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- /*
- Copyright (c) 2013 Daniele Bartolini, Michele Rossi
- Copyright (c) 2012 Daniele Bartolini, Simone Boscaratto
- Permission is hereby granted, free of charge, to any person
- obtaining a copy of this software and associated documentation
- files (the "Software"), to deal in the Software without
- restriction, including without limitation the rights to use,
- copy, modify, merge, publish, distribute, sublicense, and/or sell
- copies of the Software, and to permit persons to whom the
- Software is furnished to do so, subject to the following
- conditions:
- The above copyright notice and this permission notice shall be
- included in all copies or substantial portions of the Software.
- THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
- EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES
- OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND
- NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT
- HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY,
- WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
- FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR
- OTHER DEALINGS IN THE SOFTWARE.
- */
- #include "Vector2.h"
- #include "LuaStack.h"
- #include "LuaEnvironment.h"
- namespace crown
- {
- //-----------------------------------------------------------------------------
- static int vector2_new(lua_State* L)
- {
- LuaStack stack(L);
- float x = stack.get_float(1);
- float y = stack.get_float(2);
- stack.push_vector2(Vector2(x, y));
- return 1;
- }
- //-----------------------------------------------------------------------------
- static int vector2_ctor(lua_State* L)
- {
- LuaStack stack(L);
- stack.remove(1); // Remove table
- return vector2_new(L);
- }
- //-----------------------------------------------------------------------------
- static int vector2_x(lua_State* L)
- {
- LuaStack stack(L);
- const Vector2& a = stack.get_vector2(1);
- stack.push_float(a.x);
- return 1;
- }
- //-----------------------------------------------------------------------------
- static int vector2_y(lua_State* L)
- {
- LuaStack stack(L);
- const Vector2& a = stack.get_vector2(1);
- stack.push_float(a.y);
- return 1;
- }
- //-----------------------------------------------------------------------------
- static int vector2_set_x(lua_State* L)
- {
- LuaStack stack(L);
- Vector2& a = stack.get_vector2(1);
- const float val = stack.get_float(2);
-
- a.x = val;
- return 0;
- }
- //-----------------------------------------------------------------------------
- static int vector2_set_y(lua_State* L)
- {
- LuaStack stack(L);
- Vector2& a = stack.get_vector2(1);
- const float val = stack.get_float(2);
-
- a.y = val;
- return 0;
- }
- //-----------------------------------------------------------------------------
- static int vector2_values(lua_State* L)
- {
- LuaStack stack(L);
- Vector2& a = stack.get_vector2(1);
- stack.push_float(a.x);
- stack.push_float(a.y);
- return 2;
- }
- //-----------------------------------------------------------------------------
- static int vector2_add(lua_State* L)
- {
- LuaStack stack(L);
- Vector2& a = stack.get_vector2(1);
- Vector2& b = stack.get_vector2(2);
- stack.push_vector2(a + b);
- return 1;
- }
- //-----------------------------------------------------------------------------
- static int vector2_subtract(lua_State* L)
- {
- LuaStack stack(L);
- Vector2& a = stack.get_vector2(1);
- Vector2& b = stack.get_vector2(2);
- stack.push_vector2(a - b);
- return 1;
- }
- //-----------------------------------------------------------------------------
- static int vector2_multiply(lua_State* L)
- {
- LuaStack stack(L);
- Vector2& a = stack.get_vector2(1);
- float k = stack.get_float(2);
- stack.push_vector2(a * k);
- return 1;
- }
- //-----------------------------------------------------------------------------
- static int vector2_divide(lua_State* L)
- {
- LuaStack stack(L);
-
- Vector2& a = stack.get_vector2(1);
- float k = stack.get_float(2);
- stack.push_vector2(a / k);
- return 1;
- }
- //-----------------------------------------------------------------------------
- static int vector2_dot(lua_State* L)
- {
- LuaStack stack(L);
-
- Vector2& a = stack.get_vector2(1);
- Vector2& b = stack.get_vector2(2);
- stack.push_float(vector2::dot(a, b));
- return 1;
- }
- //-----------------------------------------------------------------------------
- static int vector2_equal(lua_State* L)
- {
- LuaStack stack(L);
-
- Vector2& a = stack.get_vector2(1);
- Vector2& b = stack.get_vector2(2);
- stack.push_bool(a == b);
- return 1;
- }
- //-----------------------------------------------------------------------------
- static int vector2_length(lua_State* L)
- {
- LuaStack stack(L);
- Vector2& a = stack.get_vector2(1);
- stack.push_float(vector2::length(a));
- return 1;
- }
- //-----------------------------------------------------------------------------
- static int vector2_squared_length(lua_State* L)
- {
- LuaStack stack(L);
- Vector2& a = stack.get_vector2(1);
- stack.push_float(vector2::squared_length(a));
- return 1;
- }
- //-----------------------------------------------------------------------------
- static int vector2_set_length(lua_State* L)
- {
- LuaStack stack(L);
- Vector2& a = stack.get_vector2(1);
- float len = stack.get_float(2);
- vector2::set_length(a, len);
- return 0;
- }
- //-----------------------------------------------------------------------------
- static int vector2_normalize(lua_State* L)
- {
- LuaStack stack(L);
- Vector2& a = stack.get_vector2(1);
- stack.push_vector2(vector2::normalize(a));
- return 1;
- }
- //-----------------------------------------------------------------------------
- static int vector2_distance(lua_State* L)
- {
- LuaStack stack(L);
-
- Vector2& a = stack.get_vector2(1);
- Vector2& b = stack.get_vector2(2);
- stack.push_float(vector2::distance(a, b));
- return 1;
- }
- //-----------------------------------------------------------------------------
- static int vector2_angle(lua_State* L)
- {
- LuaStack stack(L);
-
- Vector2& a = stack.get_vector2(1);
- Vector2& b = stack.get_vector2(2);
- stack.push_float(vector2::angle(a, b));
- return 1;
- }
- //-----------------------------------------------------------------------------
- void load_vector2(LuaEnvironment& env)
- {
- env.load_module_function("Vector2", "new", vector2_new);
- env.load_module_function("Vector2", "x", vector2_x);
- env.load_module_function("Vector2", "y", vector2_y);
- env.load_module_function("Vector2", "set_x", vector2_set_x);
- env.load_module_function("Vector2", "set_y", vector2_set_y);
- env.load_module_function("Vector2", "values", vector2_values);
- env.load_module_function("Vector2", "add", vector2_add);
- env.load_module_function("Vector2", "subtract", vector2_subtract);
- env.load_module_function("Vector2", "multiply", vector2_multiply);
- env.load_module_function("Vector2", "divide", vector2_divide);
- env.load_module_function("Vector2", "dot", vector2_dot);
- env.load_module_function("Vector2", "equal", vector2_equal);
- env.load_module_function("Vector2", "length", vector2_length);
- env.load_module_function("Vector2", "squared_length", vector2_squared_length);
- env.load_module_function("Vector2", "set_length", vector2_set_length);
- env.load_module_function("Vector2", "normalize", vector2_normalize);
- env.load_module_function("Vector2", "distance", vector2_distance);
- env.load_module_function("Vector2", "angle", vector2_angle);
- env.load_module_constructor("Vector2", vector2_ctor);
- }
- } // namespace crown
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