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authorAlexander Pickering <alexandermpickering@gmail.com>2017-07-29 13:53:52 -0400
committerAlexander Pickering <alexandermpickering@gmail.com>2017-07-29 13:53:52 -0400
commit76b4fddee6106b60dbc6da6d7bcef61b42a3c310 (patch)
tree7c98499a8d32d6415a6cfb5f318943c744778172 /src/client/lua_api/phys/bphysbuffer.cpp
parentfa49161fe2d7e0a025c9fd8559815d56dfd1f427 (diff)
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Added gui window
Bound irrlicht's IGUIWindow to lua
Diffstat (limited to 'src/client/lua_api/phys/bphysbuffer.cpp')
-rw-r--r--src/client/lua_api/phys/bphysbuffer.cpp306
1 files changed, 306 insertions, 0 deletions
diff --git a/src/client/lua_api/phys/bphysbuffer.cpp b/src/client/lua_api/phys/bphysbuffer.cpp
new file mode 100644
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--- /dev/null
+++ b/src/client/lua_api/phys/bphysbuffer.cpp
@@ -0,0 +1,306 @@
+
+#include <stdio.h>
+#include <stdlib.h>
+#include <vector>
+#include <memory>
+#include <map>
+#include <functional>
+extern "C" {
+ #include <lua.h>
+ #include <lauxlib.h>
+ #include <lualib.h>
+}
+#include <btBulletDynamicsCommon.h>
+#include <irrlicht.h>
+#include "../gameparts.hpp"
+#include "bphysbox.hpp"
+#include "bphysmodel.hpp"
+#include "../scene/igeneric.hpp"
+
+using namespace irr;
+using namespace scene;
+using namespace core;
+using namespace video;
+
+extern IrrlichtDevice* device;
+
+extern btDiscreteDynamicsWorld* World;
+extern core::list<btRigidBody*> Objects;
+
+static LBPhysNode* checkisbphysmodel(lua_State* L, int index){
+ void* ud = luaL_checkudata(L,index,"phys.physmodel");
+ luaL_argcheck(L,ud != NULL, index, "'phys.physmodel' expected");
+ return (LBPhysNode*) ud;
+}
+
+/*
+static LISceneNode* checkismesh(lua_State* L){
+ return checkismesh(L,1);
+}
+*/
+
+//iscenecamera.new(Vector position, Vector lookat, parrent)
+// {} {} 0 1
+static int newbphysmodel(lua_State* L){
+ printf("Createing bphysbox!\n");
+ int nargs = lua_gettop(L);
+ if(nargs != 3){
+ printf("Incorrect # of args to create a physmodel!");
+ }
+ //The model for the mesh
+ //const char* modelpath = luaL_optstring(L,1,"error");
+
+ //Find the vector position
+ lua_pushnumber(L,1);
+ lua_gettable(L,-4);
+ float x = lua_tonumber(L,-1);
+ lua_pop(L,1);
+
+ lua_pushnumber(L,2);
+ lua_gettable(L,-4);
+ float y = lua_tonumber(L,-1);
+ lua_pop(L,1);
+
+ lua_pushnumber(L,3);
+ lua_gettable(L,-4);
+ float z = lua_tonumber(L,-1);
+ lua_pop(L,1);
+ printf("Found position for phys model: %f %f %f\n",x,y,z);
+
+ //Find the vector scale
+ lua_pushnumber(L,1);
+ lua_gettable(L,-3);
+ float sx = lua_tonumber(L,-1);
+ lua_pop(L,1);
+
+ lua_pushnumber(L,2);
+ lua_gettable(L,-3);
+ float sy = lua_tonumber(L,-1);
+ lua_pop(L,1);
+
+ lua_pushnumber(L,3);
+ lua_gettable(L,-3);
+ float sz = lua_tonumber(L,-1);
+ lua_pop(L,1);
+
+ printf("Found scale for phys model: %f %f %f\n",sx,sy,sz);
+
+ //find the model path
