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#include <vector>
#include "common/l_object.h"
#include "common/l_common.h"
#include "libjin/jin.h"
#include "l_sprite.h"
#include "l_particle_system.h"
using namespace std;
using namespace JinEngine::Math;
using namespace JinEngine::Graphics;
using namespace JinEngine::Graphics::Particles;
namespace JinEngine
{
namespace Lua
{
const char* Jin_Lua_ParticleSystem = "ParticleSystem";
LUA_IMPLEMENT inline ParticleSystem* checkPS(lua_State* L)
{
LuaObject* luaObj = luax_checkobject(L, 1, Jin_Lua_ParticleSystem);
return luaObj->getObject<ParticleSystem>();
}
LUA_IMPLEMENT int l_gc(lua_State* L)
{
LuaObject* luaObj = luax_checkobject(L, 1, Jin_Lua_ParticleSystem);
luaObj->release();
return 0;
}
LUA_IMPLEMENT int l_update(lua_State* L)
{
ParticleSystem* ps = checkPS(L);
float dt = luax_checknumber(L, 2);
ps->update(dt);
return 0;
}
LUA_IMPLEMENT int l_render(lua_State* L)
{
ParticleSystem* ps = checkPS(L);
ps->render();
return 0;
}
LUA_IMPLEMENT int l_setPosition(lua_State* L)
{
ParticleSystem* ps = checkPS(L);
float x = luax_checknumber(L, 2);
float y = luax_checknumber(L, 3);
ps->setPosition(x, y);
return 0;
}
LUA_IMPLEMENT int l_setScale(lua_State* L)
{
ParticleSystem* ps = checkPS(L);
float sx = luax_checknumber(L, 2);
float sy = luax_checknumber(L, 3);
//ps->setScale(sx, sy);
return 0;
}
LUA_IMPLEMENT int l_pause(lua_State* L)
{
ParticleSystem* ps = checkPS(L);
bool b = luax_checkbool(L, 2);
//ps->pause(b);
return 0;
}
LUA_IMPLEMENT int l_clear(lua_State* L)
{
ParticleSystem* ps = checkPS(L);
//ps->clear();
return 0;
}
LUA_IMPLEMENT int l_setEmitRate(lua_State* L)
{
ParticleSystem* ps = checkPS(L);
if (luax_gettop(L) >= 3)
{
float floor = luax_checknumber(L, 2);
float ceil = luax_checknumber(L, 3);
ps->setEmitRate(floor, ceil);
}
else if (luax_gettop(L) >= 2)
{
float n = luax_checknumber(L, 2);
ps->setEmitRate(n);
}
return 0;
}
LUA_IMPLEMENT int l_setEmitForce(lua_State* L)
{
ParticleSystem* ps = checkPS(L);
if (luax_gettop(L) >= 3)
{
float floor = luax_checknumber(L, 2);
float ceil = luax_checknumber(L, 3);
ps->setEmitForce(floor, ceil);
}
else if (luax_gettop(L) >= 2)
{
float n = luax_checknumber(L, 2);
ps->setEmitForce(n);
}
return 0;
}
LUA_IMPLEMENT int l_setEmitDirection(lua_State* L)
{
ParticleSystem* ps = checkPS(L);
if (luax_gettop(L) >= 3)
{
float floor = luax_checknumber(L, 2);
float ceil = luax_checknumber(L, 3);
ps->setEmitDirection(floor, ceil);
}
else if (luax_gettop(L) >= 2)
{
float n = luax_checknumber(L, 2);
ps->setEmitDirection(n);
}
return 0;
}
LUA_IMPLEMENT int l_setEmitPosition(lua_State* L)
{
ParticleSystem* ps = checkPS(L);
if (luax_gettop(L) >= 3)
{
if (!luax_istable(L, 2))
{
luax_typerror(L, 2, "table");
return 1;
}
if (!luax_istable(L, 3))
{
luax_typerror(L, 3, "table");
return 1;
}
Vector2<float> floor, ceil;
floor.x() = luax_rawgetnumber(L, 2, 1);
floor.y() = luax_rawgetnumber(L, 2, 2);
ceil.x() = luax_rawgetnumber(L, 3, 1);
ceil.y() = luax_rawgetnumber(L, 3, 2);
ps->setEmitPosition(floor, ceil);
}
else if (luax_gettop(L) >= 2)
{
if (!luax_istable(L, 2))
{
luax_typerror(L, 2, "table");
return 1;
}
Vector2<float> pos;
pos.x() = luax_rawgetnumber(L, 2, 1);
pos.y() = luax_rawgetnumber(L, 2, 2);
ps->setEmitPosition(pos);
}
return 0;
}
LUA_IMPLEMENT int l_setParticleLife(lua_State* L)
