commit
321cdf6ed5
@ -7,6 +7,8 @@ Subsections:
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- [User input](scripting/user-input.md)
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- [Filesystem and serialization](scripting/filesystem.md)
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- [UI properties and methods](scripting/ui.md)
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- [Libraries](#)
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- [mat4](scripting/builtins/libmat4.md)
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- [Module core:bit_converter](scripting/modules/core_bit_converter.md)
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- [Module core:data_buffer](scripting/modules/core_data_buffer.md)
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- [Module core:vector2, core:vector3](scripting/modules/core_vector2_vector3.md)
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100
doc/en/scripting/builtins/libmat4.md
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100
doc/en/scripting/builtins/libmat4.md
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@ -0,0 +1,100 @@
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# *mat4* library
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*mat4* contains a set of functions for work with transformation 4x4 matrices.
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Most functions have several options for argument lists (overloads).
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## Data types
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Type conventions will be used on this page.
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- vector - an array of three or four numbers
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- vec3 - array of three numbers
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- matrix - array of 16 numbers - matrix
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>[!ATTENTION]
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> Type annotations are part of the documentation and are not present in Lua.
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## Identity matrix - *mat4.idt(...)*
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```lua
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-- creates an identity matrix
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mat4.idt()
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-- writes an identity matrix to dst
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mat4.idt(dst: matrix)
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```
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## Matrix multiplication - *mat4.mul(...)*
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```lua
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-- returns the result of matrix multiplication
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mat4.mul(a: matrix, b: matrix)
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-- writes the result of matrix multiplication to dst
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mat4.mul(a: matrix, b: matrix, dst: matrix)
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-- returns the result of multiplying a matrix and a vector
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mat4.mul(a: matrix, v: vector)
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-- writes the result of matrix and vector multiplication to dst
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mat4.mul(a: matrix, v: vector, dst: vector)
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```
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## Matrix inversion - *mat4.inverse(...)*
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```lua
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-- returns the result of matrix inversion
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mat4.inverse(m: matrix)
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-- writes the result of matrix inversion to dst
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mat4.inverse(m: matrix, dst: matrix)
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```
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## Matrix transposition - *mat4.transpose(...)*
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```lua
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-- returns the result of matrix transposition
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mat4.transpose(m: matrix)
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-- writes the result of matrix transposition to dst
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mat4.transpose(m: matrix, dst: matrix)
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```
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## Offset - *mat4.translate(...)*
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```lua
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-- creates a translation matrix
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mat4.translate(translation: vec3)
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-- returns the result of applying a translation to matrix m
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mat4.translate(m: matrix, translation: vec3)
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-- writes the result of applying a translation to matrix m to dst
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mat4.translate(m: matrix, translation: vec3, dst: matrix)
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```
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## Scaling - *mat4.scale(...)*
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```lua
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-- creates a scaling matrix
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mat4.scale(scale: vec3)
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-- returns the result of applying scaling to matrix m
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mat4.scale(m: matrix, scale: vec3)
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-- writes the result of applying scaling to matrix m to dst
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mat4.scale(m: matrix, scale: vec3, dst: matrix)
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```
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## Rotation - *mat4.rotate(...)*
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The angle of rotation is indicated in degrees.
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```lua
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-- creates a rotation matrix (angle - rotation angle) along a given axis (axis is an unit vector)
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mat4.rotate(axis: vec3, angle: number)
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-- returns the result of applying rotation to matrix m
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mat4.rotate(m: matrix, axis: vec3, angle: number)
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-- writes the result of applying rotation to matrix m to dst
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mat4.rotate(m: matrix, axis: vec3, angle: number, dst: matrix)
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```
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## Translation to string - *mat4.tostring(...)*
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```lua
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-- returns a string representing the contents of the matrix
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mat4.tostring(m: matrix)
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-- returns a string representing the contents of the matrix, human-readable if multiline = true
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mat4.tostring(m: matrix, multiline: bool)
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```
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@ -7,6 +7,8 @@
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- [Пользовательский ввод](scripting/user-input.md)
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- [Файловая система и сериализация](scripting/filesystem.md)
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- [Свойства и методы UI элементов](scripting/ui.md)
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- [Библиотеки](#)
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- [mat4](scripting/builtins/libmat4.md)
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- [Модуль core:bit_converter](scripting/modules/core_bit_converter.md)
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- [Модуль core:data_buffer](scripting/modules/core_data_buffer.md)
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- [Модули core:vector2, core:vector3](scripting/modules/core_vector2_vector3.md)
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100
doc/ru/scripting/builtins/libmat4.md
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100
doc/ru/scripting/builtins/libmat4.md
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@ -0,0 +1,100 @@
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# Библиотека *mat4*
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*mat4* содержит набор функций для работы с матрицами трансформации размерностью 4x4.
