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authorjussi2022-08-19 16:20:59 +0300
committerjussi2022-08-19 16:20:59 +0300
commite5f437d05e8277861ea85e6c8d2ede32c4be32ef (patch)
tree36e7985b18e6632a56100f88df8c21cdac689e77 /src/rmath.c
parent8972ac89f4cafbf9c2305222e61ba067f51eec75 (diff)
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New math functions.
Diffstat (limited to 'src/rmath.c')
-rw-r--r--src/rmath.c382
1 files changed, 382 insertions, 0 deletions
diff --git a/src/rmath.c b/src/rmath.c
index f07e288..141f8d5 100644
--- a/src/rmath.c
+++ b/src/rmath.c
@@ -111,6 +111,51 @@ int lmathRemap( lua_State *L ) {
}
/*
+> 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
*/
@@ -321,6 +366,29 @@ int lmathVector2Distance( lua_State *L ) {
}
/*
+> 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 )
Calculate angle from two vectors
@@ -455,6 +523,29 @@ int lmathVector2Normalize( lua_State *L ) {
}
/*
+> 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 )
Calculate linear interpolation between two vectors
@@ -551,6 +642,101 @@ int lmathVector2MoveTowards( lua_State *L ) {
}
/*
+> 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
*/
@@ -851,6 +1037,29 @@ int lmathVector3Distance( lua_State *L ) {
}
/*
+> 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 )
Calculate angle between two vectors
@@ -1012,6 +1221,31 @@ int lmathVector3RotateByQuaternion( lua_State *L ) {
}
/*
+> 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 )
Calculate linear interpolation between two vectors
@@ -1160,6 +1394,131 @@ int lmathVector3Unproject( lua_State *L ) {
}
/*
+> 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;
+}