lua_matrix4x4.cpp 6.6 KB

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  1. /*
  2. * Copyright (c) 2012-2014 Daniele Bartolini and individual contributors.
  3. * License: https://github.com/taylor001/crown/blob/master/LICENSE
  4. */
  5. #include "matrix4x4.h"
  6. #include "vector3.h"
  7. #include "lua_stack.h"
  8. #include "lua_environment.h"
  9. namespace crown
  10. {
  11. using namespace matrix4x4;
  12. static int matrix4x4_new(lua_State* L)
  13. {
  14. LuaStack stack(L);
  15. float m0 = stack.get_float(1);
  16. float m1 = stack.get_float(2);
  17. float m2 = stack.get_float(3);
  18. float m3 = stack.get_float(4);
  19. float m4 = stack.get_float(5);
  20. float m5 = stack.get_float(6);
  21. float m6 = stack.get_float(7);
  22. float m7 = stack.get_float(8);
  23. float m8 = stack.get_float(9);
  24. float m9 = stack.get_float(10);
  25. float m10 = stack.get_float(11);
  26. float m11 = stack.get_float(12);
  27. float m12 = stack.get_float(13);
  28. float m13 = stack.get_float(14);
  29. float m14 = stack.get_float(15);
  30. float m15 = stack.get_float(16);
  31. stack.push_matrix4x4(Matrix4x4(m0, m1, m2, m3, m4, m5, m6, m7, m8, m9, m10, m11, m12, m13, m14, m15));
  32. return 1;
  33. }
  34. static int matrix4x4_ctor(lua_State* L)
  35. {
  36. LuaStack stack(L);
  37. stack.remove(1); // Remove table
  38. return matrix4x4_new(L);
  39. }
  40. static int matrix4x4_from_quaternion(lua_State* L)
  41. {
  42. LuaStack stack(L);
  43. stack.push_matrix4x4(Matrix4x4(stack.get_quaternion(1), Vector3(0, 0, 0)));
  44. return 1;
  45. }
  46. static int matrix4x4_from_translation(lua_State* L)
  47. {
  48. LuaStack stack(L);
  49. stack.push_matrix4x4(Matrix4x4(quaternion::IDENTITY, stack.get_vector3(1)));
  50. return 1;
  51. }
  52. static int matrix4x4_from_quaternion_translation(lua_State* L)
  53. {
  54. LuaStack stack(L);
  55. stack.push_matrix4x4(Matrix4x4(stack.get_quaternion(1), stack.get_vector3(2)));
  56. return 1;
  57. }
  58. static int matrix4x4_from_axes(lua_State* L)
  59. {
  60. LuaStack stack(L);
  61. stack.push_matrix4x4(Matrix4x4(stack.get_vector3(1), stack.get_vector3(2), stack.get_vector3(3), stack.get_vector3(4)));
  62. return 1;
  63. }
  64. static int matrix4x4_add(lua_State* L)
  65. {
  66. LuaStack stack(L);
  67. stack.push_matrix4x4(stack.get_matrix4x4(1) + stack.get_matrix4x4(2));
  68. return 1;
  69. }
  70. static int matrix4x4_subtract(lua_State* L)
  71. {
  72. LuaStack stack(L);
  73. stack.push_matrix4x4(stack.get_matrix4x4(1) - stack.get_matrix4x4(2));
  74. return 1;
  75. }
  76. static int matrix4x4_multiply(lua_State* L)
  77. {
  78. LuaStack stack(L);
  79. stack.push_matrix4x4(stack.get_matrix4x4(1) * stack.get_matrix4x4(2));
  80. return 1;
  81. }
  82. static int matrix4x4_transpose(lua_State* L)
  83. {
  84. LuaStack stack(L);
  85. stack.push_matrix4x4(transpose(stack.get_matrix4x4(1)));
  86. return 1;
  87. }
  88. static int matrix4x4_determinant(lua_State* L)
  89. {
  90. LuaStack stack(L);
  91. stack.push_float(determinant(stack.get_matrix4x4(1)));
  92. return 1;
  93. }
  94. static int matrix4x4_invert(lua_State* L)
  95. {
  96. LuaStack stack(L);
  97. stack.push_matrix4x4(invert(stack.get_matrix4x4(1)));
  98. return 1;
  99. }
  100. static int matrix4x4_x(lua_State* L)
  101. {
  102. LuaStack stack(L);
  103. stack.push_vector3(x(stack.get_matrix4x4(1)));
  104. return 1;
  105. }
  106. static int matrix4x4_y(lua_State* L)
  107. {
  108. LuaStack stack(L);
  109. stack.push_vector3(y(stack.get_matrix4x4(1)));
  110. return 1;
  111. }
  112. static int matrix4x4_z(lua_State* L)
  113. {
  114. LuaStack stack(L);
  115. stack.push_vector3(z(stack.get_matrix4x4(1)));
  116. return 1;
  117. }
