mirror of
https://github.com/UberGames/rpgxEF.git
synced 2024-11-15 01:11:25 +00:00
452 lines
7.9 KiB
C
452 lines
7.9 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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/***
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A module implementing vectors.
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@module vector
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*/
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/***
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Create a new vector.
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@function New
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@return A new vector with x = y = z = 0.
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*/
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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 0;
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}
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/***
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Create a new vector with the given values.
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@function Construct
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@param x X value.
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@param y Y value.
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@param z Z value.
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@return A new vector with given values for x, y, and z.
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*/
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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 0;
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}
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/***
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Set vector to given values.
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@function Set
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@param x New x value.
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@param y New y value.
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@param z New z value.
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*/
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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 0;
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}
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/***
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Clears the vector which means x = y = z = 0.
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@function Clear
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*/
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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 0;
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}
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/***
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Add vector b to vector a and return the result.
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@function Add
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@param a Vector.
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@param b Vector.
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@return Result.
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*/
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static int Vector_Add(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 0;
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}
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/***
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Substract vector b from vector a and return the result.
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@function Subtract
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@param a Vector.
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@param b Vector.
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@return Result.
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*/
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static int Vector_Subtract(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 0;
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}
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/***
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Scale vector a by value b and return the result.
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@function Scale.
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@param a Vector.
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@param b Scaling factor.
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@return Result.
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*/
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static int Vector_Scale(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 = luaL_checknumber(L, 2);
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VectorScale(a,b,c);
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Lua_PushVector(L, c);
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return 0;
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}
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/***
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Get the length of the vector.
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@function Length
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@return Length of given vector.
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*/
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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 0;
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}
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/***
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Normalize a vector.
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@function Normalize
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@return Vector length.
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*/
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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 0;
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}
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/***
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Normalize a vector (fast method).
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@function NormalizeFast
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@return Vector length.
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*/
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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 0;
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}
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/***
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Rotates point around a given vector.
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@function RotatePointAround
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@param dir Vector to rotate around (must be normalized).
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@param point Point to be rotated.
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@param degrees How many degrees to rotate.
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@param dest Point after rotation.
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*/
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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 0;
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}
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/***
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Finds a vector perpendicular to the source vector.
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@function Perpendicular
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@param src Source vector.
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@param dest A vector that is perpendicular to src (the result is stored here)
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*/
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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 0;
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}
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/***
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Convert a vector to angles.
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@function VecToAngles
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@param vector Vector.
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@param angles Vector the results are stored in.
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*/
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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 0;
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}
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/***
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Calculate forward, right, and up vectors from given angles.
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@function AngleVectors
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@param angles Angles.
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@param fwd Vector to store forward.
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@param right Vector to store right.
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@param up Vector to store up.
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*/
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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 0;
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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 0;
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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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{ "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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{ "Set", Vector_Set },
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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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{ "Add", Vector_Add },
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{ "Subtract", Vector_Subtract },
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{ "Scale", Vector_Scale },
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{ "Clear", Vector_Clear },
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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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