lovr/src/api/l_physics.c

197 lines
6.1 KiB
C

#include "api.h"
#include "physics/physics.h"
#include "util.h"
StringEntry lovrShapeType[] = {
[SHAPE_SPHERE] = ENTRY("sphere"),
[SHAPE_BOX] = ENTRY("box"),
[SHAPE_CAPSULE] = ENTRY("capsule"),
[SHAPE_CYLINDER] = ENTRY("cylinder"),
[SHAPE_MESH] = ENTRY("mesh"),
[SHAPE_TERRAIN] = ENTRY("terrain"),
[SHAPE_COMPOUND] = ENTRY("compound"),
{ 0 }
};
StringEntry lovrJointType[] = {
[JOINT_BALL] = ENTRY("ball"),
[JOINT_DISTANCE] = ENTRY("distance"),
[JOINT_HINGE] = ENTRY("hinge"),
[JOINT_SLIDER] = ENTRY("slider"),
{ 0 }
};
static int l_lovrPhysicsNewWorld(lua_State* L) {
float xg = luax_optfloat(L, 1, 0.f);
float yg = luax_optfloat(L, 2, -9.81f);
float zg = luax_optfloat(L, 3, 0.f);
bool allowSleep = lua_gettop(L) < 4 || lua_toboolean(L, 4);
const char* tags[MAX_TAGS];
int tagCount;
if (lua_type(L, 5) == LUA_TTABLE) {
tagCount = luax_len(L, 5);
lovrCheck(tagCount <= MAX_TAGS, "Max number of world tags is %d", MAX_TAGS);
for (int i = 0; i < tagCount; i++) {
lua_rawgeti(L, -1, i + 1);
if (lua_isstring(L, -1)) {
tags[i] = lua_tostring(L, -1);
} else {
return luaL_error(L, "World tags must be a table of strings");
}
lua_pop(L, 1);
}
} else {
tagCount = 0;
}
World* world = lovrWorldCreate(xg, yg, zg, allowSleep, tags, tagCount);
luax_pushtype(L, World, world);
lovrRelease(world, lovrWorldDestroy);
return 1;
}
static int l_lovrPhysicsNewBallJoint(lua_State* L) {
Collider* a = luax_checktype(L, 1, Collider);
Collider* b = luax_checktype(L, 2, Collider);
float anchor[3];
luax_readvec3(L, 3, anchor, NULL);
BallJoint* joint = lovrBallJointCreate(a, b, anchor);
luax_pushtype(L, BallJoint, joint);
lovrRelease(joint, lovrJointDestroy);
return 1;
}
static int l_lovrPhysicsNewBoxShape(lua_State* L) {
BoxShape* box = luax_newboxshape(L, 1);
luax_pushtype(L, BoxShape, box);
lovrRelease(box, lovrShapeDestroy);
return 1;
}
static int l_lovrPhysicsNewCapsuleShape(lua_State* L) {
CapsuleShape* capsule = luax_newcapsuleshape(L, 1);
luax_pushtype(L, CapsuleShape, capsule);
lovrRelease(capsule, lovrShapeDestroy);
return 1;
}
static int l_lovrPhysicsNewCylinderShape(lua_State* L) {
CylinderShape* cylinder = luax_newcylindershape(L, 1);
luax_pushtype(L, CylinderShape, cylinder);
lovrRelease(cylinder, lovrShapeDestroy);
return 1;
}
static int l_lovrPhysicsNewDistanceJoint(lua_State* L) {
Collider* a = luax_checktype(L, 1, Collider);
Collider* b = luax_checktype(L, 2, Collider);
float anchor1[3], anchor2[3];
int index = luax_readvec3(L, 3, anchor1, NULL);
luax_readvec3(L, index, anchor2, NULL);
DistanceJoint* joint = lovrDistanceJointCreate(a, b, anchor1, anchor2);
luax_pushtype(L, DistanceJoint, joint);
lovrRelease(joint, lovrJointDestroy);
return 1;
}
static int l_lovrPhysicsNewHingeJoint(lua_State* L) {
Collider* a = luax_checktype(L, 1, Collider);
Collider* b = luax_checktype(L, 2, Collider);
float anchor[3], axis[3];
int index = luax_readvec3(L, 3, anchor, NULL);
luax_readvec3(L, index, axis, NULL);
HingeJoint* joint = lovrHingeJointCreate(a, b, anchor, axis);