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Большинство функций имеют несколько вариантов списка агрументов (перегрузок).
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## Типы данных
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На данной странице будут использоваться условные обозначения типов.
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- vector - массив из трех или четырех чисел
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- vec3 - массив из трех чисел
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- matrix - массив из 16 чисел - матрица
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>[!ATTENTION]
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> Аннотации типов являются частью документации и не указываются при вызове использовании.
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## Единичная матрица - *mat4.idt(...)*
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```lua
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-- создает единичную матрицу
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mat4.idt()
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-- записывает единичную матрицу в dst
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mat4.idt(dst: matrix)
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```
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## Умножение матриц - *mat4.mul(...)*
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```lua
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-- возвращает результат умножения матриц
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mat4.mul(a: matrix, b: matrix)
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-- записывает результат умножения матриц в dst
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mat4.mul(a: matrix, b: matrix, dst: matrix)
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-- возвращает результат умножения матрицы и вектора
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mat4.mul(a: matrix, v: vector)
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-- записывает результат умножения матрицы и вектора в dst
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mat4.mul(a: matrix, v: vector, dst: vector)
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```
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## Инверсия матрицы - *mat4.inverse(...)*
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```lua
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-- возвращает результат инверсии матрицы
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mat4.inverse(m: matrix)
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-- записывает результат инверсии матрицы в dst
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mat4.inverse(m: matrix, dst: matrix)
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```
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## Транспонирование матрицы - *mat4.transpose(...)*
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```lua
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-- возвращает результат транспонирования матрицы
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mat4.transpose(m: matrix)
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-- записывает результат транспонирования матрицы в dst
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mat4.transpose(m: matrix, dst: matrix)
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```
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## Смещение - *mat4.translate(...)*
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```lua
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-- создает матрицу смещения
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mat4.translate(translation: vec3)
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-- возвращает результат применения смещения к матрице m
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mat4.translate(m: matrix, translation: vec3)
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-- записывает результат применения смещения к матрице m в dst
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mat4.translate(m: matrix, translation: vec3, dst: matrix)
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```
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## Масштабирование - *mat4.scale(...)*
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```lua
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-- создает матрицу масштабирования
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mat4.scale(scale: vec3)
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-- возвращает результат применения масштабирования к матрице m
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mat4.scale(m: matrix, scale: vec3)
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-- записывает результат применения масштабирования к матрице m в dst
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mat4.scale(m: matrix, scale: vec3, dst: matrix)
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```
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## Вращение - *mat4.rotate(...)*
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Угол поворота (angle) указывается в градусах.
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```lua
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-- создает матрицу поворота (angle - угол поворота) по заданной оси (axis - единичный вектор)
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mat4.rotate(axis: vec3, angle: number)
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-- возвращает результат применения вращения к матрице m
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mat4.rotate(m: matrix, axis: vec3, angle: number)
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-- записывает результат применения вращения к матрице m в dst
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mat4.rotate(m: matrix, axis: vec3, angle: number, dst: matrix)
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```
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## Перевод в строку - *mat4.tostring(...)*
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```lua
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-- возвращает строку представляющую содержимое матрицы
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mat4.tostring(m: matrix)
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-- возвращает строку представляющую содержимое матрицы, многострочную, если multiline = true
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mat4.tostring(m: matrix, multiline: bool)
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```
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@ -17,6 +17,7 @@ extern const luaL_Reg inputlib [];
