New math functions.

This commit is contained in:
jussi
2022-08-19 16:20:59 +03:00
parent 8972ac89f4
commit e5f437d05e
6 changed files with 615 additions and 2 deletions

View File

@@ -1097,6 +1097,8 @@ void luaRegister() {
lua_register( L, "RL_Lerp", lmathLerp );
lua_register( L, "RL_Normalize", lmathNormalize );
lua_register( L, "RL_Remap", lmathRemap );
lua_register( L, "RL_Wrap", lmathWrap );
lua_register( L, "RL_FloatEquals", lmathFloatEquals );
/* Vector2. */
lua_register( L, "RL_Vector2Zero", lmathVector2Zero );
lua_register( L, "RL_Vector2One", lmathVector2One );
@@ -1108,16 +1110,22 @@ void luaRegister() {
lua_register( L, "RL_Vector2LengthSqr", lmathVector2LengthSqr );
lua_register( L, "RL_Vector2DotProduct", lmathVector2DotProduct );
lua_register( L, "RL_Vector2Distance", lmathVector2Distance );
lua_register( L, "RL_Vector2DistanceSqr", lmathVector2DistanceSqr );
lua_register( L, "RL_Vector2Angle", lmathVector2Angle );
lua_register( L, "RL_Vector2Scale", lmathVector2Scale );
lua_register( L, "RL_Vector2Multiply", lmathVector2Multiply );
lua_register( L, "RL_Vector2Negate", lmathVector2Negate );
lua_register( L, "RL_Vector2Divide", lmathVector2Divide );
lua_register( L, "RL_Vector2Normalize", lmathVector2Normalize );
lua_register( L, "RL_Vector2Transform", lmathVector2Transform );
lua_register( L, "RL_Vector2Lerp", lmathVector2Lerp );
lua_register( L, "RL_Vector2Reflect", lmathVector2Reflect );
lua_register( L, "RL_Vector2Rotate", lmathVector2Rotate );
lua_register( L, "RL_Vector2MoveTowards", lmathVector2MoveTowards );
lua_register( L, "RL_Vector2Invert", lmathVector2Invert );
lua_register( L, "RL_Vector2Clamp", lmathVector2Clamp );
lua_register( L, "RL_Vector2ClampValue", lmathVector2ClampValue );
lua_register( L, "RL_Vector2Equals", lmathVector2Equals );
/* Vector3. */
lua_register( L, "RL_Vector3Zero", lmathVector3Zero );
lua_register( L, "RL_Vector3One", lmathVector3One );
@@ -1133,6 +1141,7 @@ void luaRegister() {
lua_register( L, "RL_Vector3LengthSqr", lmathVector3LengthSqr );
lua_register( L, "RL_Vector3DotProduct", lmathVector3DotProduct );
lua_register( L, "RL_Vector3Distance", lmathVector3Distance );
lua_register( L, "RL_Vector3DistanceSqr", lmathVector3DistanceSqr );
lua_register( L, "RL_Vector3Angle", lmathVector3Angle );
lua_register( L, "RL_Vector3Negate", lmathVector3Negate );
lua_register( L, "RL_Vector3Divide", lmathVector3Divide );
@@ -1146,6 +1155,11 @@ void luaRegister() {
lua_register( L, "RL_Vector3Max", lmathVector3Max );
lua_register( L, "RL_Vector3Barycenter", lmathVector3Barycenter );
lua_register( L, "RL_Vector3Unproject", lmathVector3Unproject );
lua_register( L, "RL_Vector3Invert", lmathVector3Invert );
lua_register( L, "RL_Vector3Clamp", lmathVector3Clamp );
lua_register( L, "RL_Vector3ClampValue", lmathVector3ClampValue );
lua_register( L, "RL_Vector3Equals", lmathVector3Equals );
lua_register( L, "RL_Vector3Refract", lmathVector3Refract );
/* Matrix. */
lua_register( L, "RL_MatrixDeterminant", lmathMatrixDeterminant );
lua_register( L, "RL_MatrixTrace", lmathMatrixTrace );
@@ -1190,6 +1204,7 @@ void luaRegister() {
lua_register( L, "RL_QuaternionFromEuler", lmathQuaternionFromEuler );
lua_register( L, "RL_QuaternionToEuler", lmathQuaternionToEuler );
lua_register( L, "RL_QuaternionTransform", lmathQuaternionTransform );
lua_register( L, "RL_QuaternionEquals", lmathQuaternionEquals );
/* Gui. */
/* Global. */

View File

@@ -110,6 +110,51 @@ int lmathRemap( lua_State *L ) {
