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@ -14,60 +14,6 @@
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#include "shapes/box.hpp"
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#include "shapes/box.hpp"
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namespace
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{
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int swizzleIndex(char c)
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{
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switch (c)
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{
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case 'x':
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return 0;
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case 'y':
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return 1;
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case 'z':
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return 2;
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case 'w':
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return 3;
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default:
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throw std::runtime_error("unrecognized swizzle index");
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}
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}
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template <class T>
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sol::object swizzle(sol::state_view lua, const T& vec, std::string_view key)
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{
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if (key.length() <= 1 || key.length() > LuaUtil::Vec4::num_components)
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{
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throw std::runtime_error("invalid swizzle length");
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}
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std::array<float, 4> components;
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size_t aindex = 0;
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for (char c : key)
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{
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size_t sindex = swizzleIndex(c);
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if (sindex >= T::num_components)
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{
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throw std::runtime_error("swizzle index out of range");
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}
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components[aindex++] = vec[sindex];
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}
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switch (key.length())
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{
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case 2:
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return sol::make_object<LuaUtil::Vec2>(lua, { components[0], components[1] });
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case 3:
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return sol::make_object<LuaUtil::Vec3>(lua, { components[0], components[1], components[2] });
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case 4:
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return sol::make_object<LuaUtil::Vec4>(
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lua, { components[0], components[1], components[2], components[3] });
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default:
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throw std::runtime_error("fatal error");
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}
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}
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}
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namespace sol
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namespace sol
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{
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{
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template <>
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template <>
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@ -110,6 +56,44 @@ namespace LuaUtil
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{
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{
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namespace
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namespace
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{
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{
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template <typename TNew, typename T, typename... Indices>
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void swizzle(sol::usertype<T>& type, Indices... indices)
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{
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constexpr std::array<char, 4> components = { 'x', 'y', 'z', 'w' };
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std::string field = { components[indices]... };
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type[field] = sol::readonly_property([=](const T& v) -> TNew { return { v[indices]... }; });
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}
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// Creates bindings for all possible permutations (repetition allowed) of x,y,z,w fields
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template <typename T>
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void addSwizzleFields(sol::usertype<T>& type)
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{
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for (size_t a = 0; a < T::num_components; ++a)
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{
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// Single component swizzles
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swizzle<float>(type, a);
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for (size_t b = 0; b < T::num_components; ++b)
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{
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// Two component swizzles
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swizzle<Vec2>(type, a, b);
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for (size_t c = 0; c < T::num_components; ++c)
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{
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// Three component swizzles
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swizzle<Vec3>(type, a, b, c);
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for (size_t d = 0; d < T::num_components; ++d)
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{
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// Four component swizzles
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swizzle<Vec4>(type, a, b, c, d);
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}
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}
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}
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}
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}
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template <typename T>
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template <typename T>
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void addVectorMethods(sol::usertype<T>& vectorType)
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void addVectorMethods(sol::usertype<T>& vectorType)
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{
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{
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@ -151,6 +135,8 @@ namespace LuaUtil
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ss << ")";
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ss << ")";
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return ss.str();
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return ss.str();
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};
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};
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addSwizzleFields(vectorType);
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}
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}
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}
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}
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@ -162,21 +148,12 @@ namespace LuaUtil
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// Lua bindings for Vec2
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// Lua bindings for Vec2
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util["vector2"] = [](float x, float y) { return Vec2(x, y); };
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util["vector2"] = [](float x, float y) { return Vec2(x, y); };
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sol::usertype<Vec2> vec2Type = lua.new_usertype<Vec2>("Vec2");
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sol::usertype<Vec2> vec2Type = lua.new_usertype<Vec2>("Vec2");
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vec2Type["x"] = sol::readonly_property([](const Vec2& v) -> float { return v.x(); });
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vec2Type["y"] = sol::readonly_property([](const Vec2& v) -> float { return v.y(); });
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vec2Type[sol::meta_function::index]
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= [lua](const Vec2& v, std::string_view key) { return swizzle(lua, v, key); };
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addVectorMethods<Vec2>(vec2Type);
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addVectorMethods<Vec2>(vec2Type);
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vec2Type["rotate"] = &Misc::rotateVec2f;
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vec2Type["rotate"] = &Misc::rotateVec2f;
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// Lua bindings for Vec3
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// Lua bindings for Vec3
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util["vector3"] = [](float x, float y, float z) { return Vec3(x, y, z); };
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util["vector3"] = [](float x, float y, float z) { return Vec3(x, y, z); };
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sol::usertype<Vec3> vec3Type = lua.new_usertype<Vec3>("Vec3");
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sol::usertype<Vec3> vec3Type = lua.new_usertype<Vec3>("Vec3");
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vec3Type["x"] = sol::readonly_property([](const Vec3& v) -> float { return v.x(); });
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vec3Type["y"] = sol::readonly_property([](const Vec3& v) -> float { return v.y(); });
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vec3Type["z"] = sol::readonly_property([](const Vec3& v) -> float { return v.z(); });
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vec3Type[sol::meta_function::index]
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= [lua](const Vec3& v, std::string_view key) { return swizzle(lua, v, key); };
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addVectorMethods<Vec3>(vec3Type);
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addVectorMethods<Vec3>(vec3Type);
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vec3Type[sol::meta_function::involution] = [](const Vec3& a, const Vec3& b) { return a ^ b; };
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vec3Type[sol::meta_function::involution] = [](const Vec3& a, const Vec3& b) { return a ^ b; };
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vec3Type["cross"] = [](const Vec3& a, const Vec3& b) { return a ^ b; };
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vec3Type["cross"] = [](const Vec3& a, const Vec3& b) { return a ^ b; };
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@ -184,12 +161,6 @@ namespace LuaUtil
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// Lua bindings for Vec4
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// Lua bindings for Vec4
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util["vector4"] = [](float x, float y, float z, float w) { return Vec4(x, y, z, w); };
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util["vector4"] = [](float x, float y, float z, float w) { return Vec4(x, y, z, w); };
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sol::usertype<Vec4> vec4Type = lua.new_usertype<Vec4>("Vec4");
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sol::usertype<Vec4> vec4Type = lua.new_usertype<Vec4>("Vec4");
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vec4Type["x"] = sol::readonly_property([](const Vec4& v) -> float { return v.x(); });
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vec4Type["y"] = sol::readonly_property([](const Vec4& v) -> float { return v.y(); });
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vec4Type["z"] = sol::readonly_property([](const Vec4& v) -> float { return v.z(); });
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vec4Type["w"] = sol::readonly_property([](const Vec4& v) -> float { return v.w(); });
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vec4Type[sol::meta_function::index]
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= [lua](const Vec4& v, std::string_view key) { return swizzle(lua, v, key); };
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addVectorMethods<Vec4>(vec4Type);
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addVectorMethods<Vec4>(vec4Type);
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// Lua bindings for Box
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// Lua bindings for Box
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@ -394,5 +365,4 @@ namespace LuaUtil
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return util;
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return util;
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}
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}
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}
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}
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