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extern const luaL_Reg inventorylib [];
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extern const luaL_Reg itemlib [];
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extern const luaL_Reg jsonlib [];
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extern const luaL_Reg mat4lib [];
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extern const luaL_Reg packlib [];
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extern const luaL_Reg playerlib [];
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extern const luaL_Reg timelib [];
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199
src/logic/scripting/lua/libmat4.cpp
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199
src/logic/scripting/lua/libmat4.cpp
Normal file
@ -0,0 +1,199 @@
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#include "api_lua.hpp"
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#include <sstream>
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#include <glm/ext/matrix_transform.hpp>
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/// Overloads:
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/// mat4.idt() -> float[16] - creates identity matrix
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/// mat4.idt(dst: float[16]) -> float[16] - sets dst to identity matrix
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static int l_idt(lua::State* L) {
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uint argc = lua::gettop(L);
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switch (argc) {
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case 0: {
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return lua::pushmat4(L, glm::mat4(1.0f));
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}
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case 1: {
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return lua::setmat4(L, 1, glm::mat4(1.0f));
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}
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default: {
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throw std::runtime_error("invalid arguments number (0 or 1 expected)");
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}
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}
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return 0;
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}
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/// Overloads:
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/// mat4.mul(m1: float[16], m2: float[16]) -> float[16] - creates matrix of m1 and m2 multiplication result
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/// mat4.mul(m1: float[16], m2: float[16], dst: float[16]) -> float[16] - updates dst matrix with m1 and m2 multiplication result
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/// mat4.mul(m1: float[16], v: float[3 or 4]) -> float[3 or 4] - creates vector of m1 and v multiplication result
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/// mat4.mul(m1: float[16], v: float[3 or 4], dst: float[3 or 4]) -> float[3 or 4] - updates dst vector with m1 and v multiplication result
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static int l_mul(lua::State* L) {
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uint argc = lua::gettop(L);
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if (argc < 2 || argc > 3) {
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throw std::runtime_error("invalid arguments number (2 or 3 expected)");
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}
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auto matrix1 = lua::tomat4(L, 1);
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uint len2 = lua::objlen(L, 2);
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if (len2 < 3) {
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throw std::runtime_error("argument #2: vec3 or vec4 expected");
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}
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switch (argc) {
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case 2: {
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if (len2 == 4) {
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return lua::pushvec4(L, matrix1 * lua::tovec4(L, 2));
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} else if (len2 == 3) {
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return lua::pushvec3(L, matrix1 * glm::vec4(lua::tovec3(L, 2), 1.0f));
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}
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return lua::pushmat4(L, matrix1 * lua::tomat4(L, 2));
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}
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case 3: {
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if (len2 == 4) {
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return lua::setvec4(L, 3, matrix1 * lua::tovec4(L, 2));
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} else if (len2 == 3) {
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return lua::setvec3(L, 3, matrix1 * glm::vec4(lua::tovec3(L, 2), 1.0f));
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}
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return lua::setmat4(L, 3, matrix1 * lua::tomat4(L, 2));
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}
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}
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return 0;
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}
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/// Overloads:
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/// mat4.<func>(vec: float[3]) -> float[16] - creates transform matrix
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/// mat4.<func>(matrix: float[16], vec: float[3]) -> float[16] - creates transformed copy of matrix
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/// mat4.<func>(matrix: float[16], vec: float[3], dst: float[16]) -> sets dst to transformed version of matrix
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template<glm::mat4(*func)(const glm::mat4&, const glm::vec3&)>
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inline int l_transform_func(lua::State* L) {
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uint argc = lua::gettop(L);
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switch (argc) {
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case 1: {
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auto vec = lua::tovec3(L, 1);
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return lua::pushmat4(L, func(glm::mat4(1.0f), vec));
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}
