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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 <btBulletDynamicsCommon.h>
#include <irrlicht.h>
#include <client/lua_api/gameparts.hpp>
#include <shared/lua_api/phys/bphysbox.hpp>
#include "bphysmodel.hpp"
#include <shared/lua_api/common.hpp>
using namespace irr;
using namespace scene;
using namespace core;
using namespace video;
//extern IrrlichtDevice* device;
extern btDiscreteDynamicsWorld* World;
extern core::list<btRigidBody*> Objects;
static LBPhysNode* checkisbphysmodel(lua_State* L, int index){
void* ud = luaL_checkudata(L,index,"phys.physmodel");
luaL_argcheck(L,ud != NULL, index, "'phys.physmodel' expected");
return (LBPhysNode*) ud;
}
//iscenecamera.new(Vector position, Vector lookat, parrent)
// {} {} 0 1
//static int newbphysmodel(lua_State* L){
//printf("Createing bphysbox!\n");
//int nargs = lua_gettop(L);
//if(nargs != 3){
//printf("Incorrect # of args to create a physmodel!");
//}
////The model for the mesh
////const char* modelpath = luaL_optstring(L,1,"error");
//double x,y,z;
//popvector3d(L,&x,&y,&z);
//printf("Found position for phys model: %f %f %f\n",x,y,z);
////Find the vector scale
//double sx,sy,sz;
//popvector3d(L,&sx,&sy,&sz);
//printf("Found scale for phys model: %f %f %f\n",sx,sy,sz);
////find the model path
//const char* mpath = luaL_optstring(L,3,"error.obj");
//printf("I want to use model %s\n", mpath);
//ISceneManager* smgr = device->getSceneManager();
//IMesh* amesh = smgr->getMesh(mpath);
//IMeshBuffer* bf = amesh->getMeshBuffer(0);
//u32 ni = bf->getIndexCount();
//btTriangleMesh* trimesh = new btTriangleMesh();
//for(u32 i = 0; i < ni; i+=3){
//vector3df p1 = bf->getPosition(i + 0);
//vector3df p2 = bf->getPosition(i + 1);
//vector3df p3 = bf->getPosition(i + 2);
//btVector3 b1 = btVector3(p1.X,p1.Y,p1.Z);
//btVector3 b2 = btVector3(p2.X,p2.Y,p2.Z);
//btVector3 b3 = btVector3(p3.X,p3.Y,p3.Z);
//trimesh->addTriangle(b1,b2,b3);
//}
//btCollisionShape* shape = new btConvexTriangleMeshShape(trimesh,true);
//core::vector3df scale = core::vector3df(sx,sy,sz);
//btVector3 pos = btVector3(x,y,z);
//core::vector3df ipos = core::vector3df(x,y,z);
//shape->setLocalScaling(btVector3(sx,sy,sz));
////Find the mass
//float mass = luaL_optint(L,4,0);
//printf("Found mass for physbox:%f\n",mass);
//// Create an Irrlicht cube
//scene::ISceneNode* Node = smgr->addMeshSceneNode(
//amesh,
//(ISceneNode*)0,
//(s32)-1,
//ipos,
//vector3df(0,0,0),
//scale
//);
////Node->setScale(scale);
//printf("Added cube scene node and set it's scale\n");
////Node->setMaterialFlag(video::EMF_WIREFRAME,true)
////Node->setMaterialFlag(video::EMF_NORMALIZE_NORMALS, true);
//Node->setMaterialFlag(video::EMF_LIGHTING,true);
////Node->setMaterialTexture(0, device->getVideoDriver()->getTexture("../data/wall.jpg"));
//printf("Set node's lighting stuff...\n");
//// Set the initial position of the object
//btTransform Transform;
//Transform.setIdentity();
//Transform.setOrigin(pos);
//printf("Created transform at pos...\n");
//// Give it a default MotionState
//btDefaultMotionState *MotionState = new btDefaultMotionState(Transform);
//// Create the shape
//// btVector3 HalfExtents(sx * 0.5f, sy * 0.5f, sz * 0.5f);
//// btCollisionShape *Shape = new btBoxShape(HalfExtents);
//printf("Created collision shape...");
//// Add mass
//btVector3 LocalInertia;
//shape->calculateLocalInertia(mass, LocalInertia);
//// Create the rigid body object
//btRigidBody *RigidBody = new btRigidBody(mass, MotionState, shape, LocalInertia);
//printf("Created rigidboxy...");
//// Store a pointer to the irrlicht node so we can update it later
//RigidBody->setUserPointer((void *)(Node));
//printf("Set user pointer");
//// Add it to the world
//World->addRigidBody(RigidBody);
//printf("Added to world");
//Objects.push_back(RigidBody);
////Register it's callback
//printf("Everything created, makeing the lua representation\n");
////Create it's lua representation
//LBPhysNode* pnode = (LBPhysNode*)lua_newuserdata(L, sizeof(LBPhysNode));
//int tref = luaL_ref(L,LUA_REGISTRYINDEX);
////iguielements[lcam] = tref;
//lua_rawgeti(L,LUA_REGISTRYINDEX,tref);//Put it back on the stack since luaL_ref pops the object.
////Set it's metatable
//luaL_getmetatable(L, "phys.physmodel");
//lua_setmetatable(L, -2);
////Create the struct
//pnode->n = Node;
//pnode->r = RigidBody;
//pnode->funcmap = hashmap_new();
//pnode->type = "bphysbox";
//printf("Done createing lua representation!\n");
////Free up anything made in this function
////free(label);
////Put it on top and return it
//lua_rawgeti(L,LUA_REGISTRYINDEX,tref);
//return 1;
//}
static const luaL_reg bphysbuffer_f[] = {
//{"new", newbphysmodel},
// {"gethandeler", guigethandeler},
// {"sethandeler", guisethandeler},
{0,0},
};
static const luaL_reg bphysbuffer_m[] = {
//{"setmaterial", iscenesetmaterial},
//{"getpos", bphysgetpos},
//{"setpos", bphyssetpos},
// {"settext", setiguitext},
// {"remove", removeiguielement},
{0, 0},
};
void bphysbuffer_register(lua_State* L){
//device = d;
luaL_newmetatable(L, "phys.physbuffer");//{m_physbuffer}
lua_newtable(L);//{m_physbuffer},{}
luaL_register(L,"physbuffer",bphysbuffer_m);//{m_physbuffer},{physbuffer}
lua_setfield(L,-2,"__index");//{m_physbuffer}
lua_pop(L,1);
}
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