axmol/extensions/scripting/lua-bindings/script/core/Axmol.lua

558 lines
13 KiB
Lua

cc = cc or {}
-- Native vec2_new use array[2] to store x,y w,h u,v performance is better
-- p[1] alias: x w u width
-- p[2] alias: y h v height
local nvec2 = vec2_new
local nvec3 = vec3_new
local nvec4 = vec4_new
function cc.clampf(value, min_inclusive, max_inclusive)
-- body
local temp = 0
if min_inclusive > max_inclusive then
temp = min_inclusive
min_inclusive = max_inclusive
max_inclusive = temp
end
if value < min_inclusive then
return min_inclusive
elseif value < max_inclusive then
return value
else
return max_inclusive
end
end
--Vec2/Point
function cc.vec2(_x, _y)
if nil == _y then
return nvec2(_x.x, _x.y)
else
return nvec2(_x, _y)
end
end
function cc.p(_x, ...)
return cc.vec2(_x, ...)
end
function cc.pAdd(pt1,pt2)
return cc.p(pt1.x + pt2.x , pt1.y + pt2.y )
end
function cc.pSub(pt1,pt2)
return cc.p(pt1.x - pt2.x , pt1.y - pt2.y )
end
function cc.pMul(pt1,factor)
return cc.p( pt1.x * factor , pt1.y * factor )
end
function cc.pMidpoint(pt1,pt2)
return cc.p( (pt1.x + pt2.x) / 2.0 , ( pt1.y + pt2.y) / 2.0 )
end
function cc.pForAngle(a)
return cc.p( math.cos(a), math.sin(a) )
end
function cc.pGetLength(pt)
return math.sqrt( pt.x * pt.x + pt.y * pt.y )
end
function cc.pNormalize(pt)
local length = cc.pGetLength(pt)
if 0 == length then
return cc.p( 1.0, 0.0 )
end
return cc.p( pt.x / length, pt.y / length )
end
function cc.pCross(self,other)
return self.x * other.y - self.y * other.x
end
function cc.pDot(self,other)
return self.x * other.x + self.y * other.y
end
function cc.pToAngleSelf(self)
return math.atan2(self.y, self.x)
end
function cc.pGetAngle(self,other)
local a2 = cc.pNormalize(self)
local b2 = cc.pNormalize(other)
local angle = math.atan2(cc.pCross(a2, b2), cc.pDot(a2, b2) )
if math.abs(angle) < 1.192092896e-7 then
return 0.0
end
return angle
end
function cc.pGetDistance(startP,endP)
return cc.pGetLength(cc.pSub(startP,endP))
end
function cc.pIsLineIntersect(A, B, C, D, s, t)
if ((A.x == B.x) and (A.y == B.y)) or ((C.x == D.x) and (C.y == D.y))then
return false, s, t
end
local BAx = B.x - A.x
local BAy = B.y - A.y
local DCx = D.x - C.x
local DCy = D.y - C.y
local ACx = A.x - C.x
local ACy = A.y - C.y
local denom = DCy * BAx - DCx * BAy
s = DCx * ACy - DCy * ACx
t = BAx * ACy - BAy * ACx
if (denom == 0) then
if (s == 0 or t == 0) then
return true, s , t
end
return false, s, t
end
s = s / denom
t = t / denom
return true,s,t
end
function cc.pPerp(pt)
return cc.p( -pt.y, pt.x )
end
function cc.RPerp(pt)
return cc.p( pt.y, -pt.x )
end
function cc.pProject(pt1, pt2)
return cc.p( pt2.x * (cc.pDot(pt1,pt2) / cc.pDot(pt2,pt2)) , pt2.y * (cc.pDot(pt1,pt2) / cc.pDot(pt2,pt2)) )
end
function cc.pRotate(pt1, pt2)
return cc.p( pt1.x * pt2.x - pt1.y * pt2.y, pt1.x * pt2.y + pt1.y * pt2.x )
end
function cc.pUnrotate(pt1, pt2)
return cc.p( pt1.x * pt2.x + pt1.y * pt2.y, pt1.y * pt2.x - pt1.x * pt2.y )
end
--Calculates the square length of pt
function cc.pLengthSQ(pt)
