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57d9a05f88
- 🛠 Make sure the tutorials compile across platforms! - ✍ Redo quite a bit of the documentation
39 lines
1.1 KiB
C++
39 lines
1.1 KiB
C++
#include <lua_zm_interop.hpp>
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#include <zm/vec3.hpp>
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#define SOL_ALL_SAFETIES_ON 1
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#include <sol/sol.hpp>
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bool sol_lua_check(sol::types<zm::vec3>, lua_State* L, int index,
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std::function<sol::check_handler_type> handler,
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sol::stack::record& tracking) {
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// use sol's method for checking
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// specifically for a table
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return sol::stack::check<sol::lua_table>(
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L, index, handler, tracking);
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}
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zm::vec3 sol_lua_get(sol::types<zm::vec3>, lua_State* L,
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int index, sol::stack::record& tracking) {
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sol::lua_table vec3table
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= sol::stack::get<sol::lua_table>(L, index, tracking);
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float x = vec3table["x"];
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float y = vec3table["y"];
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float z = vec3table["z"];
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return zm::vec3 { x, y, z };
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}
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int sol_lua_push(
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sol::types<zm::vec3>, lua_State* L, const zm::vec3& v) {
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// create table
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sol::state_view lua(L);
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sol::table vec3table = sol::table::create_with(
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L, "x", v.x, "y", v.y, "z", v.z);
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// use base sol method to
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// push the table
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int amount = sol::stack::push(L, vec3table);
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// return # of things pushed onto stack
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return amount;
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}
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