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authorAlexander Pickering <alex@cogarr.net>2018-11-01 13:53:16 -0400
committerAlexander Pickering <alex@cogarr.net>2018-11-01 13:53:16 -0400
commit112517494847f0c86f58544cbf4c35c9b7712ab1 (patch)
tree115d9ae3da8028e67e498ed8c587d14972b7699b /src/shared/lua_api/phys/bphysbuffer.cpp
parent77b26fba6e78ac4af2b28b3bbb4646dea5682ed1 (diff)
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Refactored code and added library
Physics code for models now lives in the shared directory. To get file loading without irrlicht, a single-file header library (lib/tinyobjloader-c) was added. Metatables for generics and physics generics have also been seperated out.
Diffstat (limited to 'src/shared/lua_api/phys/bphysbuffer.cpp')
-rw-r--r--src/shared/lua_api/phys/bphysbuffer.cpp197
1 files changed, 197 insertions, 0 deletions
diff --git a/src/shared/lua_api/phys/bphysbuffer.cpp b/src/shared/lua_api/phys/bphysbuffer.cpp
new file mode 100644
index 0000000..f1f20c0
--- /dev/null
+++ b/src/shared/lua_api/phys/bphysbuffer.cpp
@@ -0,0 +1,197 @@
+
+#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 <client/lua_api/gameparts.hpp>
+#include <shared/lua_api/phys/bphysbox.hpp>
+#include "bphysmodel.hpp"
+#include "../scene/igeneric.hpp"
+#include <shared/lua_api/common.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;
+}
+
+//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");
+
+ double x,y,z;
+ popvector3d(L,&x,&y,&z);
+ printf("Found position for phys model: %f %f %f\n",x,y,z);
+
+ //Find the vector scale
+ double sx,sy,sz;
+ popvector3d(L,&sx,&sy,&sz);
+ 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 const luaL_reg bphysbuffer_f[] = {
+ //{"new", newbphysmodel},
+// {"gethandeler", guigethandeler},
+// {"sethandeler", guisethandeler},
+ {0,0},
+};
+
+static const luaL_reg bphysbuffer_m[] = {
+ //{"setmaterial", iscenesetmaterial},
+ //{"getpos", bphysgetpos},
+ //{"setpos", bphyssetpos},
+// {"settext", setiguitext},
+// {"remove", removeiguielement},
+ {0, 0},
+};
+
+void bphysbuffer_register(lua_State* L, IrrlichtDevice* d){
+
+ device = d;
+
+ luaL_newmetatable(L, "phys.physbuffer");//{m_physbuffer}
+ lua_newtable(L);//{m_physbuffer},{}
+ luaL_register(L,"physbuffer",bphysbuffer_m);//{m_physbuffer},{physbuffer}
+ lua_setfield(L,-2,"__index");//{m_physbuffer}
+ lua_pop(L,1);
+}