From 76b4fddee6106b60dbc6da6d7bcef61b42a3c310 Mon Sep 17 00:00:00 2001 From: Alexander Pickering Date: Sat, 29 Jul 2017 13:53:52 -0400 Subject: Added gui window Bound irrlicht's IGUIWindow to lua --- src/client/lua_api/phys/bphysbuffer.cpp | 306 ++++++++++++++++++++++++++++++++ src/client/lua_api/phys/bphysbuffer.hpp | 11 ++ src/client/lua_api/phys/bphysmodel.cpp | 2 +- 3 files changed, 318 insertions(+), 1 deletion(-) create mode 100644 src/client/lua_api/phys/bphysbuffer.cpp create mode 100644 src/client/lua_api/phys/bphysbuffer.hpp (limited to 'src/client/lua_api/phys') diff --git a/src/client/lua_api/phys/bphysbuffer.cpp b/src/client/lua_api/phys/bphysbuffer.cpp new file mode 100644 index 0000000..367aa37 --- /dev/null +++ b/src/client/lua_api/phys/bphysbuffer.cpp @@ -0,0 +1,306 @@ + +#include +#include +#include +#include +#include +#include +extern "C" { + #include + #include + #include +} +#include +#include +#include "../gameparts.hpp" +#include "bphysbox.hpp" +#include "bphysmodel.hpp" +#include "../scene/igeneric.hpp" + +using namespace irr; +using namespace scene; +using namespace core; +using namespace video; + +extern IrrlichtDevice* device; + +extern btDiscreteDynamicsWorld* World; +extern core::list 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; +} + +/* +static LISceneNode* checkismesh(lua_State* L){ + return checkismesh(L,1); +} +*/ + +//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"); + + //Find the vector position + lua_pushnumber(L,1); + lua_gettable(L,-4); + float x = lua_tonumber(L,-1); + lua_pop(L,1); + + lua_pushnumber(L,2); + lua_gettable(L,-4); + float y = lua_tonumber(L,-1); + lua_pop(L,1); + + lua_pushnumber(L,3); + lua_gettable(L,-4); + float z = lua_tonumber(L,-1); + lua_pop(L,1); + printf("Found position for phys model: %f %f %f\n",x,y,z); + + //Find the vector scale + lua_pushnumber(L,1); + lua_gettable(L,-3); + float sx = lua_tonumber(L,-1); + lua_pop(L,1); + + lua_pushnumber(L,2); + lua_gettable(L,-3); + float sy = lua_tonumber(L,-1); + lua_pop(L,1); + + lua_pushnumber(L,3); + lua_gettable(L,-3); + float sz = lua_tonumber(L,-1); + lua_pop(L,1); + + 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 int delbphysmodel(lua_State* L){ + LBPhysNode* pnode = checkisbphysmodel(L,-1); + + //delete pnode->r->getMotionState(); + delete pnode->r->getCollisionShape(); + delete pnode->r; + + return 0; +} + +static int bphyssetpos(lua_State *L){ + LBPhysNode* i = checkisbphysmodel(L,1); + btTransform bt = i->r->getWorldTransform(); + + lua_pushnumber(L,1); + lua_gettable(L,-2); + f32 x = (f32)lua_tonumber(L,-1); + lua_pop(L,1); + + lua_pushnumber(L,2); + lua_gettable(L,-2); + f32 y = (f32)lua_tonumber(L,-1); + lua_pop(L,1); + + lua_pushnumber(L,3); + lua_gettable(L,-2); + f32 z = (f32)lua_tonumber(L,-1); + lua_pop(L,1); + + btVector3 to = btVector3(x,y,z); + printf("managed to set phys origin\n"); + bt.setOrigin(to); + printf("managed to set phys transform\n"); + i->r->setWorldTransform(bt); + i->r->activate(); + printf("sucess! returning from call\n"); + return 0; +} + +static int bphysgetpos(lua_State *L){ + LBPhysNode* i = checkisbphysmodel(L,1); + btTransform bt = i->r->getWorldTransform(); + btVector3 bv = bt.getOrigin(); + + lua_createtable(L,3,0); + + lua_pushnumber(L,1); + lua_pushnumber(L,bv.x()); + lua_settable(L,-3); + + lua_pushnumber(L,2); + lua_pushnumber(L,bv.y()); + lua_settable(L,-3); + + lua_pushnumber(L,3); + lua_pushnumber(L,bv.z()); + lua_settable(L,-3); + + return 1; +} + +static const luaL_reg bphysmodel_f[] = { + {"new", newbphysbuffer}, +// {"gethandeler", guigethandeler}, +// {"sethandeler", guisethandeler}, + {0,0}, +}; + +static const luaL_reg bphysmodel_m[] = { + {"setmaterial", iscenesetmaterial}, + {"getpos", bphysgetpos}, + {"setpos", bphyssetpos}, +// {"settext", setiguitext}, +// {"remove", removeiguielement}, + {0, 0}, +}; + +int bphysmodel_register(lua_State* L, IrrlichtDevice* d){ + + device = d; + + printf("bphysmodel registered\n"); + + luaL_newmetatable(L, "phys.physmodel"); + + luaL_register(L,"physmodel",bphysmodel_f); + + lua_pushstring(L,"__index"); + lua_pushstring(L,"gethandeler"); + lua_gettable(L,-3); + lua_settable(L,-4); + + lua_pushstring(L,"__newindex"); + lua_pushstring(L,"sethandeler"); + lua_gettable(L,-3); + lua_settable(L,-4); + + lua_pushstring(L,"__gc"); + lua_pushcfunction(L,delbphysmodel); + lua_settable(L,-4); + + luaL_register(L, NULL, bphysmodel_m); + + return 1; +} diff --git a/src/client/lua_api/phys/bphysbuffer.hpp b/src/client/lua_api/phys/bphysbuffer.hpp new file mode 100644 index 0000000..a59c451 --- /dev/null +++ b/src/client/lua_api/phys/bphysbuffer.hpp @@ -0,0 +1,11 @@ + +#include +#include +extern "C" { + #include + #include + #include +} +#include + +int bphysmodel_register(lua_State* L, irr::IrrlichtDevice* d); diff --git a/src/client/lua_api/phys/bphysmodel.cpp b/src/client/lua_api/phys/bphysmodel.cpp index 08ec599..7bdc483 100644 --- a/src/client/lua_api/phys/bphysmodel.cpp +++ b/src/client/lua_api/phys/bphysmodel.cpp @@ -106,10 +106,10 @@ static int newbphysmodel(lua_State* L){ 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); -- cgit v1.2.3-70-g09d2