Big big update
This commit is contained in:
@@ -113,6 +113,7 @@ struct ExampleAppConsole
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Commands.push_back("r_entity_debug_draw");
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Commands.push_back("r_light_debug_draw");
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Commands.push_back("noclip");
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Commands.push_back("print_pos");
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Commands.push_back("map");
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Commands.push_back("quit");
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AutoScroll = true;
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@@ -359,6 +360,20 @@ struct ExampleAppConsole
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{
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toggleNoclip();
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}
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else if (Stricmp(command_line, "PRINT_POS") == 0)
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{
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Camera* camera = g_cameraManager.GetActiveCamera();
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if (camera)
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{
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Logger::Msg("pos: %f %f %f", camera->GetPosition().x, camera->GetPosition().y, camera->GetPosition().z);
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Logger::Msg("<Position x=\"%.4f\" y=\"%.4f\" z=\"%.4f\"/>", camera->GetPosition().x, camera->GetPosition().y, camera->GetPosition().z);
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Logger::Msg("local x, y, z = %.2f, %.2f, %.2f", camera->GetPosition().x, camera->GetPosition().y, camera->GetPosition().z);
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}
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else
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{
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Logger::Msg("print_pos: no active camera!");
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}
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}
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else if (Stricmp(command_line, "MAP") == 0)
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{
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GetEngine()->NewGame(full_command_line + 4);
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@@ -21,7 +21,6 @@ public:
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void DeleteEntity(int index);
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int GetNumEntities();
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IEntityBase* GetEntity(int index);
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int FindEntityId(IEntityBase* pEntity);
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@@ -100,6 +100,10 @@ void ActorBase::UpdateBodyMovement(float dt)
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m_rigidBody->setLinearVelocity(btVector3(airvel.x(), currentvel.y(), airvel.z()));
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}
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if (m_noclip && movementDir == EMouseButton_None) {
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m_rigidBody->setLinearVelocity(btVector3(0.0f, 0.0f, 0.0f));
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}
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/*if (glm::length(velocity) > 0.1f && OnGround() && !(movementDir & EMovementDir_Jump))
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m_rigidBody->setLinearVelocity(glmVectorToBt(velocity));
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@@ -387,6 +391,8 @@ int ActorBase::GenAction()
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action = 1;
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else if (g_inputManager.GetKeyboard().IsKeyDown(SDLK_R))
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action = 2;
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else if (g_inputManager.GetKeyboard().IsKeyDown(SDLK_E))
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action = 3;
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return action;
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}
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@@ -127,6 +127,19 @@ LuaPlus::LuaObject engineGetEntityFromID(lua_Integer id)
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return entityTable;
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}
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LuaPlus::LuaObject engineFindEntityByName(const char* name)
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{
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Entity* entity = (Entity*)g_game->FindEntityByName(name);
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if (!entity)
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{
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LuaPlus::LuaObject table;
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table.AssignNil(GetLuaState());
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return table;
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}
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return entity->GetLuaObject();
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}
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void engineAddEntityToWorld(LuaPlus::LuaObject& object)
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{
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LuaPlus::LuaObject cppclass = object["__object"];
