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

226 lines
6.6 KiB
C++

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