add mat4.translate and mat4.rotate
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@ -7,27 +7,61 @@ static int l_idt(lua::State* L) {
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return lua::pushmat4(L, glm::mat4(1.0f));
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}
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/// @brief mat4.scale(matrix=idt: array[16], scale: array[3]) -> array[16]
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/// Modifies matrix
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static int l_scale(lua::State* L) {
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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 scale = lua::tovec3(L, 1);
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return lua::pushmat4(L, glm::scale(glm::mat4(1.0f), scale));
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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 scale = lua::tovec3(L, 2);
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return lua::pushmat4(L, glm::scale(matrix, scale));
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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 scale = lua::tovec3(L, 2);
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return lua::setmat4(L, 3, glm::scale(matrix, scale));
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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 number of arguments (1 or 2 expected)");
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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 = 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 = 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 = 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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@ -49,7 +83,9 @@ static int l_tostring(lua::State* L) {
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const luaL_Reg mat4lib [] = {
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{"idt", lua::wrap<l_idt>},
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{"scale", lua::wrap<l_scale>},
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{"scale", lua::wrap<l_transform_func<glm::scale>>},
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{"rotate", lua::wrap<l_rotate>},
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{"translate", lua::wrap<l_transform_func<glm::translate>>},
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{"tostring", lua::wrap<l_tostring>},
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{NULL, NULL}
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};
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