lovr/src/api/l_physics_world.c

370 lines
12 KiB
C

#include "api.h"
#include "physics/physics.h"
#include "util.h"
#include <lua.h>
#include <lauxlib.h>
#include <stdbool.h>
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 = collider->next;
}
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_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_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_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;
}
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 },
{ "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 },
{ "raycast", l_lovrWorldRaycast },
{ "disableCollisionBetween", l_lovrWorldDisableCollisionBetween },
{ "enableCollisionBetween", l_lovrWorldEnableCollisionBetween },
{ "isCollisionEnabledBetween", l_lovrWorldIsCollisionEnabledBetween },
{ NULL, NULL }
};