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moonfall/LuaBindingActorPhysics.cpp

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/*
Moonfall Copyright (C) 2008 Alex Yatskov
This program is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program. If not, see <http://www.gnu.org/licenses/>.
*/
#include "Pch.h"
#include "LuaBinding.h"
#include "ActorPropertyPhysics.h"
int LuaBinding::ActorPhysicsGetVelocity()
{
int actorId = 0;
if (!Peek(1, &actorId))
{
return ERROR_TYPE_PARAMETER;
}
const boost::shared_ptr<ActorPropertyPhysics> property = LuaBinding::GetActorProperty<ActorPropertyPhysics>(actorId);
if (!property)
{
return ERROR_TYPE_STATE;
}
Push(property->GetVelocity());
return 1;
}
int LuaBinding::ActorPhysicsSetVelocity()
{
int actorId = 0;
Vector2f velocity;
if (!Peek(1, &actorId) || !Peek(2, &velocity))
{
return ERROR_TYPE_PARAMETER;
}
const boost::shared_ptr<ActorPropertyPhysics> property = LuaBinding::GetActorProperty<ActorPropertyPhysics>(actorId);
if (!property)
{
return ERROR_TYPE_STATE;
}
property->SetVelocity(velocity);
return 0;
}
int LuaBinding::ActorPhysicsQueryShapeCollisions()
{
int actorId = 0;
int actorShape = 0;
if (!Peek(1, &actorId) || !Peek(2, &actorShape) || actorShape >= ACTOR_SHAPE_TYPE_COUNT)
{
return ERROR_TYPE_PARAMETER;
}
const boost::shared_ptr<ActorPropertyPhysics> property = LuaBinding::GetActorProperty<ActorPropertyPhysics>(actorId);
if (!property)
{
return ERROR_TYPE_STATE;
}
std::vector<boost::weak_ptr<Actor> > actors;
property->QueryShapeCollisions(static_cast<ActorShapeType>(actorShape), &actors);
std::vector<int> actorIds;
for (std::vector<boost::weak_ptr<Actor> >::const_iterator iter = actors.begin(); iter != actors.end(); ++iter)
{
const boost::shared_ptr<Actor> actor = iter->lock();
if (actor)
{
actorIds.push_back(actor->GetId());
}
}
Push(actorIds);
return 1;
}