  118. static int matrix4x4_set_x(lua_State* L)
  119. {
  120. LuaStack stack(L);
  121. set_x(stack.get_matrix4x4(1), stack.get_vector3(2));
  122. return 0;
  123. }
  124. static int matrix4x4_set_y(lua_State* L)
  125. {
  126. LuaStack stack(L);
  127. set_y(stack.get_matrix4x4(1), stack.get_vector3(2));
  128. return 0;
  129. }
  130. static int matrix4x4_set_z(lua_State* L)
  131. {
  132. LuaStack stack(L);
  133. set_z(stack.get_matrix4x4(1), stack.get_vector3(2));
  134. return 0;
  135. }
  136. static int matrix4x4_translation(lua_State* L)
  137. {
  138. LuaStack stack(L);
  139. stack.push_vector3(translation(stack.get_matrix4x4(1)));
  140. return 1;
  141. }
  142. static int matrix4x4_set_translation(lua_State* L)
  143. {
  144. LuaStack stack(L);
  145. set_translation(stack.get_matrix4x4(1), stack.get_vector3(2));
  146. return 0;
  147. }
  148. static int matrix4x4_rotation(lua_State* L)
  149. {
  150. LuaStack stack(L);
  151. stack.push_quaternion(rotation(stack.get_matrix4x4(1)));
  152. return 1;
  153. }
  154. static int matrix4x4_set_rotation(lua_State* L)
  155. {
  156. LuaStack stack(L);
  157. set_rotation(stack.get_matrix4x4(1), stack.get_quaternion(2));
  158. return 0;
  159. }
  160. static int matrix4x4_identity(lua_State* L)
  161. {
  162. LuaStack stack(L);
  163. stack.push_matrix4x4(matrix4x4::IDENTITY);
  164. return 1;
  165. }
  166. static int matrix4x4_to_string(lua_State* L)
  167. {
  168. LuaStack stack(L);
  169. Matrix4x4& a = stack.get_matrix4x4(1);
  170. stack.push_fstring("%.1f, %.1f, %.1f, %.1f\n%.1f, %.1f, %.1f, %.1f\n%.1f, %.1f, %.1f, %.1f\n%.1f, %.1f, %.1f, %.1f\n",
  171. a[0], a[4], a[8], a[12], a[1], a[5], a[9], a[13], a[2], a[6], a[10], a[14], a[3], a[7], a[11], a[15]);
  172. return 1;
  173. }
  174. void load_matrix4x4(LuaEnvironment& env)
  175. {
  176. env.load_module_function("Matrix4x4", "new", matrix4x4_new);
  177. env.load_module_function("Matrix4x4", "from_quaternion", matrix4x4_from_quaternion);
  178. env.load_module_function("Matrix4x4", "from_translation", matrix4x4_from_translation);
  179. env.load_module_function("Matrix4x4", "from_quaternion_translation", matrix4x4_from_quaternion_translation);
  180. env.load_module_function("Matrix4x4", "from_axes", matrix4x4_from_axes);
  181. env.load_module_function("Matrix4x4", "add", matrix4x4_add);
  182. env.load_module_function("Matrix4x4", "subtract", matrix4x4_subtract);
  183. env.load_module_function("Matrix4x4", "multiply", matrix4x4_multiply);
  184. env.load_module_function("Matrix4x4", "transpose", matrix4x4_transpose);
  185. env.load_module_function("Matrix4x4", "determinant", matrix4x4_determinant);
  186. env.load_module_function("Matrix4x4", "invert", matrix4x4_invert);
  187. env.load_module_function("Matrix4x4", "x", matrix4x4_x);
  188. env.load_module_function("Matrix4x4", "y", matrix4x4_y);
  189. env.load_module_function("Matrix4x4", "z", matrix4x4_z);
  190. env.load_module_function("Matrix4x4", "set_x", matrix4x4_set_x);
  191. env.load_module_function("Matrix4x4", "set_y", matrix4x4_set_y);
  192. env.load_module_function("Matrix4x4", "set_z", matrix4x4_set_z);
  193. env.load_module_function("Matrix4x4", "translation", matrix4x4_translation);
  194. env.load_module_function("Matrix4x4", "set_translation", matrix4x4_set_translation);
  195. env.load_module_function("Matrix4x4", "rotation", matrix4x4_rotation);
  196. env.load_module_function("Matrix4x4", "set_rotation", matrix4x4_set_rotation);
  197. env.load_module_function("Matrix4x4", "identity", matrix4x4_identity);
  198. env.load_module_function("Matrix4x4", "to_string", matrix4x4_to_string);
  199. env.load_module_constructor("Matrix4x4", matrix4x4_ctor);
  200. }
  201. } //namespace crown