lua_camera.cpp 6.9 KB

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  1. /*
  2. Copyright (c) 2013 Daniele Bartolini, Michele Rossi
  3. Copyright (c) 2012 Daniele Bartolini, Simone Boscaratto
  4. Permission is hereby granted, free of charge, to any person
  5. obtaining a copy of this software and associated documentation
  6. files (the "Software"), to deal in the Software without
  7. restriction, including without limitation the rights to use,
  8. copy, modify, merge, publish, distribute, sublicense, and/or sell
  9. copies of the Software, and to permit persons to whom the
  10. Software is furnished to do so, subject to the following
  11. conditions:
  12. The above copyright notice and this permission notice shall be
  13. included in all copies or substantial portions of the Software.
  14. THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
  15. EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES
  16. OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND
  17. NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT
  18. HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY,
  19. WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
  20. FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR
  21. OTHER DEALINGS IN THE SOFTWARE.
  22. */
  23. #include "camera.h"
  24. #include "vector3.h"
  25. #include "quaternion.h"
  26. #include "matrix4x4.h"
  27. #include "lua_stack.h"
  28. #include "lua_environment.h"
  29. namespace crown
  30. {
  31. static int camera_local_position(lua_State* L)
  32. {
  33. LuaStack stack(L);
  34. stack.push_vector3(stack.get_camera(1)->local_position());
  35. return 1;
  36. }
  37. static int camera_local_rotation(lua_State* L)
  38. {
  39. LuaStack stack(L);
  40. stack.push_quaternion(stack.get_camera(1)->local_rotation());
  41. return 1;
  42. }
  43. static int camera_local_pose(lua_State* L)
  44. {
  45. LuaStack stack(L);
  46. stack.push_matrix4x4(stack.get_camera(1)->local_pose());
  47. return 1;
  48. }
  49. static int camera_world_position(lua_State* L)
  50. {
  51. LuaStack stack(L);
  52. stack.push_vector3(stack.get_camera(1)->world_position());
  53. return 1;
  54. }
  55. static int camera_world_rotation(lua_State* L)
  56. {
  57. LuaStack stack(L);
  58. stack.push_quaternion(stack.get_camera(1)->world_rotation());
  59. return 1;
  60. }
  61. static int camera_world_pose(lua_State* L)
  62. {
  63. LuaStack stack(L);
  64. stack.push_matrix4x4(stack.get_camera(1)->world_pose());
  65. return 1;
  66. }
  67. static int camera_set_local_position(lua_State* L)
  68. {
  69. LuaStack stack(L);
  70. stack.get_camera(1)->set_local_position(stack.get_unit(2), stack.get_vector3(3));
  71. return 0;
  72. }
  73. static int camera_set_local_rotation(lua_State* L)
  74. {
  75. LuaStack stack(L);
  76. stack.get_camera(1)->set_local_rotation(stack.get_unit(2), stack.get_quaternion(3));
  77. return 0;
  78. }
  79. static int camera_set_local_pose(lua_State* L)
  80. {
  81. LuaStack stack(L);
  82. stack.get_camera(1)->set_local_pose(stack.get_unit(2), stack.get_matrix4x4(3));
  83. return 0;
  84. }
  85. static int camera_set_projection_type(lua_State* L)
  86. {
  87. LuaStack stack(L);
  88. stack.get_camera(1)->set_projection_type((ProjectionType::Enum) stack.get_int(2));
  89. return 0;
  90. }
  91. static int camera_projection_type(lua_State* L)
  92. {
  93. LuaStack stack(L);
  94. stack.push_uint32(stack.get_camera(1)->projection_type());
  95. return 1;
  96. }
  97. static int camera_fov(lua_State* L)
  98. {
  99. LuaStack stack(L);
  100. stack.push_float(stack.get_camera(1)->fov());
  101. return 1;
  102. }
  103. static int camera_set_fov(lua_State* L)
  104. {
  105. LuaStack stack(L);
  106. stack.get_camera(1)->set_fov(stack.get_float(2));
  107. return 0;
  108. }
  109. static int camera_aspect(lua_State* L)
  110. {
  111. LuaStack stack(L);
  112. stack.push_float(stack.get_camera(1)->aspect());
  113. return 1;
  114. }
  115. static int camera_set_aspect(lua_State* L)
