#include "api.h" #include "physics/physics.h" #include "util.h" #include #include #include #include #include static void collisionResolver(World* world, void* userdata) { lua_State* L = userdata; luaL_checktype(L, -1, LUA_TFUNCTION); luax_pushtype(L, World, world); lua_call(L, 1, 0); } static int nextOverlap(lua_State* L) { World* world = luax_checktype(L, lua_upvalueindex(1), World); Shape* a; Shape* b; if (lovrWorldGetNextOverlap(world, &a, &b)) { luax_pushshape(L, a); luax_pushshape(L, b); return 2; } else { lua_pushnil(L); return 1; } } static void raycastCallback(Shape* shape, float x, float y, float z, float nx, float ny, float nz, void* userdata) { lua_State* L = userdata; luaL_checktype(L, -1, LUA_TFUNCTION); lua_pushvalue(L, -1); luax_pushshape(L, shape); lua_pushnumber(L, x); lua_pushnumber(L, y); lua_pushnumber(L, z); lua_pushnumber(L, nx); lua_pushnumber(L, ny); lua_pushnumber(L, nz); lua_call(L, 7, 0); } static int l_lovrWorldNewCollider(lua_State* L) { World* world = luax_checktype(L, 1, World); float position[4]; luax_readvec3(L, 2, position, NULL); Collider* collider = lovrColliderCreate(world, position[0], position[1], position[2]); luax_pushtype(L, Collider, collider); lovrRelease(collider, lovrColliderDestroy); return 1; } static int l_lovrWorldNewBoxCollider(lua_State* L) { World* world = luax_checktype(L, 1, World); float position[4], size[4]; int index = luax_readvec3(L, 2, position, NULL); luax_readscale(L, index, size, 3, NULL); Collider* collider = lovrColliderCreate(world, position[0], position[1], position[2]); BoxShape* shape = lovrBoxShapeCreate(size[0], size[1], size[2]); lovrColliderAddShape(collider, shape); lovrColliderInitInertia(collider, shape); luax_pushtype(L, Collider, collider); lovrRelease(collider, lovrColliderDestroy); lovrRelease(shape, lovrShapeDestroy); return 1; } static int l_lovrWorldNewCapsuleCollider(lua_State* L) { World* world = luax_checktype(L, 1, World); float position[4]; int index = luax_readvec3(L, 2, position, NULL); float radius = luax_optfloat(L, index++, 1.f); float length = luax_optfloat(L, index, 1.f); Collider* collider = lovrColliderCreate(world, position[0], position[1], position[2]); CapsuleShape* shape = lovrCapsuleShapeCreate(radius, length); lovrColliderAddShape(collider, shape); lovrColliderInitInertia(collider, shape); luax_pushtype(L, Collider, collider); lovrRelease(collider, lovrColliderDestroy); lovrRelease(shape, lovrShapeDestroy); return 1; } static int l_lovrWorldNewCylinderCollider(lua_State* L) { World* world = luax_checktype(L, 1, World); float position[4]; int index = luax_readvec3(L, 2, position, NULL); float radius = luax_optfloat(L, index++, 1.f); float length = luax_optfloat(L, index, 1.f); Collider* collider = lovrColliderCreate(world, position[0], position[1], position[2]); CylinderShape* shape = lovrCylinderShapeCreate(radius, length); lovrColliderAddShape(collider, shape); lovrColliderInitInertia(collider, shape); luax_pushtype(L, Collider, collider); lovrRelease(collider, lovrColliderDestroy); lovrRelease(shape, lovrShapeDestroy); return 1; } static int l_lovrWorldNewSphereCollider(lua_State* L) { World* world = luax_checktype(L, 1, World); float position[4]; int index = luax_readvec3(L, 