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extern "C" {
#include <lua.h>
#include <lauxlib.h>
#include <lualib.h>
}
#include <btBulletDynamicsCommon.h>
//#include <irrlicht.h>
#include <shared/lua_api/common.hpp>
//extern IrrlichtDevice* device;
//extern btDiscreteDynamicsWorld* World;
//extern std::list<btRigidBody*> Objects;
/*Physics things have the form of:
{
rigidbody = btRigidBody,
node = ISceneNode,
}
*/
//rigidbody:setgravity({x,y,z})
int setgravity(lua_State *L){
double x,y,z;
popvector3d(L,&x,&y,&z);
lua_getfield(L,-1,"rigidbody");
btRigidBody *r = (btRigidBody*)lua_touserdata(L,-1);
lua_pop(L,2);
btVector3 v = btVector3(x,y,z);
r->setGravity(v);
return 0;
}
//apply force at a reletive offset
//rigidbody:applyforce({x,y,z}[,{rx,ry,rz}])
int applyforce(lua_State *L){
double rx,ry,rz;
rx = 0;
ry = 0;
rz = 0;
if(lua_gettop(L) > 2){
popvector3d(L,&rx,&ry,&rz);//{phys},{x,y,z}
}
double x,y,z;
popvector3d(L,&x,&y,&z);//{phys}
lua_getfield(L,-1,"rigidbody");
btRigidBody *r = (btRigidBody*)lua_touserdata(L,-1);
lua_pop(L,2);
btVector3 v = btVector3(x,y,z);
btVector3 o = btVector3(rx,ry,rz);
r->applyForce(v,o);
return 0;
}
//rigidbody:getldamping()
int getlineardamping(lua_State *L){
lua_getfield(L,-1,"rigidbody");
btRigidBody *r = (btRigidBody*)lua_touserdata(L,-1);
lua_pop(L,2);
double damp = r->getLinearDamping();
lua_pushnumber(L,damp);
return 1;
}
//rigidbody:getvelocity()
int getvelocity(lua_State *L){
btVector3 vel;
lua_getfield(L,-1,"rigidbody");
btRigidBody *r = (btRigidBody*)lua_touserdata(L,-1);
vel = r->getLinearVelocity();
pushvector3d(L,(double)vel.x(),(double)vel.y(),(double)vel.z());
return 1;
}
//rigidbody:setvelocity({x,y,z})
int setvelocity(lua_State *L){
double x,y,z;
popvector3d(L,&x,&y,&z);
btVector3 newvel = btVector3(x,y,z);
lua_getfield(L,-1,"rigidbody");
btRigidBody *r = (btRigidBody*)lua_touserdata(L,-1);
lua_pop(L,2);
r->setLinearVelocity(newvel);
return 0;
}
//rigidbody:getadamping()
int getangulardamping(lua_State *L){
lua_getfield(L,-1,"rigidbody");
btRigidBody *r = (btRigidBody*)lua_touserdata(L,-1);
lua_pop(L,2);
double damp = r->getAngularDamping();
lua_pushnumber(L,damp);
return 1;
}
//rigidbody:activate()
int activate(lua_State *L){
lua_getfield(L,-1,"rigidbody");
btRigidBody *r = (btRigidBody*)lua_touserdata(L,-1);
lua_pop(L,2);
r->activate();
return 0;
}
//rigidbody:setdamping(lineardamping, angulardamping)
int setdamping(lua_State *L){
double adamp,ldamp;
adamp = lua_tonumber(L,-1);
ldamp = lua_tonumber(L,-2);
lua_pop(L,2);
lua_getfield(L,-1,"rigidbody");
btRigidBody *r = (btRigidBody*)lua_touserdata(L,-1);
lua_pop(L,2);
r->setDamping(adamp,ldamp);
return 0;
}
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