Lunatic 'geom': retire tovec2 and tovec3, make vec2 and vec3 accept cdata, too.

git-svn-id: https://svn.eduke32.com/eduke32@3890 1a8010ca-5511-0410-912e-c29ae57300e0
This commit is contained in:
helixhorned 2013-06-20 18:31:45 +00:00
parent 4a4f90e5e7
commit 10379910c1
4 changed files with 33 additions and 14 deletions

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@ -133,19 +133,35 @@ local vec3_mt = {
},
}
ffi.metatype(dvec2_t, vec2_mt)
ffi.metatype(dvec3_t, vec3_mt)
-- VEC2 user data constructor.
-- * vec2(<table>), <table> should be indexable with "x" and "y"
-- * vec2(x, y), assuming that x and y are numbers
vec2 = ffi.metatype(dvec2_t, vec2_mt)
vec3 = ffi.metatype(dvec3_t, vec3_mt)
-- * vec2([x [, y]]), assuming that x and y are numbers. Vacant positions are
-- assumed to be 0.
-- * vec2(<compound>), <compound> can be anything indexable with "x" and "y"
function vec2(...)
local x, y = ...
if (type(x)=="number" or x==nil) then
return dvec2_t(...)
else
return dvec2_t(x.x, x.y)
end
end
ivec3 = ffi.metatype("vec3_t", vec3_mt)
-- VEC3 user data constructor.
-- Analogous to VEC2.
function vec3(...)
local x, y, z = ...
if (type(x)=="number" or x==nil) then
return dvec3_t(...)
else
return dvec3_t(x.x, x.y, x.z)
end
end
-- Returns a vec2 from anything indexable with "x" and "y"
-- (vec2(t) works if t is such a table, but not if it's a vec2 or a cdata of
-- different type)
function tovec2(t) return dvec2_t(t.x, t.y) end
function tovec3(t) return dvec3_t(t.x, t.y, t.z) end
-- TODO: make a constructor like VEC3?
ivec3 = ffi.metatype(ivec3_t, vec3_mt)
-- Two-element vector cross product.
@ -168,11 +184,11 @@ function intersect(a,v, b,w, retpoint_p)
local vxw = cross2(v,w)
if (vxw ~= 0) then
local btoa = tovec2(a)-tovec2(b)
local btoa = vec2(a) - vec2(b)
local cv, cw = cross2(w, btoa)/vxw, cross2(v, btoa)/vxw
if (retpoint_p) then
return tovec2(a)+cv*tovec2(v)
return vec2(a) + cv*vec2(v)
else
return cv, cw
end

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@ -33,7 +33,7 @@ function randwalk(N, spritenum, minlen, maxlen, randofs, funci, logfn)
local times = {}
local successp = {}
local pos = geom.tovec3(sprite[spritenum])
local pos = geom.vec3(sprite[spritenum])
local sectnum = sprite[spritenum].sectnum
for i=1,N do

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@ -381,6 +381,9 @@ gameactor
-- NOTE: __add metamethod is called because of the RHS:
local v = spr + geom.vec3(r(-d,d), r(-d,d))
spr:setpos(v)
-- Test vec3 constructor with cdata.
local tempvec = geom.vec3(player[0].pos)
end
}

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@ -104,7 +104,7 @@ end
-- XXX: passing mixed vec2/vec3 is problematic. Get rid of geom.vec2?
-- <ang>: BUILD angle (0-2047 based)
function rotate(pos, pivot, ang)
local p = geom.tovec3(pos)-pivot
local p = geom.vec3(pos)-pivot
local c, s = cosb(ang), sinb(ang)
local x, y = p.x, p.y
p.x = pivot.x + (c*x - s*y)