/* * 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