#include #include #include #include "util/util.h" #include "glm.h" int vec3_create(lua_State *L); int vec3_set(lua_State *L); int vec3_get(lua_State *L); int vec3_normalize(lua_State *L); int vec3_add(lua_State *L); int vec3_sub(lua_State *L); int vec3_scale(lua_State *L); int vec3_dot(lua_State *L); int vec3_cross(lua_State *L); const char *vec3_tname = "glm.vec3"; void setup_vec3(lua_State *L, int glm_tbl) { luaL_newmetatable(L, vec3_tname); lua_pop(L, 1); int tbl = hs_create_table(L, hs_str_cfunc("vec3", vec3_create), hs_str_cfunc("vec3_set", vec3_set), hs_str_cfunc("vec3_get", vec3_get), hs_str_cfunc("vec3_normalize", vec3_normalize), hs_str_cfunc("vec3_add", vec3_add), hs_str_cfunc("vec3_sub", vec3_sub), hs_str_cfunc("vec3_scale", vec3_scale), hs_str_cfunc("vec3_dot", vec3_dot), hs_str_cfunc("vec3_cross", vec3_cross), ); append_table(L, glm_tbl, tbl); lua_pop(L, 1); } int vec3_create(lua_State *L) { lua_newuserdata(L, 3*sizeof(float)); luaL_getmetatable(L, vec3_tname); lua_setmetatable(L, -2); return 1; } int vec3_set(lua_State *L) { float *vec = luaL_checkudata(L, 1, vec3_tname); int index = luaL_checkinteger(L, 2); double value = luaL_checknumber(L, 3); array_set(L, 3, vec, index, value); return 0; } int vec3_get(lua_State *L) { float *vec = luaL_checkudata(L, 1, vec3_tname); int index = luaL_checkinteger(L, 2); array_get(L, 3, vec, index); return 1; } int vec3_normalize(lua_State *L) { float *vec = luaL_checkudata(L, 1, vec3_tname); glm_vec3_normalize(vec); return 0; } int vec3_add(lua_State *L) { float *a = luaL_checkudata(L, 1, vec3_tname); float *b = luaL_checkudata(L, 2, vec3_tname); float *dest = luaL_checkudata(L, 3, vec3_tname); glm_vec3_add(a, b, dest); return 0; } int vec3_sub(lua_State *L) { float *a = luaL_checkudata(L, 1, vec3_tname); float *b = luaL_checkudata(L, 2, vec3_tname); float *dest = luaL_checkudata(L, 3, vec3_tname); glm_vec3_sub(a, b, dest); return 0; } int vec3_scale(lua_State *L) { float *v = luaL_checkudata(L, 1, vec3_tname); float s = luaL_checknumber(L, 2); float *dest = luaL_checkudata(L, 3, vec3_tname); glm_vec3_scale(v, s, dest); return 0; } int vec3_dot(lua_State *L) { float *a = luaL_checkudata(L, 1, vec3_tname); float *b = luaL_checkudata(L, 2, vec3_tname); float result = glm_vec3_dot(a, b); lua_pushnumber(L, result); return 1; } int vec3_cross(lua_State *L) { float *a = luaL_checkudata(L, 1, vec3_tname); float *b = luaL_checkudata(L, 2, vec3_tname); float *dest = luaL_checkudata(L, 3, vec3_tname); glm_vec3_cross(a, b, dest); return 0; }