangleGradientH( Rectangle rectangle, Color color1, Color color2 ) Draw a horizontal-gradient-filled rectangle */ int lshapesDrawRectangleGradientH( lua_State* L ) { Rectangle rect = uluaGetRectangle( L, 1 ); Color color1 = uluaGetColor( L, 2 ); Color color2 = uluaGetColor( L, 3 ); DrawRectangleGradientH( rect.x, rect.y, rect.width, rect.height, color1, color2 ); return 0; } /* > RL.DrawRectangleGradientEx( Rectangle rectangle, Color col1, Color col2, Color col3, Color col4 ) Draw a gradient-filled rectangle with custom vertex colors */ int lshapesDrawRectangleGradientEx( lua_State* L ) { Rectangle rect = uluaGetRectangle( L, 1 ); Color color1 = uluaGetColor( L, 2 ); Color color2 = uluaGetColor( L, 3 ); Color color3 = uluaGetColor( L, 4 ); Color color4 = uluaGetColor( L, 5 ); DrawRectangleGradientEx( rect, color1, color2, color3, color4 ); return 0; } /* > RL.DrawRectangleLines( Rectangle rec, Color color ) Draw rectangle outline */ int lshapesDrawRectangleLines( lua_State* L ) { Rectangle rect = uluaGetRectangle( L, 1 ); Color color = uluaGetColor( L, 2 ); DrawRectangleLines( rect.x, rect.y, rect.width, rect.height, color ); return 0; } /* > RL.DrawRectangleLinesEx( Rectangle rec, int lineThick, Color color ) Draw rectangle outline with extended parameters */ int lshapesDrawRectangleLinesEx( lua_State* L ) { Rectangle rect = uluaGetRectangle( L, 1 ); int lineThick = luaL_checkinteger( L, 2 ); Color color = uluaGetColor( L, 3 ); DrawRectangleLinesEx( rect, lineThick, color ); return 0; } /* > RL.DrawRectangleRounded( Rectangle rec, float roundness, int segments, Color color ) Draw rectangle with rounded edges */ int lshapesDrawRectangleRounded( lua_State* L ) { Rectangle rect = uluaGetRectangle( L, 1 ); float roundness = luaL_checknumber( L, 2 ); int segments = luaL_checkinteger( L, 3 ); Color color = uluaGetColor( L, 4 ); DrawRectangleRounded( rect, roundness, segments, color ); return 0; } /* > RL.DrawRectangleRoundedLines( Rectangle rec, float roundness, int segments, Color color ) Draw rectangle lines with rounded edges */ int lshapesDrawRectangleRoundedLines( lua_State* L ) { Rectangle rect = uluaGetRectangle( L, 1 ); float roundness = luaL_checknumber( L, 2 ); int segments = luaL_checkinteger( L, 3 ); Color color = uluaGetColor( L, 4 ); DrawRectangleRoundedLines( rect, roundness, segments, color ); return 0; } /* > RL.DrawRectangleRoundedLinesEx( Rectangle rec, float roundness, int segments, float lineThick, Color color ) Draw rectangle with rounded edges outline */ int lshapesDrawRectangleRoundedLinesEx( lua_State* L ) { Rectangle rect = uluaGetRectangle( L, 1 ); float roundness = luaL_checknumber( L, 2 ); int segments = luaL_checkinteger( L, 3 ); float lineThick = luaL_checknumber( L, 4 ); Color color = uluaGetColor( L, 5 ); DrawRectangleRoundedLinesEx( rect, roundness, segments, lineThick, color ); return 0; } /* > RL.DrawTriangle( Vector2 v1, Vector2 v2, Vector2 v3, Color color ) Draw a color-filled triangle (Vertex in counter-clockwise order!) */ int lshapesDrawTriangle( lua_State* L ) { Vector2 v1 = uluaGetVector2( L, 1 ); Vector2 v2 = uluaGetVector2( L, 2 ); Vector2 v3 = uluaGetVector2( L, 3 ); Color color = uluaGetColor( L, 4 ); DrawTriangle( v1, v2, v3, color ); return 