lua_actor.cpp 7.8 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291
  1. /*
  2. * Copyright (c) 2012-2014 Daniele Bartolini and individual contributors.
  3. * License: https://github.com/taylor001/crown/blob/master/LICENSE
  4. */
  5. #include "lua_stack.h"
  6. #include "lua_environment.h"
  7. #include "actor.h"
  8. namespace crown
  9. {
  10. static int actor_world_position(lua_State* L)
  11. {
  12. LuaStack stack(L);
  13. stack.push_vector3(stack.get_actor(1)->world_position());
  14. return 1;
  15. }
  16. static int actor_world_rotation(lua_State* L)
  17. {
  18. LuaStack stack(L);
  19. stack.push_quaternion(stack.get_actor(1)->world_rotation());
  20. return 1;
  21. }
  22. static int actor_world_pose(lua_State* L)
  23. {
  24. LuaStack stack(L);
  25. stack.push_matrix4x4(stack.get_actor(1)->world_pose());
  26. return 1;
  27. }
  28. static int actor_teleport_world_position(lua_State* L)
  29. {
  30. LuaStack stack(L);
  31. stack.get_actor(1)->teleport_world_position(stack.get_vector3(2));
  32. return 0;
  33. }
  34. static int actor_teleport_world_rotation(lua_State* L)
  35. {
  36. LuaStack stack(L);
  37. stack.get_actor(1)->teleport_world_rotation(stack.get_quaternion(2));
  38. return 0;
  39. }
  40. static int actor_teleport_world_pose(lua_State* L)
  41. {
  42. LuaStack stack(L);
  43. stack.get_actor(1)->teleport_world_pose(stack.get_matrix4x4(2));
  44. return 0;
  45. }
  46. static int actor_center_of_mass(lua_State* L)
  47. {
  48. LuaStack stack(L);
  49. stack.push_vector3(stack.get_actor(1)->center_of_mass());
  50. return 1;
  51. }
  52. static int actor_enable_gravity(lua_State* L)
  53. {
  54. LuaStack stack(L);
  55. stack.get_actor(1)->enable_gravity();
  56. return 0;
  57. }
  58. static int actor_disable_gravity(lua_State* L)
  59. {
  60. LuaStack stack(L);
  61. stack.get_actor(1)->disable_gravity();
  62. return 0;
  63. }
  64. static int actor_enable_collision(lua_State* L)
  65. {
  66. LuaStack stack(L);
  67. stack.get_actor(1)->enable_collision();
  68. return 0;
  69. }
  70. static int actor_disable_collision(lua_State* L)
  71. {
  72. LuaStack stack(L);
  73. stack.get_actor(1)->disable_collision();
  74. return 0;
  75. }
  76. static int actor_set_collision_filter(lua_State* L)
  77. {
  78. LuaStack stack(L);
  79. stack.get_actor(1)->set_collision_filter(stack.get_string(2));
  80. return 0;
  81. }
  82. static int actor_set_kinematic(lua_State* L)
  83. {
  84. LuaStack stack(L);
  85. stack.get_actor(1)->set_kinematic(stack.get_bool(2));
  86. return 0;
  87. }
  88. static int actor_move(lua_State* L)
  89. {
  90. LuaStack stack(L);
  91. stack.get_actor(1)->move(stack.get_vector3(2));
  92. return 0;
  93. }
  94. static int actor_is_static(lua_State* L)
  95. {
  96. LuaStack stack(L);
  97. stack.push_bool(stack.get_actor(1)->is_static());
  98. return 1;
  99. }
  100. static int actor_is_dynamic(lua_State* L)
  101. {
  102. LuaStack stack(L);
  103. stack.push_bool(stack.get_actor(1)->is_dynamic());
  104. return 1;
  105. }
  106. static int actor_is_kinematic(lua_State* L)
  107. {
  108. LuaStack stack(L);
  109. stack.push_bool(stack.get_actor(1)->is_kinematic());
  110. return 1;
  111. }
  112. static int actor_is_nonkinematic(lua_State* L)
  113. {
  114. LuaStack stack(L);
  115. stack.push_bool(stack.get_actor(1)->is_nonkinematic());
  116. return 1;
  117. }
  118. static int actor_linear_damping(lua_State* L)
  119. {
  120. LuaStack stack(L);
  121. stack.push_float(stack.get_actor(1)->linear_damping());
  122. return 1;
  123. }
  124. static int actor_set_linear_damping(lua_State* L)
  125. {
  126. LuaStack stack(L);
  127. stack.get_actor(1)->set_linear_damping(stack.get_float(2));
  128. return 0;
  129. }
  130. static int actor_angular_damping(lua_State* L)
  131. {
  132. LuaStack stack(L);
  133. stack.push_float(stack.get_actor(1)->angular_damping());
  134. return 1;
  135. }
  136. static int actor_set_angular_damping(lua_State* L)
  137. {
  138. LuaStack stack(L);
  139. stack.get_actor(1)->set_angular_damping(stack.get_float(2));
  140. return 0;
  141. }
  142. static int actor_linear_velocity(lua_State* L)
  143. {
  144. LuaStack stack(L);
  145. stack.push_vector3(stack.get_actor(1)->linear_velocity());
  146. return 1;
  147. }
  148. static int actor_set_linear_velocity(lua_State* L)
  149. {
  150. LuaStack stack(L);
  151. stack.get_actor(1)->set_linear_velocity(stack.get_vector3(2));
  152. return 0;
  153. }
  154. static int actor_angular_velocity(lua_State* L)
  155. {
  156. LuaStack stack(L);
