Browse Source

Delete some more stuff

Daniele Bartolini 10 years ago
parent
commit
1d7857cfbe
3 changed files with 0 additions and 426 deletions
  1. 0 291
      engine/lua/lua_actor.cpp
  2. 0 58
      engine/lua/lua_controller.cpp
  3. 0 77
      engine/lua/lua_raycast.cpp

+ 0 - 291
engine/lua/lua_actor.cpp

@@ -1,291 +0,0 @@
-/*
- * Copyright (c) 2012-2015 Daniele Bartolini and individual contributors.
- * License: https://github.com/taylor001/crown/blob/master/LICENSE
- */
-
-#include "lua_stack.h"
-#include "lua_environment.h"
-#include "actor.h"
-
-namespace crown
-{
-
-static int actor_world_position(lua_State* L)
-{
-	LuaStack stack(L);
-	stack.push_vector3(stack.get_actor(1)->world_position());
-	return 1;
-}
-
-static int actor_world_rotation(lua_State* L)
-{
-	LuaStack stack(L);
-	stack.push_quaternion(stack.get_actor(1)->world_rotation());
-	return 1;
-}
-
-static int actor_world_pose(lua_State* L)
-{
-	LuaStack stack(L);
-	stack.push_matrix4x4(stack.get_actor(1)->world_pose());
-	return 1;
-}
-
-static int actor_teleport_world_position(lua_State* L)
-{
-	LuaStack stack(L);
-	stack.get_actor(1)->teleport_world_position(stack.get_vector3(2));
-	return 0;
-}
-
-static int actor_teleport_world_rotation(lua_State* L)
-{
-	LuaStack stack(L);
-	stack.get_actor(1)->teleport_world_rotation(stack.get_quaternion(2));
-	return 0;
-}
-
-static int actor_teleport_world_pose(lua_State* L)
-{
-	LuaStack stack(L);
-	stack.get_actor(1)->teleport_world_pose(stack.get_matrix4x4(2));
-	return 0;
-}
-
-static int actor_center_of_mass(lua_State* L)
-{
-	LuaStack stack(L);
-	stack.push_vector3(stack.get_actor(1)->center_of_mass());
-	return 1;
-}
-
-static int actor_enable_gravity(lua_State* L)
-{
-	LuaStack stack(L);
-	stack.get_actor(1)->enable_gravity();
-	return 0;
-}
-
-static int actor_disable_gravity(lua_State* L)
-{
-	LuaStack stack(L);
-	stack.get_actor(1)->disable_gravity();
-	return 0;
-}
-
-static int actor_enable_collision(lua_State* L)
-{
-	LuaStack stack(L);
-	stack.get_actor(1)->enable_collision();
-	return 0;
-}
-
-static int actor_disable_collision(lua_State* L)
-{
-	LuaStack stack(L);
-	stack.get_actor(1)->disable_collision();
-	return 0;
-}
-
-static int actor_set_collision_filter(lua_State* L)
-{
-	LuaStack stack(L);
-	stack.get_actor(1)->set_collision_filter(stack.get_string(2));
-	return 0;
-}
-
-static int actor_set_kinematic(lua_State* L)
-{
-	LuaStack stack(L);
-	stack.get_actor(1)->set_kinematic(stack.get_bool(2));
-	return 0;
-}
-
-static int actor_move(lua_State* L)
-{
-	LuaStack stack(L);
-	stack.get_actor(1)->move(stack.get_vector3(2));
-	return 0;
-}
-
-static int actor_is_static(lua_State* L)
-{
-	LuaStack stack(L);
-	stack.push_bool(stack.get_actor(1)->is_static());
-	return 1;
-}
-
-static int actor_is_dynamic(lua_State* L)
-{
-	LuaStack stack(L);
-	stack.push_bool(stack.get_actor(1)->is_dynamic());
-	return 1;
-}
-
-static int actor_is_kinematic(lua_State* L)
-{
-	LuaStack stack(L);
-	stack.push_bool(stack.get_actor(1)->is_kinematic());
-	return 1;
-}
-
-static int actor_is_nonkinematic(lua_State* L)
-{
-	LuaStack stack(L);
-	stack.push_bool(stack.get_actor(1)->is_nonkinematic());
-	return 1;
-}
-
-
-static int actor_linear_damping(lua_State* L)
-{
-	LuaStack stack(L);
-	stack.push_float(stack.get_actor(1)->linear_damping());
-	return 1;
-}
-
-static int actor_set_linear_damping(lua_State* L)
-{
-	LuaStack stack(L);
-	stack.get_actor(1)->set_linear_damping(stack.get_float(2));
-	return 0;
-}
-
-static int actor_angular_damping(lua_State* L)
-{
-	LuaStack stack(L);
-	stack.push_float(stack.get_actor(1)->angular_damping());
-	return 1;
-}
-
-static int actor_set_angular_damping(lua_State* L)
-{
-	LuaStack stack(L);
-	stack.get_actor(1)->set_angular_damping(stack.get_float(2));
-	return 0;
-}
-
-static int actor_linear_velocity(lua_State* L)
-{
-	LuaStack stack(L);
-	stack.push_vector3(stack.get_actor(1)->linear_velocity());
-	return 1;
-}
-
-static int actor_set_linear_velocity(lua_State* L)
-{
-	LuaStack stack(L);
-	stack.get_actor(1)->set_linear_velocity(stack.get_vector3(2));
-	return 0;
-}
-
-static int actor_angular_velocity(lua_State* L)
-{
-	LuaStack stack(L);
-	stack.push_vector3(stack.get_actor(1)->angular_velocity());
-	return 1;
-}
-
-static int actor_set_angular_velocity(lua_State* L)
-{
