mirror of
https://github.com/MihailRis/voxelcore.git
synced 2026-10-04 18:41:51 +00:00
92 lines
3.1 KiB
C++
92 lines
3.1 KiB
C++
#include "api_lua.hpp"
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#include <sstream>
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#include <glm/ext/matrix_transform.hpp>
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static int l_idt(lua::State* L) {
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return lua::pushmat4(L, glm::mat4(1.0f));
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}
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/// Overloads:
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/// mat4.<func>(vec: float[3]) -> float[16] - creates transform matrix
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/// mat4.<func>(matrix: float[16], vec: float[3]) -> float[16] - creates transformed copy of matrix
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/// mat4.<func>(matrix: float[16], vec: float[3], dst: float[16]) -> sets dst to transformed version of matrix
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template<glm::mat4(*func)(const glm::mat4&, const glm::vec3&)>
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inline int l_transform_func(lua::State* L) {
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uint argc = lua::gettop(L);
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switch (argc) {
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case 1: {
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auto vec = lua::tovec3(L, 1);
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return lua::pushmat4(L, func(glm::mat4(1.0f), vec));
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}
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case 2: {
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auto matrix = lua::tomat4(L, 1);
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auto vec = lua::tovec3(L, 2);
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return lua::pushmat4(L, func(matrix, vec));
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}
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case 3: {
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auto matrix = lua::tomat4(L, 1);
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auto vec = lua::tovec3(L, 2);
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return lua::setmat4(L, 3, func(matrix, vec));
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}
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default: {
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throw std::runtime_error("invalid arguments number (1, 2 or 3 expected)");
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}
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}
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return 0;
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}
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/// Overloads:
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/// mat4.rotate(vec: float[3], angle: float) -> float[16] - creates rotation matrix
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/// mat4.rotate(matrix: float[16], vec: float[3], angle: float) -> float[16] - creates rotated copy of matrix
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/// mat4.rotate(matrix: float[16], vec: float[3], angle: float, dst: float[16]) -> sets dst to rotated version of matrix
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inline int l_rotate(lua::State* L) {
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uint argc = lua::gettop(L);
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switch (argc) {
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case 2: {
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auto vec = lua::tovec3(L, 1);
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auto angle = static_cast<float>(lua::tonumber(L, 2));
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return lua::pushmat4(L, glm::rotate(glm::mat4(1.0f), angle, vec));
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}
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case 3: {
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auto matrix = lua::tomat4(L, 1);
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auto vec = lua::tovec3(L, 2);
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auto angle = static_cast<float>(lua::tonumber(L, 3));
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return lua::pushmat4(L, glm::rotate(matrix, angle, vec));
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}
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case 4: {
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auto matrix = lua::tomat4(L, 1);
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auto vec = lua::tovec3(L, 2);
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auto angle = static_cast<float>(lua::tonumber(L, 3));
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return lua::setmat4(L, 3, glm::rotate(matrix, angle, vec));
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}
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default: {
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throw std::runtime_error("invalid arguments number (2, 3 or 4 expected)");
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}
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}
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return 0;
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}
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static int l_tostring(lua::State* L) {
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auto matrix = lua::tomat4(L, 1);
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std::stringstream ss;
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ss << "mat4 {\n";
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for (uint y = 0; y < 4; y++) {
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for (uint x = 0; x < 4; x++) {
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ss << "\t" << matrix[y][x];
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}
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ss << "\n";
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}
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ss << "}";
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return lua::pushstring(L, ss.str());
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}
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const luaL_Reg mat4lib [] = {
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{"idt", lua::wrap<l_idt>},
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{"scale", lua::wrap<l_transform_func<glm::scale>>},
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{"rotate", lua::wrap<l_rotate>},
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{"translate", lua::wrap<l_transform_func<glm::translate>>},
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{"tostring", lua::wrap<l_tostring>},
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{NULL, NULL}
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};
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