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JSMath.cpp
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154 lines (113 loc) · 3.37 KB
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#include "JSVM.h"
#include <Atomic/Math/Ray.h>
namespace Atomic
{
bool duk_get_vector2(duk_context* ctx, duk_idx_t idx, Vector2& vec2)
{
idx = duk_normalize_index(ctx, idx);
// check that we are an array of length 3
if (!duk_is_array(ctx, idx) || duk_get_length(ctx, idx) != 2)
return false;
// get the array values
duk_get_prop_index(ctx, idx, 0);
duk_get_prop_index(ctx, idx, 1);
if (!duk_is_number(ctx, -2) || !duk_is_number(ctx, -1))
{
// pop off and return false
duk_pop_2(ctx);
return false;
}
vec2.x_ = (float) duk_to_number(ctx, -2);
vec2.y_ = (float) duk_to_number(ctx, -1);
duk_pop_2(ctx);
return true;
}
bool duk_set_vector2(duk_context* ctx, duk_idx_t idx, const Vector2& vec2)
{
idx = duk_normalize_index(ctx, idx);
if (!duk_is_array(ctx, idx))
return false;
duk_push_number(ctx, vec2.x_);
duk_put_prop_index(ctx, idx, 0);
duk_push_number(ctx, vec2.y_);
duk_put_prop_index(ctx, idx, 1);
return true;
}
void duk_push_new_vector2(duk_context* ctx, const Vector2& vec2)
{
duk_push_array(ctx);
duk_set_vector2(ctx, -1, vec2);
}
bool duk_get_vector3(duk_context* ctx, duk_idx_t idx, Vector3& vec3)
{
idx = duk_normalize_index(ctx, idx);
// check that we are an array of length 3
if (!duk_is_array(ctx, idx) || duk_get_length(ctx, idx) != 3)
return false;
// get the array values
duk_get_prop_index(ctx, idx, 0);
duk_get_prop_index(ctx, idx, 1);
duk_get_prop_index(ctx, idx, 2);
if (!duk_is_number(ctx, -3) || !duk_is_number(ctx, -2) || !duk_is_number(ctx, -1))
{
// pop off and return false
duk_pop_3(ctx);
return false;
}
vec3.x_ = (float) duk_to_number(ctx, -3);
vec3.y_ = (float) duk_to_number(ctx, -2);
vec3.z_ = (float) duk_to_number(ctx, -1);
duk_pop_3(ctx);
return true;
}
bool duk_set_vector3(duk_context* ctx, duk_idx_t idx, const Vector3& vec3)
{
idx = duk_normalize_index(ctx, idx);
if (!duk_is_array(ctx, idx))
return false;
duk_push_number(ctx, vec3.x_);
duk_put_prop_index(ctx, idx, 0);
duk_push_number(ctx, vec3.y_);
duk_put_prop_index(ctx, idx, 1);
duk_push_number(ctx, vec3.z_);
duk_put_prop_index(ctx, idx, 2);
return true;
}
void duk_push_new_vector3(duk_context* ctx, const Vector3& vec3)
{
duk_push_array(ctx);
duk_set_vector3(ctx, -1, vec3);
}
bool duk_get_ray(duk_context* ctx, duk_idx_t idx, Ray& ray)
{
idx = duk_normalize_index(ctx, idx);
// check that we are an object
if (!duk_is_object(ctx, idx))
return false;
duk_get_prop_string(ctx, idx, "origin");
duk_get_prop_string(ctx, idx, "direction");
if (!duk_get_vector3(ctx, -2, ray.origin_) || !duk_get_vector3(ctx, -1, ray.direction_))
{
duk_pop_2(ctx);
return false;
}
duk_pop_2(ctx);
return true;
}
bool duk_set_ray(duk_context* ctx, duk_idx_t idx, const Ray& ray)
{
idx = duk_normalize_index(ctx, idx);
if (!duk_is_object(ctx, idx))
return false;
duk_push_new_vector3(ctx, ray.origin_);
duk_put_prop_string(ctx, idx, "origin");
duk_push_new_vector3(ctx, ray.direction_);
duk_put_prop_string(ctx, idx, "direction");
return true;
}
void duk_push_new_ray(duk_context* ctx, const Ray& ray)
{
duk_push_object(ctx);
duk_set_ray(ctx, -1, ray);
}
}