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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 "imesh.hpp"
#include "igeneric.hpp"
#include <shared/lua_api/common.hpp>
/***
@module scene
*/
using namespace irr;
using namespace scene;
using namespace core;
using namespace video;
extern IrrlichtDevice* device;
//{} :: scene.newmesh("/path/to/model")
static int newiscenemesh(lua_State* L){//"path/to"
printf("Createing mesh!\n");
int nargs = lua_gettop(L);
if(nargs != 1){
lua_pushfstring(L,"scene.newmesh got %d arguments, expecting 1",nargs);
lua_error(L);
}
//The model for the mesh
const char* modelpath = luaL_optstring(L,1,"error");//"path/to"
lua_pop(L,1);//
//Create the mesh
ISceneManager* smgr = device->getSceneManager();
IAnimatedMesh* amesh = smgr->getMesh(modelpath);
IAnimatedMeshSceneNode* mesh = smgr->addAnimatedMeshSceneNode( amesh );
mesh->setMaterialFlag(EMF_GOURAUD_SHADING,true);
printf("Registered the mesh!\n");
lua_newtable(L);//{}
luaL_getmetatable(L,"scene.imesh");//{},scene.imesh
lua_setmetatable(L,-2);//{}
lua_pushlightuserdata(L,mesh);//{},ud_mesh
lua_setfield(L,-2,"node");//{}
return 1;
}
// ud_node :: ({v3 size}, {v3 origin})
void makenewiscenecube(lua_State* L){
double x,y,z;
popvector3d(L,&x,&y,&z);//{v3 size}
double sx,sy,sz;
popvector3d(L,&sx,&sy,&sz);//{}
IMeshSceneNode* n = device->getSceneManager()->addCubeSceneNode(1,0,-1,core::vector3df(x,y,z),core::vector3df(0,0,0),core::vector3df(sx,sy,sz));
lua_pushlightuserdata(L,n);
}
// {} :: scene.newcube({v3 size}, {v3 origin})
int newiscenecube(lua_State* L){//{v3 size}, {v3 origin}
makenewiscenecube(L);//ud_node
ISceneNode* n = (ISceneNode*)lua_touserdata(L,-1);//ud_node
lua_pop(L,1);//
lua_newtable(L);//{}
luaL_getmetatable(L,"scene.icube");//{},scene.icube
lua_setmetatable(L,-2);//{}
lua_pushlightuserdata(L,n);//{},ud_mesh
lua_setfield(L,-2,"node");//{}
return 1;
}
static const luaL_reg imesh_m[] = {
//{"setMaterial", iscenesetmaterial},
//{"getpos", iscenegetpos},
//{"setpos", iscenesetpos},
// {"remove", removeiguielement},
{0, 0},
};
static const luaL_reg icube_m[] = {
{0,0},
};
void imesh_register(lua_State* L){
luaL_newmetatable(L, "scene.imesh");//scene.icamera
lua_newtable(L);//scene.icamera,{}
luaL_register(L,NULL,imesh_m);//scene.icamera,{}
luaL_register(L,NULL,igeneric_m);
lua_setfield(L,-2,"__index");//scene.icamera
lua_pop(L,1);//
luaL_newmetatable(L,"scene.icube");//scene.icube
lua_newtable(L);//scene.icube, {}
luaL_register(L,NULL,imesh_m);//scene.icube,{}
luaL_register(L,NULL,icube_m);//scene.icube,{}
lua_setfield(L,-2,"__index");//scene.icube
lua_pop(L,1);//
lua_getglobal(L,"scene");
lua_pushcfunction(L,newiscenemesh);
lua_setfield(L,-2,"newmesh");
lua_pushcfunction(L,newiscenecube);
lua_setfield(L,-2,"newcube");
}
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