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Lunatic: various tweaks and API changes/additions.
git-svn-id: https://svn.eduke32.com/eduke32@3063 1a8010ca-5511-0410-912e-c29ae57300e0
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3a7b697a32
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4 changed files with 62 additions and 17 deletions
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@ -312,7 +312,7 @@ end
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function getbunch(sectnum, cf)
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if (sectnum < 0 or sectnum >= ffiC.numsectors) then
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error('passed out-of-bounds sector number'..sectnum, 2)
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error('passed out-of-bounds sector number '..sectnum, 2)
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end
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if (cf ~= 0 and cf ~= 1) then
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error("passed invalid 'cf' to getbunch, must be 0 or 1", 2)
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@ -324,12 +324,14 @@ end
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---=== Engine functions, wrapped for Lua convenience ===---
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-- returns a hitdata_ct
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function hitscan(x,y,z, sectnum, vx,vy,vz, cliptype)
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-- TODO: make v[xyz] be passed as one aggregate, too?
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-- Additionally, permit different coordinates? (ang&horiz, ...)
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function hitscan(pos, sectnum, vx,vy,vz, cliptype)
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if (sectnum < 0 or sectnum >= ffiC.numsectors) then
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error('passed out-of-bounds sector number'..sectnum, 2)
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error('passed out-of-bounds sector number '..sectnum, 2)
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end
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local vec = vec3_ct(x,y,z)
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local vec = vec3_ct(pos.x, pos.y, pos.z)
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local hitdata = hitdata_ct()
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ffiC.hitscan(vec, sectnum, vx,vy,vz, hitdata, cliptype)
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@ -12,13 +12,14 @@ module(...)
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ffi.cdef[[
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typedef struct { double x, y; } dvec2_t;
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typedef struct { double x, y, z; } dvec3_t;
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]]
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local vec2_
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local mt = {
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local vec2_mt = {
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__add = function(a, b) return vec2_(a.x+b.x, a.y+b.y) end,
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__sub = function(a, b) return vec2_(a.x-b.x, a.y-b.y) end,
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__unm = function(a) return vec2_(-a.x, -b.x) end,
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__unm = function(a) return vec2_(-a.x, -a.x) end,
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__mul = function(a,b)
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if (type(a)=="number") then
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@ -50,17 +51,60 @@ local mt = {
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},
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}
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local vec3_
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local vec3_mt = {
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__add = function(a, b) return vec3_(a.x+b.x, a.y+b.y, a.z+b.z) end,
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__sub = function(a, b) return vec3_(a.x-b.x, a.y-b.y, a.z-b.z) end,
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__unm = function(a) return vec3_(-a.x, -a.x, -a.z) end,
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__mul = function(a,b)
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if (type(a)=="number") then
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return vec3_(a*b.x, a*b.y, a*b.z)
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end
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assert(type(b)=="number")
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return vec2_(a.x*b, a.y*b, a.z*b)
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end,
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__div = function(a,b)
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assert(type(b)=="number")
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return vec2_(a.x/b, a.y/b, a.z/b)
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end,
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--[[
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__eq = function(a,b)
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return (a.x==b.x and a.y==b.y and a.z==b.z)
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end,
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--]]
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__len = function(a) return math.sqrt(a.x*a.x + a.y*a.y + a.z*a.z) end,
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__tostring = function(a) return "vec3("..a.x..", "..a.y..", "..a.z..")" end,
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__index = {
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lensq = function(a) return a.x*a.x + a.y*a.y + a.z*a.z end,
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},
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}
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-- VEC2 user data constructor.
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-- * vec2(<table or ctype>), the arg should be indexable with "x" and "y"
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-- * vec2(<table>), <table> should be indexable with "x" and "y"
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-- * vec2(x, y), assuming that x and y are numbers
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vec2_ = ffi.metatype("dvec2_t", mt)
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vec2_ = ffi.metatype("dvec2_t", vec2_mt)
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vec2 = vec2_
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-- Returns a vec2 from anything indexable with "x" and "y"
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-- (vec2(t) works if t is such a table, but not if it's a vec2)
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function tovec2(t)
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return vec2(t.x, t.y)
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end
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-- (vec2(t) works if t is such a table, but not if it's a vec2 or other cdata)
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function tovec2(t) return vec2(t.x, t.y) end
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-- Same for vec3
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vec3_ = ffi.metatype("dvec3_t", vec3_mt)
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vec3 = vec3_
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function tovec3(t) return vec3(t.x, t.y, t.z) end
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-- This has no metamethods, but can be useful for calculations expecting
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-- integer values, e.g. geom.ivec3(x, y, z) is a reasonable way to round
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-- a vec3. It can be also used as the RHS to the vec2/vec3 arithmetic
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-- methods.
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ivec3 = ffi.typeof("vec3_t")
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-- Two-element vector cross product.
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-- Anti-commutative, distributive.
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@ -76,8 +76,8 @@ local mt = {
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end,
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reset = function(s)
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s.n, s.m = 0, 0
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s.s, s.min, s.max = NaN, NaN, NaN
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s.n = 0
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s.m, s.s, s.min, s.max = NaN, NaN, NaN, NaN
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end,
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},
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}
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@ -86,7 +86,7 @@ local rstat = ffi.metatype("runningstat_t", mt)
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function new(n,m,s, min,max)
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if (n == nil) then
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-- initialization containing no elements
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return rstat(0, 0, NaN, NaN, NaN)
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return rstat(0, NaN, NaN, NaN, NaN)
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elseif (m == nil) then
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-- same as initialization with N==0 above (one element)
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return rstat(1, n, 0, n, n)
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@ -245,9 +245,8 @@ gameactor(1680, -- LIZTROOP
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local spr = sprite[i]
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local x,y,z = spr.x, spr.y, spr.z
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local t = gv.gethitickms()
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local hit = hitscan(x,y,z, spr.sectnum, 10, 10, 0, gv.CLIPMASK0)
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local hit = hitscan(spr, spr.sectnum, 10, 10, 0, gv.CLIPMASK0)
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hs:add(1000*(gv.gethitickms()-t))
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