diff options
Diffstat (limited to 'src/server/lua_api/phys')
| -rw-r--r-- | src/server/lua_api/phys/sbphysmodel.cpp | 252 |
1 files changed, 126 insertions, 126 deletions
diff --git a/src/server/lua_api/phys/sbphysmodel.cpp b/src/server/lua_api/phys/sbphysmodel.cpp index 4d81b2c..0371b93 100644 --- a/src/server/lua_api/phys/sbphysmodel.cpp +++ b/src/server/lua_api/phys/sbphysmodel.cpp @@ -1,126 +1,126 @@ -//#include <stdio.h> -//#include <stdlib.h> -//#include <vector> -//#include <memory> -//#include <map> -//#include <functional> -//#include <list> -//extern "C" { - //#include <lua.h> - //#include <lauxlib.h> - //#include <lualib.h> -//} -//#include <btBulletDynamicsCommon.h> -//#include <irrlicht.h> -//#include "../gameparts.hpp" -//#include "cbphysbox.hpp" -//#include "cbphysmodel.hpp" -//#include <client/lua_api/scene/igeneric.hpp> -//#include <shared/lua_api/phys/bphysmodel.hpp> -//#include <shared/lua_api/phys/bcollider.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 std::list<btRigidBody*> Objects; - -////newbphysmodel("graphicfile","physicfile",mass,[,{position}][,{lookat}]) -//static int newbphysmodel(lua_State* L){ - //printf("Creating bphysmodel\n"); - //int nargs = lua_gettop(L); - //double lx,ly,lz; - //double x,y,z; - //if(nargs > 4){ - ////"graphicsfile","physicsfile",{position},{lookat} - //popvector3d(L,&lx,&ly,&lz); - //}else{ - //lx = 1; ly = 1; lz = 1; - //} - - //if(nargs > 3){ - ////"graphicsfile","physicsfile",{position} - //popvector3d(L,&x,&y,&z); - //}else{ - //x = 0; y = 0; z = 0; - //} - ////"graphicsfile","physicsfile",mass - - //double mass = lua_tonumber(L,-1); - //const char *ppath = lua_tostring(L,-2); - //const char *gpath = lua_tostring(L,-3); - //lua_pop(L,3);// - - //ISceneManager *smgr = device->getSceneManager(); - - //printf("bphysnode, creating the scene node\n"); - - ////Create the scene node - //IMesh *gmesh = smgr->getMesh(gpath); - //ISceneNode *node = smgr->addMeshSceneNode(gmesh,0,-1,vector3df(x,y,z)); - - //printf("bphysnode, createing the physics body\n"); - ////Create the physics body - //lua_pushstring(L,ppath); - //lua_pushnumber(L,mass); - //pushvector3d(L,x,y,z); - //pushvector3d(L,lx,ly,lz); - //printf("About to makebphysmodel\n"); - //makebphysmodel(L); - //printf("done makebphysmodel\n"); - - //btRigidBody *rb = (btRigidBody*)lua_touserdata(L,-1); - ////Create the lua representation - //lua_newtable(L);// - - //lua_pushlightuserdata(L,rb); - //lua_setfield(L,-2,"collider");//{rb=ud_rb} - - //lua_pushstring(L,"rigidbody"); - //lua_setfield(L,-2,"type");//{rb=ud_rb, type="rigidbody"} - - //lua_pushlightuserdata(L,node); - //lua_setfield(L,-2,"node");//{rb=ud_rb, node=ud_node, type="rigidbody"} - - //luaL_getmetatable(L,"phys.physmodel"); - //lua_setmetatable(L,-2); - - //lua_getglobal(L,"phys");//{rb},{phys} - //lua_getfield(L,-1,"colliders");//{rb},{phys},{colliders} - //lua_pushlightuserdata(L,rb);//{rb},{phys},{colliders},ud_rb - //lua_pushvalue(L,-4);//{rb},{phys},{colliders},ud_rb,{rb} - //lua_settable(L,-3);//{rb},{phys},{colliders} - //lua_pop(L,2);//{rb} - //printf("finished creating the lua representation\n"); - - //return 1; -//} - -//static const luaL_reg bphysmodel_f[] = { - //{"newphysmodel", newbphysmodel}, - //{0,0}, -//}; - -//static const luaL_reg bphysmodel_m[] = { - //{0, 0}, -//}; - -//int cbphysmodel_register(lua_State* L){ - ////printf("bphysmodel registered\n"); - - //luaL_newmetatable(L, "phys.physmodel");//{} - //luaL_register(L,NULL,bcollider_m); - //luaL_register(L,NULL,bphysmodel_m); - //luaL_register(L,NULL,igeneric_m); //Inherit all the things to do with scene nodes - - //lua_getglobal(L,"phys"); - //luaL_register(L,NULL,bphysmodel_f); - - //return 1; -//} +//#include <stdio.h>
