add mat4.translate and mat4.rotate

This commit is contained in:
MihailRis
2024-06-17 11:24:56 +03:00
parent d12cfc6421
commit 760e9171e2
+47 -11
View File
@@ -7,27 +7,61 @@ static int l_idt(lua::State* L) {
return lua::pushmat4(L, glm::mat4(1.0f)); return lua::pushmat4(L, glm::mat4(1.0f));
} }
/// @brief mat4.scale(matrix=idt: array[16], scale: array[3]) -> array[16] /// Overloads:
/// Modifies matrix /// mat4.<func>(vec: float[3]) -> float[16] - creates transform matrix
static int l_scale(lua::State* L) { /// mat4.<func>(matrix: float[16], vec: float[3]) -> float[16] - creates transformed copy of matrix
/// mat4.<func>(matrix: float[16], vec: float[3], dst: float[16]) -> sets dst to transformed version of matrix
template<glm::mat4(*func)(const glm::mat4&, const glm::vec3&)>
inline int l_transform_func(lua::State* L) {
uint argc = lua::gettop(L); uint argc = lua::gettop(L);
switch (argc) { switch (argc) {
case 1: { case 1: {
auto scale = lua::tovec3(L, 1); auto vec = lua::tovec3(L, 1);
return lua::pushmat4(L, glm::scale(glm::mat4(1.0f), scale)); return lua::pushmat4(L, func(glm::mat4(1.0f), vec));
} }
case 2: { case 2: {
auto matrix = lua::tomat4(L, 1); auto matrix = lua::tomat4(L, 1);
auto scale = lua::tovec3(L, 2); auto vec = lua::tovec3(L, 2);
return lua::pushmat4(L, glm::scale(matrix, scale)); return lua::pushmat4(L, func(matrix, vec));
} }
case 3: { case 3: {
auto matrix = lua::tomat4(L, 1); auto matrix = lua::tomat4(L, 1);
auto scale = lua::tovec3(L, 2); auto vec = lua::tovec3(L, 2);
return lua::setmat4(L, 3, glm::scale(matrix, scale)); return lua::setmat4(L, 3, func(matrix, vec));
} }
default: { default: {
throw std::runtime_error("invalid number of arguments (1 or 2 expected)"); throw std::runtime_error("invalid arguments number (1, 2 or 3 expected)");
}
}
return 0;
}
/// Overloads:
/// mat4.rotate(vec: float[3], angle: float) -> float[16] - creates rotation matrix
/// mat4.rotate(matrix: float[16], vec: float[3], angle: float) -> float[16] - creates rotated copy of matrix
/// mat4.rotate(matrix: float[16], vec: float[3], angle: float, dst: float[16]) -> sets dst to rotated version of matrix
inline int l_rotate(lua::State* L) {
uint argc = lua::gettop(L);
switch (argc) {
case 2: {
auto vec = lua::tovec3(L, 1);
auto angle = static_cast<float>(lua::tonumber(L, 2));
return lua::pushmat4(L, glm::rotate(glm::mat4(1.0f), angle, vec));
}
case 3: {
auto matrix = lua::tomat4(L, 1);
auto vec = lua::tovec3(L, 2);
auto angle = static_cast<float>(lua::tonumber(L, 3));
return lua::pushmat4(L, glm::rotate(matrix, angle, vec));
}
case 4: {
auto matrix = lua::tomat4(L, 1);
auto vec = lua::tovec3(L, 2);
auto angle = static_cast<float>(lua::tonumber(L, 3));
return lua::setmat4(L, 3, glm::rotate(matrix, angle, vec));
}
default: {
throw std::runtime_error("invalid arguments number (2, 3 or 4 expected)");
} }
} }
return 0; return 0;
@@ -49,7 +83,9 @@ static int l_tostring(lua::State* L) {
const luaL_Reg mat4lib [] = { const luaL_Reg mat4lib [] = {
{"idt", lua::wrap<l_idt>}, {"idt", lua::wrap<l_idt>},
{"scale", lua::wrap<l_scale>}, {"scale", lua::wrap<l_transform_func<glm::scale>>},
{"rotate", lua::wrap<l_rotate>},
{"translate", lua::wrap<l_transform_func<glm::translate>>},
{"tostring", lua::wrap<l_tostring>}, {"tostring", lua::wrap<l_tostring>},
{NULL, NULL} {NULL, NULL}
}; };