return 1;
}
/*
> result = RL_Wrap( float value, float min, float max )
Wrap input value from min to max
- Failure return false
- Success return float
*/
int lmathWrap( lua_State *L ) {
if ( !lua_isnumber( L, -3 ) || !lua_isnumber( L, -2 ) || !lua_isnumber( L, -1 ) ) {
TraceLog( LOG_WARNING, "%s", "Bad call of function. RL_Wrap( float value, float min, float max )" );
lua_pushboolean( L, false );
return 1;
}
float max = lua_tonumber( L, -1 );
float min = lua_tonumber( L, -2 );
float value = lua_tonumber( L, -3 );
lua_pushnumber( L, Wrap( value, min, max ) );
return 1;
}
/*
> result = RL_FloatEquals( float x, float y )
Check whether two given floats are almost equal
- Failure return false
- Success return int
*/
int lmathFloatEquals( lua_State *L ) {
if ( !lua_isnumber( L, -2 ) || !lua_isnumber( L, -1 ) ) {
TraceLog( LOG_WARNING, "%s", "Bad call of function. RL_FloatEquals( float x, float y )" );
lua_pushboolean( L, false );
return 1;
}
float y = lua_tonumber( L, -1 );
float x = lua_tonumber( L, -2 );
lua_pushinteger( L, FloatEquals( x, y ) );
return 1;
}
/*
## Math - Vector2
*/
@@ -320,6 +365,29 @@ int lmathVector2Distance( lua_State *L ) {
return 1;
}
/*
> result = RL_Vector2DistanceSqr( Vector2 v1, Vector2 v2 )
Calculate square distance between two vectors
- Failure return false
- Success return float
*/
int lmathVector2DistanceSqr( lua_State *L ) {
if ( !lua_istable( L, -2 ) || !lua_istable( L, -1 ) ) {
TraceLog( LOG_WARNING, "%s", "Bad call of function. RL_Vector2DistanceSqr( Vector2 v1, Vector2 v2 )" );
lua_pushboolean( L, false );
return 1;
}
Vector2 v2 = uluaGetVector2( L );
lua_pop( L, 1 );
Vector2 v1 = uluaGetVector2( L );
lua_pushnumber( L, Vector2DistanceSqr( v1, v2 ) );
return 1;
}
/*
> result = RL_Vector2Angle( Vector2 v1, Vector2 v2 )
@@ -454,6 +522,29 @@ int lmathVector2Normalize( lua_State *L ) {
return 1;
}
/*
> result = RL_Vector2Transform( Vector2 v, Matrix mat )
Transforms a Vector2 by a given Matrix
- Failure return false
- Success return Vector2
*/
int lmathVector2Transform( lua_State *L ) {
if ( !lua_istable( L, -2 ) || !lua_istable( L, -1 ) ) {
TraceLog( LOG_WARNING, "%s", "Bad call of function. RL_Vector2Transform( Vector2 v, Matrix mat )" );
lua_pushboolean( L, false );
return 1;
}
Matrix mat = uluaGetMatrix( L );
lua_pop( L, 1 );
Vector2 v = uluaGetVector2( L );
uluaPushVector2( L, Vector2Transform( v, mat ) );
return 1;
}
/*
> result = RL_Vector2Lerp( Vector2 v1, Vector2 v2, float amount )
@@ -550,6 +641,101 @@ int lmathVector2MoveTowards( lua_State *L ) {
return 1;
}
/*
> result = RL_Vector2Invert( Vector2 v )
Invert the given vector
- Failure return false
- Success return Vector2
*/
int lmathVector2Invert( lua_State *L ) {
if ( !lua_istable( L, -1 ) ) {
TraceLog( LOG_WARNING, "%s", "Bad call of function. RL_Vector2Invert( Vector2 v )" );
lua_pushboolean( L, false );
return 1;
}
Vector2 v = uluaGetVector2( L );
uluaPushVector2( L, Vector2Invert( v ) );
return 1;
}
/*
> result = RL_Vector2Clamp( Vector2 v, Vector2 min, Vector2 max )
Clamp the components of the vector between
min and max values specified by the given vectors
- Failure return false
- Success return Vector2
*/
int lmathVector2Clamp( lua_State *L ) {
if ( !lua_istable( L, -3 ) || !lua_istable( L, -2 ) || !lua_istable( L, -1 ) ) {
TraceLog( LOG_WARNING, "%s", "Bad call of function. RL_Vector2Clamp( Vector2 v, Vector2 min, Vector2 max )" );
lua_pushboolean( L, false );
return 1;
}
