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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 "lua_api/load_video.hpp"
#include "lua_api/load_io.hpp"
#include "callbackhandeler.hpp"
#include <shared/lua_api/common.hpp>
#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;
lua_State* L;
IrrlichtDevice* device;
IVideoDriver* driver;
void loadIrrLibs(lua_State* L, IrrlichtDevice* device){
printf("Loading guifuncs...");
load_guifuncs(L);
printf("[OK]\n");
printf("Loading gamefuncs...");
load_gamefuncs(L);
printf("[OK]\n");
printf("Loading scenefuncs...");
load_scenefuncs(L);
printf("[OK]\n");
printf("Loading physfuncs...");
load_physfuncs(L);
printf("[OK]\n");
printf("Loading videofuncs...");
load_videofuncs(L);
printf("[OK]\n");
load_iofuncs(L);
}
void RemoveISceneNode(btRigidBody* rb){
ISceneNode *Node = static_cast<ISceneNode*>(rb->getUserPointer());
if(Node)
Node->remove();
}
// 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){
if(TObject->getUserPointer() != NULL){
//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]));
}
}
SColor background = SColor(255,100,101,140);
//setbackgroundcolor(r,g,b)
int setbackgroundcolor(lua_State* L){
long r,g,b;
popvector3i(L,&r,&g,&b);
background = SColor(255,r,g,b);
return 0;
}
int main(int argc, char *argv[]){
printf("Brok[en]gine Client\n");
// Initialize bullet
phys_genesis();
//Create a new lua state, this gets shared everywhere
//Set the path for lua
putenv("LUA_PATH=?.lua");
lua_State *state = luaL_newstate();
L = state;
printf("Created lua state at %p\n",L);
//Load the lua libraries
loadLLibs(state);
//Defined in initdevice.cpp, creates the irrlicht device
printf("Argc: %d\n",argc);
char *path;
if(argc == 2){
path = argv[1];
}else{
path = (char*)"../data";
}
device = spawnIrrDevice(state,path);
if (!device){
printf("Failed to initalize device\n");
return 1;
}
device->getFileSystem()->changeWorkingDirectoryTo(path);
//ILogger* log = device->getLogger();
//log->setLogLevel(ELL_NONE);
//Loads libraries for interfaceing with irrlicht
luaL_openlibs(state);
loadIrrLibs(state,device);
loadNetLibs(state);
printf("Loadded irr libs...\n");
//Sets the global event handeler
printf("Creating event receiver\n");
GlobalEventReceiver ger = GlobalEventReceiver(device);
printf("Created event receiver\n");
device->setEventReceiver(&ger);
int iErr = luaL_dofile(state,"init.lua");
if(iErr != 0){
printf("Failed to open lua file:%s/init.lua\n",path);
lua_error(state);
}
//Load some bullet physics stuff
driver = device->getVideoDriver();
ISceneManager* smgr = device->getSceneManager();
IGUIEnvironment* guienv = device->getGUIEnvironment();
device->setWindowCaption(L"Brok[en]gine Client v0.1\n");
printf("Everything registered, about to start running device!\n");
lua_getglobal(L,"GAME");
lua_pushcfunction(L,setbackgroundcolor);
lua_setfield(L,-2,"setbackgroundcolor");
lua_pop(L,1);
printf("About to check if device run\n");
printf("Device is %p\n",device);
while(device->run()){
//printf("Start gameloop net\n");
gameloop_net(L);
//printf("End gameloop net\n");
//printf("Start gameloop phys\n");
gameloop_phys(UpdateElement);
//printf("End gameloop phys\n");
if(device->isWindowActive()){
driver->beginScene(true, true, background);
lua_getglobal(state,"GAME");
lua_getfield(state,-1,"draw");
if(!lua_isnil(state,-1)){
lua_call(state,0,0);
lua_pop(state,1);
}else{
lua_pop(state,2);
}
smgr->drawAll();
guienv->drawAll();
driver->endScene();
}else{
device->yield();
}
lua_getglobal(state,"GAME");//{}
lua_getfield(state,-1,"tick");//{},function_tick()
if(!lua_isnil(state,-1)){
lua_call(state,0,0);
lua_pop(state,1);
}else{
lua_pop(state,2);
}
}
phys_shutdown(RemoveISceneNode);
device->drop();
printf("Goodbye\n");
return 0;
}
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