rpgxef/code/game/lua_vector.c
Walter Julius Hennecke 17163a2fb0 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!
2013-08-28 20:02:12 +02:00

452 lines
7.8 KiB
C

// vector lib for Lua
#include "g_lua.h"
#if(defined(CG_LUA) || defined(G_LUA))
#include "lua.h"
#include "lauxlib.h"
#include "lualib.h"
/***
A module implementing vectors.
@module vector
*/
/***
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;
v = (vec_t *)lua_newuserdata(L, sizeof(vec3_t));
luaL_getmetatable(L, "vector");
lua_setmetatable(L, -2);
VectorClear(v);
return 0;
}
/***
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;
v = (vec_t *)lua_newuserdata(L, sizeof(vec3_t));
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 0;
}
/***
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;
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 0;
}
/***
Clears the vector which means x = y = z = 0.
@function Clear
*/
static int Vector_Clear(lua_State * L)
{
vec_t *a;
a = Lua_GetVector(L, 1);
VectorClear(a);
return 0;
}
/***
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;
vec3_t c;
a = Lua_GetVector(L, 1);
b = Lua_GetVector(L, 2);
VectorAdd(a, b, c);
Lua_PushVector(L, c);
return 0;
}
/***
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;
vec3_t c;
a = Lua_GetVector(L, 1);
b = Lua_GetVector(L, 2);
VectorSubtract(a, b, c);
Lua_PushVector(L, c);
return 0;
}
/***
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;
vec3_t c;
a = Lua_GetVector(L, 1);
b = luaL_checknumber(L, 2);
VectorScale(a,b,c);
Lua_PushVector(L, c);
return 0;
}
/***
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;
a = Lua_GetVector(L,1);
len = VectorLength(a);
lua_pushnumber(L, len);
return 0;
}
/***
Normalize a vector.
@function Normalize
@return Vector length.
*/
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 0;
}
/***
Normalize a vector (fast method).
@function NormalizeFast
@return Vector length.
*/
static int Vector_NormalizeFast(lua_State *L) {
vec_t *a;
a = Lua_GetVector(L, 1);
VectorNormalizeFast(a);
return 0;
}
/***
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;
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 0;
}
/***
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;
dst = Lua_GetVector(L, 1);
src = Lua_GetVector(L, 2);
PerpendicularVector(dst, src);
return 0;
}
/***
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;
v = Lua_GetVector(L, 1);
t = Lua_GetVector(L, 2);
vectoangles(v, t);
return 0;
}
/***
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;
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 0;
}
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 0;
}
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},
{"RotatePointAround", Vector_RotatePointAround},
{"Perpendicular", Vector_Perpendicular},
{"VecToAngles", Vector_VecToAngles },
{"AngleVectors", Vector_AngleVectors },
{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},
{"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}
};
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));
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