rpg-x2/game/lua_vector.c

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// vector lib for Lua
#include "g_lua.h"
#if(defined(CG_LUA) || defined(G_LUA))
#include "lua.h"
#include "lauxlib.h"
#include "lualib.h"
// vector.New()
// Allocates and returns a new vector (0|0|0).
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static int Vector_New(lua_State *L) {
vec_t *v;
v = (vec_t *)lua_newuserdata(L, sizeof(vec3_t));
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luaL_getmetatable(L, "vector");
lua_setmetatable(L, -2);
VectorClear(v);
return 1;
}
// vector.Construct(float x, float y, float z)
// Allocates and returns a new vector (x|y|z).
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static int Vector_Construct(lua_State *L) {
vec_t *v;
v = (vec_t *)lua_newuserdata(L, sizeof(vec3_t));
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luaL_getmetatable(L, "vector");
lua_setmetatable(L, -2);
v[0] = luaL_optnumber(L, 1, 0);
v[1] = luaL_optnumber(L, 2, 0);
v[2] = luaL_optnumber(L, 3, 0);
return 1;
}
// vector.Set(vector v, float x, float y, float z)
// Set the vector v to the specified values.
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static int Vector_Set(lua_State *L) {
vec_t *v;
v = Lua_GetVector(L, 1);
v[0] = luaL_optnumber(L, 2, 0);
v[0] = luaL_optnumber(L, 3, 0);
v[0] = luaL_optnumber(L, 4, 0);
return 1;
}
// vector.Clear(vector vec)
// Clears vector v by setting it to (0|0|0).
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static int Vector_Clear(lua_State * L)
{
vec_t *a;
a = Lua_GetVector(L, 1);
VectorClear(a);
return 1;
}
// vector.Vector_Add(vector a, vector b, vector c)
// Adds a and b together and stores the result in c.
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static int Vector_Add(lua_State *L) {
vec_t *a, *b, *c;
a = Lua_GetVector(L, 1);
b = Lua_GetVector(L, 2);
c = Lua_GetVector(L, 3);
VectorAdd(a, b, c);
return 1;
}
// vector.Vector_subtract(vector a, vector b, vector c)
// Subtracts b from a and stores the result in c.
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static int Vector_Subtract(lua_State *L) {
vec_t *a, *b, *c;
a = Lua_GetVector(L, 1);
b = Lua_GetVector(L, 2);
c = Lua_GetVector(L, 3);
VectorSubtract(a, b, c);
return 1;
}
// vector.Scale(vector a, float b, vector c)
// Scales a vector by the value of b and stores the result in c.
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static int Vector_Scale(lua_State *L) {
vec_t *a, b, *c;
a = Lua_GetVector(L, 1);
b = luaL_checknumber(L, 2);
c = Lua_GetVector(L, 3);
VectorScale(a,b,c);
return 1;
}
// vector.Length(vector a)
// Returns the length of a.
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static int Vector_Length(lua_State *L) {
vec_t *a;
vec_t len;
a = Lua_GetVector(L,1);
len = VectorLength(a);
lua_pushnumber(L, len);
return 1;
}
// vector.Normalize(vector a)
// Normalizes a
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static int Vector_Normalize(lua_State *L) {
vec_t *a;
vec_t len;
a = Lua_GetVector(L, 1);
len = VectorNormalize(a);
lua_pushnumber(L, len);
return 1;
}
// vector.NormalizeFast(vector vec)
// Normalzes the vector (faster method)
static int Vector_NormalizeFast(lua_State *L) {
vec_t *a;
a = Lua_GetVector(L, 1);
VectorNormalizeFast(a);
return 1;
}
// vector.RotateAroundPoint(vector dest, vector dir, vector point, float degrees)
// Rotates point around a given vector.
// * dir vector around which to rotate (must be normalized)
// * point point to be rotated
// * degrees how many degrees to rotate the point by
// * dest point after rotation
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static int Vector_RotatePointAround(lua_State *L) {
vec_t *dst, *dir, *point;
vec_t degrees;
dst = Lua_GetVector(L, 1);
dir = Lua_GetVector(L, 2);
point = Lua_GetVector(L, 3);
degrees = luaL_checknumber(L, 4);
RotatePointAroundVector(dst, dir, point, degrees);
return 1;
}
// vector.Perpendicular(vector dest, vector src)
// Finds a vector perpendicular to the source vector.
