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-rw-r--r--src/shared/lua_api/load_phys.cpp2
-rw-r--r--src/shared/lua_api/load_phys.hpp2
-rw-r--r--src/shared/lua_api/phys/bcharactercontroller.cpp175
-rw-r--r--src/shared/lua_api/phys/bcharactercontroller.hpp10
-rw-r--r--src/shared/lua_api/phys/bhingeconstraint.cpp17
-rw-r--r--src/shared/lua_api/phys/bphysgeneric.cpp17
6 files changed, 221 insertions, 2 deletions
diff --git a/src/shared/lua_api/load_phys.cpp b/src/shared/lua_api/load_phys.cpp
index a846945..6875970 100644
--- a/src/shared/lua_api/load_phys.cpp
+++ b/src/shared/lua_api/load_phys.cpp
@@ -2,7 +2,7 @@
#include "phys/bphysbox.hpp"
#include "phys/bhingeconstraint.hpp"
-void loadPhysLibs(lua_State* L){
+void load_physfuncs(lua_State* L){
lua_newtable(L);//{}
lua_setglobal(L,"phys");
bphysbox_register(L);
diff --git a/src/shared/lua_api/load_phys.hpp b/src/shared/lua_api/load_phys.hpp
index 6f9e9a9..fefa86b 100644
--- a/src/shared/lua_api/load_phys.hpp
+++ b/src/shared/lua_api/load_phys.hpp
@@ -4,4 +4,4 @@ extern "C" {
#include <lualib.h>
}
-void loadPhysLibs(lua_State* L);
+void load_physfuncs(lua_State* L);
diff --git a/src/shared/lua_api/phys/bcharactercontroller.cpp b/src/shared/lua_api/phys/bcharactercontroller.cpp
new file mode 100644
index 0000000..8030846
--- /dev/null
+++ b/src/shared/lua_api/phys/bcharactercontroller.cpp
@@ -0,0 +1,175 @@
+
+
+#include <stdio.h>
+#include <stdlib.h>
+#include <list>
+extern "C" {
+ #include <lua.h>
+ #include <lauxlib.h>
+ #include <lualib.h>
+}
+#include <btBulletDynamicsCommon.h>
+#include "bcharactercontroller.hpp"
+#include <shared/lua_api/common.hpp>
+
+extern btDiscreteDynamicsWorld* World;
+extern std::list<btRigidBody*> Objects;
+/*
+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_btRigidBody :: ({v3 size}, {v3 origin}, double mass)
+void makenewbphysbox(lua_State* 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);
+
+ // Set the initial position of the object
+ btTransform transform = btTransform(btQuaternion(0,0,0,1),pos);
+ //transform.setIdentity();
+ //transform.setOrigin(pos);
+
+ // Give it a default MotionState
+ btDefaultMotionState* motionstate = new btDefaultMotionState(transform);
+ if(!motionstate){
+ //printf("No motionstate\n");
+ }
+ // Create the shape
+ btCollisionShape* shape = new btBoxShape(vshape);
+ if(!shape){
+ //printf("no shape\n");
+ }
+
+ // 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
+ );
+ btKinematicCharacterController cc = btKinematicCharacterController(btPairCacheingGhostObject(), shape, 0.8, btVector3(0,1,0));
+ //cinfo.m_friction = 0;
+ //btRigidBody *rigidbody = new btRigidBody(cinfo);
+ if(!rigidbody){
+ //printf("No rigidbody\n");
+ }
+
+ // Add it to the world
+ World->addVehicle(cc);
+ //printf("Added rigid body to world: %p\n",World);
+ Objects.push_back(cc);
+
+ lua_pushlightuserdata(L,rigidbody);//ud_rigidbody
+}
+
+// phys.newphysbox(vector3 size, vector3 origin, double mass)
+int newbphysbox(lua_State* L){
+ //printf("Createing bphysbox!\n");
+ //Create it's lua representation
+ makenewbphysbox(L);//ud_btRigidBody
+ btRigidBody* r = (btRigidBody*)lua_touserdata(L,-1);
+ lua_pop(L,1);
+ lua_newtable(L);//{}
+ lua_pushlightuserdata(L,r);//ud_btRigidBody
+ lua_setfield(L,-2,"rigidbody");//{}
+
+ //Set it's metatable
+ luaL_getmetatable(L, "phys.physbox");//{},{phys.physbox}
+ lua_setmetatable(L, -2);//{}
+
+ return 1;
+}
+
+//{phys.physbox}:delete()
+static int delbphysbox(lua_State* L){//self
+ //printf("Attempting to delete physbox\n");
+ lua_getfield(L,-1,"rigidbody");//self,ud_rigidbody
+ btRigidBody* r = (btRigidBody*)lua_touserdata(L,-1);//self,ud_rigidbody
+ delete r->getCollisionShape();
+ delete r->getMotionState();
+ delete r;
+
+ return 0;
+}
+
+// physbox:setpos({v3 pos})
+static int bphyssetpos(lua_State *L){//self,{v3 pos}
+ double nx,ny,nz;
+ popvector3d(L,&nx,&ny,&nz);//self
+