0; } /* > RL.DrawTriangleLines( Vector2 v1, Vector2 v2, Vector2 v3, Color color ) Draw triangle outline (Vertex in counter-clockwise order!) */ int lshapesDrawTriangleLines( lua_State* L ) { Vector2 v1 = uluaGetVector2( L, 1 ); Vector2 v2 = uluaGetVector2( L, 2 ); Vector2 v3 = uluaGetVector2( L, 3 ); Color color = uluaGetColor( L, 4 ); DrawTriangleLines( v1, v2, v3, color ); return 0; } /* > RL.DrawTriangleFan( Vector2{} points, Color color ) Draw a triangle fan defined by points (first vertex is the center) */ int lshapesDrawTriangleFan( lua_State* L ) { int pointsCount = uluaGetTableLen( L, 1 ); Color color = uluaGetColor( L, 2 ); Vector2 points[ pointsCount ]; /* t = points index. */ int t = 1, i = 0; lua_pushnil( L ); while ( lua_next( L, t ) != 0 ) { points[i] = uluaGetVector2( L, lua_gettop( L ) ); i++; lua_pop( L, 1 ); } DrawTriangleFan( points, pointsCount, color ); return 0; } /* > RL.DrawTriangleStrip( Vector2{} points, Color color ) Draw a triangle strip defined by points */ int lshapesDrawTriangleStrip( lua_State* L ) { int pointsCount = uluaGetTableLen( L, 1 ); Color color = uluaGetColor( L, 2 ); Vector2 points[ pointsCount ]; /* t = points index. */ int t = 1, i = 0; lua_pushnil( L ); while ( lua_next( L, t ) != 0 ) { points[i] = uluaGetVector2( L, lua_gettop( L ) ); i++; lua_pop( L, 1 ); } DrawTriangleStrip( points, pointsCount, color ); return 0; } /* > RL.DrawPoly( Vector2 center, int sides, float radius, float rotation, Color color ) Draw a regular polygon (Vector version) */ int lshapesDrawPoly( lua_State* L ) { Vector2 center = uluaGetVector2( L, 1 ); int sides = luaL_checkinteger( L, 2 ); float radius = luaL_checknumber( L, 3 ); float rotation = luaL_checknumber( L, 4 ); Color color = uluaGetColor( L, 5 ); DrawPoly( center, sides, radius, rotation, color ); return 0; } /* > RL.DrawPolyLines( Vector2 center, int sides, float radius, float rotation, Color color ) Draw a polygon outline of n sides */ int lshapesDrawPolyLines( lua_State* L ) { Vector2 center = uluaGetVector2( L, 1 ); int sides = luaL_checkinteger( L, 2 ); float radius = luaL_checknumber( L, 3 ); float rotation = luaL_checknumber( L, 4 ); Color color = uluaGetColor( L, 5 ); DrawPolyLines( center, sides, radius, rotation, color ); return 0; } /* > RL.DrawPolyLinesEx( Vector2 center, int sides, float radius, float rotation, float lineThick, Color color ) Draw a polygon outline of n sides with extended parameters */ int lshapesDrawPolyLinesEx( lua_State* L ) { Vector2 center = uluaGetVector2( L, 1 ); int sides = luaL_checkinteger( L, 2 ); float radius = luaL_checknumber( L, 3 ); float rotation = luaL_checknumber( L, 4 ); float lineThick = luaL_checknumber( L, 5 ); Color color = uluaGetColor( L, 6 ); DrawPolyLinesEx( center, sides, radius, rotation, lineThick, color ); return 0; } /* ## Shapes - Splines drawing functions */ /* > RL.DrawSplineLinear( Vector2{} points, float thick, Color color ) Draw spline: Linear, minimum 2 points */ int lshapesDrawSplineLinear( lua_State* L ) { int pointCount = uluaGetTableLen( L, 1 ); Vector2 points[ pointCount ]; float thick = luaL_checknumber( L, 2 ); Color color = uluaGetColor( L, 3 ); getVector2Array( L, 1, points ); DrawSplineLinear( points, pointCount, thick, color ); return 