diff options
author | sanine-a <sanine.not@pm.me> | 2020-10-25 15:49:32 -0500 |
---|---|---|
committer | sanine-a <sanine.not@pm.me> | 2020-10-25 15:49:32 -0500 |
commit | 4a2fbb88b7ccab784837932ab3d84e17bfd3204b (patch) | |
tree | 18ccb83ac3509cfbac55bde497b7b46af4d71ce2 | |
parent | c5874a0fc256a429b682f14344fca74fd0deab3a (diff) |
add a whole bunch of cglm bindings
-rw-r--r-- | demo/main.lua | 1 | ||||
-rw-r--r-- | src/cglm_bindings.c | 534 | ||||
-rw-r--r-- | src/cglm_bindings.h | 314 |
3 files changed, 848 insertions, 1 deletions
diff --git a/demo/main.lua b/demo/main.lua index 28e74b2..fe33f87 100644 --- a/demo/main.lua +++ b/demo/main.lua @@ -50,6 +50,7 @@ function demo_cglm() local z = honey.cglm.get_value(array, 2) print(x, y, z) + print(honey.cglm.vec3.norm(array)) end demo_cglm() diff --git a/src/cglm_bindings.c b/src/cglm_bindings.c index c50114c..77b8252 100644 --- a/src/cglm_bindings.c +++ b/src/cglm_bindings.c @@ -2,13 +2,49 @@ void honey_setup_cglm(lua_State* L) { + honey_lua_element vec3_elements[] = { + { "dot", HONEY_FUNC, { .function = honey_cglm_vec3_dot } }, + { "cross", HONEY_FUNC, { .function = honey_cglm_vec3_cross } }, + { "square_norm", HONEY_FUNC, { .function = honey_cglm_vec3_square_norm } }, + { "norm", HONEY_FUNC, { .function = honey_cglm_vec3_norm } }, + }; + + honey_lua_element vec4_elements[] = { + { "dot", HONEY_FUNC, { .function = honey_cglm_vec4_dot } }, + { "norm2", HONEY_FUNC, { .function = honey_cglm_vec4_norm2 } }, + { "norm", HONEY_FUNC, { .function = honey_cglm_vec4_norm } }, + { "add", HONEY_FUNC, { .function = honey_cglm_vec4_add } }, + { "adds", HONEY_FUNC, { .function = honey_cglm_vec4_adds } }, + { "mul", HONEY_FUNC, { .function = honey_cglm_vec4_mul } }, + { "muls", HONEY_FUNC, { .function = honey_cglm_vec4_muls } }, + { "normalize", HONEY_FUNC, { .function = honey_cglm_vec4_normalize } }, + { "distance", HONEY_FUNC, { .function = honey_cglm_vec4_distance } }, + { "lerp", HONEY_FUNC, { .function = honey_cglm_vec4_lerp } }, + }; + + honey_lua_element affine_elements[] = { + { "translate", HONEY_FUNC, { .function = honey_cglm_translate } }, + { "scale", HONEY_FUNC, { .function = honey_cglm_scale } }, + { "rotate", HONEY_FUNC, { .function = honey_cglm_rotate } }, + }; + + honey_lua_element camera_elements[] = { + { "perspective", HONEY_FUNC, { .function = honey_cglm_perspective } }, + { "orthographic", HONEY_FUNC, { .function = honey_cglm_orthographic } }, + }; + honey_lua_element cglm_elements[] = { { "new_array_zero", HONEY_FUNC, { .function = honey_cglm_new_array_zero } }, { "set_value", HONEY_FUNC, { .function = honey_cglm_array_set_value } }, { "get_value", HONEY_FUNC, { .function = honey_cglm_array_get_value } }, + { "copy_array", HONEY_FUNC, { .function = honey_cglm_array_copy } }, + { "vec3", HONEY_TABLE, { .table = { 4, vec3_elements } } }, + { "vec4", HONEY_TABLE, { .table = { 10, vec4_elements } } }, + { "affine", HONEY_TABLE, { .table = { 3, affine_elements } } }, + { "camera", HONEY_TABLE, { .table = { 2, camera_elements } } }, }; - honey_lua_create_table(L, cglm_elements, 3); + honey_lua_create_table(L, cglm_elements, 5); } /* ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ */ @@ -54,3 +90,499 @@ int honey_cglm_array_get_value(lua_State* L) return 1; } +/* ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ */ + +int honey_cglm_array_copy(lua_State* L) { + if (!honey_lua_validate_types(L, 2, HONEY_USERDATA, HONEY_INT)) + lua_error(L); + + float* array = lua_touserdata(L, 1); + int n = lua_tointeger(L, 2); + + float* copy = lua_newuserdata(L, n*sizeof(float)); + memcpy(copy, array, n*sizeof(float)); + return 1; +} + +/* ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + * + * cglm vec3 functions + * + * ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + */ + +int honey_cglm_vec3_dot(lua_State* L) +{ + if (!honey_lua_validate_types(L, 2, HONEY_USERDATA, HONEY_USERDATA)) + lua_error(L); + + float* a = lua_touserdata(L, 1); + float* b = lua_touserdata(L, 2); + + float c = glm_vec3_dot(a, b); + lua_pushnumber(L, c); + return 1; +} + +/* ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ */ + +int honey_cglm_vec3_cross(lua_State* L) +{ + if (!honey_lua_validate_types(L, 2, HONEY_USERDATA, HONEY_USERDATA)) + lua_error(L); + + float* a = lua_touserdata(L, 1); + float* b = lua_touserdata(L, 2); + + float* c = lua_newuserdata(L, 3*sizeof(float)); + + glm_vec3_cross(a, b, c); + return 1; +} + +/* ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ */ + +int honey_cglm_vec3_square_norm(lua_State* L) +{ + if (!honey_lua_validate_types(L, 1, HONEY_USERDATA)) + lua_error(L); + + float* a = lua_touserdata(L, 1); + + float n2 = glm_vec3_norm2(a); + lua_pushnumber(L, n2); + return 1; +} + +/* ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ */ + +int honey_cglm_vec3_norm(lua_State* L) +{ + if (!honey_lua_validate_types(L, 1, HONEY_USERDATA)) + lua_error(L); + + float* a = lua_touserdata(L, 1); + + float n = glm_vec3_norm(a); + lua_pushnumber(L, n); + return 1; +} + +/* ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + * + * cglm vec4 functions + * + * ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + */ + +int honey_cglm_vec4_dot(lua_State* L) +{ + if (!honey_lua_validate_types(L, 2, HONEY_USERDATA, HONEY_USERDATA)) + lua_error(L); + + float* a = lua_touserdata(L, 1); + float* b = lua_touserdata(L, 2); + + float dot = glm_vec4_dot(a, b); + lua_pushnumber(L, dot); + return 1; +} + +/* ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ */ + +int honey_cglm_vec4_norm2(lua_State* L) +{ + if (!honey_lua_validate_types(L, 1, HONEY_USERDATA)) + lua_error(L); + + float* v = lua_touserdata(L, 1); + + float norm2 = glm_vec4_norm2(v); + + lua_pushnumber(L, norm2); + return 1; +} + +/* ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ */ + +int honey_cglm_vec4_norm(lua_State* L) +{ + if (!honey_lua_validate_types(L, 1, HONEY_USERDATA)) + lua_error(L); + + float* v = lua_touserdata(L, 1); + + float norm = glm_vec4_norm(v); + + lua_pushnumber(L, norm); + return 1; +} + +/* ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ */ + +int honey_cglm_vec4_add(lua_State* L) +{ + if (!honey_lua_validate_types(L, 2, HONEY_USERDATA, HONEY_USERDATA)) + lua_error(L); + + float* a = lua_touserdata(L, 1); + float* b = lua_touserdata(L, 2); + + float* dest = lua_newuserdata(L, 4*sizeof(float)); + + glm_vec4_add(a, b, dest); + + return 1; +} + +/* ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ */ + +int honey_cglm_vec4_adds(lua_State* L) +{ + if (!honey_lua_validate_types(L, 2, HONEY_NUM, HONEY_USERDATA)) + lua_error(L); + + float a = lua_tonumber(L, 1); + float* v = lua_touserdata(L, 2); + + float* dest = lua_newuserdata(L, 4*sizeof(float)); + + glm_vec4_adds(v, a, dest); + + return 1; +} + +/* ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ */ + +int honey_cglm_vec4_mul(lua_State* L) +{ + if (!honey_lua_validate_types(L, 2, HONEY_USERDATA, HONEY_USERDATA)) + lua_error(L); + + float* a = lua_touserdata(L, 1); + float* b = lua_touserdata(L, 2); + + float* dest = lua_newuserdata(L, 4*sizeof(float)); + + glm_vec4_mul(a, b, dest); + + return 1; +} + +/* ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ */ + +int honey_cglm_vec4_muls(lua_State* L) +{ + if (!honey_lua_validate_types(L, 2, HONEY_NUM, HONEY_USERDATA)) + lua_error(L); + + float a = lua_tonumber(L, 1); + float* v = lua_touserdata(L, 2); + + float* dest = lua_newuserdata(L, 4*sizeof(float)); + + glm_vec4_scale(v, a, dest); + + return 1; +} + +/* ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ */ + +int honey_cglm_vec4_normalize(lua_State* L) +{ + if (!honey_lua_validate_types(L, 1, HONEY_USERDATA)) + lua_error(L); + + float* v = lua_touserdata(L, 1); + + glm_vec4_normalize(v); + + return 0; +} + +/* ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ */ + +int honey_cglm_vec4_distance(lua_State* L) +{ + if (!honey_lua_validate_types(L, 2, HONEY_USERDATA, HONEY_USERDATA)) + lua_error(L); + + float* a = lua_touserdata(L, 1); + float* b = lua_touserdata(L, 2); + + float distance = glm_vec4_distance(a, b); + lua_pushnumber(L, distance); + + return 1; +} + +/* ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ */ + +int honey_cglm_vec4_lerp(lua_State* L) +{ + if (!honey_lua_validate_types(L, 3, HONEY_USERDATA, HONEY_USERDATA, HONEY_NUM)) + lua_error(L); + + float* a = lua_touserdata(L, 1); + float* b = lua_touserdata(L, 2); + float s = lua_tonumber(L, 3); + + float* dest = lua_newuserdata(L, 4*sizeof(float)); + + glm_vec4_lerp(a, b, s, dest); + + return 1; +} + +/* ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + * + * cglm mat4 functions + * + * ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + */ + +int honey_cglm_mat4_identity(lua_State* L) +{ + if (!honey_lua_validate_types(L, 1, HONEY_USERDATA)) + lua_error(L); + + float* matrix = lua_touserdata(L, 1); + glm_mat4_identity(matrix); + return 0; +} + +/* ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ */ + +int honey_cglm_mat4_pick3(lua_State* L) +{ + if (!honey_lua_validate_types(L, 1, HONEY_USERDATA)) + lua_error(L); + + float* matrix = lua_touserdata(L, 1); + + float* dest = lua_newuserdata(L, 9*sizeof(float)); + glm_mat4_pick3(matrix, dest); + return 1; +} + +/* ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ */ + +int honey_cglm_mat4_mul(lua_State* L) +{ + if (!honey_lua_validate_types(L, 2, HONEY_USERDATA)) + lua_error(L); + + float* A = lua_touserdata(L, 1); + float* B = lua_touserdata(L, 2); + + float* dest = lua_newuserdata(L, 16*sizeof(float)); + + glm_mat4_mul(A, B, dest); + + return 1; +} + +/* ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ */ + +int honey_cglm_mat4_muls(lua_State* L) +{ + if (!honey_lua_validate_types(L, 2, HONEY_NUM, HONEY_USERDATA)) + lua_error(L); + + float a = lua_tonumber(L, 1); + float* M = lua_touserdata(L, 2); + + float* dest = lua_newuserdata(L, 16*sizeof(float)); + glm_mat4_scale(M, a); + + return 1; +} + +/* ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ */ + +int honey_cglm_mat4_mulv(lua_State* L) +{ + if (!honey_lua_validate_types(L, 2, HONEY_USERDATA)) + lua_error(L); + + float* M = lua_touserdata(L, 1); + float* v = lua_touserdata(L, 2); + + float* dest = lua_newuserdata(L, 4*sizeof(float)); + + glm_mat4_mulv(M, v, dest); + + return 1; +} + +/* ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ */ + +int honey_cglm_mat4_trans(lua_State* L) +{ + if (!honey_lua_validate_types(L, 1, HONEY_USERDATA)) + lua_error(L); + + float* M = lua_touserdata(L, 1); + + glm_mat4_transpose(M); + + return 0; +} + +/* ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ */ + +int honey_cglm_mat4_det(lua_State* L) +{ + if (!honey_lua_validate_types(L, 