Files
fs2open.github.com/code/scripting/api/objs/vecmath.h
T
BMagnu 272d6261c4 Generic Lua Multiplayer RPC (#4835)
* Add automatic lua obj serialization function dispatch

* Implement fundamental and object de/serialization

* Proper default case for package deserialization

* Add No Multi func

* Add Serialization part

* Fix max encoding size for userdata

* Implement exception handling

* Start Implementing lua RPC

* Prepare waitAsync for RPC

* Add packet order enforcing and forwarding

* Add RPC registry

* Make RPCs callable

* Add waitRPC

* Add serializers

* Fix GCC error

* Explicitly specify lua_net_exception

* Fix Warnings

* Replace Seriliaze fundamental with cross-platform data types

* Appease Clang

* Prevent serialization CTD on invalid objects

* Actually use the temporaries assigned

* Fix OSWPT shadow

* Fix table deserialize order

* Incorporate Feedback

* Fix Warnigs

* ix WArnings 2

* Add sanity checks for OSWPT wing serialization

* Multi Bump

* Forgot we have american-style dates there
2023-03-28 03:07:03 +09:00

58 lines
1.2 KiB
C++

//
//
#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);
void serialize(lua_State* /*L*/, const scripting::ade_table_entry& /*tableEntry*/, const luacpp::LuaValue& value, ubyte* data, int& packet_size);
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