2024-10-05 00:53:41 +03:00

286 lines
9.1 KiB
C++

#include <sstream>
#include "api_lua.hpp"
#define GLM_ENABLE_EXPERIMENTAL
#include <glm/ext/matrix_transform.hpp>
#include <glm/gtx/matrix_decompose.hpp>
#include <glm/gtx/quaternion.hpp>
/// 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.<func>(vec: float[3]) -> float[16] - creates transform matrix
/// mat4.<func>(matrix: float[16], vec: float[3]) -> float[16] - creates
/// transformed copy of matrix mat4.<func>(matrix: float[16], vec: float[3],
/// dst: float[16]) -> sets dst to transformed version of matrix
template <glm::mat4 (*func)(const glm::mat4&, const glm::vec3&)>
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<float>(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<float>(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<float>(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<l_idt>},
{"mul", lua::wrap<l_mul>},
{"scale", lua::wrap<l_binop_func<glm::scale>>},
{"rotate", lua::wrap<l_rotate>},
{"translate", lua::wrap<l_binop_func<glm::translate>>},
{"inverse", lua::wrap<l_inverse>},
{"transpose", lua::wrap<l_transpose>},
{"determinant", lua::wrap<l_determinant>},
{"decompose", lua::wrap<l_decompose>},
{"look_at", lua::wrap<l_look_at>},
{"from_quat", lua::wrap<l_from_quat>},
{"tostring", lua::wrap<l_tostring>},
{NULL, NULL}};