0; } /* > RL.DrawSplineBasis( Vector2{} points, float thick, Color color ) Draw spline: B-Spline, minimum 4 points */ int lshapesDrawSplineBasis( lua_State* L ) { int pointCount = uluaGetTableLen( L, 1 ); Vector2 points[ pointCount ]; float thick = luaL_checknumber( L, 2 ); Color color = uluaGetColor( L, 3 ); getVector2Array( L, 1, points ); DrawSplineBasis( points, pointCount, thick, color ); return 0; } /* > RL.DrawSplineCatmullRom( Vector2{} points, float thick, Color color ) Draw spline: Catmull-Rom, minimum 4 points */ int lshapesDrawSplineCatmullRom( lua_State* L ) { int pointCount = uluaGetTableLen( L, 1 ); Vector2 points[ pointCount ]; float thick = luaL_checknumber( L, 2 ); Color color = uluaGetColor( L, 3 ); getVector2Array( L, 1, points ); DrawSplineCatmullRom( points, pointCount, thick, color ); return 0; } /* > RL.DrawSplineBezierQuadratic( Vector2{} points, float thick, Color color ) Draw spline: Quadratic Bezier, minimum 3 points (1 control point): [p1, c2, p3, c4...] */ int lshapesDrawSplineBezierQuadratic( lua_State* L ) { int pointCount = uluaGetTableLen( L, 1 ); Vector2 points[ pointCount ]; float thick = luaL_checknumber( L, 2 ); Color color = uluaGetColor( L, 3 ); getVector2Array( L, 1, points ); DrawSplineBezierQuadratic( points, pointCount, thick, color ); return 0; } /* > RL.DrawSplineBezierCubic( Vector2{} points, float thick, Color color ) Draw spline: Cubic Bezier, minimum 4 points (2 control points): [p1, c2, c3, p4, c5, c6...] */ int lshapesDrawSplineBezierCubic( lua_State* L ) { int pointCount = uluaGetTableLen( L, 1 ); Vector2 points[ pointCount ]; float thick = luaL_checknumber( L, 2 ); Color color = uluaGetColor( L, 3 ); getVector2Array( L, 1, points ); DrawSplineBezierCubic( points, pointCount, thick, color ); return 0; } /* > RL.DrawSplineSegmentLinear( Vector2 p1, Vector2 p2, float thick, Color color ) Draw spline segment: Linear, 2 points */ int lshapesDrawSplineSegmentLinear( lua_State* L ) { Vector2 p1 = uluaGetVector2( L, 1 ); Vector2 p2 = uluaGetVector2( L, 2 ); float thick = luaL_checknumber( L, 3 ); Color color = uluaGetColor( L, 4 ); DrawSplineSegmentLinear( p1, p2, thick, color ); return 0; } /* > RL.DrawSplineSegmentBasis( Vector2 p1, Vector2 p2, Vector2 p3, Vector2 p4, float thick, Color color ) Draw spline segment: B-Spline, 4 points */ int lshapesDrawSplineSegmentBasis( lua_State* L ) { Vector2 p1 = uluaGetVector2( L, 1 ); Vector2 p2 = uluaGetVector2( L, 2 ); Vector2 p3 = uluaGetVector2( L, 3 ); Vector2 p4 = uluaGetVector2( L, 4 ); float thick = luaL_checknumber( L, 5 ); Color color = uluaGetColor( L, 6 ); DrawSplineSegmentBasis( p1, p2, p3, p4, thick, color ); return 0; } /* > RL.DrawSplineSegmentCatmullRom( Vector2 p1, Vector2 p2, Vector2 p3, Vector2 p4, float thick, Color color ) Draw spline segment: Catmull-Rom, 4 points */ int lshapesDrawSplineSegmentCatmullRom( lua_State* L ) { Vector2 p1 = uluaGetVector2( L, 1 ); Vector2 p2 = uluaGetVector2( L, 2 ); Vector2 p3 = uluaGetVector2( L, 3 ); Vector2 p4 = uluaGetVector2( L, 4 ); float thick = luaL_checknumber( L, 5 ); Color color = uluaGetColor( L, 6 ); DrawSplineSegmentCatmullRom( p1, p2, p3, p4, thick, color ); return 0; } /* > RL.DrawSplineSegmentBezierQuadratic( Vector2 p1, Vector2 