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- /*
- 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);
- Actor* actor = stack.get_actor(1);
- stack.push_vector3(actor->world_position());
- return 1;
- }
- //-----------------------------------------------------------------------------
- static int actor_world_rotation(lua_State* L)
- {
- LuaStack stack(L);
- Actor* actor = stack.get_actor(1);
- stack.push_quaternion(actor->world_rotation());
- return 1;
- }
- //-----------------------------------------------------------------------------
- static int actor_world_pose(lua_State* L)
- {
- LuaStack stack(L);
- Actor* actor = stack.get_actor(1);
- stack.push_matrix4x4(actor->world_pose());
- return 1;
- }
- //-----------------------------------------------------------------------------
- static int actor_teleport_world_position(lua_State* L)
- {
- LuaStack stack(L);
- Actor* actor = stack.get_actor(1);
- const Vector3& pos = stack.get_vector3(2);
- actor->teleport_world_position(pos);
- return 0;
- }
- //-----------------------------------------------------------------------------
- static int actor_teleport_world_rotation(lua_State* L)
- {
- LuaStack stack(L);
- Actor* actor = stack.get_actor(1);
- const Quaternion& rot = stack.get_quaternion(2);
- actor->teleport_world_rotation(rot);
- return 0;
- }
- //-----------------------------------------------------------------------------
- static int actor_teleport_world_pose(lua_State* L)
- {
- LuaStack stack(L);
- Actor* actor = stack.get_actor(1);
- const Matrix4x4& mat = stack.get_matrix4x4(2);
- actor->teleport_world_pose(mat);
- return 0;
- }
- //-----------------------------------------------------------------------------
- static int actor_center_of_mass(lua_State* L)
- {
- LuaStack stack(L);
- Actor* actor = stack.get_actor(1);
- stack.push_vector3(actor->center_of_mass());
- return 1;
- }
- //-----------------------------------------------------------------------------
- static int actor_enable_gravity(lua_State* L)
- {
- LuaStack stack(L);
- Actor* actor = stack.get_actor(1);
- actor->enable_gravity();
- return 0;
- }
- //-----------------------------------------------------------------------------
- static int actor_disable_gravity(lua_State* L)
- {
- LuaStack stack(L);
- Actor* actor = stack.get_actor(1);
- actor->disable_gravity();
- return 0;
- }
- //-----------------------------------------------------------------------------
- static int actor_enable_collision(lua_State* L)
- {
- LuaStack stack(L);
- Actor* actor = stack.get_actor(1);
- actor->enable_collision();
- return 0;
- }
- //-----------------------------------------------------------------------------
- static int actor_disable_collision(lua_State* L)
- {
- LuaStack stack(L);
- Actor* actor = stack.get_actor(1);
- actor->disable_collision();
- return 0;
- }
- //-----------------------------------------------------------------------------
- static int actor_set_collision_filter(lua_State* L)
- {
- LuaStack stack(L);
- Actor* actor = stack.get_actor(1);
- actor->set_collision_filter(stack.get_string(2));
- return 0;
- }
- //-----------------------------------------------------------------------------
- static int actor_set_kinematic(lua_State* L)
- {
- LuaStack stack(L);
- Actor* actor = stack.get_actor(1);
- actor->set_kinematic(stack.get_bool(2));
- return 0;
- }
- //-----------------------------------------------------------------------------
- static int actor_move(lua_State* L)
- {
- LuaStack stack(L);
- Actor* actor = stack.get_actor(1);
- Vector3 pos = stack.get_vector3(2);
- actor->move(pos);
- return 0;
- }
- //-----------------------------------------------------------------------------
- static int actor_is_static(lua_State* L)
- {
- LuaStack stack(L);
- Actor* actor = stack.get_actor(1);
- stack.push_bool(actor->is_static());
- return 1;
- }
- //-----------------------------------------------------------------------------
- static int actor_is_dynamic(lua_State* L)
- {
- LuaStack stack(L);
- Actor* actor = stack.get_actor(1);
- stack.push_bool(actor->is_dynamic());
- return 1;
- }
- //-----------------------------------------------------------------------------
- static int actor_is_kinematic(lua_State* L)
- {
- LuaStack stack(L);
- Actor* actor = stack.get_actor(1);
- stack.push_bool(actor->is_kinematic());
- return 1;
- }
- //-----------------------------------------------------------------------------
- static int actor_is_nonkinematic(lua_State* L)
- {
- LuaStack stack(L);
- Actor* actor = stack.get_actor(1);
