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#pragma once

/* Internals. */
void unloadMaterial( Material* material );
/* Deleted from raylib. Need for freeing models. */
void DrawBillboardProNoRatio( Camera camera, Texture2D texture, Rectangle source, Vector3 position, Vector3 up, Vector2 size, Vector2 origin, float rotation, Color tint );
void DrawBillboardRecNoRatio( Camera camera, Texture2D texture, Rectangle source, Vector3 position, Vector2 size, Color tint );

/* Basic geometric 3D shapes drawing functions. */
int lmodelsDrawLine3D( lua_State* L );
int lmodelsDrawPoint3D( lua_State* L );
int lmodelsDrawCircle3D( lua_State* L );
int lmodelsDrawTriangle3D( lua_State* L );
int lmodelsDrawCube( lua_State* L );
int lmodelsDrawCubeWires( lua_State* L );
int lmodelsDrawSphere( lua_State* L );
int lmodelsDrawSphereEx( lua_State* L );
int lmodelsDrawSphereWires( lua_State* L );
int lmodelsDrawCylinder( lua_State* L );
int lmodelsDrawCylinderEx( lua_State* L );
int lmodelsDrawCylinderWires( lua_State* L );
int lmodelsDrawCylinderWiresEx( lua_State* L );
int lmodelsDrawCapsule( lua_State* L );
int lmodelsDrawCapsuleWires( lua_State* L );
int lmodelsDrawPlane( lua_State* L );
int lmodelDrawQuad3DTexture( lua_State* L );
int lmodelsDrawRay( lua_State* L );
int lmodelsDrawGrid( lua_State* L );
/* Model management functions. */
int lmodelsLoadModel( lua_State* L );
int lmodelsLoadModelFromMesh( lua_State* L );
int lmodelsIsModelReady( lua_State* L );
int lmodelsUnloadModel( lua_State* L );
int lmodelsGetModelBoundingBox( lua_State* L );
int lmodelsSetModelTransform( lua_State* L );
int lmodelsSetModelMesh( lua_State* L );
int lmodelsSetModelMaterial( lua_State* L );
int lmodelsSetModelMeshMaterial( lua_State* L );
int lmodelsSetModelBone( lua_State* L );
int lmodelsSetModelBindPose( lua_State* L );
int lmodelsGetModelTransform( lua_State* L );
int lmodelsGetModelMeshCount( lua_State* L );
int lmodelsGetModelMaterialCount( lua_State* L );
int lmodelsGetModelMesh( lua_State* L );
int lmodelsGetModelMaterial( lua_State* L );
int lmodelsGetModelBoneCount( lua_State* L );
int lmodelsGetModelBone( lua_State* L );
int lmodelsGetModelBindPose( lua_State* L );
/* Model drawing functions. */
int lmodelsDrawModel( lua_State* L );
int lmodelsDrawModelEx( lua_State* L );
int lmodelsDrawModelWires( lua_State* L );
int lmodelsDrawModelWiresEx( lua_State* L );
int lmodelsDrawBoundingBox( lua_State* L );
int lmodelsDrawBillboard( lua_State* L );
int lmodelsDrawBillboardRec( lua_State* L );
int lmodelsDrawBillboardPro( lua_State* L );
/* Mesh management functions. */
int lmodelsUpdateMesh( lua_State* L );
int lmodelsUnloadMesh( lua_State* L );
int lmodelsDrawMesh( lua_State* L );
int lmodelsDrawMeshInstanced( lua_State* L );
int lmodelsSetMeshColor( lua_State* L );
int lmodelsExportMesh( lua_State* L );
int lmodelsGetMeshBoundingBox( lua_State* L );
int lmodelsGenMeshTangents( lua_State* L );
/* Mesh generation functions. */
int lmodelsGenMeshPoly( lua_State* L );
int lmodelsGenMeshPlane( lua_State* L );
int lmodelsGenMeshCube( lua_State* L );
int lmodelsGenMeshSphere( lua_State* L );
int lmodelsGenMeshCylinder( lua_State* L );
int lmodelsGenMeshCone( lua_State* L );
int lmodelsGenMeshTorus( lua_State* L );
int lmodelsGenMeshKnot( lua_State* L );
int lmodelsGenMeshHeightmap( lua_State* L );
int lmodelsGenMeshCubicmap( lua_State* L );
int lmodelsGenMeshCustom( lua_State* L );
/* Material management functions. */
int lmodelsLoadMaterials( lua_State* L );
int lmodelsGetMaterialDefault( lua_State* L );
int lmodelsLoadMaterialDefault( lua_State* L );
int lmodelsCreateMaterial( lua_State* L );
int lmodelsIsMaterialReady( lua_State* L );
int lmodelsUnloadMaterial( lua_State* L );
int lmodelsSetMaterialTexture( lua_State* L );
int lmodelsSetMaterialColor( lua_State* L );
int lmodelsSetMaterialValue( lua_State* L );
int lmodelsSetMaterialShader( lua_State* L );
int lmodelsSetMaterialParams( lua_State* L );
int lmodelsGetMaterialTexture( lua_State* L );
int lmodelsGetMaterialColor( lua_State* L );
int lmodelsGetMaterialValue( lua_State* L );
int lmodelsGetMaterialShader( lua_State* L );
int lmodelsGetMaterialParams( lua_State* L );
/* Model animations management functions. */
int lmodelsLoadModelAnimations( lua_State* L );
int lmodelsUpdateModelAnimation( lua_State* L );
int lmodelsUnloadModelAnimation( lua_State* L );
int lmodelsUnloadModelAnimations( lua_State* L );
int lmodelsIsModelAnimationValid( lua_State* L );
int lmodelsSetModelAnimationBone( lua_State* L );
int lmodelsSetModelAnimationFramePose( lua_State* L );
int lmodelsSetModelAnimationName( lua_State* L );
int lmodelsGetModelAnimationBoneCount( lua_State* L );
int lmodelsGetModelAnimationFrameCount( lua_State* L );
int lmodelsGetModelAnimationBone( lua_State* L );
int lmodelsGetModelAnimationFramePose( lua_State* L );
int lmodelsGetModelAnimationName( lua_State* L );
/* Collision detection functions. */
int lmodelsCheckCollisionSpheres( lua_State* L );
int lmodelsCheckCollisionBoxes( lua_State* L );
int lmodelsCheckCollisionBoxSphere( lua_State* L );
int lmodelsGetRayCollisionSphere( lua_State* L );
int lmodelsGetRayCollisionBox( lua_State* L );
int lmodelsGetRayCollisionMesh( lua_State* L );
int lmodelsGetRayCollisionTriangle( lua_State* L );
int lmodelsGetRayCollisionQuad( lua_State* L );