+ const char* mpath = luaL_optstring(L,3,"error.obj");
+
+ printf("I want to use model %s\n", mpath);
+
+ ISceneManager* smgr = device->getSceneManager();
+ IMesh* amesh = smgr->getMesh(mpath);
+ IMeshBuffer* bf = amesh->getMeshBuffer(0);
+ u32 ni = bf->getIndexCount();
+
+ btTriangleMesh* trimesh = new btTriangleMesh();
+ for(u32 i = 0; i < ni; i+=3){
+ vector3df p1 = bf->getPosition(i + 0);
+ vector3df p2 = bf->getPosition(i + 1);
+ vector3df p3 = bf->getPosition(i + 2);
+ btVector3 b1 = btVector3(p1.X,p1.Y,p1.Z);
+ btVector3 b2 = btVector3(p2.X,p2.Y,p2.Z);
+ btVector3 b3 = btVector3(p3.X,p3.Y,p3.Z);
+ trimesh->addTriangle(b1,b2,b3);
+ }
+ btCollisionShape* shape = new btConvexTriangleMeshShape(trimesh,true);
+ core::vector3df scale = core::vector3df(sx,sy,sz);
+ btVector3 pos = btVector3(x,y,z);
+ core::vector3df ipos = core::vector3df(x,y,z);
+ shape->setLocalScaling(btVector3(sx,sy,sz));
+ //Find the mass
+ float mass = luaL_optint(L,4,0);
+ printf("Found mass for physbox:%f\n",mass);
+
+
+
+ // Create an Irrlicht cube
+ scene::ISceneNode* Node = smgr->addMeshSceneNode(
+ amesh,
+ (ISceneNode*)0,
+ (s32)-1,
+ ipos,
+ vector3df(0,0,0),
+ scale
+ );
+ //Node->setScale(scale);
+
+ printf("Added cube scene node and set it's scale\n");
+
+ //Node->setMaterialFlag(video::EMF_WIREFRAME,true)
+ //Node->setMaterialFlag(video::EMF_NORMALIZE_NORMALS, true);
+ Node->setMaterialFlag(video::EMF_LIGHTING,true);
+ //Node->setMaterialTexture(0, device->getVideoDriver()->getTexture("../data/wall.jpg"));
+
+ printf("Set node's lighting stuff...\n");
+
+ // Set the initial position of the object
+ btTransform Transform;
+ Transform.setIdentity();
+ Transform.setOrigin(pos);
+
+ printf("Created transform at pos...\n");
+
+ // Give it a default MotionState
+ btDefaultMotionState *MotionState = new btDefaultMotionState(Transform);
+
+ // Create the shape
+ // btVector3 HalfExtents(sx * 0.5f, sy * 0.5f, sz * 0.5f);
+ // btCollisionShape *Shape = new btBoxShape(HalfExtents);
+
+ printf("Created collision shape...");
+
+ // Add mass
+ btVector3 LocalInertia;
+ shape->calculateLocalInertia(mass, LocalInertia);
+
+ // Create the rigid body object
+ btRigidBody *RigidBody = new btRigidBody(mass, MotionState, shape, LocalInertia);
+
+ printf("Created rigidboxy...");
+
+ // Store a pointer to the irrlicht node so we can update it later
+ RigidBody->setUserPointer((void *)(Node));
+
+ printf("Set user pointer");
+
+ // Add it to the world
+ World->addRigidBody(RigidBody);
+ printf("Added to world");
+ Objects.push_back(RigidBody);
+
+ //Register it's callback
+ printf("Everything created, makeing the lua representation\n");
+
+ //Create it's lua representation
+ LBPhysNode* pnode = (LBPhysNode*)lua_newuserdata(L, sizeof(LBPhysNode));
+ int tref = luaL_ref(L,LUA_REGISTRYINDEX);
+ //iguielements[lcam] = tref;
+ lua_rawgeti(L,LUA_REGISTRYINDEX,tref);//Put it back on the stack since luaL_ref pops the object.
