#include #include #include #include #include #include #include extern "C" { #include #include #include } #include #include #include "../gameparts.hpp" #include "bphysbox.hpp" #include "../scene/igeneric.hpp" using namespace irr; using namespace scene; using namespace core; using namespace video; extern IrrlichtDevice* device; extern btDiscreteDynamicsWorld* World; extern std::list 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); } */ //iscenecamera.new(Vector position, Vector lookat, parrent) // {} {} 0 1 static int newbphysbox(lua_State* L){ printf("Createing bphysbox!\n"); int nargs = lua_gettop(L); if(nargs != 3){ printf("Incorrect # of args to create a physbox!"); } //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 box: %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 box: %f %f %f\n",sx,sy,sz); core::vector3df scale = core::vector3df(sx,sy,sz); btVector3 pos = btVector3(x,y,z); core::vector3df ipos = core::vector3df(x,y,z); //Find the mass float mass = luaL_optint(L,3,0); printf("Found mass for physbox:%f\n",mass); // Create an Irrlicht cube scene::ISceneNode* Node = device->getSceneManager()->addCubeSceneNode( ((f32) 1.0f), ((ISceneNode*) 0), ((s32)-1), ipos, core::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.physbox"); 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 delbphysbox(lua_State* L){ LBPhysNode* pnode = checkisbphysbox(L,-1); //delete pnode->r->getMotionState(); delete pnode->r->getCollisionShape(); delete pnode->r; return 0; } /*mesh:setmaterial("string",layernum=0)*/ /* static int setmaterial(lua_State* L){ LISceneNode* n = checkismesh(L,1); u32 layernum = luaL_optint(L,3,0); const char* matfile = luaL_optstring(L,2,"error.png"); printf("Setting material on a %s",n->type); IVideoDriver* driver = device->getVideoDriver(); n->n->setMaterialTexture( 0, driver->getTexture(matfile) ); return 0; } */ static int bphyssetpos(lua_State *L){ LBPhysNode* i = checkisbphysbox(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 = checkisbphysbox(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 bphysbox_f[] = { {"new", newbphysbox}, // {"gethandeler", guigethandeler}, // {"sethandeler", guisethandeler}, {0,0}, }; static const luaL_reg bphysbox_m[] = { {"setmaterial", iscenesetmaterial}, {"getpos", bphysgetpos}, {"setpos", bphyssetpos}, // {"settext", setiguitext}, // {"remove", removeiguielement}, {0, 0}, }; int bphysbox_register(lua_State* L, IrrlichtDevice* d){ device = d; printf("bphysbox registered\n"); luaL_newmetatable(L, "phys.physbox"); luaL_register(L,"physbox",bphysbox_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,delbphysbox); lua_settable(L,-4); luaL_register(L, NULL, bphysbox_m); return 1; }