diff options
| author | Alexander <alex@cogarr.net> | 2020-06-10 20:39:54 -0400 |
|---|---|---|
| committer | Alexander <alex@cogarr.net> | 2020-06-10 20:39:54 -0400 |
| commit | 44a1421c393632978d59c0698a93ae22243b97e9 (patch) | |
| tree | ea5d48412339b0ee6792c01414660639d19cfec6 /src/shared/lua_api/phys/bcharactercontroller.cpp | |
| parent | ececf2c8624f4d95d9413686839f7fa6e5bb5044 (diff) | |
| download | brokengine-44a1421c393632978d59c0698a93ae22243b97e9.tar.gz brokengine-44a1421c393632978d59c0698a93ae22243b97e9.tar.bz2 brokengine-44a1421c393632978d59c0698a93ae22243b97e9.zip | |
Various progress for 1klutz
Added convext shape casts, still a little broken, but it might be
just broken bullet side.
Diffstat (limited to 'src/shared/lua_api/phys/bcharactercontroller.cpp')
| -rw-r--r-- | src/shared/lua_api/phys/bcharactercontroller.cpp | 600 |
1 files changed, 300 insertions, 300 deletions
diff --git a/src/shared/lua_api/phys/bcharactercontroller.cpp b/src/shared/lua_api/phys/bcharactercontroller.cpp index f61aca5..09941c8 100644 --- a/src/shared/lua_api/phys/bcharactercontroller.cpp +++ b/src/shared/lua_api/phys/bcharactercontroller.cpp @@ -1,300 +1,300 @@ - - -#include <stdio.h> -#include <stdlib.h> -#include <list> -extern "C" { - #include <lua.h> - #include <lauxlib.h> - #include <lualib.h> -} -#include <btBulletDynamicsCommon.h> -#include <BulletDynamics/Character/btKinematicCharacterController.h> -#include <BulletCollision/CollisionDispatch/btGhostObject.h> -#include "bcharactercontroller.hpp" -#include <shared/lua_api/common.hpp> - -extern btDiscreteDynamicsWorld* World; -extern std::list<btCollisionObject*> Objects; -extern std::list<btKinematicCharacterController*> Chars; - -//{character} :: btKinematicCharacterController* -btKinematicCharacterController *popCharacter(lua_State *L){ - lua_getfield(L,-1,"type");//{char},"type" - if(lua_isnil(L,-1)){ - lua_pushstring(L,"Tried to call a character method on something that had not 'type'"); - lua_error(L); - } - const char *s = lua_tostring(L,-1);//{char},"type" - if(strcmp(s,"character")!= 0){ - printf("Tried to pop character when it was not a character!\n"); - lua_pushstring(L,"Tried to call a character method on a "); - lua_pushstring(L,s); - lua_concat(L,2); - lua_error(L); - } - lua_getfield(L,-2,"character");//{char},"type",ud_character - if(lua_isnil(L,-1)){ - printf("Failed to get a \"character\" field\n"); - lua_pushstring(L,"Character object was not set up correctly\n"); - lua_error(L); - } - btKinematicCharacterController *c = (btKinematicCharacterController*)lua_touserdata(L,-1); - lua_pop(L,3); - return c; - -} -/* -static LBPhysNode* checkisbphysbox(lua_State* L, int index){ - void* ud = luaL_checkudata(L,index,"phys.physbox"); - luaL_argcheck(L,ud != NULL, index, "'phys.physbox' expected"); - return (LBPhysNode*) ud; -} -*/ - -/* -static LISceneNode* checkismesh(lua_State* L){ - return checkismesh(L,1); -} -*/ -// ud_character :: ({v3 size}, {v3 origin}) -void makenewbcharactercontroller(lua_State* L){ - printf("Creating new character controller\n"); - //lua_pushstring(L,"Character controller is totally fucking broken for now\n"); - //lua_error(L); - double px,py,pz; //position - double sx,sy,sz; //size - //double mass; - - //mass = lua_tonumber(L,-1);//{v3_size},{v3_origin},mass - //lua_pop(L,1);//{v3_size},{v3_origin} - //printf("Got mass: %f\n",mass); - - popvector3d(L,&px,&py,&pz);//{v3_size} - printf("Got position: (%f,%f,%f)\n",px,py,pz); - popvector3d(L,&sx,&sy,&sz);// - - btVector3 vshape = btVector3(sx * 0.5f, sy * 0.5f, sz * 0.5f); - printf("Got size: (%f,%f,%f)\n",sx,sy,sz); - btVector3 pos = btVector3(px,py,pz); - btTransform transform = btTransform(btQuaternion(0,0,0,1),pos); - - // Create the shape - btConvexShape* cshape = new btBoxShape(vshape); - - - - // Add mass - //btVector3 localinertia = btVector3(0,0,0); - //shape->calculateLocalInertia(mass, localinertia); - - // Create the rigid body object - //btRigidBody::btRigidBodyConstructionInfo cinfo = btRigidBody::btRigidBodyConstructionInfo( - //mass, - //motionstate, - //shape, - //localinertia - //); - btPairCachingGhostObject *ghost = new btPairCachingGhostObject(); - ghost->setWorldTransform(transform); - ghost->setCollisionShape(cshape); - World->addCollisionObject(ghost,btBroadphaseProxy::CharacterFilter, btBroadphaseProxy::StaticFilter|btBroadphaseProxy::DefaultFilter); - //ghost->setCollisionFlags(btCollisionObject::CF_CHARACTER_OBJECT); - printf("Character controller created\n"); - btKinematicCharacterController *cc = new btKinematicCharacterController(ghost, cshape, 1, btVector3(0,1,0)); - //cc->setMaxSlope(3.14 / 4.0); - //cinfo.m_friction = 0; - - // Add it to the world - printf("About to add action\n"); - World->addAction(cc); - printf("Finished adding action\n"); - //printf("Added rigid body to world: %p\n",World); - printf("Added to Chars\n"); - //Chars.push_back(cc); - //Objects.push_back(ghost); - - lua_pushlightuserdata(L,cc);//ud_cc -} - -// char:getvelocity() -int bcharactergetvelocity(lua_State *L){ - btKinematicCharacterController *r = popCharacter(L); - btVector3 v = r->getLinearVelocity(); - pushvector3d(L,v.x(),v.y(),v.z()); - return 1; -} - -// char:setvelocity(v3 vel) -int bcharactersetvelocity(lua_State *L){ - double x,y,z; - popvector3d(L,&x,&y,&z); - btKinematicCharacterController *r = popCharacter(L); - r->setLinearVelocity(btVector3(x,y,z)); - return 0; -} - -// phys.newphysbox(vector3 size, vector3 origin, double mass) -int newbcharactercontroller(lua_State* L){ - //printf("Createing bphysbox!\n"); - //Create it's lua representation - makenewbcharactercontroller(L);//ud_cc - btKinematicCharacterController* r = (btKinematicCharacterController*)lua_touserdata(L,-1);//ud_cc - lua_pop(L,1);// - lua_newtable(L);//{} - lua_pushlightuserdata(L,r);//{},ud_cc - lua_setfield(L,-2,"character");//{character=ud_cc} - - lua_pushstring(L,"character"); - lua_setfield(L,-2,"type");//{character=ud_cc,type="character"} - - //Set it's metatable - luaL_getmetatable(L, "phys.charactercontroller");//{},{phys.charactercontroller} - lua_setmetatable(L, -2);//{cc} - - return 1; -} - -// char:setgravity(v3 gravity) -int bcharactersetgravity(lua_State *L){ - double x,y,z; - popvector3d(L,&x,&y,&z); - btKinematicCharacterController *c = popCharacter(L); - c->setGravity(btVector3(x,y,z)); - return 0; -} - -// char:getpos() :: v3 -int bcharactergetpos(lua_State *L){ - btKinematicCharacterController *c = popCharacter(L); - btVector3 pos = c->getGhostObject()->getWorldTransform().getOrigin(); - pushvector3d(L,pos.x(),pos.y(),pos.z()); - return 1; -} - -// char:setpos(v3 pos) -int bcharactersetpos(lua_State *L){ - double x,y,z; - popvector3d(L,&x,&y,&z); - btKinematicCharacterController *c = popCharacter(L); - c->warp(btVector3(x,y,z)); - //btTransform t = c->getGhostObject()->getWorldTransform(); - //t.setOrigin(btVector3(x,y,z)); - //c->getGhostObject()->setWorldTransform(t); - return 0; -} - -// char:onground() -int bcharacteronground(lua_State *L){ - btKinematicCharacterController *c = popCharacter(L); - lua_pushboolean(L,c->onGround() == true ? 1 : 0); - return 1; -} - -// char:jump(v3 jump) -int bcharacterjump(lua_State *L){ - //printf("Jump called\n"); - double x,y,z; - popvector3d(L,&x,&y,&z); - btKinematicCharacterController *c = popCharacter(L); - //printf("About to jump\n"); - c->jump(btVector3(x,y,z)); - //printf("Done jumping\n"); - return 0; -} - -//{phys.physbox}:delete() -static int delbcharactercontroller(lua_State* L){//self - //printf("Attempting to delete physbox\n"); - lua_getfield(L,-1,"character");//self,ud_character - btKinematicCharacterController* r = (btKinematicCharacterController*)lua_touserdata(L,-1);//self,ud_character - lua_pop(L,2); - delete r->getGhostObject(); - delete r; - return 0; -} - -//{char},{v3_dir} :: -int bcharsetwalkdirection(lua_State *L){ - double x,y,z; - popvector3d(L,&x,&y,&z);//{char} - lua_getfield(L,-1,"character");//{char},ud_cc - btKinematicCharacterController* cc = (btKinematicCharacterController*)lua_touserdata(L,-1); - lua_pop(L,2); - cc->setWalkDirection(btVector3(x,y,z)); - return 0; -} - -// char:setfallspeed(n) -int bcharactersetfallspeed(lua_State *L){ - double speed = luaL_optnumber(L,-1,1); - printf("Got number: %f\n",speed); - lua_pop(L,1); - btKinematicCharacterController *c = popCharacter(L); - printf("About to set speed\n"); - c->setFallSpeed(speed); - printf("Done setting speed\n"); - return 0; -} - -// char:getmaxslope() -int bcharactergetmaxslope(lua_State *L){ - btKinematicCharacterController *c = popCharacter(L); - btScalar s = c->getMaxSlope(); - lua_pushnumber(L,s); - return 1; -} - -// char:setmaxslope(slope) -int bcharactersetmaxslope(lua_State *L){ - btScalar s = lua_tonumber(L,-1); - lua_pop(L,1); - btKinematicCharacterController *c = popCharacter(L); - c->setMaxSlope(s); - return 0; -} - -// char:setvelocityforinterval(vec3 {velocity},number interval) -int bcharactersetvelocityforinterval(lua_State *L){ - double interval = lua_tonumber(L,-1); - lua_pop(L,1); - double x,y,z; - popvector3d(L,&x,&y,&z); - btKinematicCharacterController *c = popCharacter(L); - c->setVelocityForTimeInterval(btVector3(x,y,z),interval); - return 0; -} - -extern const luaL_reg bcharactercontroller_m[] = { - {"setwalkdir", bcharsetwalkdirection}, - {"remove", delbcharactercontroller}, - {"getvelocity", bcharactergetvelocity}, - {"setvelocity", bcharactersetvelocity}, - {"setgravity", bcharactersetgravity}, - {"getpos", bcharactergetpos}, - {"setpos", bcharactersetpos}, - {"onground", bcharacteronground}, - {"jump", bcharacterjump}, - {"setfallspeed", bcharactersetfallspeed}, - {"getmaxslope", bcharactergetmaxslope}, - {"setmaxslope", bcharactersetmaxslope}, - {"setvelocityforinterval",bcharactersetvelocityforinterval}, - {0, 