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@@ -184,6 +197,7 @@ void registerEngine()
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engineTable.RegisterDirect("create_entity", &engineCreateEntity);
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engineTable.RegisterDirect("add_entity_to_world", &engineAddEntityToWorld);
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engineTable.RegisterDirect("get_entity_from_id", &engineGetEntityFromID);
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engineTable.RegisterDirect("find_entity_by_name", &engineFindEntityByName);
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engineTable.RegisterDirect("play_sound", &enginePlaySound);
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engineTable.RegisterDirect("play_sound_3d", &enginePlaySound3D);
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engineTable.RegisterDirect("get_delta", &engineGetDelta);
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@@ -469,11 +483,15 @@ void Game::Init()
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{
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initializeLua();
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initializeEntitiesTable();
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luaCallFunction("sv_game_init");
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}
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void Game::InitForNewMap(const char* mapname)
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{
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LoadLevelXML(mapname);
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luaCallFunction("sv_on_game_start");
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}
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void Game::LoadLevelXML(const char* mapname)
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@@ -519,6 +537,9 @@ void Game::LoadLevelXML(const char* mapname)
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// Create entity and expose it to the engine
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Entity* entity = static_cast<Entity*>(Lua_CreateEntity(classname.as_string()));
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if (!entityname.empty())
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entity->SetName(entityname.as_string());
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pugi::xml_node position = entitynode.child("Position");
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if (position)
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{
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@@ -603,7 +624,7 @@ IEntityBase* Game::Lua_CreateEntity(const char* classname)
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// create an table
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LuaObject entityTable = GetLuaState().CreateTable();
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entityTable.SetString("m_name", entityname);
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entityTable.SetString("__private_name", entityname);
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entityTable.SetInteger("m_id", entity->GetID());
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// assign prototype
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@@ -640,6 +661,22 @@ LuaPrototype* Game::Lua_FindPrototype(const char* classname)
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return nullptr;
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}
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IEntityBase* Game::FindEntityByName(const char* name)
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{
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if (!g_world)
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return nullptr;
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int numEntities = g_world->GetNumEntities();
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for (int i = 0; i < numEntities; i++)
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{
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Entity* entity = dynamic_cast<Entity*>(g_world->GetEntity(i));
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if (entity && entity->GetName() == name)
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return entity;
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}
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return nullptr;
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}
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void Game::Shutdown()
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{
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}
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@@ -16,6 +16,8 @@ public:
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LuaPrototype* Lua_FindPrototype(const char* classname);
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IEntityBase* FindEntityByName(const char* name);
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void Shutdown();
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void Render2D();
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@@ -1,5 +1,6 @@
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#include <string>
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#include "core.h"
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#include "log.h"
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#include "game_lua_help.h"
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class LuaStateWrapper
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@@ -84,6 +85,20 @@ void luaDoString(const char* str)
