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@@ -1,147 +0,0 @@
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-#include "Device.h"
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-#include "ScriptSystem.h"
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-
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-
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-namespace crown
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-{
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-// FIXME FIXME FIXME
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-const char* ScriptSystem::BOOT_SCRIPT = "path/to/game.lua";
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-
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-
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-//-----------------------------------------------------------
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-// ScriptSystem
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-//-----------------------------------------------------------
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-
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-//-----------------------------------------------------------
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-ScriptSystem::ScriptSystem() :
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- m_vec2_count(0),
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- m_vec3_count(0),
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- m_mat4_count(0),
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- m_quat_count(0)
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-{
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-}
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-
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-//-----------------------------------------------------------
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-Vec2* ScriptSystem::next_vec2(float nx, float ny)
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-{
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- uint32_t current = m_vec2_count;
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-
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- m_vec2_list[current].x = nx;
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- m_vec2_list[current].y = ny;
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-
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- m_vec2_count++;
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-
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- return &m_vec2_list[current];
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-}
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-
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-//-----------------------------------------------------------
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-Vec3& ScriptSystem::next_vec3(float nx, float ny, float nz)
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-{
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- uint32_t current = m_vec3_count;
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-
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- m_vec3_list[current].x = nx;
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- m_vec3_list[current].y = ny;
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- m_vec3_list[current].z = nz;
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-
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- m_vec3_count++;
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-
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- return m_vec3_list[current];
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-}
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-
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-//-----------------------------------------------------------
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-Mat4& ScriptSystem::next_mat4(float r1c1, float r2c1, float r3c1, float r1c2, float r2c2, float r3c2, float r1c3, float r2c3, float r3c3)
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-{
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- uint32_t current = m_mat4_count;
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-
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- m_mat4_list[current].m[0] = r1c1;
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- m_mat4_list[current].m[1] = r2c1;
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- m_mat4_list[current].m[2] = r3c1;
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- m_mat4_list[current].m[3] = 0;
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- m_mat4_list[current].m[4] = r1c2;
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- m_mat4_list[current].m[5] = r2c2;
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- m_mat4_list[current].m[6] = r3c2;
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- m_mat4_list[current].m[7] = 0;
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- m_mat4_list[current].m[8] = r1c3;
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- m_mat4_list[current].m[9] = r2c3;
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- m_mat4_list[current].m[10] = r3c3;
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- m_mat4_list[current].m[11] = 0;
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- m_mat4_list[current].m[12] = 0;
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- m_mat4_list[current].m[13] = 0;
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- m_mat4_list[current].m[14] = 0;
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- m_mat4_list[current].m[15] = 1;
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-
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- m_mat4_count++;
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-
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- return m_mat4_list[current];
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-}
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-
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-//-----------------------------------------------------------
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-Quat& ScriptSystem::next_quat(float angle, const Vec3& v)
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-{
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- uint32_t current = m_quat_count;
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-
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- m_quat_list[current].w = angle;
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- m_quat_list[current].v = v;
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-
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- m_quat_count++;
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-
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- return m_quat_list[current];
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-}
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-
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-//-----------------------------------------------------------
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-uint32_t ScriptSystem::vec2_used()
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-{
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- return m_vec2_count;
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-}
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-//-----------------------------------------------------------
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-uint32_t ScriptSystem::vec3_used()
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-{
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- return m_vec3_count;
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-}
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-
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-//-----------------------------------------------------------
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-uint32_t ScriptSystem::mat4_used()
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-{
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- return m_mat4_count;
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-}
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-
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-//-----------------------------------------------------------
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-uint32_t ScriptSystem::quat_used()
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-{
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- return m_quat_count;
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-}
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-
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-
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-//-----------------------------------------------------------
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-// Lua State
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-//-----------------------------------------------------------
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-
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-//-----------------------------------------------------------
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-// Extern C
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-//-----------------------------------------------------------
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-
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-//-----------------------------------------------------------
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-uint32_t script_system_vec2_used()
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-{
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- return device()->script_system()->vec2_used();
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-}
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-
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-//-----------------------------------------------------------
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-uint32_t script_system_vec3_used()
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-{
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- return device()->script_system()->vec3_used();
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-}
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-
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-//-----------------------------------------------------------
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-uint32_t script_system_mat4_used()
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-{
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- return device()->script_system()->mat4_used();
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-}
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-
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-//-----------------------------------------------------------
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-uint32_t script_system_quat_used()
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-{
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- return device()->script_system()->quat_used();
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-}
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-
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-} // namespace crown
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