/* Copyright (c) 2013 Daniele Bartolini, Michele Rossi Copyright (c) 2012 Daniele Bartolini, Simone Boscaratto Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions: The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software. THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ #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