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#include <stdio.h>
#include <stdlib.h>
#include <list>
extern "C" {
#include <lua.h>
#include <lauxlib.h>
#include <lualib.h>
}
#include <btBulletDynamicsCommon.h>
#include <BulletDynamics/Character/btKinematicCharacterController.h>
#include <BulletCollision/CollisionDispatch/btGhostObject.h>
#include <irrlicht.h>
#include "cbphysbox.hpp"
#include "../scene/imesh.hpp"
#include "../scene/igeneric.hpp"
#include <shared/lua_api/phys/bcharactercontroller.hpp>
#include <shared/lua_api/common.hpp>
#include <shared/lua_api/phys/bphysgeneric.hpp>
using namespace irr;
using namespace scene;
using namespace core;
using namespace video;
extern IrrlichtDevice* device;
extern btDiscreteDynamicsWorld* World;
extern std::list<btRigidBody*> Objects;
//phys.newcharactercontroller({vector3 size},{vector3 origin})
static int newcbcharactercontroller(lua_State* L){//
printf("Createing new cbcharactercontroller\n");
double sx,sy,sz,x,y,z;
//Get the data
popvector3d(L,&x,&y,&z);//{v3 size}
popvector3d(L,&sx,&sy,&sz);//
pushvector3d(L,sx,sy,sz);//{v3 size}
pushvector3d(L,x,y,z);//{v3 size},{v3 origin}
makenewbcharactercontroller(L);//ud_cc
btKinematicCharacterController* cc = (btKinematicCharacterController*)lua_touserdata(L,-1);//ud_cc
lua_pop(L,1);
pushvector3d(L,sx,sy,sz);//{v3 size}
pushvector3d(L,x,y,z);//{v3 size},{v3 origin}
makenewiscenecube(L);//ud_iscenenode
ISceneNode* n = (ISceneNode*)lua_touserdata(L,-1);//ud_iscenenode
lua_pop(L,1);
cc->getGhostObject()->setUserPointer(n);
//cc->setUserPointer(n);//TODO: what does this break?
lua_newtable(L);//{}
lua_pushlightuserdata(L,cc);//{},ud_cc
lua_setfield(L,-2,"character");//{}
lua_pushlightuserdata(L,n);//{},ud_iscenenode
lua_setfield(L,-2,"node");//{}
lua_pushstring(L,"character");
lua_setfield(L,-2,"type");
luaL_getmetatable(L,"phys.charactercontroller");//{},{phys.charactercontroller}
lua_setmetatable(L,-2);//{}
return 1;
}
//setMaterial(self,material)
//int cbsetmaterial(lua_State* L){
//printf("Call to setmaterial\n");
////SMaterial* mat = (SMaterial*)lua_touserdata(L,-1);//{node=ud_ISceneNode},ud_IMaterial
//ITexture* tex = (ITexture*)lua_touserdata(L,-1);
//lua_pop(L,1);//{node=ud_ISceneNode}
//printf("About to get field node\n");
//lua_getfield(L,-1,"node");//{node=ud_ISceneNode},ud_ISceneNode
//printf("After call to field node\n");
//ISceneNode* i = (ISceneNode*)lua_touserdata(L,-1);//{node=ud_ISceneNode},ud_ISceneNode
//lua_pop(L,2);//
//lua_pushlightuserdata(L,i);
//lua_pushlightuserdata(L,tex);
//printf("Finished getting everything for setmaterial\n");
//iscenesetmaterial(L);
//return 0;
//}
//int cbchar
static const luaL_reg cbcharactercontroller_m[] = {
//{"setpos", cbcharsetpos},//overload
//{"getpos", cbchargetpos},
//{"getgravity", cbphysgetgravity},
//{"applygravity",cbphysapplygravity},
//{"setMaterial", cbsetmaterial},
// {"delete", delbphysbox},//client side delete needs to delete the visual representation
{0, 0},
};
void cbcharactercontroller_register(lua_State* L){
bcharactercontroller_register(L);//
lua_getglobal(L,"phys");//{}
lua_pushcfunction(L,newcbcharactercontroller);//{},newcbphysbox()
lua_setfield(L,-2,"newccharactercontroller");//{}
lua_pop(L,1);//
luaL_getmetatable(L,"phys.charactercontroller");//phys.physbox
lua_newtable(L);//phys.physbox,{}
//luaL_register(L,NULL,brigidbody_m);
luaL_register(L,NULL,igeneric_m);
luaL_register(L,NULL,cbcharactercontroller_m);//phys.physbox,{}
luaL_register(L,NULL,bcharactercontroller_m);
lua_setfield(L,-2,"__index");//phys.physbox
lua_pop(L,1);
//printf("When registering physbox, new() is %p\n",newcbphysbox);
//printf("setpos is %p\n",cbphyssetpos);
}
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