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#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 <irrlicht.h>
#include "../gameparts.hpp"
#include "icamera.hpp"
#include "igeneric.hpp"
#include <shared/lua_api/common.hpp>
using namespace irr;
using namespace scene;
using namespace core;
extern IrrlichtDevice* device;
static int newiscenemayacamera(lua_State* L){
printf("createing maya camera!\n");
ISceneManager* smgr = device->getSceneManager();
ICameraSceneNode* cam = smgr->addCameraSceneNodeMaya();
printf("cam is %p",cam);
lua_newtable(L);//{}
lua_pushlightuserdata(L,cam);
lua_setfield(L,-2,"node");
//Set it's metatable
luaL_getmetatable(L, "scene.iscenemayacamera");
lua_setmetatable(L, -2);
return 1;
}
// ifpscamera.new()
static int newiscenefpscamera(lua_State* L){//
ISceneManager* smgr = device->getSceneManager();
ICameraSceneNode* cam = smgr->addCameraSceneNodeFPS();
lua_newtable(L);//{}
lua_pushlightuserdata(L,cam);//{},ud_cam
lua_setfield(L,-2,"node");
//LISceneNode* lcam = (LISceneNode*)lua_newuserdata(L, sizeof(LISceneNode));//userdata_scenenode
//Set it's metatable
luaL_getmetatable(L, "scene.ifpscamera");//userdata_scenenode,scene.ifpscamera
lua_setmetatable(L, -2);//userdata_scenenode
//Create the struct
//lcam->n = cam;
//lcam->funcmap = hashmap_new();
//lcam->type = "iscenefpscamera";
return 1;
}
//iscenecamera.new(Vector position, Vector lookat,{node=parent})
static int newiscenecamera(lua_State* L){
printf("Createing camera!\n");
int nargs = lua_gettop(L);
double px,py,pz;
double lx,ly,lz;
ISceneNode* parent = NULL;
if(nargs == 3){
lua_getfield(L,-1,"node");//{position},{lookat},{parent},ud_ISceneNode
parent = (ISceneNode*)lua_touserdata(L,-1);
lua_pop(L,2);//{position},{lookat}
}
//{position},{lookat}
//The position of the camera
popvector3d(L,&px,&py,&pz);//{position}
printf("position of camera was %f,%f,%f\n",px,py,pz);
popvector3d(L,&lx,&ly,&lz);//
printf("lookat of camera was %f,%f,%f\n",lx,ly,lz);
//If the element has a parrent
if(nargs >= 3){
printf("got the parrent, %p\n",parent);
}
//Create the camera
ISceneManager* smgr = device->getSceneManager();
ICameraSceneNode* cam = smgr->addCameraSceneNode(0, vector3df(px,py,pz), vector3df(lx,ly,lz));
printf("Registered the camera!\n");
lua_newtable(L);//{}
lua_pushlightuserdata(L,cam);//{},ud_cam
lua_setfield(L,-2,"node");//{node=ud_cam}
luaL_getmetatable(L,"scene.icamera");//{node=ud_cam},{scene.icamera}
lua_setmetatable(L,-2);//{cam}
return 1;
}
static const luaL_reg icamera_m[] = {
{"getpos", iscenegetpos},
{"setpos", iscenesetpos},
{"getangle", iscenegetangle},
{"setangle", iscenesetangle},
{0, 0},
};
static const luaL_reg imayacamera_m[] = {
{0,0},
};
static const luaL_reg ifpscamera_m[] = {
{"getpos", iscenegetpos},
{0,0},
};
void icamera_register(lua_State* L){
luaL_newmetatable(L, "scene.icamera");//scene.icamera
lua_newtable(L);//scene.icamera, {}
luaL_register(L,NULL,icamera_m);//scene.icamera, {}
lua_setfield(L,-2,"__index");//scene.icamera
lua_pop(L,1);//
luaL_newmetatable(L, "scene.imayacamera");//scene.imayacamera
lua_newtable(L);//scene.imayascamera,{}
luaL_register(L,NULL,imayacamera_m);//scene.imayascamera,{}
luaL_register(L,NULL,icamera_m);//scene.imayascamera,{}
lua_setfield(L,-2,"__index");//scene.imayascamera
lua_pop(L,1);//
luaL_newmetatable(L,"scene.ifpscamera");//scene.ifpscamera
lua_newtable(L);//scene.ifpscamera, {}
luaL_register(L,NULL,ifpscamera_m);//scene.ifpscamera,{}
luaL_register(L,NULL,icamera_m);//scene.ifpscamera,{}
lua_setfield(L,-2,"__index");//scene.ifpscamera
lua_pop(L,1);//
lua_getglobal(L,"scene");//{}
lua_pushcfunction(L,newiscenecamera);//{},newiscenecamera()
lua_setfield(L,-2,"newcamera");//{}
lua_pushcfunction(L,newiscenefpscamera);//{},newiscenefpscamera()
lua_setfield(L,-2,"newfpscamera");//{}
lua_pushcfunction(L,newiscenemayacamera);//{},newiscenemayacamera()
lua_setfield(L,-2,"newmayacamera");//{}
lua_pop(L,1);//
}
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