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}
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}
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void luaCallFunction(const char* name)
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{
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LuaPlus::LuaObject onGameStart = GetLuaState().GetGlobal(name);
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if (onGameStart.IsFunction())
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{
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LuaPlus::LuaFunctionVoid function = onGameStart;
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function();
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}
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else
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{
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Msg("missing function '%s'", name);
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}
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}
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glm::mat4 getMatrixFromLua(LuaPlus::LuaObject& matrix)
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{
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glm::mat4 return_matrix = glm::identity<glm::mat4>();
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@@ -11,6 +11,7 @@ LuaPlus::LuaState& GetLuaState();
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void luaLoadScript(const char* filename);
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void luaDoString(const char* str);
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void luaCallFunction(const char* name);
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glm::mat4 getMatrixFromLua(LuaPlus::LuaObject& matrix);
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@@ -1,5 +1,6 @@
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#include "core.h"
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#include "inputmanager.h"
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#include "log.h"
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#include "debugrender.h"
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#include "game_object.h"
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#include <SDL3/SDL.h>
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@@ -185,6 +186,8 @@ void Entity::InitFromTable(LuaPlus::LuaObject& _object)
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// register entity functions
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RegisterFunctions();
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m_luaObject.SetString("m_name", m_name.c_str());
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// assign C++ object
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m_luaObject.SetLightUserdata("__object", this);
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}
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@@ -210,11 +213,15 @@ void Entity::RegisterBaseFunctions()
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m_luaObject.Register("get_classname", *this, &Entity::Lua_GetClassname);
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m_luaObject.Register("get_id", *this, &Entity::Lua_GetID);
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m_luaObject.Register("mark_for_delete", *this, &Entity::Lua_MarkForDelete);
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m_luaObject.Register("set_name", *this, &Entity::Lua_SetName);
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m_luaObject.Register("get_name", *this, &Entity::Lua_GetName);
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// physics
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m_luaObject.Register("set_velocity", *this, &Entity::Lua_SetVelocity);
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m_luaObject.Register("get_velocity", *this, &Entity::Lua_GetVelocity);
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m_luaObject.Register("has_rigid_body", *this, &Entity::Lua_HasRigidBody);
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m_luaObject.Register("create_box_body", *this, &Entity::Lua_CreateBoxBody);
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m_luaObject.Register("create_sphere_body", *this, &Entity::Lua_CreateSphereBody);
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// animation
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m_luaObject.Register("find_animation", *this, &Entity::Lua_FindAnimation);
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@@ -357,20 +364,9 @@ int Entity::Lua_SetRotationFromVectors(LuaPlus::LuaState* state)
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{
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LuaPlus::LuaStack stack(state);
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glm::vec3 front(
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stack[2].GetNumber(),
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stack[3].GetNumber(),
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stack[4].GetNumber());
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glm::vec3 right(
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stack[5].GetNumber(),
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stack[6].GetNumber(),
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stack[7].GetNumber());
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glm::vec3 up(
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stack[8].GetNumber(),
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stack[9].GetNumber(),
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stack[10].GetNumber());
