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#include <stdio.h>
#include <stdlib.h>
extern "C" {
#include <lua.h>
#include <lauxlib.h>
#include <lualib.h>
}
#include <irrlicht.h>
#include <chrono>
#include <btBulletDynamicsCommon.h>
#include <cstdlib>
#include "initdevice.hpp"
#include "menuhandeler.hpp"
#include "lua_api/load_gui.hpp"
#include "lua_api/load_game.hpp"
#include "lua_api/load_scene.hpp"
#include "lua_api/load_phys.hpp"
#include "callbackhandeler.hpp"
#include "../shared/lua_api/common.h"
#include "../shared/lua_api/load_net.hpp"
#include "../shared/phys/physcommon.hpp"
using namespace irr;
using namespace core;
using namespace scene;
using namespace video;
using namespace io;
using namespace gui;
using namespace std::chrono;
//btDiscreteDynamicsWorld* World;
//irr::core::list<btRigidBody*> Objects;
lua_State* L;
IrrlichtDevice* device;
void loadIrrLibs(lua_State* L, IrrlichtDevice* device){
printf("Loading guifuncs...\n");
load_guifuncs(L);
load_gamefuncs(L);
load_scenefuncs(L);
load_physfuncs(L);
}
static int GetRandInt(int TMax) { return rand() % TMax; }
void RemoveISceneNode(btRigidBody* rb){
ISceneNode *Node = static_cast<ISceneNode*>(rb->getUserPointer());
Node->remove();
}
/*
// Removes all objects from the world
void ClearObjects(btDiscreteDynamicsWorld* wr, core::list<btRigidBody*> objs, void(*f)(btRigidBody*)) {
for(list<btRigidBody *>::Iterator Iterator = objs.begin(); Iterator != objs.end(); ++Iterator) {
btRigidBody *Object = *Iterator;
if(f){
(*f)(Object);
}
// Delete irrlicht node
ISceneNode *Node = static_cast<ISceneNode *>(Object->getUserPointer());
Node->remove();
// Remove the object from the world
wr->removeRigidBody(Object);
delete Object;
}
objs.clear();
}
*/
// Converts a quaternion to an euler angle
void QuaternionToEuler(const btQuaternion &TQuat, btVector3 &TEuler) {
btScalar W = TQuat.getW();
btScalar X = TQuat.getX();
btScalar Y = TQuat.getY();
btScalar Z = TQuat.getZ();
float WSquared = W * W;
float XSquared = X * X;
float YSquared = Y * Y;
float ZSquared = Z * Z;
TEuler.setX(atan2f(2.0f * (Y * Z + X * W), -XSquared - YSquared + ZSquared + WSquared));
TEuler.setY(asinf(-2.0f * (X * Z - Y * W)));
TEuler.setZ(atan2f(2.0f * (X * Y + Z * W), XSquared - YSquared - ZSquared + WSquared));
TEuler *= core::RADTODEG;
}
void UpdateElement(btRigidBody* TObject){
//UpdateRender(*Iterator);
scene::ISceneNode *Node = static_cast<scene::ISceneNode *>((TObject)->getUserPointer());
// Set position
btVector3 Point = TObject->getCenterOfMassPosition();
Node->setPosition(core::vector3df((f32)Point[0], (f32)Point[1], (f32)Point[2]));
// Set rotation
btVector3 EulerRotation;
QuaternionToEuler(TObject->getOrientation(), EulerRotation);
Node->setRotation(core::vector3df(EulerRotation[0], EulerRotation[1], EulerRotation[2]));
}
/*
// Runs the physics simulation.
// - TDeltaTime tells the simulation how much time has passed since the last frame so the simulation can run independently of the frame rate. Optionally pass in an argument that will be called on every rigidbody in the world
void UpdatePhysics(double TDeltaTime, void(*f)(btRigidBody*)) {
World->stepSimulation(TDeltaTime * 0.02f, 60);
// Relay the object's orientation to irrlicht
for(core::list<btRigidBody *>::Iterator it = Objects.begin(); it != Objects.end(); ++it) {
(*f)(*it);
}
}
*/
int main(int argc, char *argv[]){
printf("Brok[en]gine Client");
// Initialize bullet
/*
btBroadphaseInterface *BroadPhase = new btAxisSweep3(btVector3(-1000, -1000, -1000), btVector3(1000, 1000, 1000));
printf("Broadphase\n");
btDefaultCollisionConfiguration *CollisionConfiguration = new btDefaultCollisionConfiguration();
printf("Collision config\n");
btCollisionDispatcher *Dispatcher = new btCollisionDispatcher(CollisionConfiguration);
printf("Dispatcher\n");
btSequentialImpulseConstraintSolver *Solver = new btSequentialImpulseConstraintSolver();
printf("Solver\n");
World = new btDiscreteDynamicsWorld(Dispatcher, BroadPhase, Solver, CollisionConfiguration);
printf("Physics world init ok.\n");
*/
phys_genesis();
//Create a new lua state, this gets shared everywhere
lua_State *state = luaL_newstate();
L = state;
//Load the lua libraries
loadLLibs(state);
//Defined in initdevice.cpp, creates the irrlicht device
device = spawnIrrDevice(state);
if (!device)
return 1;
//Loads libraries for interfaceing with irrlicht
loadIrrLibs(state,device);
loadNetLibs(state);
printf("Loadded irr libs...\n");
//Sets the global event handeler
GlobalEventReceiver ger = GlobalEventReceiver(device);
device->setEventReceiver(&ger);
int iErr = luaL_dofile(state,"../data/guitest.lua");
if(iErr != 0){
lua_error(state);
printf("Failed to open lua file:../data/guitest.lua\n");
}
//Load some bullet physics stuff
//Load some menu
loadMenu("Some menu",device);
IVideoDriver* driver = device->getVideoDriver();
ISceneManager* smgr = device->getSceneManager();
IGUIEnvironment* guienv = device->getGUIEnvironment();
ITimer* irrTimer = device->getTimer();
device->setWindowCaption(L"Bork[en]gine Client");
printf("Everything registered, about to start running device!\n");
//u32 TimeStamp = irrTimer->getTime(), DeltaTime = 0;
//high_resolution_clock::time_point t1 = high_resolution_clock::now();
while(device->run()){
gameloop_net(L);
gameloop_phys(UpdateElement);
if(device->isWindowActive()){
//high_resolution_clock::time_point now = high_resolution_clock::now();
//duration<double> delta = now-t1;
//double steps = delta.count() * 100;
//UpdatePhysics(steps,UpdateElement);
//t1 = now;
driver->beginScene(true, true, SColor(255,100,101,140));
smgr->drawAll();
guienv->drawAll();
driver->endScene();
}else{
device->yield();
}
lua_getglobal(state,"GAME");
lua_getfield(state,-1,"tick");
if(!lua_isnil(state,-1))
lua_call(state,0,0);
lua_pop(state,2);
}
printf("Closeing lua state...\n");
//lua_close(state);
//printf("clearing objects...\n");
//ClearObjects(World,Objects,RemoveISceneNode); //Clearing objects must be done after we droped the device.
phys_shutdown(RemoveISceneNode);
/*
printf("cleared objects\n");
delete BroadPhase;
printf("deleted broadphase\n");
delete CollisionConfiguration;
printf("deleted collision config\n");
delete Dispatcher;
printf("Deleted dispatcher\n");
delete Solver;
printf("deleted solver\n");
delete World; //Muah ha ha
printf("deleted world\n");
*/
device->drop();
printf("droped device\n");
return 0;
}
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