lua_actor.cpp 8.8 KB

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  1. /*
  2. Copyright (c) 2013 Daniele Bartolini, Michele Rossi
  3. Copyright (c) 2012 Daniele Bartolini, Simone Boscaratto
  4. Permission is hereby granted, free of charge, to any person
  5. obtaining a copy of this software and associated documentation
  6. files (the "Software"), to deal in the Software without
  7. restriction, including without limitation the rights to use,
  8. copy, modify, merge, publish, distribute, sublicense, and/or sell
  9. copies of the Software, and to permit persons to whom the
  10. Software is furnished to do so, subject to the following
  11. conditions:
  12. The above copyright notice and this permission notice shall be
  13. included in all copies or substantial portions of the Software.
  14. THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
  15. EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES
  16. OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND
  17. NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT
  18. HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY,
  19. WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
  20. FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR
  21. OTHER DEALINGS IN THE SOFTWARE.
  22. */
  23. #include "lua_stack.h"
  24. #include "lua_environment.h"
  25. #include "actor.h"
  26. namespace crown
  27. {
  28. static int actor_world_position(lua_State* L)
  29. {
  30. LuaStack stack(L);
  31. stack.push_vector3(stack.get_actor(1)->world_position());
  32. return 1;
  33. }
  34. static int actor_world_rotation(lua_State* L)
  35. {
  36. LuaStack stack(L);
  37. stack.push_quaternion(stack.get_actor(1)->world_rotation());
  38. return 1;
  39. }
  40. static int actor_world_pose(lua_State* L)
  41. {
  42. LuaStack stack(L);
  43. stack.push_matrix4x4(stack.get_actor(1)->world_pose());
  44. return 1;
  45. }
  46. static int actor_teleport_world_position(lua_State* L)
  47. {
  48. LuaStack stack(L);
  49. stack.get_actor(1)->teleport_world_position(stack.get_vector3(2));
  50. return 0;
  51. }
  52. static int actor_teleport_world_rotation(lua_State* L)
  53. {
  54. LuaStack stack(L);
  55. stack.get_actor(1)->teleport_world_rotation(stack.get_quaternion(2));
  56. return 0;
  57. }
  58. static int actor_teleport_world_pose(lua_State* L)
  59. {
  60. LuaStack stack(L);
  61. stack.get_actor(1)->teleport_world_pose(stack.get_matrix4x4(2));
  62. return 0;
  63. }
  64. static int actor_center_of_mass(lua_State* L)
  65. {
  66. LuaStack stack(L);
  67. stack.push_vector3(stack.get_actor(1)->center_of_mass());
  68. return 1;
  69. }
  70. static int actor_enable_gravity(lua_State* L)
  71. {
  72. LuaStack stack(L);
  73. stack.get_actor(1)->enable_gravity();
  74. return 0;
  75. }
  76. static int actor_disable_gravity(lua_State* L)
  77. {
  78. LuaStack stack(L);
  79. stack.get_actor(1)->disable_gravity();
  80. return 0;
  81. }
  82. static int actor_enable_collision(lua_State* L)
  83. {
  84. LuaStack stack(L);
  85. stack.get_actor(1)->enable_collision();
  86. return 0;
  87. }
  88. static int actor_disable_collision(lua_State* L)
  89. {
  90. LuaStack stack(L);
  91. stack.get_actor(1)->disable_collision();
  92. return 0;
  93. }
  94. static int actor_set_collision_filter(lua_State* L)
  95. {
  96. LuaStack stack(L);
  97. stack.get_actor(1)->set_collision_filter(stack.get_string(2));
  98. return 0;
  99. }
  100. static int actor_set_kinematic(lua_State* L)
  101. {
  102. LuaStack stack(L);
  103. stack.get_actor(1)->set_kinematic(stack.get_bool(2));
  104. return 0;
  105. }
  106. static int actor_move(lua_State* L)
  107. {
  108. LuaStack stack(L);
  109. stack.get_actor(1)->move(stack.get_vector3(2));
  110. return 0;
  111. }
  112. static int actor_is_static(lua_State* L)
  113. {
  114. LuaStack stack(L);
  115. stack.push_bool(stack.get_actor(1)->is_static());
  116. return 1;
  117. }
  118. static int actor_is_dynamic(lua_State* L)
  119. {
  120. LuaStack stack(L);
  121. stack.push_bool(stack.get_actor(1)->is_dynamic());
  122. return 1;
  123. }
  124. static int actor_is_kinematic(lua_State* L)
  125. {
  126. LuaStack stack(L);
  127. stack.push_bool(stack.get_actor(1)->is_kinematic());
  128. return 1;
  129. }
  130. static int actor_is_nonkinematic(lua_State* L)
  131. {
  132. LuaStack stack(L);
  133. stack.push_bool(stack.get_actor(1)->is_nonkinematic());
  134. return 1;
  135. }
  136. static int actor_linear_damping(lua_State* L)
  137. {
  138. LuaStack stack(L);
  139. stack.push_float(stack.get_actor(1)->linear_damping());
  140. return 1;
  141. }
  142. static int actor_set_linear_damping(lua_State* L)
  143. {
  144. LuaStack stack(L);
  145. stack.get_actor(1)->set_linear_damping(stack.get_float(2));
  146. return 0;
  147. }
  148. static int actor_angular_damping(lua_State* L)
  149. {
  150. LuaStack stack(L);
  151. stack.push_float(stack.get_actor(1)->angular_damping());
  152. return 1;
  153. }
  154. static int actor_set_angular_damping(lua_State* L)
  155. {
  156. LuaStack stack(L);