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glm::vec3 front = glm::vec3(stack[2].GetNumber(), stack[3].GetNumber(), stack[4].GetNumber());
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glm::vec3 right = glm::vec3(stack[5].GetNumber(), stack[6].GetNumber(), stack[7].GetNumber());
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glm::vec3 up = glm::vec3(stack[8].GetNumber(), stack[9].GetNumber(), stack[10].GetNumber());
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Help_SetRotationFromVectors(front, right, up);
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@@ -403,6 +399,22 @@ int Entity::Lua_MarkForDelete(LuaPlus::LuaState* state)
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return 0;
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}
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int Entity::Lua_SetName(LuaPlus::LuaState* state)
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{
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LuaPlus::LuaStack stack(state);
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const char* name = stack[2].GetString();
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SetName(name);
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return 0;
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}
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int Entity::Lua_GetName(LuaPlus::LuaState* state)
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{
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state->PushString(m_name.c_str());
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return 1;
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}
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int Entity::Lua_SetVelocity(LuaPlus::LuaState* state)
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{
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LuaPlus::LuaStack stack(state);
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@@ -437,6 +449,44 @@ int Entity::Lua_HasRigidBody(LuaPlus::LuaState* state)
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return 1;
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}
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int Entity::Lua_CreateBoxBody(LuaPlus::LuaState* state)
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{
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LuaPlus::LuaStack stack(state);
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glm::vec3 size;
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size.x = stack[2].GetNumber();
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size.y = stack[3].GetNumber();
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size.z = stack[4].GetNumber();
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float mass = stack[5].GetNumber();
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float friction = stack[6].GetNumber();
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float damping = stack[7].GetNumber();
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bool is_trigger = stack[8].GetBoolean();
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bool use_parameters = stack[9].GetBoolean();
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CreateBoxBody(size, mass, friction, damping, is_trigger, use_parameters);
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return 0;
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}
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int Entity::Lua_CreateSphereBody(LuaPlus::LuaState* state)
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{
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LuaPlus::LuaStack stack(state);
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float radius = stack[2].GetNumber();
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float mass = stack[3].GetNumber();
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float friction = stack[4].GetNumber();
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float damping = stack[5].GetNumber();
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bool is_trigger = stack[6].GetBoolean();
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bool use_parameters = stack[7].GetBoolean();
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CreateSphereBody(radius, mass, friction, damping, is_trigger, use_parameters);
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return 0;
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}
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int Entity::Lua_FindAnimation(LuaPlus::LuaState* state)
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{
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LuaPlus::LuaStack stack(state);
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@@ -444,7 +494,7 @@ int Entity::Lua_FindAnimation(LuaPlus::LuaState* state)
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if (!stack[2].IsString())
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{
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Core::Warning("load_model: first argument is not an string");
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Core::Warning("find_animation: first argument is not an string");
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return 0;
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}
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@@ -525,7 +575,59 @@ void Entity::CreateTestBody()
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{
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m_shape = new btBoxShape(btVector3(0.2f, 0.2f, 0.2f));
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m_mass = 80.0f;