0}, -}; - -void bcharactercontroller_register(lua_State* L){// - //printf("Registered bphysbox\n"); - - luaL_newmetatable(L, "phys.charactercontroller");//{phys.characontroller} - lua_newtable(L);//{phys.charcontroller},{} - luaL_register(L,NULL,bcharactercontroller_m);//{phys.charcontroller},{} - lua_setfield(L,-2,"__index");//{phys.charcontroller} - - lua_pop(L,1);// - - lua_getglobal(L,"phys");//{} - lua_pushcfunction(L,newbcharactercontroller);//{},newbcharactercontroller() - lua_setfield(L,-2,"newbcharactercontroller");//{} - - lua_pop(L,1); -} +
+
+#include <stdio.h>
+#include <stdlib.h>
+#include <list>
+extern "C" {
+ #include <lua.h>
+ #include <lauxlib.h>
+ #include <lualib.h>
+}
+#include <btBulletDynamicsCommon.h>
+#include <BulletDynamics/Character/btKinematicCharacterController.h>
+#include <BulletCollision/CollisionDispatch/btGhostObject.h>
+#include "bcharactercontroller.hpp"
+#include <shared/lua_api/common.hpp>
+
+extern btDiscreteDynamicsWorld* World;
+extern std::list<btCollisionObject*> Objects;
+extern std::list<btKinematicCharacterController*> Chars;
+
+//{character} :: btKinematicCharacterController*
+btKinematicCharacterController *popCharacter(lua_State *L){
+ lua_getfield(L,-1,"type");//{char},"type"
+ if(lua_isnil(L,-1)){
+ lua_pushstring(L,"Tried to call a character method on something that had not 'type'");
+ lua_error(L);
+ }
+ const char *s = lua_tostring(L,-1);//{char},"type"
+ if(strcmp(s,"character")!= 0){
+ printf("Tried to pop character when it was not a character!\n");
+ lua_pushstring(L,"Tried to call a character method on a ");
+ lua_pushstring(L,s);
+ lua_concat(L,2);
+ lua_error(L);
+ }
+ lua_getfield(L,-2,"character");//{char},"type",ud_character
+ if(lua_isnil(L,-1)){
+ printf("Failed to get a \"character\" field\n");
+ lua_pushstring(L,"Character object was not set up correctly\n");
+ lua_error(L);
+ }
+ btKinematicCharacterController *c = (btKinematicCharacterController*)lua_touserdata(L,-1);
+ lua_pop(L,3);
+ return c;
+
+}
+/*
+static LBPhysNode* checkisbphysbox(lua_State* L, int index){
+ void* ud = luaL_checkudata(L,index,"phys.physbox");
+ luaL_argcheck(L,ud != NULL, index, "'phys.physbox' expected");
+ return (LBPhysNode*) ud;
+}
+*/
+
+/*
+static LISceneNode* checkismesh(lua_State* L){
+ return checkismesh(L,1);
+}
+*/
+// ud_character :: ({v3 size}, {v3 origin})
+void makenewbcharactercontroller(lua_State* L){
+ printf("Creating new character controller\n");
+ //lua_pushstring(L,"Character controller is totally fucking broken for now\n");
+ //lua_error(L);
+ double px,py,pz; //position
+ double sx,sy,sz; //size
+ //double mass;
+
+ //mass = lua_tonumber(L,-1);//{v3_size},{v3_origin},mass
+ //lua_pop(L,1);//{v3_size},{v3_origin}
+ //printf("Got mass: %f\n",mass);
+
+ popvector3d(L,&px,&py,&pz);//{v3_size}
+ printf("Got position: (%f,%f,%f)\n",px,py,pz);
+ popvector3d(L,&sx,&sy,&sz);//
+
+ btVector3 vshape = btVector3(sx * 0.5f, sy * 0.5f, sz * 0.5f);
+ printf("Got size: (%f,%f,%f)\n",sx,sy,sz);
+ btVector3 pos = btVector3(px,py,pz);
+ btTransform transform = btTransform(btQuaternion(0,0,0,1),pos);
+
+ // Create the shape
+ btConvexShape* cshape = new btBoxShape(vshape);
+
+
+
+ // Add mass
+ //btVector3 localinertia = btVector3(0,0,0);
