#include #include #include #include #include #include extern "C" { #include #include #include } #include #include "../gameparts.hpp" #include "ilight.hpp" #include "igeneric.hpp" #include using namespace irr; using namespace scene; using namespace core; extern IrrlichtDevice* device; //static LISceneNode* checkiscenelight(lua_State* L, int index){ //void* ud = luaL_checkudata(L,index,"scene.ilight"); //luaL_argcheck(L,ud != NULL, index, "'scene.ilight' expected"); //return (LISceneNode*) ud; //} //static LISceneNode* checkilight(lua_State* L){ //return checkiscenelight(L,1); //} //{} :: scene.newlight(radius, {v3 position}) static int newiscenelight(lua_State* L){ printf("Createing light!\n"); double x,y,z; popvector3d(L,&x,&y,&z);//radius double radius = lua_tonumber(L,-1); lua_pop(L,1);// //Create the mesh ISceneManager* smgr = device->getSceneManager(); ILightSceneNode* light = smgr->addLightSceneNode(0,vector3df(x,y,z),video::SColor(1.0f,1.0f,1.0f,1.0f),(f32)radius,(s32)-1); //Create it's lua representation lua_newtable(L);//{} lua_pushlightuserdata(L,light); lua_setfield(L,-2,"node"); //Set it's metatable luaL_getmetatable(L, "scene.imesh"); lua_setmetatable(L, -2); return 1; } static const luaL_reg ilight_m[] = { {"getpos", iscenegetpos}, {"setpos", iscenesetpos}, {0, 0}, }; void ilight_register(lua_State* L){ lua_getglobal(L,"scene");//{scene} lua_pushcfunction(L,newiscenelight);//{scene},newiscenelight() lua_setfield(L,-2,"newlight");//{scene} lua_pop(L,1);// luaL_newmetatable(L,"scene.ilight");//scene.ilight lua_newtable(L);//scene.ilight,{} luaL_register(L, NULL, ilight_m);//scene.ilight,{} lua_setfield(L,-2,"__index");//scene.ilight lua_pop(L,1); }