c2, Vector2 p3, float thick, Color color ) Draw spline segment: Quadratic Bezier, 2 points, 1 control point */ int lshapesDrawSplineSegmentBezierQuadratic( lua_State* L ) { Vector2 p1 = uluaGetVector2( L, 1 ); Vector2 c2 = uluaGetVector2( L, 2 ); Vector2 p3 = uluaGetVector2( L, 3 ); float thick = luaL_checknumber( L, 4 ); Color color = uluaGetColor( L, 5 ); DrawSplineSegmentBezierQuadratic( p1, c2, p3, thick, color ); return 0; } /* > RL.DrawSplineSegmentBezierCubic( Vector2 p1, Vector2 c2, Vector2 c3, Vector2 p4, float thick, Color color ) Draw spline segment: Cubic Bezier, 2 points, 2 control points */ int lshapesDrawSplineSegmentBezierCubic( lua_State* L ) { Vector2 p1 = uluaGetVector2( L, 1 ); Vector2 c2 = uluaGetVector2( L, 2 ); Vector2 c3 = uluaGetVector2( L, 3 ); Vector2 p4 = uluaGetVector2( L, 4 ); float thick = luaL_checknumber( L, 5 ); Color color = uluaGetColor( L, 6 ); DrawSplineSegmentBezierCubic( p1, c2, c3, p4, thick, color ); return 0; } /* ## Shapes - Spline segment point evaluation functions, for a given t [0.0f .. 1.0f] */ /* > point = RL.GetSplinePointLinear( Vector2 startPos, Vector2 endPos, float t ) Get (evaluate) spline point: Linear - Success return Vector2 */ int lshapesGetSplinePointLinear( lua_State* L ) { Vector2 p1 = uluaGetVector2( L, 1 ); Vector2 p2 = uluaGetVector2( L, 2 ); float t = luaL_checknumber( L, 3 ); uluaPushVector2( L, GetSplinePointLinear( p1, p2, t ) ); return 1; } /* > point = RL.GetSplinePointBasis( Vector2 p1, Vector2 p2, Vector2 p3, Vector2 p4, float t ) Get (evaluate) spline point: B-Spline - Success return Vector2 */ int lshapesGetSplinePointBasis( lua_State* L ) { Vector2 p1 = uluaGetVector2( L, 1 ); Vector2 p2 = uluaGetVector2( L, 2 ); Vector2 p3 = uluaGetVector2( L, 3 ); Vector2 p4 = uluaGetVector2( L, 4 ); float t = luaL_checknumber( L, 5 ); uluaPushVector2( L, GetSplinePointBasis( p1, p2, p3, p4, t ) ); return 1; } /* > point = RL.GetSplinePointCatmullRom( Vector2 p1, Vector2 p2, Vector2 p3, Vector2 p4, float t ) Get (evaluate) spline point: Catmull-Rom - Success return Vector2 */ int lshapesGetSplinePointCatmullRom( lua_State* L ) { Vector2 p1 = uluaGetVector2( L, 1 ); Vector2 p2 = uluaGetVector2( L, 2 ); Vector2 p3 = uluaGetVector2( L, 3 ); Vector2 p4 = uluaGetVector2( L, 4 ); float t = luaL_checknumber( L, 5 ); uluaPushVector2( L, GetSplinePointCatmullRom( p1, p2, p3, p4, t ) ); return 1; } /* > point = RL.GetSplinePointBezierQuad( Vector2 p1, Vector2 c2, Vector2 p3, float t ) Get (evaluate) spline point: Quadratic Bezier - Success return Vector2 */ int lshapesGetSplinePointBezierQuad( lua_State* L ) { Vector2 p1 = uluaGetVector2( L, 1 ); Vector2 c2 = uluaGetVector2( L, 2 ); Vector2 p3 = uluaGetVector2( L, 3 ); float t = luaL_checknumber( L, 4 ); uluaPushVector2( L, GetSplinePointBezierQuad( p1, c2, p3, t ) ); return 1; } /* > point = RL.GetSplinePointBezierCubic( Vector2 p1, Vector2 c2, Vector2 c3, Vector2 p4, float t ) Get (evaluate) spline point: Cubic Bezier - Success return Vector2 */ int lshapesGetSplinePointBezierCubic( lua_State* L ) { Vector2 p1 = uluaGetVector2( L, 1 ); Vector2 c2 = uluaGetVector2( L, 2 ); Vector2 c3 = uluaGetVector2( L, 3 ); Vector2 p4 = uluaGetVector2( L, 4 ); float t = luaL_checknumber( L, 5 ); uluaPushVector2( L, GetSplinePointBezierCubic( p1, c2, c3, p4, t ) ); return 1; } /* ## Shapes - Basic shapes collision detection functions */ /* > collision = RL.CheckCollisionRecs( Rectangle rec1, Rectangle rec2 ) Check collision between two rectangles - Success return bool */ int lshapesCheckCollisionRecs( lua_State* L ) { Rectangle rect1 = uluaGetRectangle( L, 1 ); Rectangle rect2 = uluaGetRectangle( L, 2 ); lua_pushboolean( L, CheckCollisionRecs( rect1, rect2 ) ); return 1; } /* > collision = RL.CheckCollisionCircles( Vector2 center1, float radius1, Vector2 center2, float radius2 ) Check collision between two circles - Success return bool */ int lshapesCheckCollisionCircles( lua_State* L ) { Vector2 center1 = uluaGetVector2( L, 1 ); float radius1 = luaL_checknumber( L, 2 ); Vector2 center2 = uluaGetVector2( L, 3 ); float radius2 = luaL_checknumber( L, 4 ); lua_pushboolean( L, CheckCollisionCircles( center1, radius1, center2, radius2 ) ); return 1; } /* > collision = RL.CheckCollisionCircleRec( Vector2 center, float radius, Rectangle rec ) Check collision between circle and rectangle - Success return bool */ int lshapesCheckCollisionCircleRec( lua_State* L ) { Vector2 center = uluaGetVector2( L, 1 ); float radius = luaL_checknumber( L, 2 ); Rectangle rec = uluaGetRectangle( L, 3 ); lua_pushboolean( L, CheckCollisionCircleRec( center, radius, rec ) ); return 1; } /* > collision = RL.CheckCollisionCircleLine( Vector2 center, float radius, Vector2 p1, Vector2 p2 ) Check if circle collides with a line created betweeen two points [p1] and [p2] - Success return bool */ int lshapesCheckCollisionCircleLine( lua_State* L ) { Vector2 center = uluaGetVector2( L, 1 ); float radius = luaL_checknumber( L, 2 ); Vector2 p1 = uluaGetVector2( L, 3 ); Vector2 p2 = uluaGetVector2( L, 4 ); lua_pushboolean( L, CheckCollisionCircleLine( center, radius, p1, p2 ) ); return 1; } /* > collision = RL.CheckCollisionPointRec( Vector2 point, Rectangle rec ) Check if point is inside rectangle - Success return bool */ int lshapesCheckCollisionPointRec( lua_State* L ) { Vector2 point = uluaGetVector2( L, 1 ); Rectangle rec = uluaGetRectangle( L, 2 ); lua_pushboolean( L, CheckCollisionPointRec( point, rec ) ); return 1; } /* > collision = RL.CheckCollisionPointCircle( Vector2 point, Vector2 center, float radius ) Check if point is inside circle - Success return bool */ int lshapesCheckCollisionPointCircle( lua_State* L ) { Vector2 point = uluaGetVector2( L, 1 ); Vector2 center = uluaGetVector2( L, 2 ); float radius = luaL_checknumber( L, 3 ); lua_pushboolean( L, CheckCollisionPointCircle( point, center, radius ) ); return 1; } /* > collision = RL.CheckCollisionPointTriangle( Vector2 point, Vector2 p1, Vector2 p2, Vector2 p3 ) Check if point is inside a triangle - Success return bool */ int lshapesCheckCollisionPointTriangle( lua_State* L ) { Vector2 point = uluaGetVector2( L, 1 ); Vector2 p1 = uluaGetVector2( L, 2 ); Vector2 p2 = uluaGetVector2( L, 3 ); Vector2 p3 = uluaGetVector2( L, 4 ); lua_pushboolean( L, CheckCollisionPointTriangle( point, p1, p2, p3 ) ); return 1; } /* > collision = RL.CheckCollisionPointPoly( Vector2 point, Vector2{} points ) Check if point is within a polygon described by array of vertices - Success return