Removed the lua state from the physics.
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parent
b897dc5457
commit
f496532126
2
level.cc
2
level.cc
@ -69,7 +69,7 @@ void Level::load() {
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this->physics = Physics();
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this->physics = Physics();
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this->physics.init(L);
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this->physics.init();
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// currently hard coded should later read this stuff out of a file
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// currently hard coded should later read this stuff out of a file
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this->camera = Camera(glm::vec2(-0.8f, 0.0f), 3.0f);
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this->camera = Camera(glm::vec2(-0.8f, 0.0f), 3.0f);
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11
physics.cc
11
physics.cc
@ -8,7 +8,7 @@ Physics::Physics() {
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Physics::~Physics() {
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Physics::~Physics() {
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}
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}
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void Physics::init(lua_State* L)
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void Physics::init()
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{
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{
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colConfig = new btDefaultCollisionConfiguration();
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colConfig = new btDefaultCollisionConfiguration();
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dispatcher = new btCollisionDispatcher(colConfig);
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dispatcher = new btCollisionDispatcher(colConfig);
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@ -16,15 +16,6 @@ void Physics::init(lua_State* L)
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solver = new btSequentialImpulseConstraintSolver();
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solver = new btSequentialImpulseConstraintSolver();
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world = new btDiscreteDynamicsWorld(dispatcher,broadphase,solver,colConfig);
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world = new btDiscreteDynamicsWorld(dispatcher,broadphase,solver,colConfig);
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world->setGravity(btVector3(0,-10,-0));
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world->setGravity(btVector3(0,-10,-0));
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//Expose the class Physics and its functions
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luabridge::getGlobalNamespace(L)
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.beginClass<Physics>("Physics")
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//.addFunction("", &Physics::)
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.endClass();
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//Push the physics to Lua as a global variable
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luabridge::push(L, this);
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lua_setglobal(L, "physics");
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}
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}
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void Physics::takeUpdateStep(float timeDiff)
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void Physics::takeUpdateStep(float timeDiff)
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@ -7,13 +7,6 @@
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#include <string>
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#include <string>
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#include <stdio.h>
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#include <stdio.h>
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extern "C" {
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#include "extern/lua/src/lua.h"
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#include "extern/lua/src/lualib.h"
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#include "extern/lua/src/lauxlib.h"
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}
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#include "extern/luabridge/LuaBridge.h"
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#include "entity.hh"
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#include "entity.hh"
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#include "extern/bullet/src/BulletDynamics/Dynamics/btRigidBody.h"
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#include "extern/bullet/src/BulletDynamics/Dynamics/btRigidBody.h"
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@ -51,7 +44,7 @@ class Physics {
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public:
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public:
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Physics();
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Physics();
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~Physics();
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~Physics();
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void init(lua_State* L);
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void init();
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void takeUpdateStep(float timeDiff); //must be used in level.update to proagate the physics
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void takeUpdateStep(float timeDiff); //must be used in level.update to proagate the physics
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void rollForward(glm::vec3 camPos, float strength); //self explainitory
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void rollForward(glm::vec3 camPos, float strength); //self explainitory
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void rollLeft(glm::vec3 camPos, float strength);
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void rollLeft(glm::vec3 camPos, float strength);
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