#include #include #include #include #include #include extern "C" { #include #include #include } #include #include #include #include #include "bphysmodel.hpp" #include "../scene/igeneric.hpp" #include 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; } //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); }