return cc.pDot(pt,pt)
end
--Calculates the square distance between pt1 and pt2
function cc.pDistanceSQ(pt1,pt2)
return cc.pLengthSQ(cc.pSub(pt1,pt2))
end
function cc.pGetClampPoint(pt1,pt2,pt3)
return cc.p( cc.clampf(pt1.x, pt2.x, pt3.x), cc.clampf(pt1.y, pt2.y, pt3.y) )
end
function cc.pFromSize(sz)
return cc.p( sz.width, sz.height )
end
function cc.pLerp(pt1,pt2,alpha)
return cc.pAdd(cc.pMul(pt1, 1.0 - alpha), cc.pMul(pt2,alpha) )
end
function cc.pFuzzyEqual(pt1,pt2,variance)
if (pt1.x - variance <= pt2.x) and (pt2.x <= pt1.x + variance) and (pt1.y - variance <= pt2.y) and (pt2.y <= pt1.y + variance) then
return true
else
return false
end
end
function cc.pRotateByAngle(pt1, pt2, angle)
return cc.pAdd(pt2, cc.pRotate( cc.pSub(pt1, pt2),cc.pForAngle(angle)))
end
function cc.pIsSegmentIntersect(pt1,pt2,pt3,pt4)
local s,t,ret = 0,0,false
ret,s,t =cc.pIsLineIntersect(pt1, pt2, pt3, pt4,s,t)
if ret and s >= 0.0 and s <= 1.0 and t >= 0.0 and t <= 1.0 then
return true
end
return false
end
function cc.pGetIntersectPoint(pt1,pt2,pt3,pt4)
local s,t, ret = 0,0,false
ret,s,t = cc.pIsLineIntersect(pt1,pt2,pt3,pt4,s,t)
if ret then
return cc.p(pt1.x + s * (pt2.x - pt1.x), pt1.y + s * (pt2.y - pt1.y))
else
return cc.p(0,0)
end
end
--Size
function cc.size( _width,_height )
return cc.p(_width, _height)
end
--Rect
function cc.rect(_x,_y,_width,_height)
return { x = _x, y = _y, width = _width, height = _height }
end
function cc.rectEqualToRect(rect1,rect2)
if ((rect1.x >= rect2.x) or (rect1.y >= rect2.y) or
( rect1.x + rect1.width <= rect2.x + rect2.width) or
( rect1.y + rect1.height <= rect2.y + rect2.height)) then
return false
end
return true
end
function cc.rectGetMaxX(rect)
return rect.x + rect.width
end
function cc.rectGetMidX(rect)
return rect.x + rect.width / 2.0
end
function cc.rectGetMinX(rect)
return rect.x
end
function cc.rectGetMaxY(rect)
return rect.y + rect.height
end
function cc.rectGetMidY(rect)
return rect.y + rect.height / 2.0
end
function cc.rectGetMinY(rect)
return rect.y
end
function cc.rectContainsPoint( rect, point )
local ret = false
if (point.x >= rect.x) and (point.x <= rect.x + rect.width) and
(point.y >= rect.y) and (point.y <= rect.y + rect.height) then
ret = true
end
return ret
end
function cc.rectIntersectsRect( rect1, rect2 )
local intersect = not ( rect1.x > rect2.x + rect2.width or
rect1.x + rect1.width < rect2.x or
rect1.y > rect2.y + rect2.height or
rect1.y + rect1.height < rect2.y )
return intersect
end
function cc.rectUnion( rect1, rect2 )
local rect = cc.rect(0, 0, 0, 0)
rect.x = math.min(rect1.x, rect2.x)
rect.y = math.min(rect1.y, rect2.y)
rect.width = math.max(rect1.x + rect1.width, rect2.x + rect2.width) - rect.x
rect.height = math.max(rect1.y + rect1.height, rect2.y + rect2.height) - rect.y
return rect
end
function cc.rectIntersection( rect1, rect2 )
local intersection = cc.rect(
math.max(rect1.x, rect2.x),
math.max(rect1.y, rect2.y),
0, 0)
intersection.width = math.min(rect1.x + rect1.width, rect2.x + rect2.width) - intersection.x
