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