+ //shape->calculateLocalInertia(mass, localinertia);
+
+ // Create the rigid body object
+ //btRigidBody::btRigidBodyConstructionInfo cinfo = btRigidBody::btRigidBodyConstructionInfo(
+ //mass,
+ //motionstate,
+ //shape,
+ //localinertia
+ //);
+ btPairCachingGhostObject *ghost = new btPairCachingGhostObject();
+ ghost->setWorldTransform(transform);
+ ghost->setCollisionShape(cshape);
+ World->addCollisionObject(ghost,btBroadphaseProxy::CharacterFilter, btBroadphaseProxy::StaticFilter|btBroadphaseProxy::DefaultFilter);
+ //ghost->setCollisionFlags(btCollisionObject::CF_CHARACTER_OBJECT);
+ printf("Character controller created\n");
+ btKinematicCharacterController *cc = new btKinematicCharacterController(ghost, cshape, 1, btVector3(0,1,0));
+ //cc->setMaxSlope(3.14 / 4.0);
+ //cinfo.m_friction = 0;
+
+ // Add it to the world
+ printf("About to add action\n");
+ World->addAction(cc);
+ printf("Finished adding action\n");
+ //printf("Added rigid body to world: %p\n",World);
+ printf("Added to Chars\n");
+ //Chars.push_back(cc);
+ //Objects.push_back(ghost);
+
+ lua_pushlightuserdata(L,cc);//ud_cc
+}
+
+// char:getvelocity()
+int bcharactergetvelocity(lua_State *L){
+ btKinematicCharacterController *r = popCharacter(L);
+ btVector3 v = r->getLinearVelocity();
+ pushvector3d(L,v.x(),v.y(),v.z());
+ return 1;
+}
+
+// char:setvelocity(v3 vel)
+int bcharactersetvelocity(lua_State *L){
+ double x,y,z;
+ popvector3d(L,&x,&y,&z);
+ btKinematicCharacterController *r = popCharacter(L);
+ r->setLinearVelocity(btVector3(x,y,z));
+ return 0;
+}
+
+// phys.newphysbox(vector3 size, vector3 origin, double mass)
+int newbcharactercontroller(lua_State* L){
+ //printf("Createing bphysbox!\n");
+ //Create it's lua representation
+ makenewbcharactercontroller(L);//ud_cc
+ btKinematicCharacterController* r = (btKinematicCharacterController*)lua_touserdata(L,-1);//ud_cc
+ lua_pop(L,1);//
+ lua_newtable(L);//{}
+ lua_pushlightuserdata(L,r);//{},ud_cc
+ lua_setfield(L,-2,"character");//{character=ud_cc}
+
+ lua_pushstring(L,"character");
+ lua_setfield(L,-2,"type");//{character=ud_cc,type="character"}
+
+ //Set it's metatable
+ luaL_getmetatable(L, "phys.charactercontroller");//{},{phys.charactercontroller}
+ lua_setmetatable(L, -2);//{cc}
+
+ return 1;
+}
+
+// char:setgravity(v3 gravity)
+int bcharactersetgravity(lua_State *L){
+ double x,y,z;
+ popvector3d(L,&x,&y,&z);
+ btKinematicCharacterController *c = popCharacter(L);
+ c->setGravity(btVector3(x,y,z));
+ return 0;
+}
+
+// char:getpos() :: v3
+int bcharactergetpos(lua_State *L){
+ btKinematicCharacterController *c = popCharacter(L);
+ btVector3 pos = c->getGhostObject()->getWorldTransform().getOrigin();
+ pushvector3d(L,pos.x(),pos.y(),pos.z());
+ return 1;
+}
+
+// char:setpos(v3 pos)
+int bcharactersetpos(lua_State *L){
+ double x,y,z;
+ popvector3d(L,&x,&y,&z);
+ btKinematicCharacterController *c = popCharacter(L);
+ c->warp(btVector3(x,y,z));
+ //btTransform t = c->getGhostObject()->getWorldTransform();
+ //t.setOrigin(btVector3(x,y,z));
+ //c->getGhostObject()->setWorldTransform(t);
+ return 0;
+}
+
+// char:onground()
+int bcharacteronground(lua_State *L){
+ btKinematicCharacterController *c = popCharacter(L);
+ lua_pushboolean(L,c->onGround() == true ? 1 : 0);
+ return 1;
+}
+