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case 2: {
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auto matrix = lua::tomat4(L, 1);
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auto vec = lua::tovec3(L, 2);
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return lua::pushmat4(L, func(matrix, vec));
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}
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case 3: {
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auto matrix = lua::tomat4(L, 1);
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auto vec = lua::tovec3(L, 2);
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return lua::setmat4(L, 3, func(matrix, vec));
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}
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default: {
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throw std::runtime_error("invalid arguments number (1, 2 or 3 expected)");
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}
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}
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return 0;
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}
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/// Overloads:
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/// mat4.rotate(vec: float[3], angle: float) -> float[16] - creates rotation matrix
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/// mat4.rotate(matrix: float[16], vec: float[3], angle: float) -> float[16] - creates rotated copy of matrix
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/// mat4.rotate(matrix: float[16], vec: float[3], angle: float, dst: float[16]) -> sets dst to rotated version of matrix
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inline int l_rotate(lua::State* L) {
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uint argc = lua::gettop(L);
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switch (argc) {
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case 2: {
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auto vec = lua::tovec3(L, 1);
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auto angle = glm::radians(static_cast<float>(lua::tonumber(L, 2)));
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return lua::pushmat4(L, glm::rotate(glm::mat4(1.0f), angle, vec));
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}
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case 3: {
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auto matrix = lua::tomat4(L, 1);
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auto vec = lua::tovec3(L, 2);
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auto angle = glm::radians(static_cast<float>(lua::tonumber(L, 3)));
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return lua::pushmat4(L, glm::rotate(matrix, angle, vec));
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}
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case 4: {
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auto matrix = lua::tomat4(L, 1);
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auto vec = lua::tovec3(L, 2);
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auto angle = glm::radians(static_cast<float>(lua::tonumber(L, 3)));
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return lua::setmat4(L, 3, glm::rotate(matrix, angle, vec));
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}
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default: {
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throw std::runtime_error("invalid arguments number (2, 3 or 4 expected)");
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}
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}
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return 0;
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}
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/// Overloads:
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/// mat4.inverse(matrix: float[16]) -> float[16] - creates inversed version of the matrix
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/// mat4.inverse(matrix: float[16], dst: float[16]) -> float[16] - updates dst matrix with inversed version of the matrix
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static int l_inverse(lua::State* L) {
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uint argc = lua::gettop(L);
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auto matrix = lua::tomat4(L, 1);
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switch (argc) {
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case 1: {
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return lua::pushmat4(L, glm::inverse(matrix));
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}
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case 2: {
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return lua::setmat4(L, 2, glm::inverse(matrix));
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}
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default: {
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throw std::runtime_error("invalid arguments number (1 or 2 expected)");
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}
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}
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}
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/// Overloads:
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/// mat4.transpose(matrix: float[16]) -> float[16] - creates transposed version of the matrix
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/// mat4.transpose(matrix: float[16], dst: float[16]) -> float[16] - updates dst matrix with transposed version of the matrix
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static int l_transpose(lua::State* L) {
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uint argc = lua::gettop(L);
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auto matrix = lua::tomat4(L, 1);
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switch (argc) {
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case 1: {
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return lua::pushmat4(L, glm::transpose(matrix));
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}
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case 2: {
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return lua::setmat4(L, 2, glm::transpose(matrix));
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}
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default: {
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throw std::runtime_error("invalid arguments number (1 or 2 expected)");
|
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}
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}
