This commit is contained in:
2026-03-05 04:31:17 +03:00
parent 4290e99c61
commit 33104c3bca
15 changed files with 409 additions and 120 deletions

View File

@@ -67,6 +67,7 @@ void registerClasses()
// base thing
GetLuaState().GetGlobals().RegisterDirect("load_script", &luaLoadScript);
GetLuaState().DoString("g_factory = {}");
GetLuaState().DoString("g_entities = {}");
registerEngine();
}
@@ -196,11 +197,8 @@ void Game::LoadLevelXML(const char* mapname)
}
}
IEntityBase* entity = Lua_CreateEntity(classname.as_string());
// this is pure C++ entity :)
if (!entity)
entity = g_entityManager->CreateEntity(classname.as_string());
// Create entity and expose it to the engine
Entity* entity = static_cast<Entity*>(Lua_CreateEntity(classname.as_string()));
pugi::xml_node position = entitynode.child("Position");
if (position)
@@ -212,6 +210,22 @@ void Game::LoadLevelXML(const char* mapname)
entity->SetPosition(glm::vec3(x, y, z));
}
pugi::xml_node model = entitynode.child("Model");
if (model)
{
const char* filename = model.attribute("filename").as_string();
if (filename)
entity->LoadModel(filename);
}
pugi::xml_node physics = entitynode.child("Physics");
if (physics)
{
bool value = physics.attribute("value").as_bool();
if (value)
entity->CreateTestBody();
}
//IEntityBase* entity = g_entityManager->CreateEntity(classname.as_string());
g_world->AddEntity(entity);
}
@@ -221,13 +235,62 @@ IEntityBase* Game::Lua_CreateEntity(const char* classname)
{
using namespace LuaPlus;
//if (!classname)
// classname = "Entity";
SDL_assert_always(classname);
LuaPrototype* pluaprototype = nullptr;
// find prototype
LuaPrototype* luaprototype = Lua_FindPrototype(classname);
// create an entity
Entity* entity = nullptr;
if (luaprototype)
{
entity = static_cast<Entity*>(g_entityManager->CreateEntity(luaprototype->m_enginename.c_str()));
// override classname because of entity system is so dumb
entity->SetClassname(luaprototype->m_luaname.c_str());
}
else
{
entity = static_cast<Entity*>(g_entityManager->CreateEntity(classname));
}
SDL_assert_always(entity);
// get the factrory
LuaObject factory = GetLuaState().GetGlobal("g_factory");
// and the lookup table
LuaObject lookup = GetLuaState().GetGlobal("g_entities");
// generate name
char entityname[256];
snprintf(entityname, sizeof(entityname), "%s_%d", classname, factory.GetTableCount());
// create an table
LuaObject entityTable = GetLuaState().CreateTable();
entityTable.SetString("m_name", entityname);
entityTable.SetInteger("m_id", entity->GetID());
// assign prototype
if (luaprototype)
{
LuaObject prototype = GetLuaState().GetGlobal(luaprototype->m_luaname.c_str());
SDL_assert_always(!prototype.IsNil());
entityTable.SetMetatable(prototype);
}
// link to the entity
entity->InitFromTable(entityTable);
// push in to the factory
factory.SetObject(entityname, entityTable);
lookup.SetObject(entity->GetID(), entityTable);
return entity;
}
LuaPrototype* Game::Lua_FindPrototype(const char* classname)
{
// find a prototype
for (std::vector<LuaPrototype>::iterator it = g_prototypes.begin();
it != g_prototypes.end();
@@ -235,42 +298,9 @@ IEntityBase* Game::Lua_CreateEntity(const char* classname)
{
if (strcmp((*it).m_luaname.c_str(), classname) == 0)
{
pluaprototype = &(*it);
break;
return &(*it);
}
}
if (pluaprototype)
{
Entity* entity = static_cast<Entity*>(g_entityManager->CreateEntity(pluaprototype->m_enginename.c_str()));
SDL_assert_always(entity);
// get a prototype
LuaObject prototype = GetLuaState().GetGlobal(pluaprototype->m_luaname.c_str());
SDL_assert_always(!prototype.IsNil());
//prototype.SetObject("__index", prototype);
// generate table
LuaObject factory = GetLuaState().GetGlobal("g_factory");
// generate name
std::string entityname = pluaprototype->m_luaname + "_" + std::to_string(factory.GetTableCount());
// create an table
LuaObject entityTable = GetLuaState().GetGlobals().CreateTable(entityname.c_str());
entityTable.SetMetatable(prototype);
entityTable.SetString("m_name", entityname.c_str());
// push in to the factory
factory.SetObject(entityname.c_str(), entityTable);
// link to the entity
entity->InitFromTable(entityTable);
return entity;
}
//IEntityBase* entity = g_entityManager->CreateEntity(classname);
return nullptr;
}
@@ -278,3 +308,37 @@ IEntityBase* Game::Lua_CreateEntity(const char* classname)
void Game::Shutdown()
{
}
//LuaPrototype* pluaprototype = Lua_FindPrototype(classname);
//
//if (pluaprototype)
//{
// Entity* entity = static_cast<Entity*>(g_entityManager->CreateEntity(pluaprototype->m_enginename.c_str()));
// SDL_assert_always(entity);
// // get a prototype
// LuaObject prototype = GetLuaState().GetGlobal(pluaprototype->m_luaname.c_str());
// SDL_assert_always(!prototype.IsNil());
// //prototype.SetObject("__index", prototype);
// // generate table
// LuaObject factory = GetLuaState().GetGlobal("g_factory");
// // generate name
// std::string entityname = pluaprototype->m_luaname + "_" + std::to_string(factory.GetTableCount());
//
// // create an table
// LuaObject entityTable = GetLuaState().GetGlobals().CreateTable(entityname.c_str());
// entityTable.SetMetatable(prototype);
// entityTable.SetString("m_name", entityname.c_str());
//
// // push in to the factory
// factory.SetObject(entityname.c_str(), entityTable);
// // link to the entity
// entity->InitFromTable(entityTable);
// return entity;
//}
//IEntityBase* entity = g_entityManager->CreateEntity(classname);

