226 lines
6.6 KiB
C++
226 lines
6.6 KiB
C++
#define GLM_ENABLE_EXPERIMENTAL
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#include <glm/glm.hpp>
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#include <glm/gtc/random.hpp>
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#include <glm/gtx/vector_angle.hpp>
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#include <sstream>
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#include "api_lua.hpp"
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template <typename T>
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inline T angle(glm::vec<2, T> vec) {
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auto val = std::atan2(vec.y, vec.x);
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if (val < 0.0) {
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return val + glm::two_pi<double>();
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}
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return val;
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}
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template <int n, template <class> class Op>
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static int l_binop(lua::State* L) {
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uint argc = lua::check_argc(L, 2, 3);
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auto a = lua::tovec<n>(L, 1);
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if (lua::isnumber(L, 2)) { // scalar second operand overload
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auto b = lua::tonumber(L, 2);
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Op op;
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if (argc == 2) {
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lua::createtable(L, n, 0);
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for (uint i = 0; i < n; i++) {
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lua::pushnumber(L, op(a[i], b));
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lua::rawseti(L, i + 1);
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}
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return 1;
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} else {
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return lua::setvec(L, 3, op(a, glm::vec<n, float>(b)));
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}
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} else {
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auto b = lua::tovec<n>(L, 2);
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Op op;
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if (argc == 2) {
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lua::createtable(L, n, 0);
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for (uint i = 0; i < n; i++) {
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lua::pushnumber(L, op(a[i], b[i]));
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lua::rawseti(L, i + 1);
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}
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return 1;
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} else {
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return lua::setvec(L, 3, op(a, b));
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}
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}
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}
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template <int n, glm::vec<n, float> (*func)(const glm::vec<n, float>&)>
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static int l_unaryop(lua::State* L) {
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uint argc = lua::check_argc(L, 1, 2);
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auto vec = func(lua::tovec<n>(L, 1));
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switch (argc) {
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case 1:
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lua::createtable(L, n, 0);
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for (uint i = 0; i < n; i++) {
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lua::pushnumber(L, vec[i]);
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lua::rawseti(L, i + 1);
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}
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return 1;
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case 2:
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return lua::setvec(L, 2, vec);
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}
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return 0;
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}
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template <int n, float (*func)(const glm::vec<n, float>&)>
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static int l_scalar_op(lua::State* L) {
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lua::check_argc(L, 1);
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auto vec = lua::tovec<n>(L, 1);
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return lua::pushnumber(L, func(vec));
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}
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template <int n>
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static int l_pow(lua::State* L) {
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uint argc = lua::check_argc(L, 2, 3);
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auto a = lua::tovec<n>(L, 1);
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if (lua::isnumber(L, 2)) {
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auto b = lua::tonumber(L, 2);
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if (argc == 2) {
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lua::createtable(L, n, 0);
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for (uint i = 0; i < n; i++) {
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lua::pushnumber(L, pow(a[i], b));
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lua::rawseti(L, i + 1);
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}
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return 1;
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} else {
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return lua::setvec(L, 3, pow(a, glm::vec<n, float>(b)));
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}
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} else {
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auto b = lua::tovec<n>(L, 2);
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if (argc == 2) {
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lua::createtable(L, n, 0);
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for (uint i = 0; i < n; i++) {
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lua::pushnumber(L, pow(a[i], b[i]));
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lua::rawseti(L, i + 1);
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}
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return 1;
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} else {
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return lua::setvec(L, 3, pow(a, b));
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}
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}
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}
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template <int n>
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static int l_dot(lua::State* L) {
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lua::check_argc(L, 2);
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const auto& a = lua::tovec<n>(L, 1);
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const auto& b = lua::tovec<n>(L, 2);
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return lua::pushnumber(L, glm::dot(a, b));
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}
