tools/rLuaParser/raylib-lua_test.h
int lua_CheckCollisionRaySphere(lua_State *L)
{
    Ray ray = LuaGetArgument_Ray(L, 1);
    Vector3 spherePosition = LuaGetArgument_Vector3(L, 2);
    float sphereRadius = LuaGetArgument_float(L, 3);
    bool result = CheckCollisionRaySphere(ray, spherePosition, sphereRadius);
    LuaPush_bool(L, result);
    return 1;
}
// Detect collision between ray and sphere
Detect collision between ray and sphere
Detect collision between ray and sphere
int lua_CheckCollisionRaySphere(lua_State *L)
{
    Ray ray = LuaGetArgument_Ray(L, 1);
    Vector3 spherePosition = LuaGetArgument_Vector3(L, 2);
    float sphereRadius = LuaGetArgument_float(L, 3);
    bool result = CheckCollisionRaySphere(ray, spherePosition, sphereRadius);
    LuaPush_bool(L, result);
    return 1;
}
int lua_CheckCollisionRaySphere ( lua_State * L ) { Ray ray = LuaGetArgument_Ray ( L , 1 ) ; Vector3 spherePosition = LuaGetArgument_Vector3 ( L , 2 ) ; float sphereRadius = LuaGetArgument_float ( L , 3 ) ; bool result = CheckCollisionRaySphere ( ray , spherePosition , sphereRadius ) ; LuaPush_bool ( L , result ) ; return 1 ; }
Detect collision between ray and sphere
Detect collision between ray and sphere