View File

@@ -2,6 +2,7 @@
#define GAME_H
class IEntityBase;
struct LuaPrototype;
class Game
{
@@ -13,6 +14,8 @@ public:
IEntityBase* Lua_CreateEntity(const char* classname);
LuaPrototype* Lua_FindPrototype(const char* classname);
void Shutdown();
};

View File

@@ -66,7 +66,10 @@ void ActorBase_ActivateCamera(LuaPlus::LuaState* state)
REGISTER_ENTITY(Entity);
Entity::Entity() :
m_model(nullptr)
m_model(nullptr),
m_shape(nullptr),
m_rigidBody(nullptr),
m_bodyDirty(false)
{
}
@@ -84,15 +87,20 @@ Entity::~Entity()
if (name.IsString())
{
LuaPlus::LuaObject factory = GetLuaState().GetGlobal("g_factory");
factory.SetNil(m_luaObject);
factory.SetNil(name.GetString());
}
LuaPlus::LuaObject lookup = GetLuaState().GetGlobal("g_entities");
lookup.SetNil(GetID());
m_luaObject.AssignNil();
}
}
void Entity::Update(float dt)
{
UpdateBody();
if ( m_onUpdateFunction.IsFunction())
{
LuaPlus::LuaFunctionVoid function = m_onUpdateFunction;
@@ -113,6 +121,21 @@ void Entity::Render()
}
}
void Entity::OnCollide(IEntityBase* other)
{
if (!m_onCollideFunction.IsFunction())
return;
// find entity
LuaPlus::LuaObject lookup = GetLuaState().GetGlobal("g_entities");
LuaPlus::LuaObject otherTable = lookup.GetByIndex(other->GetID());
if (!otherTable.IsNil())
{
LuaPlus:: LuaFunctionVoid function = m_onCollideFunction;
function(m_luaObject, otherTable);
}
}
const std::string& Entity::GetName()
{
return m_name;
@@ -148,9 +171,10 @@ void Entity::InitFromTable(LuaPlus::LuaObject& _object)
m_onInitFunction = m_luaObject.GetByName("on_init");
m_onShutdownFunction = m_luaObject.GetByName("on_shutdown");
m_onUpdateFunction = m_luaObject.GetByName("on_update");
m_onCollideFunction = m_luaObject.GetByName("on_collide");
// check
SDL_assert_always(m_onInitFunction.IsFunction() || m_onShutdownFunction.IsFunction() || m_onUpdateFunction.IsFunction());
//SDL_assert_always(m_onInitFunction.IsFunction() || m_onShutdownFunction.IsFunction() || m_onUpdateFunction.IsFunction());
// register base entity functions
RegisterBaseFunctions();
@@ -162,8 +186,11 @@ void Entity::InitFromTable(LuaPlus::LuaObject& _object)
m_luaObject.SetLightUserdata("__object", this);
// call init
LuaPlus::LuaFunctionVoid onInitFunction = m_onInitFunction;
onInitFunction(m_luaObject);
if (m_onInitFunction.IsFunction())
{
LuaPlus::LuaFunctionVoid onInitFunction = m_onInitFunction;
onInitFunction(m_luaObject);
}
}
void Entity::RegisterBaseFunctions()
@@ -171,6 +198,7 @@ void Entity::RegisterBaseFunctions()
m_luaObject.Register("load_model", *this, &Entity::Lua_LoadModel);
m_luaObject.Register("translate", *this, &Entity::Lua_Translate);
m_luaObject.Register("set_position", *this, &Entity::Lua_SetPosition);
m_luaObject.Register("get_classname", *this, &Entity::Lua_GetClassname);
// m_luaObject.RegisterDirect("load_model", &Entity_LoadModel);
//m_luaObject.RegisterDirect("set_visible", &Entity_SetVisible);
@@ -237,17 +265,69 @@ int Entity::Lua_SetPosition(LuaPlus::LuaState* state)
return 0;
}
int Entity::Lua_GetClassname(LuaPlus::LuaState* state)
{
state->PushString(GetClassname());
return 1;
}
const LuaPlus::LuaObject& Entity::GetLuaObject()
{
return m_luaObject;
}
void Entity::CreateTestBody()
{
m_shape = new btBoxShape(btVector3(0.2f, 0.2f, 0.2f));
m_mass = 80.0f;
btVector3 local_inertia(0.0f, 0.0f, 0.0f);
if (m_mass > 0.f) {
m_shape->calculateLocalInertia(m_mass, local_inertia);
}
btRigidBody::btRigidBodyConstructionInfo rigid_body_ci(m_mass, nullptr, m_shape, local_inertia);
m_rigidBody = new btRigidBody(rigid_body_ci);
m_rigidBody->setUserPointer(this);
m_rigidBody->setMotionState(&m_ph_motion_state);
m_ph_motion_state.setBody(m_rigidBody);
// I'm sure that position is valid
btTransform xform;
xform.setIdentity();
xform.setOrigin(glmVectorToBt(m_position));