  157. stack.get_actor(1)->set_angular_damping(stack.get_float(2));
  158. return 0;
  159. }
  160. static int actor_linear_velocity(lua_State* L)
  161. {
  162. LuaStack stack(L);
  163. stack.push_vector3(stack.get_actor(1)->linear_velocity());
  164. return 1;
  165. }
  166. static int actor_set_linear_velocity(lua_State* L)
  167. {
  168. LuaStack stack(L);
  169. stack.get_actor(1)->set_linear_velocity(stack.get_vector3(2));
  170. return 0;
  171. }
  172. static int actor_angular_velocity(lua_State* L)
  173. {
  174. LuaStack stack(L);
  175. stack.push_vector3(stack.get_actor(1)->angular_velocity());
  176. return 1;
  177. }
  178. static int actor_set_angular_velocity(lua_State* L)
  179. {
  180. LuaStack stack(L);
  181. stack.get_actor(1)->set_angular_velocity(stack.get_vector3(2));
  182. return 0;
  183. }
  184. static int actor_add_impulse(lua_State* L)
  185. {
  186. LuaStack stack(L);
  187. stack.get_actor(1)->add_impulse(stack.get_vector3(2));
  188. return 0;
  189. }
  190. static int actor_add_impulse_at(lua_State* L)
  191. {
  192. LuaStack stack(L);
  193. stack.get_actor(1)->add_impulse_at(stack.get_vector3(2), stack.get_vector3(3));
  194. return 0;
  195. }
  196. static int actor_add_torque_impulse(lua_State* L)
  197. {
  198. LuaStack stack(L);
  199. stack.get_actor(1)->add_torque_impulse(stack.get_vector3(2));
  200. return 0;
  201. }
  202. static int actor_push(lua_State* L)
  203. {
  204. LuaStack stack(L);
  205. stack.get_actor(1)->push(stack.get_vector3(2), stack.get_float(3));
  206. return 0;
  207. }
  208. static int actor_push_at(lua_State* L)
  209. {
  210. LuaStack stack(L);
  211. stack.get_actor(1)->push_at(stack.get_vector3(2), stack.get_float(2), stack.get_vector3(3));
  212. return 0;
  213. }
  214. static int actor_is_sleeping(lua_State* L)
  215. {
  216. LuaStack stack(L);
  217. stack.push_bool(stack.get_actor(1)->is_sleeping());
  218. return 1;
  219. }
  220. static int actor_wake_up(lua_State* L)
  221. {
  222. LuaStack stack(L);
  223. stack.get_actor(1)->wake_up();
  224. return 0;
  225. }
  226. static int actor_unit(lua_State* L)
  227. {
  228. LuaStack stack(L);
  229. Unit* unit = stack.get_actor(1)->unit();
  230. unit == NULL ? stack.push_nil() : stack.push_unit(unit);
  231. return 1;
  232. }
  233. void load_actor(LuaEnvironment& env)
  234. {
  235. env.load_module_function("Actor", "world_position", actor_world_position);
  236. env.load_module_function("Actor", "world_rotation", actor_world_rotation);
  237. env.load_module_function("Actor", "world_pose", actor_world_pose);
  238. env.load_module_function("Actor", "teleport_world_position", actor_teleport_world_position);
  239. env.load_module_function("Actor", "teleport_world_rotation", actor_teleport_world_rotation);
  240. env.load_module_function("Actor", "teleport_world_pose", actor_teleport_world_pose);
  241. env.load_module_function("Actor", "center_of_mass", actor_center_of_mass);
  242. env.load_module_function("Actor", "enable_gravity", actor_enable_gravity);
  243. env.load_module_function("Actor", "disable_gravity", actor_disable_gravity);
  244. env.load_module_function("Actor", "enable_collision", actor_enable_collision);
  245. env.load_module_function("Actor", "disable_collision", actor_disable_collision);
  246. env.load_module_function("Actor", "set_collision_filter", actor_set_collision_filter);
  247. env.load_module_function("Actor", "set_kinematic", actor_set_kinematic);
  248. env.load_module_function("Actor", "move", actor_move);
  249. env.load_module_function("Actor", "is_static", actor_is_static);
  250. env.load_module_function("Actor", "is_dynamic", actor_is_dynamic);
  251. env.load_module_function("Actor", "is_kinematic", actor_is_kinematic);
  252. env.load_module_function("Actor", "is_nonkinematic", actor_is_nonkinematic);
  253. env.load_module_function("Actor", "linear_damping", actor_linear_damping);
  254. env.load_module_function("Actor", "set_linear_damping", actor_set_linear_damping);
  255. env.load_module_function("Actor", "angular_damping", actor_angular_damping);
  256. env.load_module_function("Actor", "set_angular_damping", actor_set_angular_damping);
  257. env.load_module_function("Actor", "linear_velocity", actor_linear_velocity);
  258. env.load_module_function("Actor", "set_linear_velocity", actor_set_linear_velocity);
  259. env.load_module_function("Actor", "angular_velocity", actor_angular_velocity);
  260. env.load_module_function("Actor", "set_angular_velocity", actor_set_angular_velocity);
  261. env.load_module_function("Actor", "add_impulse", actor_add_impulse);
  262. env.load_module_function("Actor", "add_impulse_at", actor_add_impulse_at);
  263. env.load_module_function("Actor", "add_torque_impulse", actor_add_torque_impulse);
  264. env.load_module_function("Actor", "push", actor_push);
  265. env.load_module_function("Actor", "push_at", actor_push_at);
  266. env.load_module_function("Actor", "is_sleeping", actor_is_sleeping);
  267. env.load_module_function("Actor", "wake_up", actor_wake_up);
  268. env.load_module_function("Actor", "unit", actor_unit);
  269. }
  270. } // namespace crown