mirror of
https://github.com/UberGames/rpgxEF.git
synced 2024-11-10 15:21:34 +00:00
a39565b783
... not quite content with where the project files lie but it is ok for now. ... compiling works fine so far (only tested mingw32 right now)
388 lines
7.2 KiB
C
388 lines
7.2 KiB
C
// vector lib for Lua
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#include "g_lua.h"
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#if(defined(CG_LUA) || defined(G_LUA))
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#include "lua.h"
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#include "lauxlib.h"
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#include "lualib.h"
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// vector.New()
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// Allocates and returns a new vector (0|0|0).
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static int Vector_New(lua_State *L) {
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vec_t *v;
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v = (vec_t *)lua_newuserdata(L, sizeof(vec3_t));
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luaL_getmetatable(L, "vector");
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lua_setmetatable(L, -2);
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VectorClear(v);
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return 1;
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}
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// vector.Construct(float x, float y, float z)
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// Allocates and returns a new vector (x|y|z).
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static int Vector_Construct(lua_State *L) {
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vec_t *v;
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v = (vec_t *)lua_newuserdata(L, sizeof(vec3_t));
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luaL_getmetatable(L, "vector");
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lua_setmetatable(L, -2);
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v[0] = luaL_optnumber(L, 1, 0);
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v[1] = luaL_optnumber(L, 2, 0);
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v[2] = luaL_optnumber(L, 3, 0);
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return 1;
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}
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// vector.Set(vector v, float x, float y, float z)
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// Set the vector v to the specified values.
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static int Vector_Set(lua_State *L) {
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vec_t *v;
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v = Lua_GetVector(L, 1);
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v[0] = luaL_optnumber(L, 2, 0);
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v[0] = luaL_optnumber(L, 3, 0);
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v[0] = luaL_optnumber(L, 4, 0);
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return 1;
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}
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// vector.Clear(vector vec)
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// Clears vector v by setting it to (0|0|0).
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static int Vector_Clear(lua_State * L)
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{
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vec_t *a;
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a = Lua_GetVector(L, 1);
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VectorClear(a);
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return 1;
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}
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// vector.Vector_Add(vector a, vector b, vector c)
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// Adds a and b together and stores the result in c.
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static int Vector_Add(lua_State *L) {
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vec_t *a, *b, *c;
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a = Lua_GetVector(L, 1);
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b = Lua_GetVector(L, 2);
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c = Lua_GetVector(L, 3);
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VectorAdd(a, b, c);
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return 1;
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}
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// vector.Vector_subtract(vector a, vector b, vector c)
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// Subtracts b from a and stores the result in c.
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static int Vector_Subtract(lua_State *L) {
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vec_t *a, *b, *c;
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a = Lua_GetVector(L, 1);
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b = Lua_GetVector(L, 2);
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c = Lua_GetVector(L, 3);
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VectorSubtract(a, b, c);
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return 1;
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}
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// vector.Scale(vector a, float b, vector c)
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// 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) {
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vec_t *a, b, *c;
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a = Lua_GetVector(L, 1);
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b = luaL_checknumber(L, 2);
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c = Lua_GetVector(L, 3);
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VectorScale(a,b,c);
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return 1;
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}
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// vector.Length(vector a)
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// Returns the length of a.
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static int Vector_Length(lua_State *L) {
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vec_t *a;
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vec_t len;
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a = Lua_GetVector(L,1);
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len = VectorLength(a);
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lua_pushnumber(L, len);
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return 1;
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}
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// vector.Normalize(vector a)
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// Normalizes a
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static int Vector_Normalize(lua_State *L) {
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vec_t *a;
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vec_t len;
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a = Lua_GetVector(L, 1);
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len = VectorNormalize(a);
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lua_pushnumber(L, len);
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return 1;
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}
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// vector.NormalizeFast(vector vec)
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// Normalzes the vector (faster method)
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static int Vector_NormalizeFast(lua_State *L) {
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vec_t *a;
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a = Lua_GetVector(L, 1);
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VectorNormalizeFast(a);
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return 1;
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}
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// vector.RotateAroundPoint(vector dest, vector dir, vector point, float degrees)
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// Rotates point around a given vector.
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// * dir vector around which to rotate (must be normalized)
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// * point point to be rotated
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// * degrees how many degrees to rotate the point by
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// * dest point after rotation
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static int Vector_RotatePointAround(lua_State *L) {
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vec_t *dst, *dir, *point;
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vec_t degrees;
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dst = Lua_GetVector(L, 1);
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dir = Lua_GetVector(L, 2);
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point = Lua_GetVector(L, 3);
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degrees = luaL_checknumber(L, 4);
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RotatePointAroundVector(dst, dir, point, degrees);
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return 1;
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}
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// vector.Perpendicular(vector dest, vector src)
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// Finds a vector perpendicular to the source vector.
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// * src source vector
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// * dest a vector that is perpendicular to src (the result is stored here)
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static int Vector_Perpendicular(lua_State *L) {
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vec_t *dst, *src;
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dst = Lua_GetVector(L, 1);
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src = Lua_GetVector(L, 2);
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PerpendicularVector(dst, src);
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return 1;
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}
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//What does this do?
