#include #include "api_lua.hpp" #define GLM_ENABLE_EXPERIMENTAL #include #include #include /// Overloads: /// mat4.idt() -> float[16] - creates identity matrix /// mat4.idt(dst: float[16]) -> float[16] - sets dst to identity matrix static int l_idt(lua::State* L) { uint argc = lua::check_argc(L, 0, 1); switch (argc) { case 0: { return lua::pushmat4(L, glm::mat4(1.0f)); } case 1: { return lua::setmat4(L, 1, glm::mat4(1.0f)); } } return 0; } /// mat4.determinant(matrix: float[16]) - calculates matrix determinant static int l_determinant(lua::State* L) { if (lua::gettop(L) != 1) { throw std::runtime_error("invalid arguments number (1 expected)"); } return lua::pushnumber(L, glm::determinant(lua::tomat4(L, 1))); } /// Overloads: /// mat4.mul(m1: float[16], m2: float[16]) -> float[16] - creates matrix of m1 /// and m2 multiplication result mat4.mul(m1: float[16], m2: float[16], dst: /// float[16]) -> float[16] - updates dst matrix with m1 and m2 multiplication /// result mat4.mul(m1: float[16], v: float[3 or 4]) -> float[3 or 4] - creates /// vector of m1 and v multiplication result 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 static int l_mul(lua::State* L) { uint argc = lua::check_argc(L, 2, 3); auto matrix1 = lua::tomat4(L, 1); uint len2 = lua::objlen(L, 2); if (len2 < 3) { throw std::runtime_error("argument #2: vec3 or vec4 expected"); } switch (argc) { case 2: { if (len2 == 4) { return lua::pushvec(L, matrix1 * lua::tovec4(L, 2)); } else if (len2 == 3) { return lua::pushvec( L, matrix1 * glm::vec4(lua::tovec3(L, 2), 1.0f) ); } return lua::pushmat4(L, matrix1 * lua::tomat4(L, 2)); } case 3: { if (len2 == 4) { return lua::setvec(L, 3, matrix1 * lua::tovec4(L, 2)); } else if (len2 == 3) { return lua::setvec( L, 3, matrix1 * glm::vec4(lua::tovec3(L, 2), 1.0f) ); } return lua::setmat4(L, 3, matrix1 * lua::tomat4(L, 2)); } } return 0; } /// Overloads: /// mat4.(vec: float[3]) -> float[16] - creates transform matrix /// mat4.(matrix: float[16], vec: float[3]) -> float[16] - creates /// transformed copy of matrix mat4.(matrix: float[16], vec: float[3], /// dst: float[16]) -> sets dst to transformed version of matrix template inline int l_binop_func(lua::State* L) { uint argc = lua::gettop(L); switch (argc) { case 1: { auto vec = lua::tovec3(L, 1); return lua::pushmat4(L, func(glm::mat4(1.0f), vec)); } case 2: { auto matrix = lua::tomat4(L, 1); auto vec = lua::tovec3(L, 2); return lua::pushmat4(L, func(matrix, vec)); } case 3: { auto matrix = lua::tomat4(L, 1); auto vec = lua::tovec3(L, 2); return lua::setmat4(L, 3, func(matrix, vec)); } default: { throw std::runtime_error( "invalid arguments number (1, 2 or 3 expected)" ); } } return 0; } /// Overloads: /// mat4.rotate(vec: float[3], angle: float) -> float[16] - creates rotation /// matrix mat4.rotate(matrix: float[16], vec: float[3], angle: float) -> /// float[16] - creates rotated copy of matrix mat4.rotate(matrix: float[16], /// vec: float[3], angle: float, dst: float[16]) -> sets dst to rotated version /// of matrix inline int l_rotate(lua::State* L) { uint argc = lua::gettop(L); switch (argc) { case 2: { auto vec = lua::tovec3(L, 1); auto angle = glm::radians(static_cast(lua::tonumber(L, 2))); return lua::pushmat4(L, glm::rotate(glm::mat4(1.0f), angle, vec)); } case 3: { auto matrix = lua::tomat4(L, 1); auto vec = lua::tovec3(L, 2); auto angle = glm::radians(static_cast(lua::tonumber(L, 3))); return lua::pushmat4(L, glm::rotate(matrix, angle, vec)); } case 4: { auto matrix = lua::tomat4(L, 1); auto vec = lua::tovec3(L, 2); auto angle = glm::radians(static_cast(lua::tonumber(L, 3))); return lua::setmat4(L, 4, glm::rotate(matrix, angle, vec)); } default: { throw std::runtime_error( "invalid arguments number (2, 3 or 4 expected)" ); } } return 0; } /// Overloads: /// mat4.inverse(matrix: float[16]) -> float[16] - creates inversed version of /// the matrix mat4.inverse(matrix: float[16], dst: float[16]) -> float[16] - /// updates dst matrix with inversed version of the matrix static int l_inverse(lua::State* L) { uint argc = lua::check_argc(L, 1, 2); auto matrix = lua::tomat4(L, 1); switch (argc) { case 1: { return lua::pushmat4(L, glm::inverse(matrix)); } case 2: { return lua::setmat4(L, 2, glm::inverse(matrix)); } } return 0; } /// Overloads: /// mat4.transpose(matrix: float[16]) -> float[16] - creates transposed version /// of the matrix mat4.transpose(matrix: float[16], dst: float[16]) -> float[16] /// - updates dst matrix with transposed version of the matrix static int l_transpose(lua::State* L) { uint argc = lua::check_argc(L, 1, 2); auto matrix = lua::tomat4(L, 1); switch (argc) { case 1: { return lua::pushmat4(L, glm::transpose(matrix)); } case 2: { return lua::setmat4(L, 2, glm::transpose(matrix)); } } return 0; } /// mat4.decompose(m: float[16]) -> { /// scale=float[3], /// rotation=float[16], /// quaternion=float[4], /// translation=float[3], /// skew=float[3], /// perspective=float[4] /// } or nil static int l_decompose(lua::State* L) { auto matrix = lua::tomat4(L, 1); glm::vec3 scale; glm::quat rotation; glm::vec3 translation; glm::vec3 skew; glm::vec4 perspective; if (glm::decompose( matrix, scale, rotation, translation, skew, perspective )) { lua::createtable(L, 0, 6); lua::pushvec3(L, scale); lua::setfield(L, "scale"); lua::pushmat4(L, glm::toMat4(rotation)); lua::setfield(L, "rotation"); lua::pushquat(L, rotation); lua::setfield(L, "quaternion"); lua::pushvec3(L, translation); lua::setfield(L, "translation"); lua::pushvec3(L, skew); lua::setfield(L, "skew"); lua::pushvec4(L, perspective); lua::setfield(L, "perspective"); return 1; } return 0; } static int l_look_at(lua::State* L) { uint argc = lua::check_argc(L, 3, 4); auto eye = lua::tovec<3>(L, 1); auto center = lua::tovec<3>(L, 2); auto up = lua::tovec<3>(L, 3); if (argc == 3) { return lua::pushmat4(L, glm::lookAt(eye, center, up)); } else { return lua::setmat4(L, 4, glm::lookAt(eye, center, up)); } } static int l_from_quat(lua::State* L) { uint argc = lua::check_argc(L, 1, 2); auto quat = lua::toquat(L, 1); switch (argc) { case 1: return lua::pushmat4(L, glm::toMat4(quat)); case 2: return lua::setmat4(L, 2, glm::toMat4(quat)); } return 0; } static int l_tostring(lua::State* L) { auto matrix = lua::tomat4(L, 1); bool multiline = lua::toboolean(L, 2); std::stringstream ss; ss << "mat4 {"; if (multiline) { ss << "\n"; } for (uint y = 0; y < 4; y++) { for (uint x = 0; x < 4; x++) { if (multiline) { ss << "\t" << matrix[y][x]; } else if (x > 0) { ss << " " << matrix[y][x]; } else { ss << matrix[y][x]; } } if (multiline) { ss << "\n"; } else { ss << "; "; } } ss << "}"; return lua::pushstring(L, ss.str()); } const luaL_Reg mat4lib[] = { {"idt", lua::wrap}, {"mul", lua::wrap}, {"scale", lua::wrap>}, {"rotate", lua::wrap}, {"translate", lua::wrap>}, {"inverse", lua::wrap}, {"transpose", lua::wrap}, {"determinant", lua::wrap}, {"decompose", lua::wrap}, {"look_at", lua::wrap}, {"from_quat", lua::wrap}, {"tostring", lua::wrap}, {NULL, NULL}};