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path: root/src/client/lua_api/phys/bphysbuffer.cpp
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Diffstat (limited to 'src/client/lua_api/phys/bphysbuffer.cpp')
-rw-r--r--src/client/lua_api/phys/bphysbuffer.cpp197
1 files changed, 0 insertions, 197 deletions
diff --git a/src/client/lua_api/phys/bphysbuffer.cpp b/src/client/lua_api/phys/bphysbuffer.cpp
deleted file mode 100644
index f1f20c0..0000000
--- a/src/client/lua_api/phys/bphysbuffer.cpp
+++ /dev/null
@@ -1,197 +0,0 @@
-
-#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);
-}