  157. stack.push_vector3(stack.get_actor(1)->angular_velocity());
  158. return 1;
  159. }
  160. static int actor_set_angular_velocity(lua_State* L)
  161. {
  162. LuaStack stack(L);
  163. stack.get_actor(1)->set_angular_velocity(stack.get_vector3(2));
  164. return 0;
  165. }
  166. static int actor_add_impulse(lua_State* L)
  167. {
  168. LuaStack stack(L);
  169. stack.get_actor(1)->add_impulse(stack.get_vector3(2));
  170. return 0;
  171. }
  172. static int actor_add_impulse_at(lua_State* L)
  173. {
  174. LuaStack stack(L);
  175. stack.get_actor(1)->add_impulse_at(stack.get_vector3(2), stack.get_vector3(3));
  176. return 0;
  177. }
  178. static int actor_add_torque_impulse(lua_State* L)
  179. {
  180. LuaStack stack(L);
  181. stack.get_actor(1)->add_torque_impulse(stack.get_vector3(2));
  182. return 0;
  183. }
  184. static int actor_push(lua_State* L)
  185. {
  186. LuaStack stack(L);
  187. stack.get_actor(1)->push(stack.get_vector3(2), stack.get_float(3));
  188. return 0;
  189. }
  190. static int actor_push_at(lua_State* L)
  191. {
  192. LuaStack stack(L);
  193. stack.get_actor(1)->push_at(stack.get_vector3(2), stack.get_float(2), stack.get_vector3(3));
  194. return 0;
  195. }
  196. static int actor_is_sleeping(lua_State* L)
  197. {
  198. LuaStack stack(L);
  199. stack.push_bool(stack.get_actor(1)->is_sleeping());
  200. return 1;
  201. }
  202. static int actor_wake_up(lua_State* L)
  203. {
  204. LuaStack stack(L);
  205. stack.get_actor(1)->wake_up();
  206. return 0;
  207. }
  208. static int actor_unit(lua_State* L)
  209. {
  210. LuaStack stack(L);
  211. Unit* unit = stack.get_actor(1)->unit();
  212. unit == NULL ? stack.push_nil() : stack.push_unit(unit);
  213. return 1;
  214. }
  215. void load_actor(LuaEnvironment& env)
  216. {
  217. env.load_module_function("Actor", "world_position", actor_world_position);
  218. env.load_module_function("Actor", "world_rotation", actor_world_rotation);
  219. env.load_module_function("Actor", "world_pose", actor_world_pose);
  220. env.load_module_function("Actor", "teleport_world_position", actor_teleport_world_position);
  221. env.load_module_function("Actor", "teleport_world_rotation", actor_teleport_world_rotation);
  222. env.load_module_function("Actor", "teleport_world_pose", actor_teleport_world_pose);
  223. env.load_module_function("Actor", "center_of_mass", actor_center_of_mass);
  224. env.load_module_function("Actor", "enable_gravity", actor_enable_gravity);
  225. env.load_module_function("Actor", "disable_gravity", actor_disable_gravity);
  226. env.load_module_function("Actor", "enable_collision", actor_enable_collision);
  227. env.load_module_function("Actor", "disable_collision", actor_disable_collision);
  228. env.load_module_function("Actor", "set_collision_filter", actor_set_collision_filter);
  229. env.load_module_function("Actor", "set_kinematic", actor_set_kinematic);
  230. env.load_module_function("Actor", "move", actor_move);
  231. env.load_module_function("Actor", "is_static", actor_is_static);
  232. env.load_module_function("Actor", "is_dynamic", actor_is_dynamic);
  233. env.load_module_function("Actor", "is_kinematic", actor_is_kinematic);
  234. env.load_module_function("Actor", "is_nonkinematic", actor_is_nonkinematic);
  235. env.load_module_function("Actor", "linear_damping", actor_linear_damping);
  236. env.load_module_function("Actor", "set_linear_damping", actor_set_linear_damping);
  237. env.load_module_function("Actor", "angular_damping", actor_angular_damping);
  238. env.load_module_function("Actor", "set_angular_damping", actor_set_angular_damping);
  239. env.load_module_function("Actor", "linear_velocity", actor_linear_velocity);
  240. env.load_module_function("Actor", "set_linear_velocity", actor_set_linear_velocity);
  241. env.load_module_function("Actor", "angular_velocity", actor_angular_velocity);
  242. env.load_module_function("Actor", "set_angular_velocity", actor_set_angular_velocity);
  243. env.load_module_function("Actor", "add_impulse", actor_add_impulse);
  244. env.load_module_function("Actor", "add_impulse_at", actor_add_impulse_at);
  245. env.load_module_function("Actor", "add_torque_impulse", actor_add_torque_impulse);
  246. env.load_module_function("Actor", "push", actor_push);
  247. env.load_module_function("Actor", "push_at", actor_push_at);
  248. env.load_module_function("Actor", "is_sleeping", actor_is_sleeping);
  249. env.load_module_function("Actor", "wake_up", actor_wake_up);
  250. env.load_module_function("Actor", "unit", actor_unit);
  251. }
  252. } // namespace crown