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CreateBodyPrivate(80.0f, 0.0, 0.0f, false, false);
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//m_mass = 80.0f;
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//btVector3 local_inertia(0.0f, 0.0f, 0.0f);
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//if (m_mass > 0.f) {
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// m_shape->calculateLocalInertia(m_mass, local_inertia);
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//}
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//btRigidBody::btRigidBodyConstructionInfo rigid_body_ci(m_mass, nullptr, m_shape, local_inertia);
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//m_rigidBody = new btRigidBody(rigid_body_ci);
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//m_rigidBody->setUserPointer(this);
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//m_rigidBody->setMotionState(&m_ph_motion_state);
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//m_ph_motion_state.setBody(m_rigidBody);
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//// I'm sure that position is valid
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//btTransform xform;
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//xform.setIdentity();
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//xform.setOrigin(glmVectorToBt(m_position));
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//m_rigidBody->setWorldTransform(xform);
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//// #TODO: body filter and mask
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//g_PhysicsWorld->GetWorld()->addRigidBody(m_rigidBody);
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//m_bodyDirty = true;
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}
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void Entity::CreateBoxBody(const glm::vec3& size, float mass, float friction, float damping, bool is_trigger, bool use_parameters)
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{
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m_shape = (btCollisionShape*)new btBoxShape(glmVectorToBt(size));
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CreateBodyPrivate(mass, friction, damping, is_trigger, use_parameters);
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}
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void Entity::CreateSphereBody(float radius, float mass, float friction, float damping, bool is_trigger, bool use_parameters)
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{
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m_shape = (btCollisionShape*)new btSphereShape(radius);
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CreateBodyPrivate(mass, friction, damping, is_trigger, use_parameters);
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}
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void Entity::CreateBodyPrivate(float mass, float friction, float damping, bool is_trigger, bool use_parameters)
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{
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SDL_assert_always(m_shape);
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m_mass = mass;
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if (is_trigger && m_mass > 0.f)
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{
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Msg("WARNING! Entity '%s' trying to create body with mass %f and trigger flag, setting to zero.", m_name.c_str(), mass);
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m_mass = 0.0f;
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}
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btVector3 local_inertia(0.0f, 0.0f, 0.0f);
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if (m_mass > 0.f) {
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m_shape->calculateLocalInertia(m_mass, local_inertia);
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@@ -544,6 +646,26 @@ void Entity::CreateTestBody()
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xform.setOrigin(glmVectorToBt(m_position));
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m_rigidBody->setWorldTransform(xform);
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// body parameters
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||||
if (use_parameters)
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{
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||||
m_rigidBody->setFriction(friction);
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m_rigidBody->setAnisotropicFriction(btVector3(0.0f, 0.0f, 0.0f));
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m_rigidBody->setDamping(damping, 0.0f);
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}
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||||
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||||
int bodyCollisionFlags = m_rigidBody->getCollisionFlags();
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||||
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||||
if (is_trigger)
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bodyCollisionFlags |= btRigidBody::CF_NO_CONTACT_RESPONSE;
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||||
else
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bodyCollisionFlags &= ~btRigidBody::CF_NO_CONTACT_RESPONSE;
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||||
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||||
m_rigidBody->setCollisionFlags(bodyCollisionFlags);
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||||
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||||
if (is_trigger)
