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//
//
#ifndef FS2_OPEN_VECMATH_H
#define FS2_OPEN_VECMATH_H
#include "globalincs/pstypes.h"
#include "scripting/ade.h"
#include "scripting/ade_api.h"
#include "math/vecmat.h"
namespace scripting {
namespace api {
DECLARE_ADE_OBJ(l_Vector, vec3d);
//WMC - Due to the exorbitant times required to store matrix data,
//I initially store the matrix in this struct.
enum class MatrixState {
Fine,
MatrixOutOfdate,
AnglesOutOfDate
};
struct matrix_h {
private:
MatrixState status;
matrix mtx;
angles ang;
//WMC - Call these to make sure what you want
//is up to date
void ValidateAngles();
void ValidateMatrix();
public:
matrix_h();
explicit matrix_h(const matrix* in);
explicit matrix_h(const angles* in);
explicit matrix_h(const vec3d *fvec, const vec3d *uvec = nullptr, const vec3d *rvec = nullptr);
angles* GetAngles();
matrix* GetMatrix();
void SetStatus(MatrixState n_status);
static void serialize(lua_State* /*L*/, const scripting::ade_table_entry& /*tableEntry*/, const luacpp::LuaValue& value, ubyte* data, int& packet_size);
static void deserialize(lua_State* /*L*/, const scripting::ade_table_entry& /*tableEntry*/, char* data_ptr, ubyte* data, int& offset);
};
DECLARE_ADE_OBJ(l_Matrix, matrix_h);
}
}
#endif //FS2_OPEN_VECMATH_H
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