1, HONEY_USERDATA)) + lua_error(L); + + float* M = lua_touserdata(L, 1); + + float det = glm_mat4_det(M); + lua_pushnumber(L, det); + + return 1; +} + +/* ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ */ + +int honey_cglm_mat4_trace(lua_State* L) +{ + if (!honey_lua_validate_types(L, 1, HONEY_USERDATA)) + lua_error(L); + + float* M = lua_touserdata(L, 1); + + float trace = glm_mat4_trace(M); + lua_pushnumber(L, trace); + + return 1; +} + +/* ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ */ + +int honey_cglm_mat4_inv(lua_State* L) +{ + if (!honey_lua_validate_types(L, 1, HONEY_USERDATA)) + lua_error(L); + + float* M = lua_touserdata(L, 1); + + float* dest = lua_newuserdata(L, 16*sizeof(float)); + + glm_mat4_inv(M, dest); + + return 1; +} + +/* ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ */ + +int honey_cglm_mat4_inv_fast(lua_State* L) +{ + if (!honey_lua_validate_types(L, 1, HONEY_USERDATA)) + lua_error(L); + + float* M = lua_touserdata(L, 1); + + float* dest = lua_newuserdata(L, 16*sizeof(float)); + + glm_mat4_inv_fast(M, dest); + + return 1; +} + +/* ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + * + * cglm 3d affine transforms + * + * ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + */ + +int honey_cglm_translate(lua_State* L) +{ + if (!honey_lua_validate_types(L, 2, HONEY_USERDATA, HONEY_USERDATA)) + lua_error(L); + + float* matrix = lua_touserdata(L, 1); + float* vector = lua_touserdata(L, 2); + + glm_translate(matrix, vector); + return 0; +} + +/* ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ */ + +int honey_cglm_scale(lua_State* L) +{ + if (!honey_lua_validate_types(L, 2, HONEY_USERDATA, HONEY_USERDATA)) + lua_error(L); + + float* matrix = lua_touserdata(L, 1); + float* vector = lua_touserdata(L, 2); + + glm_scale(matrix, vector); + return 0; +} + +/* ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ */ + +int honey_cglm_rotate(lua_State* L) { + if (!honey_lua_validate_types(L, 4, + HONEY_USERDATA, HONEY_USERDATA, + HONEY_USERDATA, HONEY_NUM)) + lua_error(L); + + float* matrix = lua_touserdata(L, 1); + float* center = lua_touserdata(L, 2); + float* axis = lua_touserdata(L, 3); + float angle = lua_tonumber(L, 4); + + glm_rotate_at(matrix, center, angle, axis); + return 0; +} + +/* ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + * + * cglm camera matrix functions + * + * ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + */ + +int honey_cglm_perspective(lua_State* L) +{ + if (!honey_lua_validate_types(L, 5, + HONEY_USERDATA, + HONEY_NUM, HONEY_NUM, + HONEY_NUM, HONEY_NUM)) + lua_error(L); + + float* matrix = lua_touserdata(L, 1); + float fov = lua_tonumber(L, 2); + float aspect = lua_tonumber(L, 3); + float near = lua_tonumber(L, 4); + float far = lua_tonumber(L, 5); + + glm_perspective(fov, aspect, near, far, matrix); + return 0; +} + +/* ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ */ + +int honey_cglm_orthographic(lua_State* L) +{ + if (!honey_lua_validate_types(L, 5, + HONEY_USERDATA, + HONEY_USERDATA, + HONEY_USERDATA)) + + lua_error(L); + + float* matrix = lua_touserdata(L, 1); + float* a = lua_touserdata(L, 2); + float* b = lua_touserdata(L, 3); + + float* box[] = { a, b }; + + glm_ortho_aabb(box, matrix); + return 0; +} diff --git a/src/cglm_bindings.h b/src/cglm_bindings.h index eaadc98..01e6792 100644 --- a/src/cglm_bindings.h +++ b/src/cglm_bindings.h @@ -44,4 +44,318 @@ int honey_cglm_array_set_value(lua_State* L); */ int honey_cglm_array_get_value(lua_State* L); +/** @brief Create a copy of a floating point array. + * + * @param[in] array The