From 4a2fbb88b7ccab784837932ab3d84e17bfd3204b Mon Sep 17 00:00:00 2001 From: sanine-a Date: Sun, 25 Oct 2020 15:49:32 -0500 Subject: add a whole bunch of cglm bindings --- src/cglm_bindings.h | 314 ++++++++++++++++++++++++++++++++++++++++++++++++++++ 1 file changed, 314 insertions(+) (limited to 'src/cglm_bindings.h') 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 -- cgit v1.2.1