luax_pushtype(L, HingeJoint, joint);
lovrRelease(joint, lovrJointDestroy);
return 1;
}
static int l_lovrPhysicsNewMeshShape(lua_State* L) {
MeshShape* mesh = luax_newmeshshape(L, 1);
luax_pushtype(L, MeshShape, mesh);
lovrRelease(mesh, lovrShapeDestroy);
return 1;
}
static int l_lovrPhysicsNewSliderJoint(lua_State* L) {
Collider* a = luax_checktype(L, 1, Collider);
Collider* b = luax_checktype(L, 2, Collider);
float axis[3];
luax_readvec3(L, 3, axis, NULL);
SliderJoint* joint = lovrSliderJointCreate(a, b, axis);
luax_pushtype(L, SliderJoint, joint);
lovrRelease(joint, lovrJointDestroy);
return 1;
}
static int l_lovrPhysicsNewSphereShape(lua_State* L) {
SphereShape* sphere = luax_newsphereshape(L, 1);
luax_pushtype(L, SphereShape, sphere);
lovrRelease(sphere, lovrShapeDestroy);
return 1;
}
static int l_lovrPhysicsNewTerrainShape(lua_State* L) {
TerrainShape* terrain = luax_newterrainshape(L, 1);
luax_pushtype(L, TerrainShape, terrain);
lovrRelease(terrain, lovrShapeDestroy);
return 1;
}
static int l_lovrPhysicsNewCompoundShape(lua_State* L) {
CompoundShape* shape = luax_newcompoundshape(L, 1);
luax_pushtype(L, CompoundShape, shape);
lovrRelease(shape, lovrShapeDestroy);
return 1;
}
static const luaL_Reg lovrPhysics[] = {
{ "newWorld", l_lovrPhysicsNewWorld },
{ "newBallJoint", l_lovrPhysicsNewBallJoint },
{ "newBoxShape", l_lovrPhysicsNewBoxShape },
{ "newCapsuleShape", l_lovrPhysicsNewCapsuleShape },
{ "newCylinderShape", l_lovrPhysicsNewCylinderShape },
{ "newDistanceJoint", l_lovrPhysicsNewDistanceJoint },
{ "newHingeJoint", l_lovrPhysicsNewHingeJoint },
{ "newMeshShape", l_lovrPhysicsNewMeshShape },
{ "newSliderJoint", l_lovrPhysicsNewSliderJoint },
{ "newSphereShape", l_lovrPhysicsNewSphereShape },
{ "newTerrainShape", l_lovrPhysicsNewTerrainShape },
{ "newCompoundShape", l_lovrPhysicsNewCompoundShape },
{ NULL, NULL }
};
extern const luaL_Reg lovrWorld[];
extern const luaL_Reg lovrCollider[];
extern const luaL_Reg lovrBallJoint[];
extern const luaL_Reg lovrDistanceJoint[];
extern const luaL_Reg lovrHingeJoint[];
extern const luaL_Reg lovrSliderJoint[];
extern const luaL_Reg lovrSphereShape[];
extern const luaL_Reg lovrBoxShape[];
extern const luaL_Reg lovrCapsuleShape[];
extern const luaL_Reg lovrCylinderShape[];
extern const luaL_Reg lovrMeshShape[];
extern const luaL_Reg lovrTerrainShape[];
extern const luaL_Reg lovrCompoundShape[];
int luaopen_lovr_physics(lua_State* L) {
lua_newtable(L);
luax_register(L, lovrPhysics);
luax_registertype(L, World);
luax_registertype(L, Collider);
luax_registertype(L, BallJoint);
luax_registertype(L, DistanceJoint);
luax_registertype(L, HingeJoint);
luax_registertype(L, SliderJoint);
luax_registertype(L, SphereShape);
luax_registertype(L, BoxShape);
luax_registertype(L, CapsuleShape);
luax_registertype(L, CylinderShape);
luax_registertype(L, MeshShape);
luax_registertype(L, TerrainShape);
luax_registertype(L, CompoundShape);
lovrPhysicsInit();
luax_atexit(L, lovrPhysicsDestroy);
return 1;
}