-	LuaStack stack(L);
-	stack.get_actor(1)->set_angular_velocity(stack.get_vector3(2));
-	return 0;
-}
-
-static int actor_add_impulse(lua_State* L)
-{
-	LuaStack stack(L);
-	stack.get_actor(1)->add_impulse(stack.get_vector3(2));
-	return 0;
-}
-
-static int actor_add_impulse_at(lua_State* L)
-{
-	LuaStack stack(L);
-	stack.get_actor(1)->add_impulse_at(stack.get_vector3(2), stack.get_vector3(3));
-	return 0;
-}
-
-static int actor_add_torque_impulse(lua_State* L)
-{
-	LuaStack stack(L);
-	stack.get_actor(1)->add_torque_impulse(stack.get_vector3(2));
-	return 0;
-}
-
-static int actor_push(lua_State* L)
-{
-	LuaStack stack(L);
-	stack.get_actor(1)->push(stack.get_vector3(2), stack.get_float(3));
-	return 0;
-}
-
-static int actor_push_at(lua_State* L)
-{
-	LuaStack stack(L);
-	stack.get_actor(1)->push_at(stack.get_vector3(2), stack.get_float(2), stack.get_vector3(3));
-	return 0;
-}
-
-static int actor_is_sleeping(lua_State* L)
-{
-	LuaStack stack(L);
-	stack.push_bool(stack.get_actor(1)->is_sleeping());
-	return 1;
-}
-
-static int actor_wake_up(lua_State* L)
-{
-	LuaStack stack(L);
-	stack.get_actor(1)->wake_up();
-	return 0;
-}
-
-static int actor_unit(lua_State* L)
-{
-	LuaStack stack(L);
-	Unit* unit = stack.get_actor(1)->unit();
-	unit == NULL ? stack.push_nil() : stack.push_unit(unit);
-	return 1;
-}
-
-void load_actor(LuaEnvironment& env)
-{
-	env.load_module_function("Actor", "world_position",          actor_world_position);
-	env.load_module_function("Actor", "world_rotation",          actor_world_rotation);
-	env.load_module_function("Actor", "world_pose",              actor_world_pose);
-	env.load_module_function("Actor", "teleport_world_position", actor_teleport_world_position);
-	env.load_module_function("Actor", "teleport_world_rotation", actor_teleport_world_rotation);
-	env.load_module_function("Actor", "teleport_world_pose",     actor_teleport_world_pose);
-	env.load_module_function("Actor", "center_of_mass",          actor_center_of_mass);
-	env.load_module_function("Actor", "enable_gravity",          actor_enable_gravity);
-	env.load_module_function("Actor", "disable_gravity",         actor_disable_gravity);
-	env.load_module_function("Actor", "enable_collision",        actor_enable_collision);
-	env.load_module_function("Actor", "disable_collision",       actor_disable_collision);
-	env.load_module_function("Actor", "set_collision_filter",    actor_set_collision_filter);
-	env.load_module_function("Actor", "set_kinematic",           actor_set_kinematic);
-	env.load_module_function("Actor", "move",                    actor_move);
-	env.load_module_function("Actor", "is_static",               actor_is_static);
-	env.load_module_function("Actor", "is_dynamic",              actor_is_dynamic);
-	env.load_module_function("Actor", "is_kinematic",            actor_is_kinematic);
-	env.load_module_function("Actor", "is_nonkinematic",         actor_is_nonkinematic);
-	env.load_module_function("Actor", "linear_damping",          actor_linear_damping);
-	env.load_module_function("Actor", "set_linear_damping",      actor_set_linear_damping);
-	env.load_module_function("Actor", "angular_damping",         actor_angular_damping);
-	env.load_module_function("Actor", "set_angular_damping",     actor_set_angular_damping);
-	env.load_module_function("Actor", "linear_velocity",         actor_linear_velocity);
-	env.load_module_function("Actor", "set_linear_velocity",     actor_set_linear_velocity);
-	env.load_module_function("Actor", "angular_velocity",        actor_angular_velocity);
-	env.load_module_function("Actor", "set_angular_velocity",    actor_set_angular_velocity);
-	env.load_module_function("Actor", "add_impulse",             actor_add_impulse);
-	env.load_module_function("Actor", "add_impulse_at",          actor_add_impulse_at);
-	env.load_module_function("Actor", "add_torque_impulse",      actor_add_torque_impulse);
-	env.load_module_function("Actor", "push",                    actor_push);
-	env.load_module_function("Actor", "push_at",                 actor_push_at);
-	env.load_module_function("Actor", "is_sleeping",             actor_is_sleeping);
-	env.load_module_function("Actor", "wake_up",                 actor_wake_up);
-	env.load_module_function("Actor", "unit",                    actor_unit);
-}
-
-} // namespace crown