Vector2 max = uluaGetVector2( L );
lua_pop( L, 1 );
Vector2 min = uluaGetVector2( L );
lua_pop( L, 1 );
Vector2 v = uluaGetVector2( L );
uluaPushVector2( L, Vector2Clamp( v, min, max ) );
return 1;
}
/*
> result = RL_Vector2ClampValue( Vector2 v, float min, float max )
Clamp the magnitude of the vector between two min and max values
- Failure return false
- Success return Vector2
*/
int lmathVector2ClampValue( lua_State *L ) {
if ( !lua_istable( L, -3 ) || !lua_isnumber( L, -2 ) || !lua_isnumber( L, -1 ) ) {
TraceLog( LOG_WARNING, "%s", "Bad call of function. RL_Vector2ClampValue( Vector2 v, float min, float max )" );
lua_pushboolean( L, false );
return 1;
}
float max = lua_tonumber( L, -1 );
lua_pop( L, 1 );
float min = lua_tonumber( L, -1 );
lua_pop( L, 1 );
Vector2 v = uluaGetVector2( L );
uluaPushVector2( L, Vector2ClampValue( v, min, max ) );
return 1;
}
/*
> result = RL_Vector2Equals( Vector2 v1, Vector2 v2 )
Check whether two given vectors are almost equal
- Failure return false
- Success return int
*/
int lmathVector2Equals( lua_State *L ) {
if ( !lua_istable( L, -2 ) || !lua_istable( L, -1 ) ) {
TraceLog( LOG_WARNING, "%s", "Bad call of function. RL_Vector2Equals( Vector2 v1, Vector2 v2 )" );
lua_pushboolean( L, false );
return 1;
}
Vector2 v2 = uluaGetVector2( L );
lua_pop( L, 1 );
Vector2 v1 = uluaGetVector2( L );
lua_pushinteger( L, Vector2Equals( v1, v2 ) );
return 1;
}
/*
## Math - Vector 3
*/
@@ -850,6 +1036,29 @@ int lmathVector3Distance( lua_State *L ) {
return 1;
}
/*
> result = RL_Vector3DistanceSqr( Vector3 v1, Vector3 v2 )
Calculate square distance between two vectors
- Failure return false
- Success return float
*/
int lmathVector3DistanceSqr( lua_State *L ) {
if ( !lua_istable( L, -2 ) || !lua_istable( L, -1 ) ) {
TraceLog( LOG_WARNING, "%s", "Bad call of function. RL_Vector3DistanceSqr( Vector3 v1, Vector3 v2 )" );
lua_pushboolean( L, false );
return 1;
}
Vector3 v2 = uluaGetVector3( L );
lua_pop( L, 1 );
Vector3 v1 = uluaGetVector3( L );
lua_pushnumber( L, Vector3DistanceSqr( v1, v2 ) );
return 1;
}
/*
> result = RL_Vector3Angle( Vector3 v1, Vector3 v2 )
@@ -1011,6 +1220,31 @@ int lmathVector3RotateByQuaternion( lua_State *L ) {
return 1;
}
/*
> result = RL_Vector3RotateByAxisAngle( Vector3 v, Vector3 axis, float angle )
Rotates a vector around an axis
- Failure return false
- Success return Vector3
*/
int lmathVector3RotateByAxisAngle( lua_State *L ) {
if ( !lua_istable( L, -3 ) || !lua_istable( L, -2 ) || !lua_isnumber( L, -1 ) ) {
TraceLog( LOG_WARNING, "%s", "Bad call of function. RL_Vector3RotateByAxisAngle( Vector3 v, Vector3 axis, float angle )" );
lua_pushboolean( L, false );
return 1;
}
float angle = lua_tonumber( L, -1 );
lua_pop( L, 1 );
Vector3 axis = uluaGetVector3( L );
lua_pop( L, 1 );
Vector3 v = uluaGetVector3( L );
uluaPushVector3( L, Vector3RotateByAxisAngle( v, axis, angle ) );
return 1;
}
/*
> result = RL_Vector3Lerp( Vector3 v1, Vector3 v2, float amount )
@@ -1159,6 +1393,131 @@ int lmathVector3Unproject( lua_State *L ) {
return 1;
}
/*
> result = RL_Vector3Invert( Vector3 v )
Invert the given vector
- Failure return false
- Success return Vector3
*/
int lmathVector3Invert( lua_State *L ) {
if ( !lua_istable( L, -1 ) ) {
TraceLog( LOG_WARNING, "%s", "Bad call of function. RL_Vector3Invert( Vector3 v )" );
lua_pushboolean( L, false );
return 1;
}
Vector3 v = uluaGetVector3( L );
uluaPushVector3( L, Vector3Invert( v ) );
return 1;
}
/*