+//#include <stdlib.h>
+//#include <vector>
+//#include <memory>
+//#include <map>
+//#include <functional>
+//#include <list>
+//extern "C" {
+ //#include <lua.h>
+ //#include <lauxlib.h>
+ //#include <lualib.h>
+//}
+//#include <btBulletDynamicsCommon.h>
+//#include <irrlicht.h>
+//#include "../gameparts.hpp"
+//#include "cbphysbox.hpp"
+//#include "cbphysmodel.hpp"
+//#include <client/lua_api/scene/igeneric.hpp>
+//#include <shared/lua_api/phys/bphysmodel.hpp>
+//#include <shared/lua_api/phys/bcollider.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 std::list<btRigidBody*> Objects;
+
+////newbphysmodel("graphicfile","physicfile",mass,[,{position}][,{lookat}])
+//static int newbphysmodel(lua_State* L){
+ //printf("Creating bphysmodel\n");
+ //int nargs = lua_gettop(L);
+ //double lx,ly,lz;
+ //double x,y,z;
+ //if(nargs > 4){
+ ////"graphicsfile","physicsfile",{position},{lookat}
+ //popvector3d(L,&lx,&ly,&lz);
+ //}else{
+ //lx = 1; ly = 1; lz = 1;
+ //}
+
+ //if(nargs > 3){
+ ////"graphicsfile","physicsfile",{position}
+ //popvector3d(L,&x,&y,&z);
+ //}else{
+ //x = 0; y = 0; z = 0;
+ //}
+ ////"graphicsfile","physicsfile",mass
+
+ //double mass = lua_tonumber(L,-1);
+ //const char *ppath = lua_tostring(L,-2);
+ //const char *gpath = lua_tostring(L,-3);
+ //lua_pop(L,3);//
+
+ //ISceneManager *smgr = device->getSceneManager();
+
+ //printf("bphysnode, creating the scene node\n");
+
+ ////Create the scene node
+ //IMesh *gmesh = smgr->getMesh(gpath);
+ //ISceneNode *node = smgr->addMeshSceneNode(gmesh,0,-1,vector3df(x,y,z));
+
+ //printf("bphysnode, createing the physics body\n");
+ ////Create the physics body
+ //lua_pushstring(L,ppath);
+ //lua_pushnumber(L,mass);
+ //pushvector3d(L,x,y,z);
+ //pushvector3d(L,lx,ly,lz);
+ //printf("About to makebphysmodel\n");
+ //makebphysmodel(L);
+ //printf("done makebphysmodel\n");
+
+ //btRigidBody *rb = (btRigidBody*)lua_touserdata(L,-1);
+ ////Create the lua representation
+ //lua_newtable(L);//
+
+ //lua_pushlightuserdata(L,rb);
+ //lua_setfield(L,-2,"collider");//{rb=ud_rb}
+
+ //lua_pushstring(L,"rigidbody");
+ //lua_setfield(L,-2,"type");//{rb=ud_rb, type="rigidbody"}
+
+ //lua_pushlightuserdata(L,node);
+ //lua_setfield(L,-2,"node");//{rb=ud_rb, node=ud_node, type="rigidbody"}
+
+ //luaL_getmetatable(L,"phys.physmodel");
+ //lua_setmetatable(L,-2);
+
+ //lua_getglobal(L,"phys");//{rb},{phys}
+ //lua_getfield(L,-1,"colliders");//{rb},{phys},{colliders}
+ //lua_pushlightuserdata(L,rb);//{rb},{phys},{colliders},ud_rb
+ //lua_pushvalue(L,-4);//{rb},{phys},{colliders},ud_rb,{rb}
+ //lua_settable(L,-3);//{rb},{phys},{colliders}
+ //lua_pop(L,2);//{rb}
+ //printf("finished creating the lua representation\n");
+
+ //return 1;
+//}
+
+//static const luaL_reg bphysmodel_f[] = {
+ //{"newphysmodel", newbphysmodel},
+ //{0,0},
+//};
+
+//static const luaL_reg bphysmodel_m[] = {
+ //{0, 0},
+//};
+
+//int cbphysmodel_register(lua_State* L){
+ ////printf("bphysmodel registered\n");
+
+ //luaL_newmetatable(L, "phys.physmodel");//{}
+ //luaL_register(L,NULL,bcollider_m);
+ //luaL_register(L,NULL,bphysmodel_m);
+ //luaL_register(L,NULL,igeneric_m); //Inherit all the things to do with scene nodes
+
+ //lua_getglobal(L,"phys");
+ //luaL_register(L,NULL,bphysmodel_f);
+
+ //return 1;
+//}
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