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lovr/src/api/physics.c

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#include "api/lovr.h"
#include "physics/physics.h"
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map_int_t ShapeTypes;
map_int_t JointTypes;
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int l_lovrPhysicsInit(lua_State* L) {
lua_newtable(L);
luaL_register(L, NULL, lovrPhysics);
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luax_registertype(L, "World", lovrWorld);
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luax_registertype(L, "Collider", lovrCollider);
luax_extendtype(L, "Joint", "BallJoint", lovrJoint, lovrBallJoint);
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luax_extendtype(L, "Joint", "HingeJoint", lovrJoint, lovrHingeJoint);
luax_extendtype(L, "Joint", "SliderJoint", lovrJoint, lovrSliderJoint);
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luax_extendtype(L, "Shape", "SphereShape", lovrShape, lovrSphereShape);
luax_extendtype(L, "Shape", "BoxShape", lovrShape, lovrBoxShape);
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luax_extendtype(L, "Shape", "CapsuleShape", lovrShape, lovrCapsuleShape);
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luax_extendtype(L, "Shape", "CylinderShape", lovrShape, lovrCylinderShape);
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map_init(&JointTypes);
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map_set(&JointTypes, "ball", JOINT_BALL);
map_set(&JointTypes, "hinge", JOINT_HINGE);
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map_set(&JointTypes, "slider", JOINT_SLIDER);
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map_init(&ShapeTypes);
map_set(&ShapeTypes, "sphere", SHAPE_SPHERE);
map_set(&ShapeTypes, "box", SHAPE_BOX);
map_set(&ShapeTypes, "capsule", SHAPE_CAPSULE);
map_set(&ShapeTypes, "cylinder", SHAPE_CYLINDER);
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lovrPhysicsInit();
return 1;
}
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int l_lovrPhysicsNewWorld(lua_State* L) {
World* world = lovrWorldCreate();
luax_pushtype(L, World, world);
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return 1;
}
int l_lovrPhysicsNewBallJoint(lua_State* L) {
Collider* a = luax_checktype(L, 1, Collider);
Collider* b = luax_checktype(L, 2, Collider);
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float x = luaL_checknumber(L, 3);
float y = luaL_checknumber(L, 4);
float z = luaL_checknumber(L, 5);
Joint* joint = lovrBallJointCreate(a, b, x, y, z);
luax_pushtype(L, BallJoint, joint);
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return 1;
}
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int l_lovrPhysicsNewBoxShape(lua_State* L) {
float x = luaL_optnumber(L, 1, 1.f);
float y = luaL_optnumber(L, 2, x);
float z = luaL_optnumber(L, 3, x);
BoxShape* box = lovrBoxShapeCreate(x, y, z);
luax_pushtype(L, BoxShape, box);
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return 1;
}
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int l_lovrPhysicsNewCapsuleShape(lua_State* L) {
float radius = luaL_optnumber(L, 1, 1.f);
float length = luaL_optnumber(L, 2, 1.f);
CapsuleShape* capsule = lovrCapsuleShapeCreate(radius, length);
luax_pushtype(L, CapsuleShape, capsule);
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return 1;
}
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int l_lovrPhysicsNewCylinderShape(lua_State* L) {
float radius = luaL_optnumber(L, 1, 1.f);
float length = luaL_optnumber(L, 2, 1.f);
CylinderShape* cylinder = lovrCylinderShapeCreate(radius, length);
luax_pushtype(L, CylinderShape, cylinder);
return 1;
}
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int l_lovrPhysicsNewHingeJoint(lua_State* L) {
Collider* a = luax_checktype(L, 1, Collider);
Collider* b = luax_checktype(L, 2, Collider);
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float x = luaL_checknumber(L, 3);
float y = luaL_checknumber(L, 4);
float z = luaL_checknumber(L, 5);
float ax = luaL_checknumber(L, 6);
float ay = luaL_checknumber(L, 7);
float az = luaL_checknumber(L, 8);
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Joint* joint = lovrHingeJointCreate(a, b, x, y, z, ax, ay, az);
luax_pushtype(L, HingeJoint, joint);
return 1;
}
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int l_lovrPhysicsNewSliderJoint(lua_State* L) {
Collider* a = luax_checktype(L, 1, Collider);
Collider* b = luax_checktype(L, 2, Collider);
float ax = luaL_checknumber(L, 3);
float ay = luaL_checknumber(L, 4);
float az = luaL_checknumber(L, 5);
Joint* joint = lovrSliderJointCreate(a, b, ax, ay, az);
luax_pushtype(L, SliderJoint, joint);
return 1;
}
int l_lovrPhysicsNewSphereShape(lua_State* L) {
float radius = luaL_optnumber(L, 1, 1.f);
SphereShape* sphere = lovrSphereShapeCreate(radius);
luax_pushtype(L, SphereShape, sphere);
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return 1;
}
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const luaL_Reg lovrPhysics[] = {
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{ "newWorld", l_lovrPhysicsNewWorld },
{ "newBallJoint", l_lovrPhysicsNewBallJoint },
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{ "newBoxShape", l_lovrPhysicsNewBoxShape },
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{ "newCapsuleShape", l_lovrPhysicsNewCapsuleShape },
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{ "newCylinderShape", l_lovrPhysicsNewCylinderShape },
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{ "newHingeJoint", l_lovrPhysicsNewHingeJoint },
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{ "newSliderJoint", l_lovrPhysicsNewSliderJoint },
{ "newSphereShape", l_lovrPhysicsNewSphereShape },
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{ NULL, NULL }
};