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#include "common/je_lua_object.h"
#include "common/je_lua_common.h"
#include "libjin/jin.h"
#include "je_lua_mesh.h"
#include "je_lua_texture.h"
using namespace JinEngine::Math;
using namespace JinEngine::Graphics;
namespace JinEngine
{
namespace Lua
{
const char* Jin_Lua_Mesh = "Mesh";
LUA_IMPLEMENT inline Mesh* checkMesh(lua_State* L)
{
LuaObject* luaObj = (LuaObject*)luax_checktype(L, 1, Jin_Lua_Mesh);
return luaObj->getObject<Mesh>();
}
LUA_IMPLEMENT int l_getBound(lua_State* L)
{
Mesh* mesh = checkMesh(L);
BBox bbox = mesh->getBound();
luax_pushnumber(L, bbox.l);
luax_pushnumber(L, bbox.r);
luax_pushnumber(L, bbox.t);
luax_pushnumber(L, bbox.b);
return 4;
}
LUA_IMPLEMENT int l_setGraphic(lua_State* L)
{
LuaObject* luaObj = (LuaObject*)luax_checktype(L, 1, Jin_Lua_Mesh);
Mesh* mesh = luaObj->getObject<Mesh>();
luaObj->removeDependency((int)MeshDependency::DEP_GRAPHIC);
LuaObject* obj = (LuaObject*)luax_checktype(L, 2, Jin_Lua_Texture);
mesh->setGraphic(obj->getObject<Texture>());
luaObj->setDependency((int)MeshDependency::DEP_GRAPHIC, obj);
return 0;
}
// x, y, u, v, color_table
LUA_IMPLEMENT int l_pushVertex(lua_State* L)
{
Mesh* mesh = checkMesh(L);
float x = luax_checknumber(L, 2);
float y = luax_checknumber(L, 3);
float u = luax_checknumber(L, 4);
float v = luax_checknumber(L, 5);
if (!luax_istable(L, 6))
{
luax_typerror(L, 6, "color table");
return 1;
}
Color c;
c.r = luax_rawgetnumberthenpop(L, -1, 1);
c.g = luax_rawgetnumberthenpop(L, -1, 2);
c.b = luax_rawgetnumberthenpop(L, -1, 3);
c.a = luax_rawgetnumberthenpop(L, -1, 4);
mesh->pushVertex(x, y, u, v, c);
return 0;
}
LUA_IMPLEMENT int l_gc(lua_State* L)
{
LuaObject* luaObj = (LuaObject*)luax_checktype(L, 1, Jin_Lua_Mesh);
luaObj->release();
return 0;
}
LUA_EXPORT void luaopen_Mesh(lua_State* L)
{
luaL_Reg methods[] = {
{ "__gc", l_gc },
{ "getBound", l_getBound },
{ "setGraphic", l_setGraphic },
{ "pushVertex", l_pushVertex },
{ 0, 0 }
};
luax_newtype(L, Jin_Lua_Mesh, methods);
}
} // namespace Lua
} // namespace JinEngine
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