{
ParticleSystem* ps = checkPS(L);
if (luax_gettop(L) >= 3)
{
float floor = luax_checknumber(L, 2);
float ceil = luax_checknumber(L, 3);
ps->setParticleLife(floor, ceil);
}
else if (luax_gettop(L) >= 2)
{
float n = luax_checknumber(L, 2);
ps->setParticleLife(n);
}
return 0;
}
LUA_IMPLEMENT int l_setParticleLinearAccelaration(lua_State* L)
{
ParticleSystem* ps = checkPS(L);
if (!luax_istable(L, 2))
{
luax_typerror(L, 2, "table");
return 1;
}
Vector2<float> ac;
ac.x() = luax_rawgetnumber(L, 2, 1);
ac.y() = luax_rawgetnumber(L, 2, 2);
ps->setParticleLinearAccelaration(ac);
return 0;
}
LUA_IMPLEMENT int l_setParticleRadialAccelaration(lua_State* L)
{
ParticleSystem* ps = checkPS(L);
float ra = luax_checknumber(L, 2);
ps->setParticleRadialAccelaration(ra);
return 0;
}
LUA_IMPLEMENT int l_setParticleAngularSpeed(lua_State* L)
{
ParticleSystem* ps = checkPS(L);
if (luax_gettop(L) >= 3)
{
float floor = luax_checknumber(L, 2);
float ceil = luax_checknumber(L, 3);
ps->setParticleAngularSpeed(floor, ceil);
}
else if (luax_gettop(L) >= 2)
{
float n = luax_checknumber(L, 2);
ps->setParticleAngularSpeed(n);
}
return 0;
}
LUA_IMPLEMENT int l_setParticleSpritesMode(lua_State* L)
{
ParticleSystem* ps = checkPS(L);
int n = luax_checkinteger(L, 2);
SpriteMode mode = static_cast<SpriteMode>(n);
ps->setParticleSpritesMode(mode);
return 0;
}
LUA_IMPLEMENT int l_addParticleSprite(lua_State* L)
{
LuaObject* obj = luax_checkobject(L, 1, Jin_Lua_ParticleSystem);
ParticleSystem* ps = obj->getObject<ParticleSystem>();
LuaObject* objSpr = luax_checkobject(L, 2, Jin_Lua_Sprite);
Sprite* spr = objSpr->getObject<Sprite>();
ps->addParticleSprite(spr);
int depn = (*obj).getDependenciesCount();
(*obj).setDependency((int)ParticleSystemDependency::DEP_SPRITES + depn, objSpr);
return 0;
}
LUA_IMPLEMENT int l_addParticleSprites(lua_State* L)
{
LuaObject* obj = luax_checkobject(L, 1, Jin_Lua_ParticleSystem);
ParticleSystem* ps = obj->getObject<ParticleSystem>();
if (!luax_istable(L, 2))
{
luax_typerror(L, 2, "sprites table");
return 1;
}
int n = luax_tableidxlen(L, 2);
int depn = (*obj).getDependenciesCount();
for (int i = 1; i <= n; ++i)
{
luax_rawgeti(L, 2, i);
LuaObject* objSpr = luax_checkobject(L, -1, Jin_Lua_Sprite);
luax_pop(L, 1);
Sprite* spr = objSpr->getObject<Sprite>();
ps->addParticleSprite(spr);
(*obj).setDependency((int)ParticleSystemDependency::DEP_SPRITES + depn + i - 1, objSpr);
}
return 0;
}
// From 0
LUA_IMPLEMENT int l_removeParticleSprite(lua_State* L)
{
LuaObject* obj = luax_checkobject(L, 1, Jin_Lua_ParticleSystem);
ParticleSystem* ps = obj->getObject<ParticleSystem>();
int n = luax_checkinteger(L, 2);
ps->removeParticleSprite(n);
(*obj).removeDependency((int)ParticleSystemDependency::DEP_SPRITES + n);
return 0;
}
LUA_IMPLEMENT int l_enableParticleBlendAdditive(lua_State* L)
{
ParticleSystem* ps = checkPS(L);
bool enable = luax_checkbool(L, 2);
ps->enableParticleBlendAdditive(enable);
return 0;
}
LUA_IMPLEMENT int l_setParticleScale(lua_State* L)
{
ParticleSystem* ps = checkPS(L);
float scale = luax_checknumber(L, 2);
ps->setParticleScale(scale);
return 0;
}
LUA_IMPLEMENT int l_addParticleScalePoint(lua_State* L)
{
ParticleSystem* ps = checkPS(L);
float scale = luax_checknumber(L, 2);
float t = luax_checknumber(L, 3);
ps->addParticleScalePoint(scale, t);
