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LuaVector.cpp
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// Copyright © 2008-2018 Pioneer Developers. See AUTHORS.txt for details
// Licensed under the terms of the GPL v3. See licenses/GPL-3.txt
#include "libs.h"
#include "LuaVector.h"
#include "LuaUtils.h"
static int l_vector_new(lua_State *L)
{
LUA_DEBUG_START(L);
double x = luaL_checknumber(L, 1);
double y = luaL_checknumber(L, 2);
double z = luaL_checknumber(L, 3);
LuaVector::PushToLua(L, vector3d(x, y, z));
LUA_DEBUG_END(L, 1);
return 1;
}
static int l_vector_unit(lua_State *L)
{
LUA_DEBUG_START(L);
if (lua_isnumber(L, 1)) {
double x = luaL_checknumber(L, 1);
double y = luaL_checknumber(L, 2);
double z = luaL_checknumber(L, 3);
const vector3d v = vector3d(x, y, z);
LuaVector::PushToLua(L, v.NormalizedSafe());
} else {
const vector3d *v = LuaVector::CheckFromLua(L, 1);
LuaVector::PushToLua(L, v->NormalizedSafe());
}
LUA_DEBUG_END(L, 1);
return 1;
}
static int l_vector_tostring(lua_State *L)
{
const vector3d *v = LuaVector::CheckFromLua(L, 1);
luaL_Buffer buf;
luaL_buffinit(L, &buf);
char *bufstr = luaL_prepbuffer(&buf);
int len = snprintf(bufstr, LUAL_BUFFERSIZE, "vector(%g, %g, %g)", v->x, v->y, v->z);
assert(len < LUAL_BUFFERSIZE); // XXX should handle this condition more gracefully
luaL_addsize(&buf, len);
luaL_pushresult(&buf);
return 1;
}
static int l_vector_add(lua_State *L)
{
const vector3d *a = LuaVector::CheckFromLua(L, 1);
const vector3d *b = LuaVector::CheckFromLua(L, 2);
LuaVector::PushToLua(L, *a + *b);
return 1;
}
static int l_vector_sub(lua_State *L)
{
const vector3d *a = LuaVector::CheckFromLua(L, 1);
const vector3d *b = LuaVector::CheckFromLua(L, 2);
LuaVector::PushToLua(L, *a - *b);
return 1;
}
static int l_vector_mul(lua_State *L)
{
if (lua_isnumber(L, 1)) {
const double s = lua_tonumber(L, 1);
const vector3d *v = LuaVector::CheckFromLua(L, 2);
LuaVector::PushToLua(L, s * *v);
} else if (lua_isnumber(L, 2)) {
const vector3d *v = LuaVector::CheckFromLua(L, 1);
const double s = lua_tonumber(L, 2);
LuaVector::PushToLua(L, *v * s);
} else {
return luaL_error(L, "general vector product doesn't exist; please use dot() or cross()");
}
return 1;
}
static int l_vector_div(lua_State *L)
{
if (lua_isnumber(L, 2)) {
const vector3d *v = LuaVector::CheckFromLua(L, 1);
const double s = lua_tonumber(L, 2);
LuaVector::PushToLua(L, *v / s);
return 1;
} else if (lua_isnumber(L, 1)) {
return luaL_error(L, "cannot divide a scalar by a vector");
} else {
return luaL_error(L, "vector div not involving a vector (huh?)");
}
}
static int l_vector_unm(lua_State *L)
{
const vector3d *v = LuaVector::CheckFromLua(L, 1);
LuaVector::PushToLua(L, -*v);
return 1;
}
static int l_vector_index(lua_State *L)
{
const vector3d *v = LuaVector::CheckFromLua(L, 1);
if (lua_type(L, 2) == LUA_TSTRING) {
const char *attr = luaL_checkstring(L, 2);
if (!strcmp(attr, "x")) {
lua_pushnumber(L, v->x);
return 1;
} else if (!strcmp(attr, "y")) {
lua_pushnumber(L, v->y);
return 1;
} else if (!strcmp(attr, "z")) {
lua_pushnumber(L, v->z);
return 1;
}
}
lua_getmetatable(L, 1);
lua_pushvalue(L, 2);
lua_rawget(L, -2);
lua_remove(L, -2);
return 1;
}
static int l_vector_normalised(lua_State *L)
{
const vector3d *v = LuaVector::CheckFromLua(L, 1);
LuaVector::PushToLua(L, v->NormalizedSafe());
return 1;
}
static int l_vector_length(lua_State *L)
{
const vector3d *v = LuaVector::CheckFromLua(L, 1);
lua_pushnumber(L, v->Length());
return 1;
}
static int l_vector_dot(lua_State *L)
{
const vector3d *a = LuaVector::CheckFromLua(L, 1);
const vector3d *b = LuaVector::CheckFromLua(L, 2);
lua_pushnumber(L, a->Dot(*b));
return 1;
}
static int l_vector_cross(lua_State *L)
{
const vector3d *a = LuaVector::CheckFromLua(L, 1);
const vector3d *b = LuaVector::CheckFromLua(L, 2);
LuaVector::PushToLua(L, a->Cross(*b));
return 1;
}
static luaL_Reg l_vector_lib[] = {
{ "new", &l_vector_new },
{ "unit", &l_vector_unit },
{ "cross", &l_vector_cross },
{ "dot", &l_vector_dot },
{ "length", &l_vector_length },
{ 0, 0 }
};
static luaL_Reg l_vector_meta[] = {
{ "__tostring", &l_vector_tostring },
{ "__add", &l_vector_add },
{ "__sub", &l_vector_sub },
{ "__mul", &l_vector_mul },
{ "__div", &l_vector_div },
{ "__unm", &l_vector_unm },
{ "__index", &l_vector_index },
{ "normalised", &l_vector_normalised },
{ "normalized", &l_vector_normalised },
{ "unit", &l_vector_unit },
{ "length", &l_vector_length },
{ "cross", &l_vector_cross },
{ "dot", &l_vector_dot },
{ 0, 0 }
};
const char LuaVector::LibName[] = "vector";
const char LuaVector::TypeName[] = "vector";
void LuaVector::Register(lua_State *L)
{
LUA_DEBUG_START(L);
luaL_newlib(L, l_vector_lib);
lua_setglobal(L, LuaVector::LibName);
luaL_newmetatable(L, LuaVector::TypeName);
luaL_setfuncs(L, l_vector_meta, 0);
// hide the metatable to thwart crazy exploits
lua_pushboolean(L, 0);
lua_setfield(L, -2, "__metatable");
lua_pop(L, 1);
LUA_DEBUG_END(L, 0);
}
vector3d *LuaVector::PushNewToLua(lua_State *L)
{
vector3d *ptr = static_cast<vector3d*>(lua_newuserdata(L, sizeof(vector3d)));
luaL_setmetatable(L, LuaVector::TypeName);
return ptr;
}
const vector3d *LuaVector::GetFromLua(lua_State *L, int idx)
{
return static_cast<vector3d*>(luaL_testudata(L, idx, LuaVector::TypeName));
}
const vector3d *LuaVector::CheckFromLua(lua_State *L, int idx)
{
return static_cast<vector3d*>(luaL_checkudata(L, idx, LuaVector::TypeName));
}