aboutsummaryrefslogtreecommitdiff
path: root/src/shared/lua_api/phys/bcollider.cpp
blob: 356c5042e64f4fbf88071494e01d57ce1e45bdbe (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
extern "C" {
  #include <lua.h>
  #include <lauxlib.h>
  #include <lualib.h>
}
#include <btBulletDynamicsCommon.h>
#include <shared/lua_api/common.hpp>
#include "bcollider.hpp"


/*Collider things from lua have the form of:
{
	type = "ghost" | "multi" | "rigidbody" | "softbody"
	collider = ud_btCollisionObject,
	node = ud_ISceneNode, --Optional, on client
}
*/
btCollisionObject* popCollider(lua_State *L){
	lua_getfield(L,-1,"collider");
	btCollisionObject *r = (btCollisionObject*)lua_touserdata(L,-1);
	lua_pop(L,2);
	return r;
}

/***
Activates this object.
If this object was sleeping, it will move again. If you are using
applyforce or setvelocity, you will need to activate() the rigidbody for it
to move.
@function collider:activate()
*/
//collider:activate()
int activate(lua_State *L){
	btCollisionObject *r = popCollider(L);

	r->activate();

	return 0;
}

extern const luaL_reg bcollider_m[] = {
	{"activate",         activate},
	{NULL, NULL}
};