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#pragma once
#include "MathHelper.h"
#include "Runtime/Utilities/Assert.h"
#include "Runtime/Lua/LuaHelper.h"

namespace Internal
{
    template<typename T>
    struct Vector2T  : public LuaBind::ILuaClass
    {
        Vector2T(T x = 0, T y = 0)
        {
            this->x = x;
            this->y = y;
        }
        inline void Set(T x, T y)
        {
            this->x = x;
            this->y = y;
        }

		Vector2T Clamp(T xmin, T xmax, T ymin, T ymax)
		{
			Vector2T v;
			v.x = clamp(x, xmin, xmax);
			v.y = clamp(y, ymin, ymax);
			return v;
		}

		T operator[](int i)
		{
			if (i == 0) return x;
			else if (i == 1) return y;
			Assert(false);
		}

        bool operator == (const Vector2T& v) const
        {
            return v.x == x && v.y == y;
        }

        bool operator != (const Vector2T& v) const
        {
            return v.x != x || v.y != y;
        }

        Vector2T<T> operator - (const Vector2T& v) const
        {
            Vector2T<T> res = Vector2T<T>(x - v.x, y - v.y);
            return res;
        }

        void CastToLuaObject(LuaBind::State& state) const override
        {
            int top = state.GetTop();
            if (LuaHelper::GetLuaClass(state, "GameLab.Engine.Math.Vector2"))
            {
                lua_getfield(state, -1, "New");
                lua_pushnumber(state, (float)x);
                lua_pushnumber(state, (float)y);
                state.Call(2, 1);
                lua_replace(state, top + 1);
                lua_settop(state, top + 1);
            }
            else
            {
                lua_pushnil(state);
            }
        }

        void RestoreFromLuaObject(LuaBind::State& state, int index) override
        {
			if (lua_isnil(state, index))
				return;

			if (LuaHelper::IsType(state, "GameLab.Engine.Math.Vector2", index))
			{
				x = state.GetField<float>(index, "x", 0);
				y = state.GetField<float>(index, "y", 0);
			}
			else if (LuaHelper::IsType(state, "table", index))
			{
				x = state.GetField<float>(index, 0, 0);
				y = state.GetField<float>(index, 1, 0);
			}
        }
		
        T x, y;

        static Vector2T<T> zero;
        static Vector2T<T> one;
    };

    template<typename T> 
    Vector2T<T> Vector2T<T>::zero = Vector2T(0, 0);
    template<typename T> 
    Vector2T<T> Vector2T<T>::one = Vector2T(1, 1);
}