intersection.height = math.min(rect1.y + rect1.height, rect2.y + rect2.height) - intersection.y
return intersection
end
--Color3B
function cc.c3b( _r,_g,_b )
return { r = _r, g = _g, b = _b }
end
--Color4B
function cc.c4b( _r,_g,_b,_a )
return { r = _r, g = _g, b = _b, a = _a }
end
--Color4F
function cc.c4f( _r,_g,_b,_a )
return { r = _r, g = _g, b = _b, a = _a }
end
local function isFloatColor(c)
return (c.r <= 1 and c.g <= 1 and c.b <= 1) and (math.ceil(c.r) ~= c.r or math.ceil(c.g) ~= c.g or math.ceil(c.b) ~= c.b)
end
function cc.convertColor(input, typ)
assert(type(input) == "table" and input.r and input.g and input.b, "cc.convertColor() - invalid input color")
local ret
if typ == "3b" then
if isFloatColor(input) then
ret = {r = math.ceil(input.r * 255), g = math.ceil(input.g * 255), b = math.ceil(input.b * 255)}
else
ret = {r = input.r, g = input.g, b = input.b}
end
elseif typ == "4b" then
if isFloatColor(input) then
ret = {r = math.ceil(input.r * 255), g = math.ceil(input.g * 255), b = math.ceil(input.b * 255)}
else
ret = {r = input.r, g = input.g, b = input.b}
end
if input.a then
if math.ceil(input.a) ~= input.a or input.a <= 1 then
ret.a = input.a * 255
else
ret.a = input.a
end
else
ret.a = 255
end
elseif typ == "4f" then
if isFloatColor(input) then
ret = {r = input.r, g = input.g, b = input.b}
else
ret = {r = input.r / 255, g = input.g / 255, b = input.b / 255}
end
if input.a then
if math.ceil(input.a) ~= input.a or input.a <= 1 then
ret.a = input.a
else
ret.a = input.a / 255
end
else
ret.a = 255
end
else
error(string.format("cc.convertColor() - invalid type %s", typ), 0)
end
return ret
end
--Vertex2F
function cc.vertex2F(_x,_y)
return cc.vec2(_x, _y )
end
--Vertex3F
function cc.Vertex3F(_x,_y,_z)
return cc.vec3(_x, _y, _z)
end
--Tex2F
function cc.tex2F(_u,_v)
return cc.vec2( _u, _v )
end
--PointSprite
function cc.PointSprite(_pos,_color,_size)
return { pos = _pos, color = _color, size = _size }
end
--Quad2
function cc.Quad2(_tl,_tr,_bl,_br)
return { tl = _tl, tr = _tr, bl = _bl, br = _br }
end
--Quad3
function cc.Quad3(_tl, _tr, _bl, _br)
return { tl = _tl, tr = _tr, bl = _bl, br = _br }
end
--V2F_C4B_T2F
function cc.V2F_C4B_T2F(_vertices, _colors, _texCoords)
return { vertices = _vertices, colors = _colors, texCoords = _texCoords }
end
--V2F_C4F_T2F
function cc.V2F_C4F_T2F(_vertices, _colors, _texCoords)
return { vertices = _vertices, colors = _colors, texCoords = _texCoords }
end
--V3F_C4B_T2F
function cc.V3F_C4B_T2F(_vertices, _colors, _texCoords)
return { vertices = _vertices, colors = _colors, texCoords = _texCoords }
end
--V2F_C4B_T2F_Quad
function cc.V2F_C4B_T2F_Quad(_bl, _br, _tl, _tr)
return { bl = _bl, br = _br, tl = _tl, tr = _tr }
end
--V3F_C4B_T2F_Quad
function cc.V3F_C4B_T2F_Quad(_tl, _bl, _tr, _br)
return { tl = _tl, bl = _bl, tr = _tr, br = _br }
end
--V2F_C4F_T2F_Quad
function cc.V2F_C4F_T2F_Quad(_bl, _br, _tl, _tr)
return { bl = _bl, br = _br, tl = _tl, tr = _tr }
end