// * src source vector
// * dest a vector that is perpendicular to src (the result is stored here)
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static int Vector_Perpendicular(lua_State *L) {
vec_t *dst, *src;
dst = Lua_GetVector(L, 1);
src = Lua_GetVector(L, 2);
PerpendicularVector(dst, src);
return 1;
}
//What does this do?
static int Vector_VecToAngles(lua_State *L) {
vec_t *v, *t;
v = Lua_GetVector(L, 1);
t = Lua_GetVector(L, 2);
vectoangles(v, t);
return 1;
}
//What does this do?
static int Vector_AngleVectors(lua_State *L) {
vec_t *v, *fwd, *right, *up;
v = Lua_GetVector(L, 1);
fwd = Lua_GetVector(L, 2);
right = Lua_GetVector(L, 3);
up = Lua_GetVector(L, 4);
AngleVectors(v, fwd, right, up);
return 1;
}
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static int Vector_Index(lua_State *L) {
vec_t *v;
const char *i;
v = Lua_GetVector(L, 1);
i = luaL_checkstring(L, 2);
switch(*i) {
case '0': case 'x': case 'r': lua_pushnumber(L, v[0]); break;
case '1': case 'y': case 'g': lua_pushnumber(L, v[1]); break;
case '2': case 'z': case 'b': lua_pushnumber(L, v[2]); break;
default: lua_pushnil(L); break;
}
return 1;
}
static int Vector_NewIndex(lua_State *L) {
vec_t *v;
const char *i;
vec_t t;
v = Lua_GetVector(L, 1);
i = luaL_checkstring(L, 2);
t = luaL_checknumber(L, 3);
switch(*i) {
case '0': case 'x': case 'r': v[0] = t; break;
case '1': case 'y': case 'g': v[1] = t; break;
case '2': case 'z': case 'b': v[2] = t; break;
}
return 1;
}
static int Vector_AddOperator(lua_State *L) {
vec_t *a, *b;
vec3_t c;
a = Lua_GetVector(L, 1);
b = Lua_GetVector(L, 2);
VectorAdd(a, b, c);
Lua_PushVector(L, c);
return 1;
}
static int Vector_SubOperator(lua_State *L) {
vec_t *a, *b;
vec3_t c;
a = Lua_GetVector(L, 1);
b = Lua_GetVector(L, 2);
VectorSubtract(a, b, c);
Lua_PushVector(L, c);
return 1;
}
static int Vector_DotOperator(lua_State *L) {
vec_t *a, *b;
a = Lua_GetVector(L, 1);
b = Lua_GetVector(L, 2);
lua_pushnumber(L, DotProduct(a,b));
return 1;
}
static int Vector_NegateOperator(lua_State *L) {
vec_t *a;
vec3_t b;
a = Lua_GetVector(L, 1);
VectorNegate(a, b);
Lua_PushVector(L, b);
return 1;
}
static int Vector_GC(lua_State *L) {
return 0;
}
static int Vector_ToString(lua_State *L) {
vec_t *vec;
vec = Lua_GetVector(L,1);
lua_pushstring(L, va("(%i %i %i)", (int)vec[0], (int)vec[1], (int)vec[2]));
return 1;
}
static const luaL_Reg vector_ctor[] = {
{"New", Vector_New},
{"Construct", Vector_Construct},
{"Set", Vector_Set},
{"Clear", Vector_Clear},
{"Add", Vector_Add},
{"Subtract", Vector_Subtract},
{"Scale", Vector_Scale},
{"Length", Vector_Length},
{"Normalize", Vector_Normalize},
{"NormalizeFast", Vector_NormalizeFast},
{"RotatePointAround", Vector_RotatePointAround},
{"Perpendicular", Vector_Perpendicular},
{"VecToAngles", Vector_VecToAngles },
{"AngleVectors", Vector_AngleVectors },
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{NULL, NULL}
};
static const luaL_Reg vector_meta[] = {
{"__index", Vector_Index},
{"__newindex", Vector_NewIndex},
{"__add", Vector_AddOperator},
{"__sub", Vector_SubOperator},
{"__mul", Vector_DotOperator},
{"__unm", Vector_NegateOperator},
{"__gc", Vector_GC},
{"__tostring", Vector_ToString},
{NULL, NULL}
};
int Luaopen_Vector(lua_State *L) {
luaL_newmetatable(L, "vector");
luaL_register(L, NULL, vector_meta);
luaL_register(L, "vector", vector_ctor);
return 1;
}
void Lua_PushVector(lua_State *L, vec3_t v) {
vec_t *vec;
vec = (vec_t *)lua_newuserdata(L, sizeof(vec3_t));
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luaL_getmetatable(L, "vector");
lua_setmetatable(L, -2);
VectorCopy(v, vec);
}
vec_t *Lua_GetVector(lua_State * L, int argNum)
{
void *ud;
ud = luaL_checkudata(L, argNum, "vector");
luaL_argcheck(L, ud != NULL, argNum, "`vector' expected");
return (vec_t *) ud;
}
int Lua_IsVector(lua_State * L, int idx)
{
void *ud;
if(lua_isuserdata(L, idx))
{
if(lua_getmetatable(L, idx))
{
ud = luaL_checkudata(L, idx, "vector");
return (ud != NULL);
}
}
return 0;
}
#endif