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extern "C" {
#include <lua.h>
#include <lauxlib.h>
#include <lualib.h>
}
#include <btBulletDynamicsCommon.h>
#include <btBulletCollisionCommon.h>
#include <shared/lua_api/common.hpp>
extern btDiscreteDynamicsWorld* World;
struct BActionItem: public btActionInterface{
int ref;
lua_State *L;
void updateAction(btCollisionWorld *world, btScalar delta){
lua_rawgeti(this->L,LUA_REGISTRYINDEX,this->ref);//{}
pusherrorfunc(this->L);//{},errfunc()
lua_getfield(this->L,-2,"action");//{},errfunc(),action()
if(lua_isnil(this->L,-1)){//no .action method
lua_pop(this->L,3);
return;
}
lua_pushvalue(this->L,-3);//{},errfunc(),action(),{}
lua_pushlightuserdata(this->L,world);//{},errfunc(),action(),{},ud_world
lua_pushnumber(this->L,delta);//{},errfunc(),action(),{},ud_world,delta
lua_pcall(this->L,3,0,-5);//{},errfunc()
//printf("error:%d\n",err);
lua_pop(this->L,2);
return;
}
void debugDraw(btIDebugDraw *d){
//no debug draw I guess
}
};
int makeaction(lua_State *L){
lua_newtable(L);//{}
int r = luaL_ref(L,LUA_REGISTRYINDEX);
lua_rawgeti(L,LUA_REGISTRYINDEX,r);
BActionItem *a = new BActionItem();
a->ref = r;
a->L = L;
World->addAction(a);
lua_pushlightuserdata(L,a);//{},ud_action
lua_setfield(L,-2,"action");//{}
return 1;
}
int newaction(lua_State *L){
lua_newtable(L);//{}
return 0;
}
int baction_register(lua_State *L){
lua_getglobal(L,"phys");
lua_pushcfunction(L,makeaction);
lua_setfield(L,-2,"makeaction");
lua_pop(L,1);
return 0;
}
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