m_rigidBody->setWorldTransform(xform);
// #TODO: body filter and mask
g_PhysicsWorld->GetWorld()->addRigidBody(m_rigidBody);
m_bodyDirty = true;
}
void Entity::UpdateBody()
{
m_position = btVectorToGlm(m_ph_motion_state.m_transform.getOrigin());
m_ph_motion_state.m_transform.getRotation().getEulerZYX(m_rotation.z, m_rotation.y, m_rotation.x);
m_rotation = glm::degrees(m_rotation);
}
void Entity::UpdateBodyDirty()
{
if (m_bodyDirty)
{
btTransform xform;
xform.setIdentity();
xform.setOrigin(glmVectorToBt(m_position));
m_rigidBody->setWorldTransform(xform);
m_bodyDirty = false;
}
}
REGISTER_ENTITY(ActorBase);
ActorBase::ActorBase() :
m_shape(nullptr),
m_rigidBody(nullptr),
m_bodyDirty(false)
ActorBase::ActorBase()
{
}
@@ -273,7 +353,7 @@ void ActorBase::Update(float dt)
static bool s_test = true;
if (s_test) {
UpdateBody();
UpdateBodyDirty();
Entity::Update(dt);
AfterEngineStep();
} else {
@@ -340,14 +420,27 @@ void ActorBase::UpdateBodyMovement(float dt)
if (movementDir & EMovementDir_Right)
dir += glm::normalize(glm::cross(camFront, m_camera.GetUp()));
btVector3 currentvel = m_rigidBody->getLinearVelocity();
glm::vec3 velocity = dir * speed;
if (glm::length(velocity) > 0.1f && OnGround() && !(movementDir & EMovementDir_Jump))
if (OnGround()) {
m_rigidBody->setLinearVelocity(btVector3(velocity.x, currentvel.y(), velocity.z));
if (movementDir & EMovementDir_Jump) {
m_rigidBody->setLinearVelocity(btVector3(currentvel.x(), PLAYER_PHYS_JUMPSPEEDY, currentvel.z()));
}
} else {
float airControl = 0.2f;
btVector3 airvel = currentvel + glmVectorToBt(dir * speed * airControl * dt);
m_rigidBody->setLinearVelocity(btVector3(airvel.x(), currentvel.y(), airvel.z()));
}
/*if (glm::length(velocity) > 0.1f && OnGround() && !(movementDir & EMovementDir_Jump))
m_rigidBody->setLinearVelocity(glmVectorToBt(velocity));
if ((movementDir & EMovementDir_Jump) && OnGround()) {
m_rigidBody->applyCentralImpulse(btVector3(0.0f, PLAYER_PHYS_JUMPSPEEDY*25, 0.0f));
}
m_rigidBody->applyCentralImpulse(btVector3(0.0f, PLAYER_PHYS_JUMPSPEEDY, 0.0f));
movementDir &= ~EMovementDir_Jump;
}*/
}
void ActorBase::UpdateCameraLook()
@@ -371,19 +464,6 @@ void ActorBase::UpdateCameraLook()
m_camera.SetYawPitch(yaw, pitch);
}
void ActorBase::UpdateBody()
{
if (m_bodyDirty)
{
btTransform xform;
xform.setIdentity();
xform.setOrigin(glmVectorToBt(m_position));
m_rigidBody->setWorldTransform(xform);
m_bodyDirty = false;
}
}
void ActorBase::ActivateCamera()
{
g_inputManager.SetRelativeMouseMode(true);
@@ -391,7 +471,7 @@ void ActorBase::ActivateCamera()
g_cameraManager.SetActiveCamera(&m_camera);
}
void ActorBase::CreateBody()
void ActorBase::CreatePlayerBody()
{
m_shape = new btCapsuleShape(PLAYER_PHYS_RADIUS, PLAYER_PHYS_HEIGHT - PLAYER_PHYS_RADIUS * 2.0);
@@ -417,7 +497,14 @@ void ActorBase::CreateBody()
// ACTOR STUFF
m_rigidBody->setAngularFactor(btVector3(0.0f, 0.0f, 0.0f));
m_rigidBody->setFriction(2.5f);
//m_rigidBody->setFriction(2.5f);
m_rigidBody->setFriction(0.0f);
m_rigidBody->setAnisotropicFriction(btVector3(0.0f, 0.0f, 0.0f));
m_rigidBody->setDamping(0.1f, 0.0f);
m_rigidBody->setActivationState(DISABLE_DEACTIVATION);
// #TODO: body filter and mask
@@ -492,7 +579,7 @@ int ActorBase::Lua_ActivateCamera(LuaPlus::LuaState* state)
int ActorBase::Lua_CreateBody(LuaPlus::LuaState* state)
{
CreateBody();
CreatePlayerBody();
return 0;
}
@@ -523,16 +610,20 @@ uint32_t ActorBase::GenMovementDir()
return movementDir;
}
REGISTER_ENTITY(Weapon);
REGISTER_ENTITY(WeaponBase);
Weapon::Weapon()
WeaponBase::WeaponBase()
{
}
Weapon::~Weapon()
WeaponBase::~WeaponBase()
{
}
void Weapon::Update(float dt)
void WeaponBase::Update(float dt)
{
}
void WeaponBase::Fire(const glm::vec3& direction, float damage)
{
}