2, position, NULL); float radius = luax_optfloat(L, index, 1.f); Collider* collider = lovrColliderCreate(world, position[0], position[1], position[2]); SphereShape* shape = lovrSphereShapeCreate(radius); lovrColliderAddShape(collider, shape); lovrColliderInitInertia(collider, shape); luax_pushtype(L, Collider, collider); lovrRelease(collider, lovrColliderDestroy); lovrRelease(shape, lovrShapeDestroy); return 1; } static int l_lovrWorldNewMeshCollider(lua_State* L) { World* world = luax_checktype(L, 1, World); float* vertices; uint32_t* indices; uint32_t vertexCount; uint32_t indexCount; bool shouldFree; luax_readmesh(L, 2, &vertices, &vertexCount, &indices, &indexCount, &shouldFree); // If we do not own the mesh data, we must make a copy // ode's trimesh collider needs to own the triangle info for the lifetime of the geom // Note that if shouldFree is true, we don't free the data and let the physics module do it when // the collider/shape is destroyed if (!shouldFree) { float* v = vertices; uint32_t* i = indices; vertices = malloc(3 * vertexCount * sizeof(float)); indices = malloc(indexCount * sizeof(uint32_t)); lovrAssert(vertices && indices, "Out of memory"); memcpy(vertices, v, 3 * vertexCount * sizeof(float)); memcpy(indices, i, indexCount * sizeof(uint32_t)); } Collider* collider = lovrColliderCreate(world, 0, 0, 0); MeshShape* shape = lovrMeshShapeCreate(vertexCount, vertices, indexCount, indices); lovrColliderAddShape(collider, shape); lovrColliderInitInertia(collider, shape); luax_pushtype(L, Collider, collider); lovrRelease(collider, lovrColliderDestroy); lovrRelease(shape, lovrShapeDestroy); return 1; } static int l_lovrWorldGetColliders(lua_State* L) { World* world = luax_checktype(L, 1, World); if (lua_istable(L, 2)) { lua_settop(L, 2); } else { lua_newtable(L); } Collider* collider = lovrWorldGetFirstCollider(world); int index = 1; while (collider) { luax_pushtype(L, Collider, collider); lua_rawseti(L, -2, index++); collider = lovrColliderGetNext(collider); } return 1; } static int l_lovrWorldDestroy(lua_State* L) { World* world = luax_checktype(L, 1, World); lovrWorldDestroyData(world); return 0; } static int l_lovrWorldUpdate(lua_State* L) { lua_settop(L, 3); World* world = luax_checktype(L, 1, World); float dt = luax_checkfloat(L, 2); CollisionResolver resolver = lua_type(L, 3) == LUA_TFUNCTION ? collisionResolver : NULL; lovrWorldUpdate(world, dt, resolver, L); return 0; } static int l_lovrWorldComputeOverlaps(lua_State* L) { World* world = luax_checktype(L, 1, World); lovrWorldComputeOverlaps(world); return 0; } static int l_lovrWorldOverlaps(lua_State* L) { luax_checktype(L, 1, World); lua_settop(L, 1); lua_pushcclosure(L, nextOverlap, 1); return 1; } static int l_lovrWorldCollide(lua_State* L) { World* world = luax_checktype(L, 1, World); Shape* a = luax_checkshape(L, 2); Shape* b = luax_checkshape(L, 3); float friction = luax_optfloat(L, 4, -1.f); float restitution = luax_optfloat(L, 5, -1.f); lua_pushboolean(L, lovrWorldCollide(world, a, b, friction, restitution)); return 1; } static int l_lovrWorldGetContacts(lua_State* L) { World* world = luax_checktype(L, 1, World); Shape* a = luax_checkshape(L, 2); Shape* b = luax_checkshape(L, 3); uint32_t count; Contact