mirror of https://github.com/bjornbytes/lovr.git
World:isSleepingAllowed; World:setSleepingAllowed;
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@ -54,6 +54,19 @@ int l_lovrWorldSetAngularDamping(lua_State* L) {
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return 0;
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return 0;
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}
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}
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int l_lovrWorldIsSleepingAllowed(lua_State* L) {
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World* world = luax_checktype(L, 1, World);
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lua_pushboolean(L, lovrWorldIsSleepingAllowed(world));
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return 1;
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}
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int l_lovrWorldSetSleepingAllowed(lua_State* L) {
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World* world = luax_checktype(L, 1, World);
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int allowed = lua_toboolean(L, 2);
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lovrWorldSetSleepingAllowed(world, allowed);
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return 0;
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}
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int l_lovrWorldUpdate(lua_State* L) {
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int l_lovrWorldUpdate(lua_State* L) {
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World* world = luax_checktype(L, 1, World);
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World* world = luax_checktype(L, 1, World);
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float dt = luaL_checknumber(L, 2);
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float dt = luaL_checknumber(L, 2);
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@ -68,6 +81,8 @@ const luaL_Reg lovrWorld[] = {
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{ "setLinearDamping", l_lovrWorldSetLinearDamping },
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{ "setLinearDamping", l_lovrWorldSetLinearDamping },
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{ "getAngularDamping", l_lovrWorldGetAngularDamping },
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{ "getAngularDamping", l_lovrWorldGetAngularDamping },
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{ "setAngularDamping", l_lovrWorldSetAngularDamping },
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{ "setAngularDamping", l_lovrWorldSetAngularDamping },
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{ "isSleepingAllowed", l_lovrWorldIsSleepingAllowed },
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{ "setSleepingAllowed", l_lovrWorldSetSleepingAllowed },
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{ "update", l_lovrWorldUpdate },
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{ "update", l_lovrWorldUpdate },
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{ NULL, NULL }
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{ NULL, NULL }
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};
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};
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@ -62,6 +62,14 @@ void lovrWorldSetAngularDamping(World* world, float damping, float threshold) {
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dWorldSetAngularDampingThreshold(world->id, threshold);
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dWorldSetAngularDampingThreshold(world->id, threshold);
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}
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}
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int lovrWorldIsSleepingAllowed(World* world) {
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return dWorldGetAutoDisableFlag(world->id);
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}
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void lovrWorldSetSleepingAllowed(World* world, int allowed) {
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dWorldSetAutoDisableFlag(world->id, allowed);
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}
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void lovrWorldUpdate(World* world, float dt) {
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void lovrWorldUpdate(World* world, float dt) {
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dWorldQuickStep(world->id, dt);
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dWorldQuickStep(world->id, dt);
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}
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}
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@ -17,4 +17,6 @@ void lovrWorldGetLinearDamping(World* world, float* damping, float* threshold);
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void lovrWorldSetLinearDamping(World* world, float damping, float threshold);
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void lovrWorldSetLinearDamping(World* world, float damping, float threshold);
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void lovrWorldGetAngularDamping(World* world, float* damping, float* threshold);
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void lovrWorldGetAngularDamping(World* world, float* damping, float* threshold);
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void lovrWorldSetAngularDamping(World* world, float damping, float threshold);
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void lovrWorldSetAngularDamping(World* world, float damping, float threshold);
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int lovrWorldIsSleepingAllowed(World* world);
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void lovrWorldSetSleepingAllowed(World* world, int allowed);
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void lovrWorldUpdate(World* world, float dt);
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void lovrWorldUpdate(World* world, float dt);
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