Example #1
0
int MeshBinder::setVertices(lua_State *L)
{
    Binder binder(L);
    GMesh *mesh = static_cast<GMesh*>(binder.getInstance("Mesh", 1));
    
    bool is3d=mesh->is3d();
    int order=is3d?4:3;

    if (lua_type(L, 2) == LUA_TTABLE)
    {
        int n = lua_objlen(L, 2);
        for (int k = 0; k < n/order; ++k)
        {
            lua_rawgeti(L, 2, k * order + 1);
            int i = luaL_checkinteger(L, -1) - 1;
            lua_pop(L, 1);

            lua_rawgeti(L, 2, k * order + 2);
            float x = luaL_checknumber(L, -1);
            lua_pop(L, 1);

            lua_rawgeti(L, 2, k * order + 3);
            float y = luaL_checknumber(L, -1);
            lua_pop(L, 1);

            float z=0;
            if (is3d)
            {
            	lua_rawgeti(L, 2, k * order + 4);
            	z = luaL_checknumber(L, -1);
            	lua_pop(L, 1);
            }
            mesh->setVertex(i, x, y, z);
        }
    }
    else
    {
        int n = lua_gettop(L) - 1;
        for (int k = 0; k < n/order; ++k)
        {
            int i = luaL_checkinteger(L, k * order + 2) - 1;
            float x = luaL_checknumber(L, k * order + 3);
            float y = luaL_checknumber(L, k * order + 4);
            float z=0;
            if (is3d) 
            	z= luaL_checknumber(L, k * order + 5);
            mesh->setVertex(i, x, y, z);
        }
    }

    return 0;
}
Example #2
0
int MeshBinder::setVertex(lua_State *L)
{
    Binder binder(L);
    GMesh *mesh = static_cast<GMesh*>(binder.getInstance("Mesh", 1));

    int i = luaL_checkinteger(L, 2) - 1;
    float x = luaL_checknumber(L, 3);
    float y = luaL_checknumber(L, 4);
    float z = luaL_optnumber(L, 5, 0.0);

    mesh->setVertex(i, x, y, z);

    return 0;
}