lua - add swizzling to vector types

This commit is contained in:
Cody Glassman 2024-08-05 06:53:59 -07:00
parent 91d37c16af
commit a53d002262
3 changed files with 119 additions and 20 deletions

View file

@ -56,6 +56,83 @@ namespace LuaUtil
{
namespace
{
template <typename T>
float zero(const T& v)
{
return 0.f;
}
template <typename T>
float one(const T& v)
{
return 1.f;
}
template <typename T, std::size_t I>
float get(const T& v)
{
return v[I];
}
// Creates bindings for all possible permutations (repetition allowed) of x,y,z,w fields
template <typename T>
void addSwizzleFields(sol::usertype<T>& type)
{
// Generate mapping of swizzle characters to their getter functions
constexpr auto components = []() {
std::array<std::pair<char, float (*)(const T&)>, T::num_components + 2> arr;
// 0/1 Components
arr[T::num_components] = { '0', zero<T> };
arr[T::num_components + 1] = { '1', one<T> };
// x,y,z,w components
if constexpr (T::num_components > 1)
{
arr[0] = { 'x', get<T, 0> };
arr[1] = { 'y', get<T, 1> };
}
if constexpr (T::num_components > 2)
arr[2] = { 'z', get<T, 2> };
if constexpr (T::num_components > 3)
arr[3] = { 'w', get<T, 3> };
return arr;
}();
// Iterate over the permutations
for (const auto& comp1 : components)
{
// Single component swizzle
type[std::string{ comp1.first }] = sol::readonly_property([=](const T& v) { return comp1.second(v); });
for (const auto& comp2 : components)
{
// Two component swizzles
type[std::string{ comp1.first, comp2.first }]
= sol::readonly_property([=](const T& v) { return Vec2(comp1.second(v), comp2.second(v)); });
for (const auto& comp3 : components)
{
// Three component swizzles
type[std::string{ comp1.first, comp2.first, comp3.first }] = sol::readonly_property(
[=](const T& v) { return Vec3(comp1.second(v), comp2.second(v), comp3.second(v)); });
for (const auto& comp4 : components)
{
// Four component swizzles
type[std::string{ comp1.first, comp2.first, comp3.first, comp4.first }]
= sol::readonly_property([=](const T& v) {
return Vec4(comp1.second(v), comp2.second(v), comp3.second(v), comp4.second(v));
});
}
}
}
}
}
template <typename T>
void addVectorMethods(sol::usertype<T>& vectorType)
{
@ -97,6 +174,8 @@ namespace LuaUtil
ss << ")";
return ss.str();
};
addSwizzleFields(vectorType);
}
}
@ -108,17 +187,12 @@ namespace LuaUtil
// Lua bindings for Vec2
util["vector2"] = [](float x, float y) { return Vec2(x, y); };
sol::usertype<Vec2> vec2Type = lua.new_usertype<Vec2>("Vec2");
vec2Type["x"] = sol::readonly_property([](const Vec2& v) -> float { return v.x(); });
vec2Type["y"] = sol::readonly_property([](const Vec2& v) -> float { return v.y(); });
addVectorMethods<Vec2>(vec2Type);
vec2Type["rotate"] = &Misc::rotateVec2f;
// Lua bindings for Vec3
util["vector3"] = [](float x, float y, float z) { return Vec3(x, y, z); };
sol::usertype<Vec3> vec3Type = lua.new_usertype<Vec3>("Vec3");
vec3Type["x"] = sol::readonly_property([](const Vec3& v) -> float { return v.x(); });
vec3Type["y"] = sol::readonly_property([](const Vec3& v) -> float { return v.y(); });
vec3Type["z"] = sol::readonly_property([](const Vec3& v) -> float { return v.z(); });
addVectorMethods<Vec3>(vec3Type);
vec3Type[sol::meta_function::involution] = [](const Vec3& a, const Vec3& b) { return a ^ b; };
vec3Type["cross"] = [](const Vec3& a, const Vec3& b) { return a ^ b; };
@ -126,10 +200,6 @@ namespace LuaUtil
// Lua bindings for Vec4
util["vector4"] = [](float x, float y, float z, float w) { return Vec4(x, y, z, w); };
sol::usertype<Vec4> vec4Type = lua.new_usertype<Vec4>("Vec4");
vec4Type["x"] = sol::readonly_property([](const Vec4& v) -> float { return v.x(); });
vec4Type["y"] = sol::readonly_property([](const Vec4& v) -> float { return v.y(); });
vec4Type["z"] = sol::readonly_property([](const Vec4& v) -> float { return v.z(); });
vec4Type["w"] = sol::readonly_property([](const Vec4& v) -> float { return v.w(); });
addVectorMethods<Vec4>(vec4Type);
// Lua bindings for Box
@ -334,5 +404,4 @@ namespace LuaUtil
return util;
}
}