Updated lua functions and lua documentation ...

ATTENTION PLEASE NOTE THAT THE FOLLOWING LUA FUNCTIONS HAVE CHANGED:
vector.Set(vec,x,y,z) -> vector:Set(x,y,z)
vector.Length(vec) -> vector:Length()
vector.Normalize(vec) -> vector:Normalize()
vector.NormalizeFast(vec) -> vector:NormalizeFast()
vector.Add(a, b, result) -> vector:Add(b) returning result
vector.Subtract(a, b, result) -> vector:Subtract(b) returning result
vector.Scale(a, scale_factor, result) ->  vector:Scale(scale_factor)
returning result
vector.Clear(vec) -> vector:Clear()
YOU MIGHT HAVE TO ADJUST YOUR LUA CODE ACORDINGLY!
This commit is contained in:
Walter Julius Hennecke 2013-05-09 01:32:38 +02:00
parent 14543ce918
commit 9eb592fb58
2 changed files with 176 additions and 66 deletions

View File

@ -9,12 +9,15 @@
#include "lualib.h"
/***
A module implementing vectors. Documentation under work.
A module implementing vectors.
@module vector
*/
// vector.New()
// Allocates and returns a new vector (0|0|0).
/***
Create a new vector.
@function New
@return A new vector with x = y = z = 0.
*/
static int Vector_New(lua_State *L) {
vec_t *v;
@ -25,11 +28,17 @@ static int Vector_New(lua_State *L) {
VectorClear(v);
return 1;
return 0;
}
// vector.Construct(float x, float y, float z)
// Allocates and returns a new vector (x|y|z).
/***
Create a new vector with the given values.
@function Construct
@param x X value.
@param y Y value.
@param z Z value.
@return A new vector with given values for x, y, and z.
*/
static int Vector_Construct(lua_State *L) {
vec_t *v;
@ -42,11 +51,16 @@ static int Vector_Construct(lua_State *L) {
v[1] = luaL_optnumber(L, 2, 0);
v[2] = luaL_optnumber(L, 3, 0);
return 1;
return 0;
}
// vector.Set(vector v, float x, float y, float z)
// Set the vector v to the specified values.
/***
Set vector to given values.
@function Set
@param x New x value.
@param y New y value.
@param z New z value.
*/
static int Vector_Set(lua_State *L) {
vec_t *v;
@ -56,11 +70,13 @@ static int Vector_Set(lua_State *L) {
v[0] = luaL_optnumber(L, 3, 0);
v[0] = luaL_optnumber(L, 4, 0);
return 1;
return 0;
}
// vector.Clear(vector vec)
// Clears vector v by setting it to (0|0|0).
/***
Clears the vector which means x = y = z = 0.
@function Clear
*/
static int Vector_Clear(lua_State * L)
{
vec_t *a;
@ -69,53 +85,74 @@ static int Vector_Clear(lua_State * L)
VectorClear(a);
return 1;
return 0;
}
// vector.Vector_Add(vector a, vector b, vector c)
// Adds a and b together and stores the result in c.
/***
Add vector b to vector a and return the result.
@function Add
@param a Vector.
@param b Vector.
@return Result.
*/
static int Vector_Add(lua_State *L) {
vec_t *a, *b, *c;
vec_t *a, *b;
vec3_t c;
a = Lua_GetVector(L, 1);
b = Lua_GetVector(L, 2);
c = Lua_GetVector(L, 3);
VectorAdd(a, b, c);
return 1;
Lua_PushVector(L, c);
return 0;
}
// vector.Vector_subtract(vector a, vector b, vector c)
// Subtracts b from a and stores the result in c.
/***
Substract vector b from vector a and return the result.
@function Subtract
@param a Vector.
@param b Vector.
@return Result.
*/
static int Vector_Subtract(lua_State *L) {
vec_t *a, *b, *c;
vec_t *a, *b;
vec3_t c;
a = Lua_GetVector(L, 1);
b = Lua_GetVector(L, 2);
c = Lua_GetVector(L, 3);
VectorSubtract(a, b, c);
return 1;
Lua_PushVector(L, c);
return 0;
}
// vector.Scale(vector a, float b, vector c)
// Scales a vector by the value of b and stores the result in c.
/***
Scale vector a by value b and return the result.
@function Scale.
@param a Vector.
@param b Scaling factor.
@return Result.
*/
static int Vector_Scale(lua_State *L) {
vec_t *a, b, *c;
vec_t *a, b;
vec3_t c;
a = Lua_GetVector(L, 1);
b = luaL_checknumber(L, 2);
c = Lua_GetVector(L, 3);
VectorScale(a,b,c);
return 1;
Lua_PushVector(L, c);
return 0;
}
// vector.Length(vector a)
// Returns the length of a.
/***
Get the length of the vector.
@function Length
@return Length of given vector.
*/
static int Vector_Length(lua_State *L) {
vec_t *a;
vec_t len;
@ -125,11 +162,14 @@ static int Vector_Length(lua_State *L) {
len = VectorLength(a);
lua_pushnumber(L, len);
return 1;
return 0;
}
// vector.Normalize(vector a)
// Normalizes a
/***
Normalize a vector.
@function Normalize
@return Vector length.
*/
static int Vector_Normalize(lua_State *L) {
vec_t *a;
vec_t len;
@ -139,11 +179,14 @@ static int Vector_Normalize(lua_State *L) {
len = VectorNormalize(a);
lua_pushnumber(L, len);
return 1;
return 0;
}
// vector.NormalizeFast(vector vec)
// Normalzes the vector (faster method)
/***
Normalize a vector (fast method).
@function NormalizeFast
@return Vector length.
*/
static int Vector_NormalizeFast(lua_State *L) {
vec_t *a;
@ -151,15 +194,17 @@ static int Vector_NormalizeFast(lua_State *L) {
VectorNormalizeFast(a);
return 1;
return 0;
}
// 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
/***
Rotates point around a given vector.
@function RotatePointAround
@param dir Vector to rotate around (must be normalized).
@param point Point to be rotated.
@param degrees How many degrees to rotate.
@param dest Point after rotation.
*/
static int Vector_RotatePointAround(lua_State *L) {
vec_t *dst, *dir, *point;
vec_t degrees;
@ -171,13 +216,15 @@ static int Vector_RotatePointAround(lua_State *L) {
RotatePointAroundVector(dst, dir, point, degrees);
return 1;
return 0;
}
// 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)
/***
Finds a vector perpendicular to the source vector.
@function Perpendicular
@param src Source vector.
@param dest A vector that is perpendicular to src (the result is stored here)
*/
static int Vector_Perpendicular(lua_State *L) {
vec_t *dst, *src;
@ -186,10 +233,15 @@ static int Vector_Perpendicular(lua_State *L) {
PerpendicularVector(dst, src);
return 1;
return 0;
}
//What does this do?
/***
Convert a vector to angles.
@function VecToAngles
@param vector Vector.
@param angles Vector the results are stored in.
*/
static int Vector_VecToAngles(lua_State *L) {
vec_t *v, *t;
@ -198,10 +250,17 @@ static int Vector_VecToAngles(lua_State *L) {
vectoangles(v, t);
return 1;
return 0;
}
//What does this do?
/***
Calculate forward, right, and up vectors from given angles.
@function AngleVectors
@param angles Angles.
@param fwd Vector to store forward.
@param right Vector to store right.
@param up Vector to store up.
*/
static int Vector_AngleVectors(lua_State *L) {
vec_t *v, *fwd, *right, *up;
@ -212,7 +271,7 @@ static int Vector_AngleVectors(lua_State *L) {
AngleVectors(v, fwd, right, up);
return 1;
return 0;
}
static int Vector_Index(lua_State *L) {
@ -229,7 +288,7 @@ static int Vector_Index(lua_State *L) {
default: lua_pushnil(L); break;
}
return 1;
return 0;
}
static int Vector_NewIndex(lua_State *L) {
@ -318,14 +377,6 @@ static int Vector_ToString(lua_State *L) {
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 },
@ -342,6 +393,14 @@ static const luaL_Reg vector_meta[] = {
{"__unm", Vector_NegateOperator},
{"__gc", Vector_GC},
{"__tostring", Vector_ToString},
{"Set", Vector_Set},
{"Length", Vector_Length},
{"Normalize", Vector_Normalize},
{"NormalizeFast", Vector_NormalizeFast},
{"Add", Vector_Add},
{"Subtract", Vector_Subtract},
{"Scale", Vector_Scale},
{"Clear", Vector_Clear},
{NULL, NULL}
};

