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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 <irrlicht.h>
#include "cbphysbox.hpp"
#include "../scene/imesh.hpp"
#include "../../../shared/lua_api/phys/bphysbox.hpp"
#include "../scene/igeneric.hpp"
using namespace irr;
using namespace scene;
using namespace core;
using namespace video;
extern IrrlichtDevice* device;
extern btDiscreteDynamicsWorld* World;
extern std::list<btRigidBody*> Objects;
/*
static LBPhysNode* checkisbphysbox(lua_State* L, int index){
void* ud = luaL_checkudata(L,index,"phys.physbox");
luaL_argcheck(L,ud != NULL, index, "'phys.physbox' expected");
return (LBPhysNode*) ud;
}
*/
/*
static LISceneNode* checkismesh(lua_State* L){
return checkismesh(L,1);
}
*/
//phys.newphysbox({vector3 size},{vector3 origin},mass)
static int newcbphysbox(lua_State* L){//
printf("Createing new cbphysbox\n");
double sx,sy,sz,x,y,z,mass;
//Get the data
mass = lua_tonumber(L,-1);//{v3 size}, {v3 origin}, mass
lua_pop(L,1);//{v3 size}, {v3 origin}
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}
lua_pushnumber(L,mass);//{v3 size}, {v3 origin}, mass
makenewbphysbox(L);//ud_btRigidbody
btRigidBody* r = (btRigidBody*)lua_touserdata(L,-1);//ud_btRigidbody
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);
r->setUserPointer(n);
lua_newtable(L);//{}
lua_pushlightuserdata(L,r);//{},ud_rigidbody
lua_setfield(L,-2,"rigidbody");//{}
lua_pushlightuserdata(L,n);//{},ud_iscenenode
lua_setfield(L,-2,"node");//{}
luaL_getmetatable(L,"phys.physbox");//{},{phys.physbox}
lua_setmetatable(L,-2);//{}
return 1;
}
//bphysbox:setpos({v3 pos})
int cbphyssetpos(lua_State* L){//{rigidbody=ud_btRigidbody,node=ud_iscenenode},{v3 pos}
//printf("calling cbphysbox setpos\n");
double x,y,z;
popvector3d(L,&x,&y,&z);//{rigidbody=ud_btRigidbody,node=ud_iscenenode}
//printf("Getting rigidbody\n");
lua_getfield(L,-1,"rigidbody");//{rigidbody=ud_btRigidbody,node=ud_iscenenode},ud_btRigidbody
btRigidBody* r = (btRigidBody*)lua_touserdata(L,-1);//{rigidbody=ud_btRigidbody,node=ud_iscenenode},ud_btRigidbody
//printf("Got rigidbody, it was %p\n",r);
lua_pop(L,1);//{rigidbody=ud_btRigidbody,node=ud_iscenenode}
lua_getfield(L,-1,"node");//{rigidbody=ud_btRigidbody,node=ud_iscenenode},ud_iscenenode
ISceneNode* i = (ISceneNode*)lua_touserdata(L,-1);//{btRigidBody=ud_btRigidbody,node=ud_iscenenode},ud_iscenenode
//printf("Got node, it was %p\n",i);
lua_pop(L,2);//
btTransform bt = btTransform(btQuaternion(0,0,0,1), btVector3(x,y,z));
btMotionState* ms = r->getMotionState();
ms->setWorldTransform(bt);
r->setWorldTransform(bt);
r->activate(true);
//i->setPosition(vector3df(x,y,z));
//i->updateAbsolutePosition();
return 0;
}
//bphysbox:getpos()
int cbphysgetpos(lua_State* L){//{rigidbody=ud_btRigidbody,node=ud_iscenenode}
//printf("cphysgetpos called, stack size is %d\n",lua_gettop(L));
lua_getfield(L,-1,"rigidbody");//{rigidbody=ud_btRigidbody,node=ud_iscenenode}, ud_rigidbody
btRigidBody* r = (btRigidBody*) lua_touserdata(L,-1);
lua_pop(L,2);
btTransform bt = r->getCenterOfMassTransform();
btVector3 p = bt.getOrigin();
pushvector3d(L,p.x(),p.y(),p.z());
return 1;
}
int cbphysgetgravity(lua_State* L){
lua_getfield(L,-1,"rigidbody");//{rigidbody=ud_btRigidbody,node=ud_iscenenode}, ud_rigidbody
btRigidBody* r = (btRigidBody*) lua_touserdata(L,-1);
lua_pop(L,2);
btVector3 p = r->getGravity();
pushvector3d(L,p.x(),p.y(),p.z());
return 1;
}
int cbphysapplygravity(lua_State* L){
lua_getfield(L,-1,"rigidbody");//{rigidbody=ud_btRigidbody,node=ud_iscenenode}, ud_rigidbody
btRigidBody* r = (btRigidBody*) lua_touserdata(L,-1);
lua_pop(L,2);
r->applyGravity();
return 0;
}
//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;
}
static const luaL_reg cbphysbox_m[] = {
{"setcpos", cbphyssetpos},//overload
{"getcpos", cbphysgetpos},
{"getgravity", cbphysgetgravity},
{"applygravity",cbphysapplygravity},
{"setMaterial", cbsetmaterial},
// {"delete", delbphysbox},//client side delete needs to delete the visual representation
{0, 0},
};
void cbphysbox_register(lua_State* L){
bphysbox_register(L);//
lua_getglobal(L,"phys");//{}
lua_pushcfunction(L,newcbphysbox);//{},newcbphysbox()
lua_setfield(L,-2,"newcphysbox");//{}
lua_pop(L,1);//
luaL_getmetatable(L,"phys.physbox");//phys.physbox
lua_newtable(L);//phys.physbox,{}
luaL_register(L,NULL,cbphysbox_m);//phys.physbox,{}
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);
lua_pop(L,1);
}
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