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#include <stdio.h>
#if !defined(OSX) && !defined (LINUX)
extern "C" { #endif
#include "lua.h"
#include "lauxlib.h"
#if !defined(OSX) && !defined (LINUX)
} #endif
#include "vec3.h"
#define VEC3_TYPE "Vec3"
#define VEC3_NAME "Vec3"
Vector *lua_getvec3( lua_State *pState, int i ) { if ( luaL_checkudata( pState, i, VEC3_TYPE ) == NULL ) { luaL_typerror( pState, i, VEC3_TYPE ); }
return ( Vector * )lua_touserdata( pState, i ); }
Vector lua_getvec3ByValue( lua_State *pState, int i ) { if ( lua_isnumber( pState, i ) ) { float flValue = lua_tonumber( pState, i );
return Vector( flValue, flValue, flValue ); } if ( luaL_checkudata( pState, i, VEC3_TYPE ) == NULL ) { luaL_typerror( pState, i, VEC3_TYPE ); }
return *( Vector * )lua_touserdata( pState, i ); }
static Vector *lua_allocvec3( lua_State *pState ) { Vector *v =( Vector *)lua_newuserdata( pState, sizeof( Vector ) ); luaL_getmetatable( pState, VEC3_TYPE ); lua_setmetatable( pState, -2 );
return v; }
Vector *lua_newvec3( lua_State *pState, const Vector *Value ) { Vector *v;
v = lua_allocvec3( pState ); v->x = Value->x; v->y = Value->y; v->z = Value->z;
return v; }
static int vec3_new( lua_State *pState ) { Vector *v;
lua_settop( pState, 3 ); v = lua_allocvec3( pState ); v->x = luaL_optnumber( pState, 1, 0 ); v->y = luaL_optnumber( pState, 2, 0 ); v->z = luaL_optnumber( pState, 3, 0 );
return 1; }
static int vec3_index( lua_State *pState ) { const char *pszKey = luaL_checkstring( pState, 2 );
if ( pszKey[ 1 ] == '\0' ) { Vector *v = lua_getvec3( pState, 1 ); switch ( pszKey[ 0 ] ) { case '1': case 'x': case 'r': lua_pushnumber( pState, v->x ); return 1;
case '2': case 'y': case 'g': lua_pushnumber( pState, v->y ); return 1;
case '3': case 'z': case 'b': lua_pushnumber( pState, v->z ); return 1; } }
lua_getfield( pState, LUA_REGISTRYINDEX, VEC3_TYPE ); lua_pushstring( pState, pszKey ); lua_rawget( pState, -2 );
return 1; }
static int vec3_newindex( lua_State *pState ) { const char *pszKey = luaL_checkstring( pState, 2 );
if ( pszKey[ 1 ] == '\0' ) { Vector *v = lua_getvec3( pState, 1 ); float flValue = luaL_checknumber( pState, 3 ); switch ( pszKey[ 0 ] ) { case '1': case 'x': case 'r': v->x = flValue; break;
case '2': case 'y': case 'g': v->y = flValue; break;
case '3': case 'z': case 'b': v->z = flValue; break;
default: break; } }
return 1; }
static int vec3_tostring( lua_State *pState ) { char s[ 64 ]; Vector *v = lua_getvec3( pState, 1 );
sprintf( s, "%s %p", VEC3_TYPE, ( void * )v );
lua_pushstring( pState, s );
return 1; }
static int vec3_add( lua_State *pState ) { Vector v1 = lua_getvec3ByValue( pState, 1 ); Vector v2 = lua_getvec3ByValue( pState, 2 );
Vector vResult = v1 + v2;
lua_newvec3( pState, &vResult );
return 1; }
static int vec3_subtract( lua_State *pState ) { Vector v1 = lua_getvec3ByValue( pState, 1 ); Vector v2 = lua_getvec3ByValue( pState, 2 );
Vector vResult = v1 - v2;
lua_newvec3( pState, &vResult );
return 1; }
static int vec3_multiply( lua_State *pState ) { Vector v1 = lua_getvec3ByValue( pState, 1 ); Vector v2 = lua_getvec3ByValue( pState, 2 );
Vector vResult = v1 * v2;
lua_newvec3( pState, &vResult );
return 1; }
static int vec3_divide( lua_State *pState ) { Vector v1 = lua_getvec3ByValue( pState, 1 ); Vector v2 = lua_getvec3ByValue( pState, 2 );
Vector vResult = v1 / v2;
lua_newvec3( pState, &vResult );
return 1; }
static int vec3_length( lua_State *pState ) { Vector v1 = lua_getvec3ByValue( pState, 1 );
float flResult = v1.Length();
lua_pushnumber( pState, flResult );
return 1; }
static int vec3_equal( lua_State *pState ) { Vector v1 = lua_getvec3ByValue( pState, 1 ); Vector v2 = lua_getvec3ByValue( pState, 2 );
return ( v1 == v2 ? 1 : 0 ); }
static int vec3_dot( lua_State *pState ) { Vector v1 = lua_getvec3ByValue( pState, 1 ); Vector v2 = lua_getvec3ByValue( pState, 2 );
float flResult = v1.Dot( v2 );
lua_pushnumber( pState, flResult );
return 1; }
static int vec3_cross( lua_State *pState ) { Vector v1 = lua_getvec3ByValue( pState, 1 ); Vector v2 = lua_getvec3ByValue( pState,2 );
Vector vResult = v1,Cross( v2 );
lua_newvec3( pState, &vResult );
return 1; }
static const luaL_reg Registrations[] = { { "__index", vec3_index }, { "__newindex", vec3_newindex }, { "__tostring", vec3_tostring }, { "__add", vec3_add }, { "__sub", vec3_subtract }, { "__mul", vec3_multiply }, { "__div", vec3_divide }, { "__len", vec3_length }, { "__eq", vec3_equal }, { "dot", vec3_dot }, { "cross", vec3_cross }, { NULL, NULL } };
LUALIB_API int luaopen_vec3( lua_State *pState ) { luaL_newmetatable( pState, VEC3_TYPE ); luaL_register( pState, NULL, Registrations ); lua_register( pState, VEC3_NAME, vec3_new );
return 1; }
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