Don't use simd-aligned vectors for better compatibility

This commit is contained in:
Filip Tibell 2023-03-11 08:18:04 +01:00
parent a59b0190ab
commit b7e4312770
No known key found for this signature in database
2 changed files with 15 additions and 15 deletions

View file

@ -1,6 +1,6 @@
use core::fmt;
use glam::{Vec2, Vec3A};
use glam::{Vec2, Vec3};
use mlua::prelude::*;
use rbx_dom_weak::types::Vector2 as RbxVector2;
@ -33,8 +33,8 @@ impl LuaUserData for Vector2 {
fn add_methods<'lua, M: LuaUserDataMethods<'lua, Self>>(methods: &mut M) {
// Methods
methods.add_method("Cross", |_, this, rhs: Vector2| {
let this_v3 = Vec3A::new(this.0.x, this.0.y, 0f32);
let rhs_v3 = Vec3A::new(rhs.0.x, rhs.0.y, 0f32);
let this_v3 = Vec3::new(this.0.x, this.0.y, 0f32);
let rhs_v3 = Vec3::new(rhs.0.x, rhs.0.y, 0f32);
Ok(this_v3.cross(rhs_v3).z)
});
methods.add_method("Dot", |_, this, rhs: Vector2| Ok(this.0.dot(rhs.0)));

View file

@ -1,6 +1,6 @@
use core::fmt;
use glam::Vec3A;
use glam::Vec3;
use mlua::prelude::*;
use rbx_dom_weak::types::Vector3 as RbxVector3;
@ -8,7 +8,7 @@ use super::*;
/**
An implementation of the [Vector3](https://create.roblox.com/docs/reference/engine/datatypes/Vector3)
Roblox datatype, backed by [`glam::Vec3A`].
Roblox datatype, backed by [`glam::Vec3`].
This implements all documented properties & methods of the Vector3
class as of March 2023, as well as the `new(x, y, z)` constructor.
@ -17,7 +17,7 @@ use super::*;
and instead allow us to implement all abovementioned APIs accurately.
*/
#[derive(Debug, Clone, Copy, PartialEq)]
pub struct Vector3(pub Vec3A);
pub struct Vector3(pub Vec3);
impl fmt::Display for Vector3 {
fn fmt(&self, f: &mut fmt::Formatter<'_>) -> fmt::Result {
@ -70,7 +70,7 @@ impl LuaUserData for Vector3 {
});
methods.add_meta_method(LuaMetaMethod::Mul, |_, this, rhs: LuaValue| {
match &rhs {
LuaValue::Number(n) => return Ok(Vector3(this.0 * Vec3A::splat(*n as f32))),
LuaValue::Number(n) => return Ok(Vector3(this.0 * Vec3::splat(*n as f32))),
LuaValue::UserData(ud) => {
if let Ok(vec) = ud.borrow::<Vector3>() {
return Ok(Vector3(this.0 * vec.0));
@ -89,7 +89,7 @@ impl LuaUserData for Vector3 {
});
methods.add_meta_method(LuaMetaMethod::Div, |_, this, rhs: LuaValue| {
match &rhs {
LuaValue::Number(n) => return Ok(Vector3(this.0 / Vec3A::splat(*n as f32))),
LuaValue::Number(n) => return Ok(Vector3(this.0 / Vec3::splat(*n as f32))),
LuaValue::UserData(ud) => {
if let Ok(vec) = ud.borrow::<Vector3>() {
return Ok(Vector3(this.0 / vec.0));
@ -112,16 +112,16 @@ impl LuaUserData for Vector3 {
impl DatatypeTable for Vector3 {
fn make_dt_table(lua: &Lua, datatype_table: &LuaTable) -> LuaResult<()> {
// Constants
datatype_table.set("xAxis", Vector3(Vec3A::X))?;
datatype_table.set("yAxis", Vector3(Vec3A::Y))?;
datatype_table.set("zAxis", Vector3(Vec3A::Z))?;
datatype_table.set("zero", Vector3(Vec3A::ZERO))?;
datatype_table.set("one", Vector3(Vec3A::ONE))?;
datatype_table.set("xAxis", Vector3(Vec3::X))?;
datatype_table.set("yAxis", Vector3(Vec3::Y))?;
datatype_table.set("zAxis", Vector3(Vec3::Z))?;
datatype_table.set("zero", Vector3(Vec3::ZERO))?;
datatype_table.set("one", Vector3(Vec3::ONE))?;
// Constructors
datatype_table.set(
"new",
lua.create_function(|_, (x, y, z): (Option<f32>, Option<f32>, Option<f32>)| {
Ok(Vector3(Vec3A {
Ok(Vector3(Vec3 {
x: x.unwrap_or_default(),
y: y.unwrap_or_default(),
z: z.unwrap_or_default(),
@ -135,7 +135,7 @@ impl DatatypeTable for Vector3 {
impl FromRbxVariant for Vector3 {
fn from_rbx_variant(variant: &RbxVariant) -> RbxConversionResult<Self> {
if let RbxVariant::Vector3(v) = variant {
Ok(Vector3(Vec3A {
Ok(Vector3(Vec3 {
x: v.x,
y: v.y,
z: v.z,