tools/rLuaParser/raylib-lua_test.h
int lua_CheckCollisionSpheres(lua_State *L)
{
    Vector3 centerA = LuaGetArgument_Vector3(L, 1);
    float radiusA = LuaGetArgument_float(L, 2);
    Vector3 centerB = LuaGetArgument_Vector3(L, 3);
    float radiusB = LuaGetArgument_float(L, 4);
    bool result = CheckCollisionSpheres(centerA, radiusA, centerB, radiusB);
    LuaPush_bool(L, result);
    return 1;
}
// Collision detection functions
// Detect collision between two spheres
Collision detection functions
Detect collision between two spheres
Collision detection functions Detect collision between two spheres
int lua_CheckCollisionSpheres(lua_State *L)
{
    Vector3 centerA = LuaGetArgument_Vector3(L, 1);
    float radiusA = LuaGetArgument_float(L, 2);
    Vector3 centerB = LuaGetArgument_Vector3(L, 3);
    float radiusB = LuaGetArgument_float(L, 4);
    bool result = CheckCollisionSpheres(centerA, radiusA, centerB, radiusB);
    LuaPush_bool(L, result);
    return 1;
}
int lua_CheckCollisionSpheres ( lua_State * L ) { Vector3 centerA = LuaGetArgument_Vector3 ( L , 1 ) ; float radiusA = LuaGetArgument_float ( L , 2 ) ; Vector3 centerB = LuaGetArgument_Vector3 ( L , 3 ) ; float radiusB = LuaGetArgument_float ( L , 4 ) ; bool result = CheckCollisionSpheres ( centerA , radiusA , centerB , radiusB ) ; LuaPush_bool ( L , result ) ; return 1 ; }
Collision detection functions
Detect collision between two spheres
Collision detection functions Detect collision between two spheres