--T2F_Quad
function cc.T2F_Quad(_bl, _br, _tl, _tr)
return { bl = _bl, br = _br, tl = _tl, tr = _tr }
end
--AnimationFrameData
function cc.AnimationFrameData( _texCoords, _delay, _size)
return { texCoords = _texCoords, delay = _delay, size = _size }
end
--PhysicsMaterial
function cc.PhysicsMaterial(_density, _restitution, _friction)
return { density = _density, restitution = _restitution, friction = _friction }
end
function cc.vec3(_x, _y, _z)
return nvec3( _x, _y, _z)
end
function cc.vec4(_x, _y, _z, _w)
return nvec4( _x, _y, _z, _w )
end
function cc.vec3add(vec3a, vec3b)
return cc.vec3( vec3a.x + vec3b.x, vec3a.y + vec3b.y, vec3a.z + vec3b.z)
end
function cc.vec3sub(vec3a, vec3b)
return cc.vec3( vec3a.x - vec3b.x, vec3a.y - vec3b.y, vec3a.z - vec3b.z)
end
function cc.vec3mul(vec3, factor)
return cc.vec3( vec3.x * factor, vec3.y * factor, vec3.z * factor)
end
function cc.vec3dot(vec3a, vec3b)
return vec3a.x * vec3b.x + vec3a.y * vec3b.y + vec3a.z * vec3b.z
end
function cc.vec3normalize(vec3)
local n = cc.vec3dot(vec3, vec3)
if n == 1.0 then
return vec3
end
n = math.sqrt(n)
if n < 2e-37 then
return vec3
end
return cc.vec3mul(vec3, 1.0/n)
end
function cc.quaternion(_x, _y ,_z,_w)
return cc.vec4(_x, _y, _z, _w)
end
function cc.quaternion_createFromAxisAngle(axis, angle)
local halfAngle = angle * 0.5
local sinHalfAngle = math.sin(halfAngle)
local normal = cc.vec3(axis.x, axis.y, axis.z)
normal = cc.vec3normalize(normal)
local dst = cc.vec3(0.0, 0.0, 0.0)
dst.x = normal.x * sinHalfAngle
dst.y = normal.y * sinHalfAngle
dst.z = normal.z * sinHalfAngle
dst.w = math.cos(halfAngle)
return dst
end
function cc.blendFunc(_src, _dst)
return {src = _src, dst = _dst}
end
cc.mat4 = cc.mat4 or {}
function cc.mat4.new(...)
local params = {...}
local size = #params
local obj = {}
if 1 == size then
assert(type(params[1]) == "table" , "type of input params are wrong to new a mat4 when num of params is 1")
for i= 1, 16 do
if params[1][i] ~= nil then
obj[i] = params[1][i]
else
obj[i] = 0
end
end
elseif 16 == size then
for i= 1, 16 do
obj[i] = params[i]
end
end
setmetatable(obj, {__index = cc.mat4})
return obj
end
function cc.mat4.getInversed(self)
return mat4_getInversed(self)
end
function cc.mat4.transformVector(...)
return mat4_transformVector(...)
end
function cc.mat4.multiply(self, mat)
return mat4_multiply(self, mat)
end
function cc.mat4.decompose(self, scale, rotation, translation)
return mat4_decompose(self, scale ,rotation, translation)
end
function cc.mat4.createIdentity()
return cc.mat4.new(1.0 ,0.0, 0.0, 0.0,
0.0, 1.0, 0.0, 0.0,
0.0, 0.0, 1.0, 0.0,
0.0, 0.0, 0.0, 1.0)
end
function cc.mat4.translate(self,vec3)
return mat4_translate(self,vec3)
end
function cc.mat4.createRotationZ(self,angle)
return mat4_createRotationZ(self,angle)
end
function cc.mat4.setIdentity(self)
return mat4_setIdentity(self)
end
function cc.mat4.createTranslation(...)
return mat4_createTranslation(...)
end
function cc.mat4.createRotation(...)
return mat4_createRotation(...)
end