View File

@ -5,44 +5,94 @@
#ifdef G_LUA
/***
A module for everything converning weapons. Documentation under way.
A module for everything converning weapons.
@module weapons
*/
#include "g_weapon.h"
/***
Get the forward vector.
@function GetForward
@return Forward vector.
*/
static int weapon_GetForward(lua_State *L) {
Lua_PushVector(L, forward);
return 1;
}
/***
Get the right vector.
@function GetRight.
@return Right vector.
*/
static int weapon_GetRight(lua_State *L) {
Lua_PushVector(L, right);
return 1;
}
/***
Get the up vector.
@function GetUp
@return Up vector.
*/
static int weapon_GetUp(lua_State *L) {
Lua_PushVector(L, up);
return 1;
}
/***
Get the muzzle point.
@function GetMuzzle
@return Muzzle point.
*/
static int weapon_GetMuzzle(lua_State *L) {
Lua_PushVector(L, muzzle);
return 1;
}
/***
Do damage to an entity.
@function Damage
@param target Target entity.
@param inflictor Inflicting entity. Can be nil.
@param attacker Attacking entity. Can be nil.
@param dir Direction for knockback. Can be nil.
@param point Point. Can be nil.
@param damage Ammount of damage.
@param dflags Damage flags.
@param mod Means of death.
@return Success or failure.
*/
static int weapon_Damage(lua_State *L) {
gentity_t *target, *inflictor, *attacker;
lent_t* lent;
gentity_t* target = NULL;
gentity_t* inflictor = NULL;
gentity_t* attacker = NULL;
vec_t *dir, *point;
int damage, dflags, mod;
lent = Lua_GetEntity(L, 1);
if(lent == NULL || lent->e == NULL) {
lua_pushboolean(L, qfalse);
return 0;
}
target = Lua_GetEntity(L, 1)->e;
inflictor = Lua_GetEntity(L, 2)->e;
attacker = Lua_GetEntity(L, 3)->e;
lent = Lua_GetEntity(L, 2);
if(lent != NULL && lent->e != NULL) {
inflictor = lent->e;
}
lent = Lua_GetEntity(L, 3);
if(lent != NULL && lent->e != NULL) {
attacker = lent->e;
}
dir = Lua_GetVector(L, 4);
point = Lua_GetVector(L, 5);
damage = (int)luaL_checknumber(L, 6);
@ -51,6 +101,7 @@ static int weapon_Damage(lua_State *L) {
G_Damage(target, inflictor, attacker, dir, point, damage, dflags, mod);
lua_pushboolean(L, qtrue);
return 0;
}