+ 0 - 58
engine/lua/lua_controller.cpp

@@ -1,58 +0,0 @@
-/*
- * Copyright (c) 2012-2015 Daniele Bartolini and individual contributors.
- * License: https://github.com/taylor001/crown/blob/master/LICENSE
- */
-
-#include "controller.h"
-#include "vector3.h"
-#include "lua_stack.h"
-#include "lua_environment.h"
-
-namespace crown
-{
-
-static int controller_move(lua_State* L)
-{
-	LuaStack stack(L);
-	stack.get_controller(1)->move(stack.get_vector3(2));
-	return 0;
-}
-
-static int controller_position(lua_State* L)
-{
-	LuaStack stack(L);
-	stack.push_vector3(stack.get_controller(1)->position());
-	return 1;
-}
-
-static int controller_collides_up(lua_State* L)
-{
-	LuaStack stack(L);
-	stack.push_bool(stack.get_controller(1)->collides_up());
-	return 1;
-}
-
-static int controller_collides_down(lua_State* L)
-{
-	LuaStack stack(L);
-	stack.push_bool(stack.get_controller(1)->collides_down());
-	return 1;
-}
-
-static int controller_collides_sides(lua_State* L)
-{
-	LuaStack stack(L);
-	stack.push_bool(stack.get_controller(1)->collides_sides());
-	return 1;
-}
-
-void load_controller(LuaEnvironment& env)
-{
-	env.load_module_function("Controller", "move",           controller_move);
-	env.load_module_function("Controller", "position",       controller_position);
-	env.load_module_function("Controller", "collides_up",    controller_collides_up);
-	env.load_module_function("Controller", "collides_down",  controller_collides_down);
-	env.load_module_function("Controller", "collides_sides", controller_collides_sides);
-}
-
-} // namespace crown

+ 0 - 77
engine/lua/lua_raycast.cpp

@@ -1,77 +0,0 @@
-/*
- * Copyright (c) 2012-2015 Daniele Bartolini and individual contributors.
- * License: https://github.com/taylor001/crown/blob/master/LICENSE
- */
-
-#include "lua_stack.h"
-#include "lua_environment.h"
-#include "raycast.h"
-#include "memory.h"
-#include "array.h"
-
-namespace crown
-{
-
-static int raycast_cast(lua_State* L)
-{
-	LuaStack stack(L);
-
-	Raycast* raycast = stack.get_raycast(1);
-	Vector3 from = stack.get_vector3(2);
-	Vector3 dir = stack.get_vector3(3);
-	float length = stack.get_float(4);
-
-	Array<RaycastHit> hits(default_allocator());
-
-	raycast->cast(from, dir, length, hits);
-
-	switch(raycast->mode())
-	{
-		case CollisionMode::CLOSEST:
-		{
-			bool hit = array::size(hits) > 0 ? true : false;
-			stack.push_bool(hit);
-			break;
-		}
-		case CollisionMode::ANY:
-		{
-			bool hit = array::size(hits) > 0 ? true : false;
-			stack.push_bool(hit);
-			if (hit)
-			{
-				stack.push_vector3(hits[0].position);
-				stack.push_float(hits[0].distance);
-				stack.push_vector3(hits[0].normal);
-				stack.push_actor(hits[0].actor);
-				return 5;
-			}
-			break;
-		}
-		case CollisionMode::ALL:
-		{
-			stack.push_table();
-			for (uint32_t i = 0; i < array::size(hits); i++)
-			{
-				stack.push_key_begin(i+1);
-
-				stack.push_table();
-				stack.push_key_begin("position"); stack.push_vector3(hits[i].position);	stack.push_key_end();
-				stack.push_key_begin("distance"); stack.push_float(hits[i].distance); stack.push_key_end();
-				stack.push_key_begin("normal"); stack.push_vector3(hits[i].normal); stack.push_key_end();
-				stack.push_key_begin("actor"); stack.push_actor(hits[i].actor); stack.push_key_end();
-
-				stack.push_key_end();
-			}
-			break;
-		}
-	}
-
-	return 1;
-}
-
-void load_raycast(LuaEnvironment& env)
-{
-	env.load_module_function("Raycast", "cast", raycast_cast);
-}
-
-} // namespace crown