+// char:jump(v3 jump)
+int bcharacterjump(lua_State *L){
+ //printf("Jump called\n");
+ double x,y,z;
+ popvector3d(L,&x,&y,&z);
+ btKinematicCharacterController *c = popCharacter(L);
+ //printf("About to jump\n");
+ c->jump(btVector3(x,y,z));
+ //printf("Done jumping\n");
+ return 0;
+}
+
+//{phys.physbox}:delete()
+static int delbcharactercontroller(lua_State* L){//self
+ //printf("Attempting to delete physbox\n");
+ lua_getfield(L,-1,"character");//self,ud_character
+ btKinematicCharacterController* r = (btKinematicCharacterController*)lua_touserdata(L,-1);//self,ud_character
+ lua_pop(L,2);
+ delete r->getGhostObject();
+ delete r;
+ return 0;
+}
+
+//{char},{v3_dir} ::
+int bcharsetwalkdirection(lua_State *L){
+ double x,y,z;
+ popvector3d(L,&x,&y,&z);//{char}
+ lua_getfield(L,-1,"character");//{char},ud_cc
+ btKinematicCharacterController* cc = (btKinematicCharacterController*)lua_touserdata(L,-1);
+ lua_pop(L,2);
+ cc->setWalkDirection(btVector3(x,y,z));
+ return 0;
+}
+
+// char:setfallspeed(n)
+int bcharactersetfallspeed(lua_State *L){
+ double speed = luaL_optnumber(L,-1,1);
+ printf("Got number: %f\n",speed);
+ lua_pop(L,1);
+ btKinematicCharacterController *c = popCharacter(L);
+ printf("About to set speed\n");
+ c->setFallSpeed(speed);
+ printf("Done setting speed\n");
+ return 0;
+}
+
+// char:getmaxslope()
+int bcharactergetmaxslope(lua_State *L){
+ btKinematicCharacterController *c = popCharacter(L);
+ btScalar s = c->getMaxSlope();
+ lua_pushnumber(L,s);
+ return 1;
+}
+
+// char:setmaxslope(slope)
+int bcharactersetmaxslope(lua_State *L){
+ btScalar s = lua_tonumber(L,-1);
+ lua_pop(L,1);
+ btKinematicCharacterController *c = popCharacter(L);
+ c->setMaxSlope(s);
+ return 0;
+}
+
+// char:setvelocityforinterval(vec3 {velocity},number interval)
+int bcharactersetvelocityforinterval(lua_State *L){
+ double interval = lua_tonumber(L,-1);
+ lua_pop(L,1);
+ double x,y,z;
+ popvector3d(L,&x,&y,&z);
+ btKinematicCharacterController *c = popCharacter(L);
+ c->setVelocityForTimeInterval(btVector3(x,y,z),interval);
+ return 0;
+}
+
+extern const luaL_reg bcharactercontroller_m[] = {
+ {"setwalkdir", bcharsetwalkdirection},
+ {"remove", delbcharactercontroller},
+ {"getvelocity", bcharactergetvelocity},
+ {"setvelocity", bcharactersetvelocity},
+ {"setgravity", bcharactersetgravity},
+ {"getpos", bcharactergetpos},
+ {"setpos", bcharactersetpos},
+ {"onground", bcharacteronground},
+ {"jump", bcharacterjump},
+ {"setfallspeed", bcharactersetfallspeed},
+ {"getmaxslope", bcharactergetmaxslope},
+ {"setmaxslope", bcharactersetmaxslope},
+ {"setvelocityforinterval",bcharactersetvelocityforinterval},
+ {0, 0},
+};
+
+void bcharactercontroller_register(lua_State* L){//
+ //printf("Registered bphysbox\n");
+
+ luaL_newmetatable(L, "phys.charactercontroller");//{phys.characontroller}
+ lua_newtable(L);//{phys.charcontroller},{}
+ luaL_register(L,NULL,bcharactercontroller_m);//{phys.charcontroller},{}
+ lua_setfield(L,-2,"__index");//{phys.charcontroller}
+
+ lua_pop(L,1);//
+
+ lua_getglobal(L,"phys");//{}
+ lua_pushcfunction(L,newbcharactercontroller);//{},newbcharactercontroller()
+ lua_setfield(L,-2,"newbcharactercontroller");//{}
+
+ lua_pop(L,1);
+}
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