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template <int n>
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static int l_inverse(lua::State* L) {
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uint argc = lua::check_argc(L, 1, 2);
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auto vec = lua::tovec<n>(L, 1);
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switch (argc) {
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case 1:
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lua::createtable(L, n, 0);
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for (uint i = 0; i < n; i++) {
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lua::pushnumber(L, (-1) * vec[i]);
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lua::rawseti(L, i + 1);
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}
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return 1;
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case 2:
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return lua::setvec(L, 2, -vec);
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}
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return 0;
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}
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static int l_spherical_rand(lua::State* L) {
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uint argc = lua::check_argc(L, 1, 2);
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switch (argc) {
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case 1:
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return lua::pushvec3(L, glm::sphericalRand(lua::tonumber(L, 1)));
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case 2:
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return lua::setvec(
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L,
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2,
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glm::sphericalRand(static_cast<float>(lua::tonumber(L, 1)))
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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_vec2_angle(lua::State* L) {
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uint argc = lua::check_argc(L, 1, 2);
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if (argc == 1) {
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return lua::pushnumber(L, glm::degrees(angle(lua::tovec2(L, 1))));
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} else {
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return lua::pushnumber(
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L,
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glm::degrees(
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angle(glm::vec2(lua::tonumber(L, 1), lua::tonumber(L, 2)))
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)
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);
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}
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}
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template <int n>
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static int l_tostring(lua::State* L) {
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lua::check_argc(L, 1);
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auto vec = lua::tovec<n>(L, 1);
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std::stringstream ss;
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ss << "vec" << std::to_string(n) << "{";
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for (int i = 0; i < n; i++) {
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if (i > 0) {
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ss << ", ";
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}
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ss << vec[i];
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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 vec2lib[] = {
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{"add", lua::wrap<l_binop<2, std::plus>>},
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{"sub", lua::wrap<l_binop<2, std::minus>>},
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{"mul", lua::wrap<l_binop<2, std::multiplies>>},
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{"div", lua::wrap<l_binop<2, std::divides>>},
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{"normalize", lua::wrap<l_unaryop<2, glm::normalize>>},
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{"length", lua::wrap<l_scalar_op<2, glm::length>>},
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{"tostring", lua::wrap<l_tostring<2>>},
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{"abs", lua::wrap<l_unaryop<2, glm::abs>>},
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{"round", lua::wrap<l_unaryop<2, glm::round>>},
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{"inverse", lua::wrap<l_inverse<2>>},
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{"pow", lua::wrap<l_pow<2>>},
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{"dot", lua::wrap<l_dot<2>>},
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{"angle", lua::wrap<l_vec2_angle>},
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{NULL, NULL}};
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const luaL_Reg vec3lib[] = {
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{"add", lua::wrap<l_binop<3, std::plus>>},
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{"sub", lua::wrap<l_binop<3, std::minus>>},
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{"mul", lua::wrap<l_binop<3, std::multiplies>>},
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{"div", lua::wrap<l_binop<3, std::divides>>},
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{"normalize", lua::wrap<l_unaryop<3, glm::normalize>>},
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{"length", lua::wrap<l_scalar_op<3, glm::length>>},
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{"tostring", lua::wrap<l_tostring<3>>},
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{"abs", lua::wrap<l_unaryop<3, glm::abs>>},
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{"round", lua::wrap<l_unaryop<3, glm::round>>},
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{"inverse", lua::wrap<l_inverse<3>>},
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{"pow", lua::wrap<l_pow<3>>},
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{"dot", lua::wrap<l_dot<3>>},
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{"spherical_rand", lua::wrap<l_spherical_rand>},
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{NULL, NULL}};
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const luaL_Reg vec4lib[] = {
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{"add", lua::wrap<l_binop<4, std::plus>>},
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{"sub", lua::wrap<l_binop<4, std::minus>>},
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{"mul", lua::wrap<l_binop<4, std::multiplies>>},
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{"div", lua::wrap<l_binop<4, std::divides>>},
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{"normalize", lua::wrap<l_unaryop<4, glm::normalize>>},
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{"length", lua::wrap<l_scalar_op<4, glm::length>>},
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{"tostring", lua::wrap<l_tostring<4>>},
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{"abs", lua::wrap<l_unaryop<4, glm::abs>>},
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{"round", lua::wrap<l_unaryop<4, glm::round>>},
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{"inverse", lua::wrap<l_inverse<4>>},
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{"pow", lua::wrap<l_pow<4>>},
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{"dot", lua::wrap<l_dot<4>>},
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{NULL, NULL}};
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