> result = RL_Vector3Clamp( Vector3 v, Vector3 min, Vector3 max )
Clamp the components of the vector between
min and max values specified by the given vectors
- Failure return false
- Success return Vector3
*/
int lmathVector3Clamp( lua_State *L ) {
if ( !lua_istable( L, -3 ) || !lua_istable( L, -2 ) || !lua_istable( L, -1 ) ) {
TraceLog( LOG_WARNING, "%s", "Bad call of function. RL_Vector3Clamp( Vector3 v, Vector3 min, Vector3 max )" );
lua_pushboolean( L, false );
return 1;
}
Vector3 max = uluaGetVector3( L );
lua_pop( L, 1 );
Vector3 min = uluaGetVector3( L );
lua_pop( L, 1 );
Vector3 v = uluaGetVector3( L );
uluaPushVector3( L, Vector3Clamp( v, min, max ) );
return 1;
}
/*
> result = RL_Vector3ClampValue( Vector3 v, float min, float max )
Clamp the magnitude of the vector between two values
- Failure return false
- Success return Vector3
*/
int lmathVector3ClampValue( lua_State *L ) {
if ( !lua_istable( L, -3 ) || !lua_isnumber( L, -2 ) || !lua_isnumber( L, -1 ) ) {
TraceLog( LOG_WARNING, "%s", "Bad call of function. RL_Vector3ClampValue( Vector3 v, float min, float max )" );
lua_pushboolean( L, false );
return 1;
}
float max = lua_tonumber( L, -1 );
lua_pop( L, 1 );
float min = lua_tonumber( L, -1 );
lua_pop( L, 1 );
Vector3 v = uluaGetVector3( L );
uluaPushVector3( L, Vector3ClampValue( v, min, max ) );
return 1;
}
/*
> result = RL_Vector3Equals( Vector3 v1, Vector3 v2 )
Check whether two given vectors are almost equal
- Failure return false
- Success return int
*/
int lmathVector3Equals( lua_State *L ) {
if ( !lua_istable( L, -2 ) || !lua_istable( L, -1 ) ) {
TraceLog( LOG_WARNING, "%s", "Bad call of function. RL_Vector3Equals( Vector3 v1, Vector3 v2 )" );
lua_pushboolean( L, false );
return 1;
}
Vector3 v2 = uluaGetVector3( L );
lua_pop( L, 1 );
Vector3 v1 = uluaGetVector3( L );
lua_pushinteger( L, Vector3Equals( v1, v2 ) );
return 1;
}
/*
> result = RL_Vector3Refract( Vector3 v, Vector3 n, float r )
Compute the direction of a refracted ray where v specifies the
normalized direction of the incoming ray, n specifies the
normalized normal vector of the interface of two optical media,
and r specifies the ratio of the refractive index of the medium
from where the ray comes to the refractive index of the medium
on the other side of the surface
- Failure return false
- Success return Vector3
*/
int lmathVector3Refract( lua_State *L ) {
if ( !lua_istable( L, -3 ) || !lua_istable( L, -2 ) || !lua_isnumber( L, -1 ) ) {
TraceLog( LOG_WARNING, "%s", "Bad call of function. RL_Vector3Refract( Vector3 v, Vector3 n, float r )" );
lua_pushboolean( L, false );
return 1;
}
float r = lua_tonumber( L, -1 );
lua_pop( L, 1 );
Vector3 n = uluaGetVector3( L );
lua_pop( L, 1 );
Vector3 v = uluaGetVector3( L );
uluaPushVector3( L, Vector3Refract( v, n, r ) );
return 1;
}
/*
## Math - Matrix
*/
@@ -2101,3 +2460,26 @@ int lmathQuaternionTransform( lua_State *L ) {
return 1;
}
/*
> result = RL_QuaternionEquals( Quaternion q1, Quaternion q2 )
Check whether two given quaternions are almost equal
- Failure return false
- Success return int
*/
int lmathQuaternionEquals( lua_State *L ) {
if ( !lua_istable( L, -2 ) || !lua_isnumber( L, -1 ) ) {
TraceLog( LOG_WARNING, "%s", "Bad call of function. RL_QuaternionEquals( Quaternion q1, Quaternion q2 )" );
lua_pushboolean( L, false );
return 1;
}
Quaternion q2 = uluaGetQuaternion( L );
lua_pop( L, 1 );
Quaternion q1 = uluaGetQuaternion( L );
lua_pushinteger( L, QuaternionEquals( q1, q2 ) );
return 1;
}