int lua_PhysicsCollisionShapeDefinition_isEmpty(lua_State* state)
{
    // Get the number of parameters.
    int paramCount = lua_gettop(state);

    // Attempt to match the parameters to a valid binding.
    switch (paramCount)
    {
        case 1:
        {
            if ((lua_type(state, 1) == LUA_TUSERDATA))
            {
                PhysicsCollisionShape::Definition* instance = getInstance(state);
                bool result = instance->isEmpty();

                // Push the return value onto the stack.
                lua_pushboolean(state, result);

                return 1;
            }

            lua_pushstring(state, "lua_PhysicsCollisionShapeDefinition_isEmpty - Failed to match the given parameters to a valid function signature.");
            lua_error(state);
            break;
        }
        default:
        {
            lua_pushstring(state, "Invalid number of parameters (expected 1).");
            lua_error(state);
            break;
        }
    }
    return 0;
}
Пример #2
0
PhysicsRigidBody* PhysicsRigidBody::create(Node* node, Properties* properties, const char* nspace)
{
    // Check if the properties is valid and has a valid namespace.
    if (!properties || !(strcmp(properties->getNamespace(), "collisionObject") == 0))
    {
        GP_ERROR("Failed to load rigid body from properties object: must be non-null object and have namespace equal to 'collisionObject'.");
        return NULL;
    }

    // Check that the type is specified and correct.
    const char* type = properties->getString("type");
    if (!type)
    {
        GP_ERROR("Failed to load physics rigid body from properties object; required attribute 'type' is missing.");
        return NULL;
    }
    if (strcmp(type, nspace) != 0)
    {
        GP_ERROR("Failed to load physics rigid body from properties object; attribute 'type' must be equal to '%s'.", nspace);
        return NULL;
    }

    // Load the physics collision shape definition.
    PhysicsCollisionShape::Definition shape = PhysicsCollisionShape::Definition::create(node, properties);
    if (shape.isEmpty())
    {
        GP_ERROR("Failed to create collision shape during rigid body creation.");
        return NULL;
    }

    // Set the rigid body parameters to their defaults.
    Parameters parameters;
    kmVec3* gravity = NULL;

    // Load the defined rigid body parameters.
    properties->rewind();
    const char* name;
    while ((name = properties->getNextProperty()) != NULL)
    {
        if (strcmp(name, "mass") == 0)
        {
            parameters.mass = properties->getFloat();
        }
        else if (strcmp(name, "friction") == 0)
        {
            parameters.friction = properties->getFloat();
        }
        else if (strcmp(name, "restitution") == 0)
        {
            parameters.restitution = properties->getFloat();
        }
        else if (strcmp(name, "linearDamping") == 0)
        {
            parameters.linearDamping = properties->getFloat();
        }
        else if (strcmp(name, "angularDamping") == 0)
        {
            parameters.angularDamping = properties->getFloat();
        }
        else if (strcmp(name, "kinematic") == 0)
        {
            parameters.kinematic = properties->getBool();
        }
        else if (strcmp(name, "anisotropicFriction") == 0)
        {
            properties->getVector3(NULL, &parameters.anisotropicFriction);
        }
        else if (strcmp(name, "gravity") == 0)
        {
            gravity = new kmVec3;
            properties->getVector3(NULL, gravity);
        }
        else if (strcmp(name, "angularFactor") == 0)
        {
            properties->getVector3(NULL, &parameters.angularFactor);
        }
        else if (strcmp(name, "linearFactor") == 0)
        {
            properties->getVector3(NULL, &parameters.linearFactor);
        }
        else
        {
            // Ignore this case (the attributes for the rigid body's collision shape would end up here).
        }
    }

    // Create the rigid body.
    PhysicsRigidBody* body = new PhysicsRigidBody(node, shape, parameters);

    if (gravity)
    {
        body->setGravity(*gravity);
        SAFE_DELETE(gravity);
    }

    return body;
}