- stack.push_bool(actor->is_nonkinematic());
- return 1;
- }
- //-----------------------------------------------------------------------------
- static int actor_linear_damping(lua_State* L)
- {
- LuaStack stack(L);
- Actor* actor = stack.get_actor(1);
- stack.push_float(actor->linear_damping());
- return 1;
- }
- //-----------------------------------------------------------------------------
- static int actor_set_linear_damping(lua_State* L)
- {
- LuaStack stack(L);
- Actor* actor = stack.get_actor(1);
- const float rate = stack.get_float(2);
- actor->set_linear_damping(rate);
- return 0;
- }
- //-----------------------------------------------------------------------------
- static int actor_angular_damping(lua_State* L)
- {
- LuaStack stack(L);
- Actor* actor = stack.get_actor(1);
- stack.push_float(actor->angular_damping());
- return 1;
- }
- //-----------------------------------------------------------------------------
- static int actor_set_angular_damping(lua_State* L)
- {
- LuaStack stack(L);
- Actor* actor = stack.get_actor(1);
- const float rate = stack.get_float(2);
- actor->set_angular_damping(rate);
- return 0;
- }
- //-----------------------------------------------------------------------------
- static int actor_linear_velocity(lua_State* L)
- {
- LuaStack stack(L);
- Actor* actor = stack.get_actor(1);
- stack.push_vector3(actor->linear_velocity());
- return 1;
- }
- //-----------------------------------------------------------------------------
- static int actor_set_linear_velocity(lua_State* L)
- {
- LuaStack stack(L);
- Actor* actor = stack.get_actor(1);
- const Vector3& vel = stack.get_vector3(2);
- actor->set_linear_velocity(vel);
- return 0;
- }
- //-----------------------------------------------------------------------------
- static int actor_angular_velocity(lua_State* L)
- {
- LuaStack stack(L);
- Actor* actor = stack.get_actor(1);
- stack.push_vector3(actor->angular_velocity());
- return 1;
- }
- //-----------------------------------------------------------------------------
- static int actor_set_angular_velocity(lua_State* L)
- {
- LuaStack stack(L);
- Actor* actor = stack.get_actor(1);
- const Vector3& vel = stack.get_vector3(2);
- actor->set_angular_velocity(vel);
- return 0;
- }
- //-----------------------------------------------------------------------------
- static int actor_add_impulse(lua_State* L)
- {
- LuaStack stack(L);
- Actor* actor = stack.get_actor(1);
- const Vector3& impulse = stack.get_vector3(2);
- actor->add_impulse(impulse);
- return 0;
- }
- //-----------------------------------------------------------------------------
- static int actor_add_impulse_at(lua_State* L)
- {
- LuaStack stack(L);
- Actor* actor = stack.get_actor(1);
- const Vector3& impulse = stack.get_vector3(2);
- const Vector3& pos = stack.get_vector3(3);
- actor->add_impulse_at(impulse, pos);
- return 0;
- }
- //-----------------------------------------------------------------------------
- static int actor_add_torque_impulse(lua_State* L)
- {
- LuaStack stack(L);
- Actor* actor = stack.get_actor(1);
- actor->add_torque_impulse(stack.get_vector3(2));
- return 0;
- }
- //-----------------------------------------------------------------------------
- static int actor_push(lua_State* L)
- {
- LuaStack stack(L);
- Actor* actor = stack.get_actor(1);
- const Vector3& vel = stack.get_vector3(2);
- const float mass = stack.get_float(3);
- actor->push(vel, mass);
- return 0;
- }
- //-----------------------------------------------------------------------------
- static int actor_push_at(lua_State* L)
- {
- LuaStack stack(L);
- Actor* actor = stack.get_actor(1);
- actor->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);
- Actor* actor = stack.get_actor(1);
- stack.push_bool(actor->is_sleeping());
- return 1;
- }
- //-----------------------------------------------------------------------------
- static int actor_wake_up(lua_State* L)
- {
- LuaStack stack(L);
- Actor* actor = stack.get_actor(1);
- actor->wake_up();
- return 0;
- }
- //-----------------------------------------------------------------------------
- static int actor_unit(lua_State* L)
- {
- LuaStack stack(L);
- Actor* actor = stack.get_actor(1);
- Unit* unit = actor->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", "set_collision_filter", actor_set_collision_filter);
- env.load_module_function("Actor", "disable_collision", actor_disable_collision);
- 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
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