+
+ //Set it's metatable
+ luaL_getmetatable(L, "phys.physmodel");
+ lua_setmetatable(L, -2);
+
+ //Create the struct
+ pnode->n = Node;
+ pnode->r = RigidBody;
+ pnode->funcmap = hashmap_new();
+ pnode->type = "bphysbox";
+
+ printf("Done createing lua representation!\n");
+ //Free up anything made in this function
+ //free(label);
+
+ //Put it on top and return it
+ lua_rawgeti(L,LUA_REGISTRYINDEX,tref);
+ return 1;
+}
+
+static int delbphysmodel(lua_State* L){
+ LBPhysNode* pnode = checkisbphysmodel(L,-1);
+
+ //delete pnode->r->getMotionState();
+ delete pnode->r->getCollisionShape();
+ delete pnode->r;
+
+ return 0;
+}
+
+static int bphyssetpos(lua_State *L){
+ LBPhysNode* i = checkisbphysmodel(L,1);
+ btTransform bt = i->r->getWorldTransform();
+
+ lua_pushnumber(L,1);
+ lua_gettable(L,-2);
+ f32 x = (f32)lua_tonumber(L,-1);
+ lua_pop(L,1);
+
+ lua_pushnumber(L,2);
+ lua_gettable(L,-2);
+ f32 y = (f32)lua_tonumber(L,-1);
+ lua_pop(L,1);
+
+ lua_pushnumber(L,3);
+ lua_gettable(L,-2);
+ f32 z = (f32)lua_tonumber(L,-1);
+ lua_pop(L,1);
+
+ btVector3 to = btVector3(x,y,z);
+ printf("managed to set phys origin\n");
+ bt.setOrigin(to);
+ printf("managed to set phys transform\n");
+ i->r->setWorldTransform(bt);
+ i->r->activate();
+ printf("sucess! returning from call\n");
+ return 0;
+}
+
+static int bphysgetpos(lua_State *L){
+ LBPhysNode* i = checkisbphysmodel(L,1);
+ btTransform bt = i->r->getWorldTransform();
+ btVector3 bv = bt.getOrigin();
+
+ lua_createtable(L,3,0);
+
+ lua_pushnumber(L,1);
+ lua_pushnumber(L,bv.x());
+ lua_settable(L,-3);
+
+ lua_pushnumber(L,2);
+ lua_pushnumber(L,bv.y());
+ lua_settable(L,-3);
+
+ lua_pushnumber(L,3);
+ lua_pushnumber(L,bv.z());
+ lua_settable(L,-3);
+
+ return 1;
+}
+
+static const luaL_reg bphysmodel_f[] = {
+ {"new", newbphysbuffer},
+// {"gethandeler", guigethandeler},
+// {"sethandeler", guisethandeler},
+ {0,0},
+};
+
+static const luaL_reg bphysmodel_m[] = {
+ {"setmaterial", iscenesetmaterial},
+ {"getpos", bphysgetpos},
+ {"setpos", bphyssetpos},
+// {"settext", setiguitext},
+// {"remove", removeiguielement},
+ {0, 0},
+};
+
+int bphysmodel_register(lua_State* L, IrrlichtDevice* d){
+
+ device = d;
+
+ printf("bphysmodel registered\n");
+
+ luaL_newmetatable(L, "phys.physmodel");
+
+ luaL_register(L,"physmodel",bphysmodel_f);
+
+ lua_pushstring(L,"__index");
+ lua_pushstring(L,"gethandeler");
+ lua_gettable(L,-3);
+ lua_settable(L,-4);
+
+ lua_pushstring(L,"__newindex");
+ lua_pushstring(L,"sethandeler");
+ lua_gettable(L,-3);
+ lua_settable(L,-4);
+
+ lua_pushstring(L,"__gc");
+ lua_pushcfunction(L,delbphysmodel);
+ lua_settable(L,-4);
+
+ luaL_register(L, NULL, bphysmodel_m);
+
+ return 1;
+}