  116. {
  117. LuaStack stack(L);
  118. stack.get_camera(1)->set_aspect(stack.get_float(2));
  119. return 0;
  120. }
  121. static int camera_near_clip_distance(lua_State* L)
  122. {
  123. LuaStack stack(L);
  124. stack.push_float(stack.get_camera(1)->near_clip_distance());
  125. return 1;
  126. }
  127. static int camera_set_near_clip_distance(lua_State* L)
  128. {
  129. LuaStack stack(L);
  130. stack.get_camera(1)->set_near_clip_distance(stack.get_float(2));
  131. return 0;
  132. }
  133. static int camera_far_clip_distance(lua_State* L)
  134. {
  135. LuaStack stack(L);
  136. stack.push_float(stack.get_camera(1)->far_clip_distance());
  137. return 1;
  138. }
  139. static int camera_set_far_clip_distance(lua_State* L)
  140. {
  141. LuaStack stack(L);
  142. stack.get_camera(1)->set_far_clip_distance(stack.get_float(2));
  143. return 0;
  144. }
  145. static int camera_set_orthographic_metrics(lua_State* L)
  146. {
  147. LuaStack stack(L);
  148. stack.get_camera(1)->set_orthographic_metrics(stack.get_float(2), stack.get_float(3),
  149. stack.get_float(4), stack.get_float(5));
  150. return 0;
  151. }
  152. static int camera_set_viewport_metrics(lua_State* L)
  153. {
  154. LuaStack stack(L);
  155. stack.get_camera(1)->set_viewport_metrics(stack.get_int(2), stack.get_int(3),
  156. stack.get_int(4), stack.get_int(5));
  157. return 0;
  158. }
  159. static int camera_screen_to_world(lua_State* L)
  160. {
  161. LuaStack stack(L);
  162. stack.push_vector3(stack.get_camera(1)->screen_to_world(stack.get_vector3(2)));
  163. return 1;
  164. }
  165. static int camera_world_to_screen(lua_State* L)
  166. {
  167. LuaStack stack(L);
  168. stack.push_vector3(stack.get_camera(1)->world_to_screen(stack.get_vector3(2)));
  169. return 1;
  170. }
  171. void load_camera(LuaEnvironment& env)
  172. {
  173. env.load_module_function("Camera", "local_position", camera_local_position);
  174. env.load_module_function("Camera", "local_rotation", camera_local_rotation);
  175. env.load_module_function("Camera", "local_pose", camera_local_pose);
  176. env.load_module_function("Camera", "world_position", camera_world_position);
  177. env.load_module_function("Camera", "world_rotation", camera_world_rotation);
  178. env.load_module_function("Camera", "world_pose", camera_world_pose);
  179. env.load_module_function("Camera", "set_local_position", camera_set_local_position);
  180. env.load_module_function("Camera", "set_local_rotation", camera_set_local_rotation);
  181. env.load_module_function("Camera", "set_local_pose", camera_set_local_pose);
  182. env.load_module_function("Camera", "set_projection_type", camera_set_projection_type);
  183. env.load_module_function("Camera", "projection_type", camera_projection_type);
  184. env.load_module_function("Camera", "fov", camera_fov);
  185. env.load_module_function("Camera", "set_fov", camera_set_fov);
  186. env.load_module_function("Camera", "aspect", camera_aspect);
  187. env.load_module_function("Camera", "set_aspect", camera_set_aspect);
  188. env.load_module_function("Camera", "near_clip_distance", camera_near_clip_distance);
  189. env.load_module_function("Camera", "set_near_clip_distance", camera_set_near_clip_distance);
  190. env.load_module_function("Camera", "far_clip_distance", camera_far_clip_distance);
  191. env.load_module_function("Camera", "set_far_clip_distance", camera_set_far_clip_distance);
  192. env.load_module_function("Camera", "set_orthographic_metrics", camera_set_orthographic_metrics);
  193. env.load_module_function("Camera", "set_viewport_metrics", camera_set_viewport_metrics);
  194. env.load_module_function("Camera", "screen_to_world", camera_screen_to_world);
  195. env.load_module_function("Camera", "world_to_screen", camera_world_to_screen);
  196. env.load_module_enum("Camera", "ORTHOGRAPHIC", ProjectionType::ORTHOGRAPHIC);
  197. env.load_module_enum("Camera", "PERSPECTIVE", ProjectionType::PERSPECTIVE);
  198. }
  199. } // namespace crown