fix: C++ vecn functions precision loss

This commit is contained in:
MihailRis 2025-09-06 11:41:28 +03:00
parent 76bf14a8b2
commit b406bc1ec4

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@ -32,7 +32,7 @@ static int l_mix(lua::State* L) {
template <int n, template <class> class Op>
static int l_binop(lua::State* L) {
uint argc = lua::check_argc(L, 2, 3);
auto a = lua::tovec<n>(L, 1);
auto a = lua::tovec<n, number_t>(L, 1);
if (lua::isnumber(L, 2)) { // scalar second operand overload
auto b = lua::tonumber(L, 2);
@ -45,10 +45,10 @@ static int l_binop(lua::State* L) {
}
return 1;
} else {
return lua::setvec(L, 3, op(a, glm::vec<n, float>(b)));
return lua::setvec(L, 3, op(a, glm::vec<n, number_t>(b)));
}
} else {
auto b = lua::tovec<n>(L, 2);
auto b = lua::tovec<n, number_t>(L, 2);
Op op;
if (argc == 2) {
lua::createtable(L, n, 0);
@ -63,10 +63,10 @@ static int l_binop(lua::State* L) {
}
}
template <int n, glm::vec<n, float> (*func)(const glm::vec<n, float>&)>
template <int n, glm::vec<n, number_t> (*func)(const glm::vec<n, number_t>&)>
static int l_unaryop(lua::State* L) {
uint argc = lua::check_argc(L, 1, 2);
auto vec = func(lua::tovec<n>(L, 1));
auto vec = func(lua::tovec<n, number_t>(L, 1));
switch (argc) {
case 1:
lua::createtable(L, n, 0);
@ -81,25 +81,25 @@ static int l_unaryop(lua::State* L) {
return 0;
}
template <int n, float (*func)(const glm::vec<n, float>&)>
template <int n, number_t (*func)(const glm::vec<n, number_t>&)>
static int l_scalar_op(lua::State* L) {
lua::check_argc(L, 1);
auto vec = lua::tovec<n>(L, 1);
auto vec = lua::tovec<n, number_t>(L, 1);
return lua::pushnumber(L, func(vec));
}
template <int n>
static int l_distance(lua::State* L) {
lua::check_argc(L, 2);
auto a = lua::tovec<n>(L, 1);
auto b = lua::tovec<n>(L, 2);
auto a = lua::tovec<n, number_t>(L, 1);
auto b = lua::tovec<n, number_t>(L, 2);
return lua::pushnumber(L,glm::distance(a, b));
}
template <int n>
static int l_pow(lua::State* L) {
uint argc = lua::check_argc(L, 2, 3);
auto a = lua::tovec<n>(L, 1);
auto a = lua::tovec<n, number_t>(L, 1);
if (lua::isnumber(L, 2)) {
auto b = lua::tonumber(L, 2);
@ -111,10 +111,10 @@ static int l_pow(lua::State* L) {
}
return 1;
} else {
return lua::setvec(L, 3, pow(a, glm::vec<n, float>(b)));
return lua::setvec(L, 3, pow(a, glm::vec<n, number_t>(b)));
}
} else {
auto b = lua::tovec<n>(L, 2);
auto b = lua::tovec<n, number_t>(L, 2);
if (argc == 2) {
lua::createtable(L, n, 0);
for (uint i = 0; i < n; i++) {
@ -131,15 +131,15 @@ static int l_pow(lua::State* L) {
template <int n>
static int l_dot(lua::State* L) {
lua::check_argc(L, 2);
const auto& a = lua::tovec<n>(L, 1);
const auto& b = lua::tovec<n>(L, 2);
auto a = lua::tovec<n, number_t>(L, 1);
auto b = lua::tovec<n, number_t>(L, 2);
return lua::pushnumber(L, glm::dot(a, b));
}
template <int n>
static int l_inverse(lua::State* L) {
uint argc = lua::check_argc(L, 1, 2);
auto vec = lua::tovec<n>(L, 1);
auto vec = lua::tovec<n, number_t>(L, 1);
switch (argc) {
case 1:
lua::createtable(L, n, 0);
@ -163,7 +163,7 @@ static int l_spherical_rand(lua::State* L) {
return lua::setvec(
L,
2,
glm::sphericalRand(static_cast<float>(lua::tonumber(L, 1)))
glm::sphericalRand(lua::tonumber(L, 1))
);
}
return 0;
@ -186,7 +186,7 @@ static int l_vec2_angle(lua::State* L) {
template <int n>
static int l_tostring(lua::State* L) {
lua::check_argc(L, 1);
auto vec = lua::tovec<n>(L, 1);
auto vec = lua::tovec<n, number_t>(L, 1);
std::stringstream ss;
ss << "vec" << std::to_string(n) << "{";
for (int i = 0; i < n; i++) {