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return 0;
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}
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static int l_tostring(lua::State* L) {
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auto matrix = lua::tomat4(L, 1);
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bool multiline = lua::toboolean(L, 2);
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std::stringstream ss;
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ss << "mat4 {";
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if (multiline) {
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ss << "\n";
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||||
}
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||||
for (uint y = 0; y < 4; y++) {
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for (uint x = 0; x < 4; x++) {
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if (multiline) {
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ss << "\t" << matrix[y][x];
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} else if (x > 0) {
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ss << " " << matrix[y][x];
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} else {
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ss << matrix[y][x];
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}
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}
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if (multiline) {
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ss << "\n";
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} else {
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ss << "; ";
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}
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}
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ss << "}";
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return lua::pushstring(L, ss.str());
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}
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||||
|
||||
const luaL_Reg mat4lib [] = {
|
||||
{"idt", lua::wrap<l_idt>},
|
||||
{"mul", lua::wrap<l_mul>},
|
||||
{"scale", lua::wrap<l_transform_func<glm::scale>>},
|
||||
{"rotate", lua::wrap<l_rotate>},
|
||||
{"translate", lua::wrap<l_transform_func<glm::translate>>},
|
||||
{"inverse", lua::wrap<l_inverse>},
|
||||
{"transpose", lua::wrap<l_transpose>},
|
||||
{"tostring", lua::wrap<l_tostring>},
|
||||
{NULL, NULL}
|
||||
};
|
||||
|
||||
@ -37,6 +37,7 @@ static void create_libs(lua::State* L) {
|
||||
openlib(L, "inventory", inventorylib);
|
||||
openlib(L, "item", itemlib);
|
||||
openlib(L, "json", jsonlib);
|
||||
openlib(L, "mat4", mat4lib);
|
||||
openlib(L, "pack", packlib);
|
||||
openlib(L, "player", playerlib);
|
||||
openlib(L, "time", timelib);
|
||||
|
||||
@ -138,7 +138,10 @@ namespace lua {
|
||||
inline void setmetatable(lua::State* L, int idx=-2) {
|
||||
lua_setmetatable(L, idx);
|
||||
}
|
||||
|
||||
inline int pushvalue(lua::State* L, int idx) {
|
||||
lua_pushvalue(L, idx);
|
||||
return 1;
|
||||
}
|
||||
inline int pushvec2_arr(lua::State* L, glm::vec2 vec) {
|
||||
createtable(L, 2, 0);
|
||||
getglobal(L, "vec2_mt");
|
||||
@ -195,6 +198,47 @@ namespace lua {
|
||||
rawseti(L, 4);
|
||||
return 1;
|
||||
}
|
||||
inline int pushmat4(lua::State* L, glm::mat4 matrix) {
|
||||
createtable(L, 16, 0);
|
||||
for (uint y = 0; y < 4; y++) {
|
||||
for (uint x = 0; x < 4; x++) {
|
||||
uint i = y * 4 + x;
|
||||
pushnumber(L, matrix[y][x]);
|
||||
rawseti(L, i+1);
|
||||
}
|
||||
}
|
||||
return 1;
|
||||
}
|
||||
/// @brief pushes matrix table to the stack and updates it with glm matrix
|
||||
inline int setmat4(lua::State* L, int idx, glm::mat4 matrix) {
|
||||
pushvalue(L, idx);
|
||||
for (uint y = 0; y < 4; y++) {
|
||||
for (uint x = 0; x < 4; x++) {
|
||||
uint i = y * 4 + x;
|
||||
pushnumber(L, matrix[y][x]);
|
||||
rawseti(L, i+1);
|
||||
}
|
||||
}
|
||||
return 1;
|
||||
}
|
||||
/// @brief pushes vector table to the stack and updates it with glm vec4
|
||||
inline int setvec4(lua::State* L, int idx, glm::vec4 vec) {
|
||||
pushvalue(L, idx);
|
||||
for (uint i = 0; i < 4; i++) {
|
||||
pushnumber(L, vec[i]);
|
||||
rawseti(L, i+1);
|
||||
}
|
||||
return 1;
|
||||
}
|
||||
/// @brief pushes vector table to the stack and updates it with glm vec3
|
||||
inline int setvec3(lua::State* L, int idx, glm::vec3 vec) {
|
||||
pushvalue(L, idx);
|
||||
for (uint i = 0; i < 3; i++) {
|
||||
pushnumber(L, vec[i]);
|
||||
rawseti(L, i+1);
|
||||
}
|
||||
return 1;
|
||||
}
|
||||
inline int pushcfunction(lua::State* L, lua_CFunction func) {
|
||||
lua_pushcfunction(L, func);
|
||||
return 1;
|
||||
@ -216,10 +260,6 @@ namespace lua {
|
||||
lua_pushboolean(L, value);
|
||||
return 1;
|
||||
}
|
||||
inline int pushvalue(lua::State* L, int idx) {
|
||||
lua_pushvalue(L, idx);
|
||||
return 1;
|
||||
}
|
||||
inline int pushglobals(lua::State* L) {
|
||||
return pushvalue(L, LUA_GLOBALSINDEX);
|
||||
}
|
||||
@ -309,6 +349,53 @@ namespace lua {
|
||||
pop(L);
|
||||
return glm::vec2(x, y);
|
||||
}
|
||||
inline glm::vec3 tovec3(lua::State* L, int idx) {
|
||||
pushvalue(L, idx);
|
||||
if (!istable(L, idx) || objlen(L, idx) < 3) {
|
||||
throw std::runtime_error("value must be an array of three numbers");
|
||||
}
|
||||
rawgeti(L, 1);
|
||||
auto x = tonumber(L, -1); pop(L);
|
||||
rawgeti(L, 2);
|
||||
auto y = tonumber(L, -1); pop(L);
|
||||
rawgeti(L, 3);
|
||||
auto z = tonumber(L, -1); pop(L);
|
||||
pop(L);
|
||||
return glm::vec3(x, y, z);
|
||||
}
|
||||
inline glm::vec4 tovec4(lua::State* L, int idx) {
|
||||
pushvalue(L, idx);
|
||||
if (!istable(L, idx) || objlen(L, idx) < 4) {
|
||||
throw std::runtime_error("value must be an array of four numbers");
|
||||
}
|
||||
rawgeti(L, 1);
|
||||
auto x = tonumber(L, -1); pop(L);
|
||||
rawgeti(L, 2);
|
||||
auto y = tonumber(L, -1); pop(L);
|
||||
rawgeti(L, 3);
|
||||
auto z = tonumber(L, -1); pop(L);
|
||||
rawgeti(L, 4);
|
||||
auto w = tonumber(L, -1); pop(L);
|
||||
pop(L);
|
||||
return glm::vec4(x, y, z, w);
|
||||
}
|
||||
inline glm::mat4 tomat4(lua::State* L, int idx) {
|
||||
pushvalue(L, idx);
|
||||
if (!istable(L, idx) || objlen(L, idx) < 16) {
|
||||
throw std::runtime_error("value must be an array of 16 numbers");
|
||||
}
|
||||
glm::mat4 matrix;
|
||||
for (uint y = 0; y < 4; y++) {
|
||||
for (uint x = 0; x < 4; x++) {
|
||||
uint i = y * 4 + x;
|
||||
rawgeti(L, i+1);
|
||||
matrix[y][x] = static_cast<float>(tonumber(L, -1));
|
||||
pop(L);
|
||||
}
|
||||
}
|
||||
pop(L);
|
||||
return matrix;
|
||||
}
|
||||
|
||||
inline glm::vec4 tocolor(lua::State* L, int idx) {
|
||||
pushvalue(L, idx);
|
||||
|
||||
Loading…
x
Reference in New Issue
Block a user