+ lua_getfield(L,-1,"rigidbody");//self,ud_rigidbody
+ btRigidBody* i = (btRigidBody*)lua_touserdata(L,-1);//self
+ btMotionState* ms = i->getMotionState();
+ btTransform bt;
+ ms->getWorldTransform(bt);
+
+ btVector3 to = btVector3(nx,ny,nz);
+ bt.setOrigin(to);
+ ms->setWorldTransform(bt);
+ i->activate();
+
+ lua_pop(L,1);//
+ return 0;
+}
+
+// {v3 pos} :: physbox:getpos()
+static int bphysgetpos(lua_State *L){//self
+ //printf("Physics box set pos called\n");
+ lua_getfield(L,-1,"rigidbody");//self,ud_rigidbody
+ btRigidBody* i = (btRigidBody*)lua_touserdata(L,-1);//self,ud_rigidbody
+ btTransform bt = i->getWorldTransform();
+ btVector3 bv = bt.getOrigin();
+ lua_pop(L,2);//
+ pushvector3d(L,bv.x(),bv.y(),bv.z());//{}
+
+ return 1;
+}
+
+static const luaL_reg bphysbox_m[] = {
+ {"getpos", bphysgetpos},
+ {"setpos", bphyssetpos},
+ {"delete", delbphysbox},
+ {0, 0},
+};
+
+void bphysbox_register(lua_State* L){//
+ //printf("Registered bphysbox\n");
+
+ luaL_newmetatable(L, "phys.physbox");//{phys.physbox}
+ lua_newtable(L);//{phys.physbox},{}
+ luaL_register(L,NULL,bphysbox_m);//{phys.physbox},{}
+ lua_setfield(L,-2,"__index");//{phys.physbox}
+
+ lua_pop(L,1);//
+
+ lua_getglobal(L,"phys");//{}
+ lua_pushcfunction(L,newbphysbox);//{},newbphysbox()
+ lua_setfield(L,-2,"newphysbox");//{}
+
+ lua_pop(L,1);
+}
diff --git a/src/shared/lua_api/phys/bcharactercontroller.hpp b/src/shared/lua_api/phys/bcharactercontroller.hpp
new file mode 100644
index 0000000..10d71df
--- /dev/null
+++ b/src/shared/lua_api/phys/bcharactercontroller.hpp
@@ -0,0 +1,10 @@
+#include <stdio.h>
+#include <stdlib.h>
+extern "C" {
+ #include <lua.h>
+ #include <lauxlib.h>
+ #include <lualib.h>
+}
+#include <irrlicht.h>
+
+void bcharactercontroller_register(lua_State* L);
diff --git a/src/shared/lua_api/phys/bhingeconstraint.cpp b/src/shared/lua_api/phys/bhingeconstraint.cpp
index 168d1b6..ab6fb50 100644
--- a/src/shared/lua_api/phys/bhingeconstraint.cpp
+++ b/src/shared/lua_api/phys/bhingeconstraint.cpp
@@ -7,6 +7,7 @@ extern "C" {
#include <lauxlib.h>
#include <lualib.h>
}
+#include <shared/lua_api/common.hpp>
#include <Irrlicht.h>
#include <btBulletDynamicsCommon.h>
#include <shared/lua_api/phys/bhingeconstraint.hpp>
@@ -19,7 +20,23 @@ using namespace video;
extern btDiscreteDynamicsWorld* World;
extern std::list<btRigidBody*> Objects;
+//newhingeconstraint(phys1,v3 axis, refrencephys1)
int newbhingeconstraint(lua_State *L){
+ bool phys1 = lua_toboolean(L,-1) == 1;
+ lua_pop(L,1);
+
+ double x,y,z;
+ popvector3d(L,&x,&y,&z);
+
+ lua_getfield(L,-1,"rigidbody");
+ btRigidBody *p1 = (btRigidBody*)lua_touserdata(L,-1);
+ btTransform frame = p1->getCenterOfMassTransform();
+ frame.setRotation(btQuaternion(x,y,z,0));
+ lua_pop(L,2);
+
+ btHingeConstraint(*p1,frame,phys1);
+ printf("Done makeing new hinge constraint\n");
+
return 0;
}
diff --git a/src/shared/lua_api/phys/bphysgeneric.cpp b/src/shared/lua_api/phys/bphysgeneric.cpp
index e8ef2b5..44c789d 100644
--- a/src/shared/lua_api/phys/bphysgeneric.cpp
+++ b/src/shared/lua_api/phys/bphysgeneric.cpp
@@ -106,6 +106,22 @@ int getlineardamping(lua_State *L){
}
/***
+Sets the angular factor of the rigidbody
+TODO:What does this actually do?
+@function rigidbody:setangfactor(vec3 dir)
+@tparam vector3 dir The direction to set the angular factor
+*/
+int setangfactor(lua_State *L){
+ double x,y,z;
+ popvector3d(L,&x,&y,&z);
+ lua_getfield(L,-1,"rigidbody");
+ btRigidBody *r = (btRigidBody*)lua_touserdata(L,-1);
+ lua_pop(L,2);
+ r->setAngularFactor(btVector3(x,y,z));
+ return 0;
+}
+
+/***
Gets the angular damping applied to this rigidbody
@function rigidbody:getadamping()
@treturn number damping The ammount of damping applied to angular momentum
@@ -208,5 +224,6 @@ extern const luaL_reg brigidbody_m[] = {
{"activate", activate},
{"getvelocity", getvelocity},
{"setvelocity", setvelocity},
+ {"setangfactor", setangfactor},
{NULL, NULL}
};