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||||
m_rigidBody->setCustomDebugColor(btVector3(1.0f, 0.5f, 0.0f));
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||||
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||||
// #TODO: body filter and mask
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g_PhysicsWorld->GetWorld()->addRigidBody(m_rigidBody);
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||||
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||||
@@ -637,3 +759,24 @@ void WeaponBase::Fire(const glm::vec3& direction, float damage)
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// ActorBase* entity = (ActorBase*)stack[1].GetByName("__object").GetLightUserdata();
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// entity->ActivateCamera();
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||||
//}
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||||
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||||
REGISTER_ENTITY(TriggerBase);
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||||
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||||
TriggerBase::TriggerBase()
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||||
{
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||||
}
|
||||
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||||
TriggerBase::~TriggerBase()
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||||
{
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||||
}
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||||
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||||
void TriggerBase::Render()
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||||
{
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if (m_rigidBody && g_debugEntityDraw)
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{
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BoundingBox bbox;
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bbox.m_min = btVectorToGlm(m_rigidBody->getBroadphaseHandle()->m_aabbMin);
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bbox.m_max = btVectorToGlm(m_rigidBody->getBroadphaseHandle()->m_aabbMax);
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g_debugRender->DrawBoundingBox(bbox, glm::vec3(1.0f, 0.5f, 0.0f));
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||||
}
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||||
}
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||||
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||||
@@ -84,6 +84,11 @@ public:
|
||||
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||||
// Game entity physics
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||||
void CreateTestBody();
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||||
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||||
void CreateBoxBody(const glm::vec3& size, float mass, float friction, float damping, bool is_trigger, bool use_parameters);
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||||
void CreateSphereBody(float radius, float mass, float friction, float damping, bool is_trigger, bool use_parameters);
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||||
void CreateBodyPrivate(float mass, float friction, float damping, bool is_trigger, bool use_parameters);
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||||
|
||||
void UpdateBody();
|
||||
void UpdateBodyDirty();
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||||
|
||||
@@ -112,10 +117,14 @@ public:
|
||||
int Lua_GetID(LuaPlus::LuaState* state);
|
||||
int Lua_UpdateTransform(LuaPlus::LuaState* state);
|
||||
int Lua_MarkForDelete(LuaPlus::LuaState* state);
|
||||
int Lua_SetName(LuaPlus::LuaState* state);
|
||||
int Lua_GetName(LuaPlus::LuaState* state);
|
||||
|
||||
int Lua_SetVelocity(LuaPlus::LuaState* state);
|
||||
int Lua_GetVelocity(LuaPlus::LuaState* state);
|
||||
int Lua_HasRigidBody(LuaPlus::LuaState* state);
|
||||
int Lua_CreateBoxBody(LuaPlus::LuaState* state);
|
||||
int Lua_CreateSphereBody(LuaPlus::LuaState* state);
|
||||
|
||||
int Lua_FindAnimation(LuaPlus::LuaState* state);
|
||||
int Lua_PlayAnimation(LuaPlus::LuaState* state);
|
||||
@@ -157,4 +166,13 @@ public:
|
||||
void Fire(const glm::vec3& direction, float damage);
|
||||
};
|
||||
|
||||
class TriggerBase : public Entity
|
||||
{
|
||||
public:
|
||||
TriggerBase();
|
||||
~TriggerBase();
|
||||
|
||||
virtual void Render();
|
||||
};
|
||||
|
||||
#endif // !GAME_OBJECT_H
|
||||
|
||||
@@ -9,7 +9,8 @@ REGISTER_ENTITY(Light);
|
||||
|
||||
Light::Light()
|
||||
{
|
||||
m_dlight = nullptr;
|
||||
//m_dlight = nullptr;
|
||||
m_dlight = DLightManager::GetInstance()->AllocLight();
|
||||
}
|
||||
|
||||
Light::~Light()
|
||||
@@ -25,13 +26,23 @@ void Light::Render()
|
||||
|
||||
if (g_debugDrawLights)
|
||||
{
|
||||
g_debugRender->DrawAxis(m_dlight->position);
|
||||
g_debugRender->DrawSphere(m_dlight->position, m_dlight->radius, m_dlight->color);
|
||||
}
|
||||
}
|
||||
|
||||
void Light::RegisterFunctions()
|
||||
{
|
||||
m_luaObject.Register("set_color", *this, &Light::Lua_SetColor);
|
||||
m_luaObject.Register("get_color", *this, &Light::Lua_GetColor);
|
||||
|
||||
m_luaObject.Register("set_radius", *this, &Light::Lua_SetRadius);
|
||||
m_luaObject.Register("get_radius", *this, &Light::Lua_GetRadius);
|
||||
}
|
||||
|
||||
void Light::InitFromXML(const pugi::xml_node& node)
|
||||
{
|
||||
m_dlight = DLightManager::GetInstance()->AllocLight();
|
||||
//m_dlight = DLightManager::GetInstance()->AllocLight();
|
||||
SDL_assert_always(m_dlight);
|
||||
m_dlight->position = m_position;
|
||||
|
||||
@@ -48,4 +59,46 @@ void Light::InitFromXML(const pugi::xml_node& node)
|
||||
{
