1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
|
#include <stdio.h>
#include <stdlib.h>
#include <vector>
#include <memory>
#include <map>
#include <functional>
extern "C" {
#include <lua.h>
#include <lauxlib.h>
#include <lualib.h>
}
#include <btBulletDynamicsCommon.h>
#include <irrlicht.h>
#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<btRigidBody*> 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;
}
|