return 0;
}
LUA_IMPLEMENT int l_removeParticleScalePoint(lua_State* L)
{
ParticleSystem* ps = checkPS(L);
int i = luax_checkinteger(L, 2);
ps->removeParticleScalePoint(i);
return 0;
}
LUA_IMPLEMENT int l_setParticleColor(lua_State* L)
{
ParticleSystem* ps = checkPS(L);
if (!luax_istable(L, 2))
{
luax_typerror(L, 2, "color table");
return 1;
}
Color c;
c.r = luax_rawgetnumber(L, 2, 1);
c.g = luax_rawgetnumber(L, 2, 2);
c.b = luax_rawgetnumber(L, 2, 3);
c.a = luax_rawgetnumber(L, 2, 4);
ps->setParticleColor(c);
return 0;
}
LUA_IMPLEMENT int l_addParticleColorPoint(lua_State* L)
{
ParticleSystem* ps = checkPS(L);
if (!luax_istable(L, 2))
{
luax_typerror(L, 2, "color table");
return 1;
}
Color c;
c.r = luax_rawgetnumber(L, 2, 1);
c.g = luax_rawgetnumber(L, 2, 2);
c.b = luax_rawgetnumber(L, 2, 3);
c.a = luax_rawgetnumber(L, 2, 4);
float t = luax_checknumber(L, 3);
ps->addParticleColorPoint(c, t);
return 0;
}
LUA_IMPLEMENT int l_removeParticleColorPoint(lua_State* L)
{
ParticleSystem* ps = checkPS(L);
int i = luax_checkinteger(L, 2);
ps->removeParticleColorPoint(i);
return 0;
}
LUA_IMPLEMENT int l_setParticleTransparency(lua_State* L)
{
ParticleSystem* ps = checkPS(L);
float transparency = luax_checknumber(L, 2);
ps->setParticleTransparency(transparency);
return 0;
}
LUA_IMPLEMENT int l_addParticleTransparencyPoint(lua_State* L)
{
ParticleSystem* ps = checkPS(L);
float transparency = luax_checknumber(L, 2);
float t = luax_checknumber(L, 3);
ps->addParticleTransparencyPoint(transparency, t);
return 0;
}
LUA_IMPLEMENT int l_removeParticleTransparencyPoint(lua_State* L)
{
ParticleSystem* ps = checkPS(L);
int i = luax_checkinteger(L, 2);
ps->removeParticleTransparencyPoint(i);
return 0;
}
LUA_EXPORT void luaopen_ParticleSystem(lua_State* L)
{
luaL_Reg methods[] = {
{ "__gc", l_gc },
{ "update", l_update },
{ "render", l_render },
{ "setPosition", l_setPosition },
{ "setScale", l_setScale },
{ "pause", l_pause },
{ "clear", l_clear },
{ "setEmitRate", l_setEmitRate },
{ "setEmitForce", l_setEmitForce },
{ "setEmitDirection", l_setEmitDirection },
{ "setEmitPosition", l_setEmitPosition },
{ "setParticleLife", l_setParticleLife },
{ "setParticleLinearAccelaration", l_setParticleLinearAccelaration },
{ "setParticleRadialAccelaration", l_setParticleRadialAccelaration },
{ "setParticleAngularSpeed", l_setParticleAngularSpeed },
{ "setParticleSpritesMode", l_setParticleSpritesMode },
{ "addParticleSprite", l_addParticleSprite },
{ "addParticleSprites", l_addParticleSprites },
{ "removeParticleSprite", l_removeParticleSprite },
{ "enableParticleBlendAdditive", l_enableParticleBlendAdditive },
{ "setParticleScale", l_setParticleScale },
{ "addParticleScalePoint", l_addParticleScalePoint },
{ "removeParticleScalePoint", l_removeParticleScalePoint },
{ "setParticleColor", l_setParticleColor },
{ "addParticleColorPoint", l_addParticleColorPoint },
{ "removeParticleColorPoint", l_removeParticleColorPoint },
{ "setParticleTransparency", l_setParticleTransparency },
{ "addParticleTransparencyPoint", l_addParticleTransparencyPoint },
{ "removeParticleTransparencyPoint", l_removeParticleTransparencyPoint },
{ 0, 0 }
};
luax_newtype(L, Jin_Lua_ParticleSystem, methods);
}
} // namespace Lua
} // namespace JinEngine
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