array to copy. + * @param[in] n The size of the array. + * + * @returns A copy of the array. + */ +int honey_cglm_array_copy(lua_State* L); + +/* ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + * + * cglm vec3 functions + * + * ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + */ + +/** @brief Dot product of a and b. + * + * @param[in] a Vector a. + * @param[in] b Vector b. + * + * @returns The result of dot(a, b) + */ +int honey_cglm_vec3_dot(lua_State* L); + +/** @brief Cross product of a and b. + * + * @param[in] a Vector a. + * @param[in] b Vector b. + * + * @returns vec3 of cross(a, b). + */ +int honey_cglm_vec3_cross(lua_State* L); + +/** @brief Compute the square of the norm of a vector. + * + * This function is useful if you want norm*norm + * because it avoids the overhead of two sqrt calls. + * + * @param a Vector a. + * + * @returns The square of norm(a). + */ +int honey_cglm_vec3_square_norm(lua_State* L); + +/** @brief Compute the L2 norm of a vector. + * + * @param a Vector a. + * + * @returns The norm(a). + */ +int honey_cglm_vec3_norm(lua_State* L); + +/* ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + * + * cglm vec4 functions + * + * ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + */ + +/** @brief Compute the dot product of two vectors. + * + * @param[in] a Vector a. + * @param[in] b Vector b. + * + * @returns dot(a,b). + */ +int honey_cglm_vec4_dot(lua_State* L); + +/** @brief Compute the square of the norm of a vector. + * + * Use this if you are tempted to compute norm*norm; + * it avoids the two calls to sqrt. + * + * @param[in] v The vector to compute norm^2 for. + * + * @returns norm(v)^2. + */ +int honey_cglm_vec4_norm2(lua_State* L); + +/** @brief Compute the norm of a vector. + * + * @param[in] v The vector. + * + * @returns norm(v). + */ +int honey_cglm_vec4_norm(lua_State* L); + +/** @brief Add two vectors together. + * + * @param[in] a The first vector. + * @param[in] b The second vector. + * + * @returns a + b + */ +int honey_cglm_vec4_add(lua_State* L); + +/** @brief Add a scalar to a vector. + * + * @param[in] a The scalar. + * @param[in] v The vector. + * + * @returns a + v. + */ +int honey_cglm_vec4_adds(lua_State* L); + +/** @param Component-wise multiply two vectors together. + * + * @param a The first vector. + * @param b The second vector. + * + * @returns [ a.x*b.x, a.y*b.y, a.z*b.z, a.w*b.w ] + */ +int honey_cglm_vec4_mul(lua_State* L); + +/** @brief Multiply a vector by a scalar. + * + * @param a The scalar. + * @param v The vector. + * + * @returns a*v. + */ +int honey_cglm_vec4_muls(lua_State* L); + +/** @brief Normalize a vector. + * + * @param[inout] v The vector. + * + * @returns Nothing. + */ +int honey_cglm_vec4_normalize(lua_State* L); + +/** @brief Compute the distance between two vectors. + * + * @param[in] a The first vector. + * @param[in] b The second vector. + * + * @returns norm(a-b). + */ +int honey_cglm_vec4_distance(lua_State* L); + +/** @brief Linearly interpolate between two values. + * + * @param a The first vector. + * @param b The second vector. + * @param s A scalar. + * + * @returns a + s*(b-s) + */ +int honey_cglm_vec4_lerp(lua_State* L); + +/* ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + * + * cglm mat4 functions + * + * ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + */ + +/** @brief Set a matrix to be the identity matrix. + * + * @param matrix The matrix to set to the identity. + * + * @returns Nothing. + */ +int honey_cglm_mat4_identity(lua_State* L); + +/** @brief Get the upper left of a matrix