contacts[MAX_CONTACTS]; lovrWorldGetContacts(world, a, b, contacts, &count); lua_createtable(L, count, 0); for (uint32_t i = 0; i < count; i++) { lua_createtable(L, 7, 0); lua_pushnumber(L, contacts[i].x); lua_rawseti(L, -2, 1); lua_pushnumber(L, contacts[i].y); lua_rawseti(L, -2, 2); lua_pushnumber(L, contacts[i].z); lua_rawseti(L, -2, 3); lua_pushnumber(L, contacts[i].nx); lua_rawseti(L, -2, 4); lua_pushnumber(L, contacts[i].ny); lua_rawseti(L, -2, 5); lua_pushnumber(L, contacts[i].nz); lua_rawseti(L, -2, 6); lua_pushnumber(L, contacts[i].depth); lua_rawseti(L, -2, 7); lua_rawseti(L, -2, i + 1); } return 1; } static int l_lovrWorldRaycast(lua_State* L) { World* world = luax_checktype(L, 1, World); float start[4], end[4]; int index; index = luax_readvec3(L, 2, start, NULL); index = luax_readvec3(L, index, end, NULL); luaL_checktype(L, index, LUA_TFUNCTION); lua_settop(L, index); lovrWorldRaycast(world, start[0], start[1], start[2], end[0], end[1], end[2], raycastCallback, L); return 0; } static int l_lovrWorldGetGravity(lua_State* L) { World* world = luax_checktype(L, 1, World); float x, y, z; lovrWorldGetGravity(world, &x, &y, &z); lua_pushnumber(L, x); lua_pushnumber(L, y); lua_pushnumber(L, z); return 3; } static int l_lovrWorldSetGravity(lua_State* L) { World* world = luax_checktype(L, 1, World); float gravity[4]; luax_readvec3(L, 2, gravity, NULL); lovrWorldSetGravity(world, gravity[0], gravity[1], gravity[2]); return 0; } static int l_lovrWorldGetTightness(lua_State* L) { World* world = luax_checktype(L, 1, World); float tightness = lovrWorldGetTightness(world); lovrAssert(tightness >= 0, "Negative tightness factor causes simulation instability"); lua_pushnumber(L, tightness); return 1; } static int l_lovrWorldSetTightness(lua_State* L) { World* world = luax_checktype(L, 1, World); float tightness = luax_checkfloat(L, 2); lovrWorldSetTightness(world, tightness); return 0; } static int l_lovrWorldGetResponseTime(lua_State* L) { World* world = luax_checktype(L, 1, World); float responseTime = lovrWorldGetResponseTime(world); lua_pushnumber(L, responseTime); return 1; } static int l_lovrWorldSetResponseTime(lua_State* L) { World* world = luax_checktype(L, 1, World); float responseTime = luax_checkfloat(L, 2); lovrAssert(responseTime >= 0, "Negative response time causes simulation instability"); lovrWorldSetResponseTime(world, responseTime); return 0; } static int l_lovrWorldGetLinearDamping(lua_State* L) { World* world = luax_checktype(L, 1, World); float damping, threshold; lovrWorldGetLinearDamping(world, &damping, &threshold); lua_pushnumber(L, damping); lua_pushnumber(L, threshold); return 2; } static int l_lovrWorldSetLinearDamping(lua_State* L) { World* world = luax_checktype(L, 1, World); float damping = luax_checkfloat(L, 2); float threshold = luax_optfloat(L, 3, 0.0f); lovrWorldSetLinearDamping(world, damping, threshold); return 0; } static int l_lovrWorldGetAngularDamping(lua_State* L) { World* world = luax_checktype(L, 1, World); float damping, threshold; lovrWorldGetAngularDamping(world, &damping, &threshold); lua_pushnumber(L, damping); lua_pushnumber(L, threshold); return 2; } static int l_lovrWorldSetAngularDamping(lua_State* L) { World* world = luax_checktype(L, 1, World); float