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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(true);
return 0;
}
//collider:getfriction()
int getfriction(lua_State *L){
btCollisionObject *r = popCollider(L);
double fric = r->getFriction();
lua_pushnumber(L, fric);
return 1;
}
//collider:setfriction(number)
int setfriction(lua_State *L){
double friction = lua_tonumber(L,-1);
lua_pop(L,1);
btCollisionObject *r = popCollider(L);
r->setFriction(friction);
return 0;
}
//collider:setpos({x,y,z})
int setpos(lua_State *L){
double x,y,z;
popvector3d(L,&x,&y,&z);
lua_getfield(L,-1,"collider");
btCollisionObject *c = (btCollisionObject*)lua_touserdata(L,-1);
lua_pop(L,1);
btTransform t = c->getWorldTransform();
t.setOrigin(btVector3(x,y,z));
c->setWorldTransform(t);
c->activate();
return 0;
}
//collider:getpos() :: {x,y,z}
int getpos(lua_State *L){
lua_getfield(L,-1,"collider");
btCollisionObject *c = (btCollisionObject*)lua_touserdata(L,-1);
btTransform t = c->getWorldTransform();
btVector3 o = t.getOrigin();
pushvector3d(L,o.x(), o.y(), o.z());
return 1;
}
extern const luaL_reg bcollider_m[] = {
{"activate", activate},
{"getpos", getpos},
{"setpos", setpos},
{"getfriction", getfriction},
{"setfriction", setfriction},
{NULL, NULL}
};
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