as a mat3. + * + * @param matrix The matrix to extract. + * + * @returns A new matrix containing the upper left 3x3 section of matrix. + */ +int honey_cglm_mat4_pick3(lua_State* L); + +/** @brief Multiply two mat4s together. + * + * @param A The first matrix. + * @param B The second matrix. + * + * @returns A*B. + */ +int honey_cglm_mat4_mul(lua_State* L); + +/** @brief Multiply a matrix by a scalar. + * + * @param[in] a The scalar. + * @param[in] M The matrix. + * + * @returns Matrix containing a*M. + */ +int honey_cglm_mat4_muls(lua_State* L); + +/** @brief Multiply a matrix by a column vector. + * + * @param[in] M The matrix. + * @param[in] v The column vector. + * + * @returns Matrix containing M*v. + */ +int honey_cglm_mat4_mulv(lua_State* L); + +/** @brief Transpose a matrix. + * + * @param[inout] M The matrix to transpose. + * + * @returns Nothing. + */ +int honey_cglm_mat4_trans(lua_State* L); + +/** @brief Get the determinant of a matrix. + * + * @param[in] M The matrix. + * + * @returns det(M). + */ +int honey_cglm_mat4_det(lua_State* L); + +/** @brief Get the trace of a matrix. + * + * @param[in] M The matrix. + * + * @returns trace(M). + */ +int honey_cglm_mat4_trace(lua_State* L); + +/** @brief Get the inverse of a matrix. + * + * This is the precise version; use honey_cglm_mat4_inv_fast + * for a faster but less precise version. + * + * @param[in] M The matrix to invert. + * + * @returns inv(M). + */ +int honey_cglm_mat4_inv(lua_State* L); + +/** @brief Get the inverse of a matrix. + * + * This is the fast version; use honey_cglm_mat4_inv + * for a slower but more precise version. + * + * @param[in] M The matrix to invert. + * + * @returns inv(M). + */ +int honey_cglm_mat4_inv_fast(lua_State* L); + +/* ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + * + * cglm 3d affine transforms + * + * ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + */ + +/** @brief Translate a matrix by a vector. + * + * This function modifies the matrix in place. + * + * @param[inout] matrix The mat4 to translate. + * @param[in] vector The vec3 to translate by. + * + * @returns Nothing. + */ +int honey_cglm_translate(lua_State* L); + +/** @brief Scale a matrix by a vector. + * + * @param[inout] matrix The mat4 to scale. + * @param[in] vector The vec3 to scale by. + * + * @returns Nothing. + */ +int honey_cglm_scale(lua_State* L); + +/** @brief Rotate a matrix about a given axis. + * + * @param[inout] matrix The mat4 to rotate. + * @param[in] center The vec3 center of rotation. + * @param[in] axis The vec3 axis of rotation. + * @param[in] angle The angle to rotate by. + * + * @returns Nothing. + */ +int honey_cglm_rotate(lua_State* L); + +/* ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + * + * cglm camera matrix functions + * + * ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + */ + +/** @brief Put perspective projection matrix into float array. + * + * @param[out] matrix The mat4 to populate. + * @param[in] fov The FOV for the camera. + * @param[in] aspect The aspect ratio to use with the camera. + * @param[in] near Distance to the near clipping plane. + * @param[in] far Distance to the far clipping plane. + * + * @returns Nothing. + */ +int honey_cglm_perspective(lua_State* L); + +/** @brief Put an orthographic projection matrix into float array. + * + * @param[out] matrix The mat4 to populate. + * @param[in] a The first vector of the AABB bounding box. + * @param[in] b The second vector of the AABB bounding box. + * + * @returns Nothing. + */ +int honey_cglm_orthographic(lua_State* L); + #endif |