Refactor script services to improve Lua integration and logging

- Updated MeshService to use MeshPayload directly instead of script::MeshPayload.
- Enhanced SceneScriptService with detailed logging and error handling for Lua interactions.
- Introduced ILogger dependency in SceneScriptService and ShaderScriptService for better traceability.
- Implemented Lua state management in ScriptEngineService, allowing direct access to Lua functions.
- Added new types for mesh and scene management, including MeshPayload and SceneObject.
- Refactored shader loading logic in ShaderScriptService to utilize Lua for shader path retrieval.
- Created GuiInputSnapshot and GuiCommand structures for GUI input handling.
- Updated input and GUI script services to use new types and improved interfaces.
- Enhanced test_cube_script to validate new service implementations and Lua interactions.
This commit is contained in:
2026-01-04 23:46:46 +00:00
parent 7328eaa517
commit 19c369aac1
42 changed files with 1115 additions and 1374 deletions

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#include "lua_helpers.hpp"
#include <glm/glm.hpp>
#include <glm/gtc/matrix_transform.hpp>
#include <glm/gtc/quaternion.hpp>
#include <glm/gtc/type_ptr.hpp>
#include <lua.hpp>
#include <stdexcept>
namespace sdl3cpp::services::impl::lua {
std::array<float, 3> ReadVector3(lua_State* L, int index) {
std::array<float, 3> result{};
int absIndex = lua_absindex(L, index);
size_t len = lua_rawlen(L, absIndex);
if (len != 3) {
throw std::runtime_error("Expected vector with 3 components");
}
for (size_t i = 1; i <= 3; ++i) {
lua_rawgeti(L, absIndex, static_cast<int>(i));
if (!lua_isnumber(L, -1)) {
lua_pop(L, 1);
throw std::runtime_error("Vector component is not a number");
}
result[i - 1] = static_cast<float>(lua_tonumber(L, -1));
lua_pop(L, 1);
}
return result;
}
std::array<float, 4> ReadQuaternion(lua_State* L, int index) {
std::array<float, 4> result{};
int absIndex = lua_absindex(L, index);
size_t len = lua_rawlen(L, absIndex);
if (len != 4) {
throw std::runtime_error("Expected quaternion with 4 components");
}
for (size_t i = 1; i <= 4; ++i) {
lua_rawgeti(L, absIndex, static_cast<int>(i));
if (!lua_isnumber(L, -1)) {
lua_pop(L, 1);
throw std::runtime_error("Quaternion component is not a number");
}
result[i - 1] = static_cast<float>(lua_tonumber(L, -1));
lua_pop(L, 1);
}
return result;
}
std::array<float, 16> ReadMatrix(lua_State* L, int index) {
std::array<float, 16> result{};
int absIndex = lua_absindex(L, index);
size_t len = lua_rawlen(L, absIndex);
if (len != 16) {
throw std::runtime_error("Expected 4x4 matrix with 16 components");
}
for (size_t i = 1; i <= 16; ++i) {
lua_rawgeti(L, absIndex, static_cast<int>(i));
if (!lua_isnumber(L, -1)) {
lua_pop(L, 1);
throw std::runtime_error("Matrix component is not a number");
}
result[i - 1] = static_cast<float>(lua_tonumber(L, -1));
lua_pop(L, 1);
}
return result;
}
std::string GetLuaError(lua_State* L) {
const char* message = lua_tostring(L, -1);
return message ? message : "unknown lua error";
}
std::array<float, 16> IdentityMatrix() {
return {1.0f, 0.0f, 0.0f, 0.0f,
0.0f, 1.0f, 0.0f, 0.0f,
0.0f, 0.0f, 1.0f, 0.0f,
0.0f, 0.0f, 0.0f, 1.0f};
}
namespace {
glm::vec3 ToVec3(const std::array<float, 3>& value) {
return glm::vec3(value[0], value[1], value[2]);
}
glm::quat ToQuat(const std::array<float, 4>& value) {
return glm::quat(value[3], value[0], value[1], value[2]);
}
void PushMatrix(lua_State* L, const glm::mat4& matrix) {
lua_newtable(L);
const float* ptr = glm::value_ptr(matrix);
for (int i = 0; i < 16; ++i) {
lua_pushnumber(L, ptr[i]);
lua_rawseti(L, -2, i + 1);
}
}
} // namespace
int LuaGlmMatrixFromTransform(lua_State* L) {
std::array<float, 3> translation = ReadVector3(L, 1);
std::array<float, 4> rotation = ReadQuaternion(L, 2);
glm::vec3 pos = ToVec3(translation);
glm::quat quat = ToQuat(rotation);
glm::mat4 matrix = glm::translate(glm::mat4(1.0f), pos) * glm::mat4_cast(quat);
PushMatrix(L, matrix);
return 1;
}
} // namespace sdl3cpp::services::impl::lua