bool */ int lshapesCheckCollisionPointPoly( lua_State* L ) { Vector2 point = uluaGetVector2( L, 1 ); int pointCount = uluaGetTableLen( L, 2 ); Vector2 points[ pointCount ]; /* t = points index. */ int t = 2, i = 0; lua_pushnil( L ); while ( lua_next( L, t ) != 0 ) { points[i] = uluaGetVector2( L, lua_gettop( L ) ); i++; lua_pop( L, 1 ); } lua_pushboolean( L, CheckCollisionPointPoly( point, points, pointCount ) ); return 1; } /* > collision, position = RL.CheckCollisionLines( Vector2 startPos1, Vector2 endPos1, Vector2 startPos2, Vector2 endPos2 ) Check the collision between two lines defined by two points each, returns collision point by reference - Success return bool, Vector2 */ int lshapesCheckCollisionLines( lua_State* L ) { Vector2 startPos1 = uluaGetVector2( L, 1 ); Vector2 endPos1 = uluaGetVector2( L, 2 ); Vector2 startPos2 = uluaGetVector2( L, 3 ); Vector2 endPos2 = uluaGetVector2( L, 4 ); Vector2 colPoint = { 0, 0 }; lua_pushboolean( L, CheckCollisionLines( startPos1, endPos1, startPos2, endPos2, &colPoint ) ); uluaPushVector2( L, colPoint ); return 2; } /* > collision = RL.CheckCollisionPointLine( Vector2 point, Vector2 p1, Vector2 p2, int threshold ) Check if point belongs to line created between two points [p1] and [p2] with defined margin in pixels [threshold] - Success return bool */ int lshapesCheckCollisionPointLine( lua_State* L ) { Vector2 point = uluaGetVector2( L, 1 ); Vector2 p1 = uluaGetVector2( L, 2 ); Vector2 p2 = uluaGetVector2( L, 3 ); int threshold = luaL_checkinteger( L, 4 ); lua_pushboolean( L, CheckCollisionPointLine( point, p1, p2, threshold ) ); return 1; } /* > rectangle = RL.GetCollisionRec( Rectangle rec1, Rectangle rec2 ) Get collision rectangle for two rectangles collision - Success return Rectangle */ int lshapesGetCollisionRec( lua_State* L ) { Rectangle rec1 = uluaGetRectangle( L, 1 ); Rectangle rec2 = uluaGetRectangle( L, 2 ); uluaPushRectangle( L, GetCollisionRec( rec1, rec2 ) ); return 1; } /* > rects{} = RL.RectPack( Rectangle{} rects, Vector2 size, int padding ) Useful for e.g. packing rectangular textures into an atlas. stbrp_pack_rects - Success return Rectangle{} */ int lshapesRectPack( lua_State* L ) { int rectCount = uluaGetTableLen( L, 1 ); Vector2 size = uluaGetVector2( L, 2 ); int padding = luaL_checknumber( L, 3 ); stbrp_context *context = (stbrp_context*)RL_MALLOC( sizeof( *context ) ); stbrp_node *nodes = (stbrp_node*)RL_MALLOC( rectCount * sizeof( *nodes ) ); stbrp_init_target( context, size.x, size.y, nodes, rectCount ) ; stbrp_rect *rects = (stbrp_rect*)RL_MALLOC( rectCount * sizeof( stbrp_rect ) ); int t = 1, i = 0; lua_pushnil( L ); while ( lua_next( L, t ) != 0 ) { Rectangle rect = uluaGetRectangle( L, lua_gettop( L ) ); rects[i] = (stbrp_rect){ .id = 0, .x = rect.x, .y = rect.y, .w = rect.width + padding, .h = rect.height + padding, .was_packed = 0 }; i++; lua_pop( L, 1 ); } stbrp_pack_rects( context, rects, rectCount ); lua_createtable( L, rectCount, 0 ); for ( int i = 0; i < rectCount; i++ ) { uluaPushRectangle( L, (Rectangle){ .x = rects[i].x, .y = rects[i].y, .width = rects[i].w - padding, .height = rects[i].h - padding } ); lua_rawseti( L, -2, i+1 ); } RL_FREE( rects ); RL_FREE( nodes ); RL_FREE( context ); return 1; }