|
||||
m_dlight->radius = radius.attribute("value").as_float();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
int Light::Lua_SetColor(LuaPlus::LuaState* state)
|
||||
{
|
||||
SDL_assert_always(m_dlight);
|
||||
|
||||
LuaPlus::LuaStack stack(state);
|
||||
m_dlight->color.r = stack[2].GetFloat();
|
||||
m_dlight->color.g = stack[3].GetFloat();
|
||||
m_dlight->color.b = stack[4].GetFloat();
|
||||
|
||||
return 0;
|
||||
}
|
||||
|
||||
int Light::Lua_GetColor(LuaPlus::LuaState* state)
|
||||
{
|
||||
SDL_assert_always(m_dlight);
|
||||
|
||||
state->PushNumber(m_dlight->color.r);
|
||||
state->PushNumber(m_dlight->color.g);
|
||||
state->PushNumber(m_dlight->color.b);
|
||||
|
||||
return 3;
|
||||
}
|
||||
|
||||
int Light::Lua_SetRadius(LuaPlus::LuaState* state)
|
||||
{
|
||||
SDL_assert_always(m_dlight);
|
||||
|
||||
LuaPlus::LuaStack stack(state);
|
||||
m_dlight->radius = stack[2].GetFloat();
|
||||
|
||||
return 0;
|
||||
}
|
||||
|
||||
int Light::Lua_GetRadius(LuaPlus::LuaState* state)
|
||||
{
|
||||
SDL_assert_always(m_dlight);
|
||||
|
||||
state->PushNumber(m_dlight->radius);
|
||||
|
||||
return 1;
|
||||
}
|
||||
|
||||
@@ -16,9 +16,16 @@ public:
|
||||
~Light();
|
||||
|
||||
void Render() override;
|
||||
void RegisterFunctions() override;
|
||||
|
||||
void InitFromXML(const pugi::xml_node& node);
|
||||
|
||||
private:
|
||||
int Lua_SetColor(LuaPlus::LuaState* state);
|
||||
int Lua_GetColor(LuaPlus::LuaState* state);
|
||||
int Lua_SetRadius(LuaPlus::LuaState* state);
|
||||
int Lua_GetRadius(LuaPlus::LuaState* state);
|
||||
|
||||
private:
|
||||
DLight* m_dlight;
|
||||
};
|
||||
|
||||
@@ -692,7 +692,7 @@ void Model::Draw(const glm::mat4& model, SkeletonInstance* instance /*= nullptr*
|
||||
|
||||
if (shader->HasUniform(UNIFORM_SUN_AMBIENT))
|
||||
{
|
||||
glm::vec4 lightColor = glm::vec4(0.1f);
|
||||
glm::vec4 lightColor = glm::vec4(g_sceneManager->getAmbientColor(), 1.0f);
|
||||
g_shaderSystem->SetUniformFloat4(shader, UNIFORM_SUN_AMBIENT, &lightColor);
|
||||
}
|
||||
|
||||
|
||||
@@ -20,6 +20,7 @@
|
||||
|
||||
extern int g_NumModels;
|
||||
static bool g_debugRenderScene = false;
|
||||
glm::vec3 g_ambientColor = glm::vec3(0.0f);
|
||||
|
||||
static std::string getFileExtension(const std::string& filename)
|
||||
{
|
||||
@@ -218,6 +219,9 @@ void SceneManager::loadScene(const char* filename)
|
||||
{
|
||||
unloadIfScenePresent();
|
||||
|
||||
// Reset ambient color
|
||||
setAmbientColor(glm::vec3(0.0f));
|
||||
|
||||
char filenameBuffer[kMaxPathLength];
|
||||
snprintf(filenameBuffer, kMaxPathLength, "data/levels/%s/%s.xml", filename, filename);
|
||||
|
||||
@@ -243,6 +247,16 @@ void SceneManager::loadScene(const char* filename)
|
||||
pugi::xml_node root = doc.document_element();
|
||||
const char* scenefilename = root.child("LevelDescription").child("SceneFile").attribute("filename").value();
|
||||
|
||||
pugi::xml_node ambientnode = root.child("LevelDescription").child("AmbientColor");
|
||||
if (ambientnode)
|
||||
{
|
||||
glm::vec3 color = glm::vec3(0.0f);
|
||||
color.r = ambientnode.attribute("r").as_float();
|
||||
color.g = ambientnode.attribute("g").as_float();
|
||||
color.b = ambientnode.attribute("b").as_float();
|
||||
setAmbientColor(color);
|
||||
}
|
||||
|
||||
m_sceneName = getFileNameWithoutExtension(scenefilename);
|
||||
|
||||
sprintf(filenameBuffer, "data/levels/%s/%s", filename, scenefilename);
|
||||
@@ -497,6 +511,16 @@ void SceneManager::toggleDebugRender()
|
||||
g_debugRenderScene = !g_debugRenderScene;
|
||||
}
|
||||
|
||||
void SceneManager::setAmbientColor(const glm::vec3& color)
|
||||
{
|
||||
g_ambientColor = color;
|
||||
}
|
||||
|
||||
const glm::vec3& SceneManager::getAmbientColor()
|
||||
{
|
||||
return g_ambientColor;
|
||||
}
|
||||
|
||||
// SceneStaticMesh
|
||||
|
||||
SceneStaticMesh::SceneStaticMesh() :
|
||||
@@ -856,7 +880,7 @@ void R_SceneStaticMesh_BindShader(const glm::mat4& worldMatrix, Texture2D* albed
|
||||
|
||||
if (shader->HasUniform(UNIFORM_SUN_AMBIENT))
|
||||
{
|
||||
glm::vec4 lightColor = glm::vec4(0.1f);
|
||||
glm::vec4 lightColor = glm::vec4(g_sceneManager->getAmbientColor(), 1.0f);
|
||||
g_shaderSystem->SetUniformFloat4(shader, UNIFORM_SUN_AMBIENT, &lightColor);
|
||||
}
|
||||
|
||||
|
||||
@@ -56,15 +56,21 @@ public:
|
||||
SceneManager();
|
||||
~SceneManager();
|
||||
|
||||
// \brief Load an static scene.
|
||||
// \brief Load a static scene.
|
||||
void loadScene(const char*);
|
||||
|
||||
// \brief Get current scene name.
|
||||
const char* getSceneName();
|
||||
|
||||
// \brief Toggle an debug rendering.
|
||||
// \brief Toggle a debug rendering.
|
||||
void toggleDebugRender();
|
||||
|
||||
// \brief Set an ambient color.
|
||||
void setAmbientColor(const glm::vec3& color);
|
||||
|
||||
// \brief Get an ambient color.
|
||||
const glm::vec3& getAmbientColor();
|
||||
|
||||
private:
|
||||
void LoadSceneXML(const char* filename);
|
||||
void loadSkybox(const char*);
|
||||
|
||||
@@ -89,6 +89,7 @@ void SoundSystem::Play(SoundHandle handle, bool bLoop)
|
||||
assert(handle <= -1 || handle <= m_dwSoundsNum);
|
||||
|
||||
ma_sound_start(&m_sounds[handle]);
|
||||
ma_sound_set_spatialization_enabled(&m_sounds[handle], false);
|
||||
|
||||
if ( bLoop )
|
||||
ma_sound_set_looping(&m_sounds[handle], true);
|
||||
@@ -100,6 +101,9 @@ void SoundSystem::Play3D(SoundHandle handle, float x, float y, float z, bool bLo
|
||||
return;
|
||||
|
||||
Play(handle, bLoop);
|
||||
|
||||
// enable 3d
|
||||
ma_sound_set_spatialization_enabled(&m_sounds[handle], true);
|
||||
ma_sound_set_position(&m_sounds[handle], x, y, z);
|
||||
}
|
||||
|
||||
|
||||
Reference in New Issue
Block a user