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static int Vector_VecToAngles(lua_State *L) {
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vec_t *v, *t;
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v = Lua_GetVector(L, 1);
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t = Lua_GetVector(L, 2);
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vectoangles(v, t);
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return 1;
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}
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//What does this do?
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static int Vector_AngleVectors(lua_State *L) {
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vec_t *v, *fwd, *right, *up;
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v = Lua_GetVector(L, 1);
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fwd = Lua_GetVector(L, 2);
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right = Lua_GetVector(L, 3);
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up = Lua_GetVector(L, 4);
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AngleVectors(v, fwd, right, up);
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return 1;
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}
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static int Vector_Index(lua_State *L) {
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vec_t *v;
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const char *i;
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v = Lua_GetVector(L, 1);
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i = luaL_checkstring(L, 2);
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switch(*i) {
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case '0': case 'x': case 'r': lua_pushnumber(L, v[0]); break;
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case '1': case 'y': case 'g': lua_pushnumber(L, v[1]); break;
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case '2': case 'z': case 'b': lua_pushnumber(L, v[2]); break;
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default: lua_pushnil(L); break;
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}
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return 1;
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}
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static int Vector_NewIndex(lua_State *L) {
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vec_t *v;
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const char *i;
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vec_t t;
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v = Lua_GetVector(L, 1);
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i = luaL_checkstring(L, 2);
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t = luaL_checknumber(L, 3);
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switch(*i) {
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case '0': case 'x': case 'r': v[0] = t; break;
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case '1': case 'y': case 'g': v[1] = t; break;
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case '2': case 'z': case 'b': v[2] = t; break;
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}
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return 1;
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}
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static int Vector_AddOperator(lua_State *L) {
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vec_t *a, *b;
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vec3_t c;
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a = Lua_GetVector(L, 1);
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b = Lua_GetVector(L, 2);
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VectorAdd(a, b, c);
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Lua_PushVector(L, c);
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return 1;
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}
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static int Vector_SubOperator(lua_State *L) {
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vec_t *a, *b;
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vec3_t c;
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a = Lua_GetVector(L, 1);
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b = Lua_GetVector(L, 2);
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VectorSubtract(a, b, c);
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Lua_PushVector(L, c);
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return 1;
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}
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static int Vector_DotOperator(lua_State *L) {
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vec_t *a, *b;
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a = Lua_GetVector(L, 1);
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b = Lua_GetVector(L, 2);
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lua_pushnumber(L, DotProduct(a,b));
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return 1;
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}
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static int Vector_NegateOperator(lua_State *L) {
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vec_t *a;
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vec3_t b;
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a = Lua_GetVector(L, 1);
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VectorNegate(a, b);
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Lua_PushVector(L, b);
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return 1;
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}
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static int Vector_GC(lua_State *L) {
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return 0;
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}
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static int Vector_ToString(lua_State *L) {
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vec_t *vec;
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vec = Lua_GetVector(L,1);
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lua_pushstring(L, va("(%i %i %i)", (int)vec[0], (int)vec[1], (int)vec[2]));
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return 1;
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}
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static const luaL_Reg vector_ctor[] = {
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{"New", Vector_New},
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{"Construct", Vector_Construct},
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{"Set", Vector_Set},
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{"Clear", Vector_Clear},
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{"Add", Vector_Add},
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{"Subtract", Vector_Subtract},
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{"Scale", Vector_Scale},
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{"Length", Vector_Length},
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{"Normalize", Vector_Normalize},
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{"NormalizeFast", Vector_NormalizeFast},
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{"RotatePointAround", Vector_RotatePointAround},
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{"Perpendicular", Vector_Perpendicular},
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{"VecToAngles", Vector_VecToAngles },
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{"AngleVectors", Vector_AngleVectors },
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{NULL, NULL}
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};
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static const luaL_Reg vector_meta[] = {
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{"__index", Vector_Index},
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{"__newindex", Vector_NewIndex},
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{"__add", Vector_AddOperator},
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{"__sub", Vector_SubOperator},
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{"__mul", Vector_DotOperator},
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{"__unm", Vector_NegateOperator},
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{"__gc", Vector_GC},
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{"__tostring", Vector_ToString},
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{NULL, NULL}
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};
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int Luaopen_Vector(lua_State *L) {
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luaL_newmetatable(L, "vector");
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luaL_register(L, NULL, vector_meta);
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luaL_register(L, "vector", vector_ctor);
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return 1;
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}
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void Lua_PushVector(lua_State *L, vec3_t v) {
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vec_t *vec;
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vec = (vec_t *)lua_newuserdata(L, sizeof(vec3_t));
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luaL_getmetatable(L, "vector");
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lua_setmetatable(L, -2);
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VectorCopy(v, vec);
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}
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vec_t *Lua_GetVector(lua_State * L, int argNum)
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{
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void *ud;
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ud = luaL_checkudata(L, argNum, "vector");
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luaL_argcheck(L, ud != NULL, argNum, "`vector' expected");
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return (vec_t *) ud;
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}
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int Lua_IsVector(lua_State * L, int idx)
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{
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void *ud;
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if(lua_isuserdata(L, idx))
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{
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if(lua_getmetatable(L, idx))
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{
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ud = luaL_checkudata(L, idx, "vector");
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return (ud != NULL);
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}
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}
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return 0;
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}
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#endif
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