damping = luax_checkfloat(L, 2); float threshold = luax_optfloat(L, 3, 0.0f); lovrWorldSetAngularDamping(world, damping, threshold); return 0; } static int l_lovrWorldIsSleepingAllowed(lua_State* L) { World* world = luax_checktype(L, 1, World); lua_pushboolean(L, lovrWorldIsSleepingAllowed(world)); return 1; } static int l_lovrWorldSetSleepingAllowed(lua_State* L) { World* world = luax_checktype(L, 1, World); bool allowed = lua_toboolean(L, 2); lovrWorldSetSleepingAllowed(world, allowed); return 0; } static int l_lovrWorldDisableCollisionBetween(lua_State* L) { World* world = luax_checktype(L, 1, World); const char* tag1 = luaL_checkstring(L, 2); const char* tag2 = luaL_checkstring(L, 3); lovrWorldDisableCollisionBetween(world, tag1, tag2); return 0; } static int l_lovrWorldEnableCollisionBetween(lua_State* L) { World* world = luax_checktype(L, 1, World); const char* tag1 = luaL_checkstring(L, 2); const char* tag2 = luaL_checkstring(L, 3); lovrWorldEnableCollisionBetween(world, tag1, tag2); return 0; } static int l_lovrWorldIsCollisionEnabledBetween(lua_State* L) { World* world = luax_checktype(L, 1, World); const char* tag1 = luaL_checkstring(L, 2); const char* tag2 = luaL_checkstring(L, 3); lua_pushboolean(L, lovrWorldIsCollisionEnabledBetween(world, tag1, tag2)); return 1; } static int l_lovrWorldGetStepCount(lua_State* L) { World* world = luax_checktype(L, 1, World); int iterations = lovrWorldGetStepCount(world); lua_pushnumber(L, iterations); return 1; } static int l_lovrWorldSetStepCount(lua_State* L) { World* world = luax_checktype(L, 1, World); int iterations = luaL_checkinteger(L, 2); lovrWorldSetStepCount(world, iterations); return 0; } const luaL_Reg lovrWorld[] = { { "newCollider", l_lovrWorldNewCollider }, { "newBoxCollider", l_lovrWorldNewBoxCollider }, { "newCapsuleCollider", l_lovrWorldNewCapsuleCollider }, { "newCylinderCollider", l_lovrWorldNewCylinderCollider }, { "newSphereCollider", l_lovrWorldNewSphereCollider }, { "newMeshCollider", l_lovrWorldNewMeshCollider }, { "getColliders", l_lovrWorldGetColliders }, { "destroy", l_lovrWorldDestroy }, { "update", l_lovrWorldUpdate }, { "computeOverlaps", l_lovrWorldComputeOverlaps }, { "overlaps", l_lovrWorldOverlaps }, { "collide", l_lovrWorldCollide }, { "getContacts", l_lovrWorldGetContacts }, { "raycast", l_lovrWorldRaycast }, { "getGravity", l_lovrWorldGetGravity }, { "setGravity", l_lovrWorldSetGravity }, { "getTightness", l_lovrWorldGetTightness }, { "setTightness", l_lovrWorldSetTightness }, { "getResponseTime", l_lovrWorldGetResponseTime }, { "setResponseTime", l_lovrWorldSetResponseTime }, { "getLinearDamping", l_lovrWorldGetLinearDamping }, { "setLinearDamping", l_lovrWorldSetLinearDamping }, { "getAngularDamping", l_lovrWorldGetAngularDamping }, { "setAngularDamping", l_lovrWorldSetAngularDamping }, { "isSleepingAllowed", l_lovrWorldIsSleepingAllowed }, { "setSleepingAllowed", l_lovrWorldSetSleepingAllowed }, { "disableCollisionBetween", l_lovrWorldDisableCollisionBetween }, { "enableCollisionBetween", l_lovrWorldEnableCollisionBetween }, { "isCollisionEnabledBetween", l_lovrWorldIsCollisionEnabledBetween }, { "getStepCount", l_lovrWorldGetStepCount }, { "setStepCount", l_lovrWorldSetStepCount }, { NULL, NULL } };