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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 "ilight.hpp"
#include "igeneric.hpp"
#include <shared/lua_api/common.hpp>
using namespace irr;
using namespace video;
using namespace scene;
using namespace core;
extern IrrlichtDevice* device;
//{} :: scene.newlight(radius, {v3 position})
static int newiscenelight(lua_State* L){
printf("Createing light!\n");
double x,y,z;
popvector3d(L,&x,&y,&z);//radius
double radius = lua_tonumber(L,-1);
lua_pop(L,1);//
//Create the mesh
ISceneManager* smgr = device->getSceneManager();
ILightSceneNode* light = smgr->addLightSceneNode(0,vector3df(x,y,z),video::SColor(1.0f,1.0f,1.0f,1.0f),(f32)radius,(s32)-1);
//Create it's lua representation
lua_newtable(L);//{}
lua_pushlightuserdata(L,light);
lua_setfield(L,-2,"node");
//Set it's metatable
luaL_getmetatable(L, "scene.imesh");
lua_setmetatable(L, -2);
return 1;
}
//settype(self,const)
int settype(lua_State *L){
video::E_LIGHT_TYPE type = (video::E_LIGHT_TYPE)lua_tonumber(L,-1);//self,type
lua_pop(L,1);//self
lua_getfield(L,-1,"node");//self,ud_ILightSceneNode
ILightSceneNode *light = (ILightSceneNode*)lua_touserdata(L,-1);
lua_pop(L,2);//
light->setLightType(type);
return 0;
}
static const luaL_reg ilight_m[] = {
{"getpos", iscenegetpos},
{"setpos", iscenesetpos},
{"settype", settype},
{0, 0},
};
void ilight_register(lua_State* L){
lua_getglobal(L,"scene");//{scene}
lua_pushcfunction(L,newiscenelight);//{scene},newiscenelight()
lua_setfield(L,-2,"newlight");//{scene}
set_const(L,ELT_POINT);
set_const(L,ELT_SPOT);
set_const(L,ELT_DIRECTIONAL);
lua_pop(L,1);//
luaL_newmetatable(L,"scene.ilight");//scene.ilight
lua_newtable(L);//scene.ilight,{}
luaL_register(L, NULL, ilight_m);//scene.ilight,{}
lua_setfield(L,-2,"__index");//scene.ilight
lua_pop(L,1);
}
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