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/*This file defines some things that all igui stuff can do*/
extern "C" {
#include <lua.h>
#include <lauxlib.h>
#include <lualib.h>
}
#include <irrlicht.h>
#include "igeneric.hpp"
#include "../gameparts.hpp"
#include <shared/lua_api/common.hpp>
using namespace irr;
using namespace core;
using namespace scene;
using namespace video;
extern IrrlichtDevice* device;
/*
static LISceneNode* toiscenenode(lua_State* L, int index){
LISceneNode* ret = (LISceneNode*)lua_touserdata(L,index);
if(ret == NULL)
luaL_typerror(L,index,"LISceneNode");
return ret;
}
*/
int iscenegetpos(lua_State* L){//{node=ud_IMeshSceneNode}
lua_getfield(L,-1,"node");//{node=ud_IMeshSceneNode},ud_IMeshSceneNode
ISceneNode* i = (ISceneNode*)lua_touserdata(L,-1);//{node=ud_IMeshSceneNode},ud_IMeshSceneNode
vector3df pos = i->getAbsolutePosition();
lua_pop(L,2);
pushvector3d(L,pos.X,pos.Y,pos.Z);
return 1;
}
int iscenesetpos(lua_State* L){//{node=ud_IMeshSceneNode},{x,y,z}
double x,y,z;
popvector3d(L,&x,&y,&z);//{node=ud_IMeshSceneNode}
lua_getfield(L,-1,"node");//{node=ud_IMeshSceneNode},ud_IMeshSceneNode
ISceneNode* i = (ISceneNode*)lua_touserdata(L,-1);//{node=ud_IMeshSceneNode},ud_IMeshSceneNode
i->setPosition(vector3df(x,y,z));
i->updateAbsolutePosition();
vector3df pos = i->getAbsolutePosition();
//printf("After setting pos, new pos is %f %f %f",pos.X,pos.Y,pos.Z);
lua_pop(L,2);//
return 0;
}
int iscenegetangle(lua_State* L){//{node=ud-IMeshSceneNode}
lua_getfield(L,-1,"node");
ISceneNode* i = (ISceneNode*)lua_touserdata(L,-1);
irr::core::vector3df ang = i->getRotation();
pushvector3d(L,ang.X, ang.Y, ang.Z);
return 1;
}
int iscenesetangle(lua_State* L){//{node=ud_ISceneNode},{x,y,z}
double x,y,z;
popvector3d(L,&x,&y,&z);
lua_getfield(L,-1,"node");
ISceneNode* i = (ISceneNode*)lua_touserdata(L,-1);
irr::core::vector3df ang = irr::core::vector3df(x,y,z);
i->setRotation(ang);
return 0;
}
//iscenesetmaterial(ud_ISceneNode,ud_itexture)
int iscenesetmaterial(lua_State* L){
printf("Calling generic iscenesetmaterial function\n");
ITexture* txt = (ITexture*)lua_touserdata(L,-1);//ud_ISceneNode,ud_itexture
lua_pop(L,1);//ud_ISceneNode
ISceneNode* i = (ISceneNode*)lua_touserdata(L,-1);//ud_ISceneNode
lua_pop(L,2);//
i->setMaterialTexture(0,txt);
return 0;
}
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