From f77c1334dba1d6b57cbc464450a8d73bf49e5999 Mon Sep 17 00:00:00 2001 From: Diavolo Date: Sat, 25 Jun 2022 23:48:08 +0200 Subject: [PATCH] Enhance vector in lua scripts Adds several overloads --- src/client/game/scripting/lua/context.cpp | 151 +++++++++++++++++++++- 1 file changed, 149 insertions(+), 2 deletions(-) diff --git a/src/client/game/scripting/lua/context.cpp b/src/client/game/scripting/lua/context.cpp index 462a662..e5b188a 100644 --- a/src/client/game/scripting/lua/context.cpp +++ b/src/client/game/scripting/lua/context.cpp @@ -83,10 +83,23 @@ namespace scripting::lua return constants; } - void setup_entity_type(sol::state& state, event_handler& handler, scheduler& scheduler) + vector normalize_vector(const vector& vec) { - state["level"] = entity{*game::levelEntityId}; + const auto length = std::sqrtf( + (vec.get_x() * vec.get_x()) + + (vec.get_y() * vec.get_y()) + + (vec.get_z() * vec.get_z()) + ); + return vector( + vec.get_x() / length, + vec.get_y() / length, + vec.get_z() / length + ); + } + + void setup_vector_type(sol::state& state) + { auto vector_type = state.new_usertype("vector", sol::constructors()); vector_type["x"] = sol::property(&vector::get_x, &vector::set_x); vector_type["y"] = sol::property(&vector::get_y, &vector::set_y); @@ -96,6 +109,139 @@ namespace scripting::lua vector_type["g"] = sol::property(&vector::get_y, &vector::set_y); vector_type["b"] = sol::property(&vector::get_z, &vector::set_z); + vector_type[sol::meta_function::addition] = sol::overload( + [](const vector& a, const vector& b) + { + return vector( + a.get_x() + b.get_x(), + a.get_y() + b.get_y(), + a.get_z() + b.get_z() + ); + }, + [](const vector& a, const int value) + { + return vector( + a.get_x() + value, + a.get_y() + value, + a.get_z() + value + ); + } + ); + + vector_type[sol::meta_function::subtraction] = sol::overload( + [](const vector& a, const vector& b) + { + return vector( + a.get_x() - b.get_x(), + a.get_y() - b.get_y(), + a.get_z() - b.get_z() + ); + }, + [](const vector& a, const int value) + { + return vector( + a.get_x() - value, + a.get_y() - value, + a.get_z() - value + ); + } + ); + + vector_type[sol::meta_function::multiplication] = sol::overload( + [](const vector& a, const vector& b) + { + return vector( + a.get_x() * b.get_x(), + a.get_y() * b.get_y(), + a.get_z() * b.get_z() + ); + }, + [](const vector& a, const int value) + { + return vector( + a.get_x() * value, + a.get_y() * value, + a.get_z() * value + ); + } + ); + + vector_type[sol::meta_function::division] = sol::overload( + [](const vector& a, const vector& b) + { + return vector( + a.get_x() / b.get_x(), + a.get_y() / b.get_y(), + a.get_z() / b.get_z() + ); + }, + [](const vector& a, const int value) + { + return vector( + a.get_x() / value, + a.get_y() / value, + a.get_z() / value + ); + } + ); + + vector_type[sol::meta_function::equal_to] = [](const vector& a, const vector& b) + { + return a.get_x() == b.get_x() && + a.get_y() == b.get_y() && + a.get_z() == b.get_z(); + }; + + vector_type[sol::meta_function::length] = [](const vector& a) + { + return std::sqrtf((a.get_x() * a.get_x()) + (a.get_y() * a.get_y()) + (a.get_z() * a.get_z())); + }; + + vector_type[sol::meta_function::to_string] = [](const vector& a) + { + return utils::string::va("(%g, %g, %g)", a.get_x(), a.get_y(), a.get_z()); + }; + + vector_type["normalize"] = [](const vector& a) + { + return normalize_vector(a); + }; + + vector_type["toangles"] = [](const vector& a) + { + return call("vectortoangles", {a}).as(); + }; + + vector_type["toyaw"] = [](const vector& a) + { + return call("vectortoyaw", {a}).as(); + }; + + vector_type["tolerp"] = [](const vector& a) + { + return call("vectortolerp", {a}).as(); + }; + + vector_type["toup"] = [](const vector& a) + { + return call("anglestoup", {a}).as(); + }; + + vector_type["toright"] = [](const vector& a) + { + return call("anglestoright", {a}).as(); + }; + + vector_type["toforward"] = [](const vector& a) + { + return call("anglestoforward", {a}).as(); + }; + } + + void setup_entity_type(sol::state& state, event_handler& handler, scheduler& scheduler) + { + state["level"] = entity{*game::levelEntityId}; + auto entity_type = state.new_usertype("entity"); for (const auto& func : method_map) @@ -445,6 +591,7 @@ namespace scripting::lua return this->folder_; }; + setup_vector_type(this->state_); setup_entity_type(this->state_, this->event_handler_, this->scheduler_); printf("Loading script '%s'\n", this->folder_.data());