View File

@@ -67,6 +67,7 @@ public:
virtual void Update(float dt);
virtual void Render();
virtual void OnCollide(IEntityBase* other);
// Game entity extensions
const std::string& GetName();
@@ -76,6 +77,11 @@ public:
void SetVisible(bool visible);
bool GetVisible();
// Game entity physics
void CreateTestBody();
void UpdateBody();
void UpdateBodyDirty();
// Game entity lua bindings
void InitFromTable(LuaPlus::LuaObject& _object);
@@ -89,6 +95,7 @@ public:
int Lua_LoadModel(LuaPlus::LuaState* state);
int Lua_Translate(LuaPlus::LuaState* state);
int Lua_SetPosition(LuaPlus::LuaState* state);
int Lua_GetClassname(LuaPlus::LuaState* state);
const LuaPlus::LuaObject& GetLuaObject();
@@ -101,6 +108,14 @@ protected:
LuaPlus::LuaObject m_onInitFunction;
LuaPlus::LuaObject m_onShutdownFunction;
LuaPlus::LuaObject m_onUpdateFunction;
LuaPlus::LuaObject m_onCollideFunction;
protected:
btCollisionShape* m_shape;
btRigidBody* m_rigidBody;
ph_motion_state m_ph_motion_state;
float m_mass;
bool m_bodyDirty;
};
class ActorBase : public Entity
@@ -119,11 +134,9 @@ public:
void UpdateCameraLook();
void UpdateBody();
void ActivateCamera();
void CreateBody();
void CreatePlayerBody();
bool OnGround();
@@ -143,21 +156,18 @@ private:
private:
Camera m_camera;
private:
btCollisionShape* m_shape;
btRigidBody* m_rigidBody;
ph_motion_state m_ph_motion_state;
float m_mass;
bool m_bodyDirty;
};
class Weapon : public Entity
class WeaponBase : public Entity
{
public:
Weapon();
~Weapon();
WeaponBase();
~WeaponBase();
virtual void Update(float dt);
void Fire(const glm::vec3& direction, float damage);
};
#endif // !GAME_OBJECT_H