Simple game engine with complete export to scripting language
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#include "ScriptSystem_SceneNode.h"
#include "ScriptSystem_Math.h"
#include "SceneNode.h"
namespace BlueCore
{
static SQInteger _scenenode_releasehook(SQUserPointer p, SQInteger size)
{
SceneNode *node = (SceneNode *)p;
if (node)
node->removeReference();
return 1;
}
static SQInteger _scenenode_constructor(HSQUIRRELVM vm)
{
SQInteger argc = sq_gettop(vm);
SceneNode *node = 0;
if (argc > 1)
{
const SQChar *name = 0;
sq_getstring(vm, 2, &name);
node = new SceneNode (name);
if (node)
node->addReference();
}
sq_setinstanceup(vm, 1, (void *)node );
sq_setreleasehook(vm, 1, _scenenode_releasehook);
return 0;
}
static SQInteger _set_model(HSQUIRRELVM v)
{
SceneNode *node = 0;
sq_getinstanceup(v, 1, ( void ** ) &node, 0);
if (node)
{
Model *model;
sq_getinstanceup(v, 2, ( void ** ) &model, 0);
node->setModel(model);
}
return 0;
}
static SQInteger _set_position(HSQUIRRELVM v)
{
SceneNode *node = 0;
sq_getinstanceup(v, 1, ( void ** ) &node, 0);
if (node)
{
Vector3 position;
int argc = sq_gettop(v);
if (argc == 2)
{
_getvectorvalues(v, 2, position.x, position.y, position.z);
}
else if (argc == 4)
{
sq_getfloat(v, 2, &position.x);
sq_getfloat(v, 3, &position.y);
sq_getfloat(v, 4, &position.z);
}
node->setRelativeTranslation(position);
}
return 0;
}
void setupScriptSystem_SceneNode(ScriptSystem* scriptsystem)
{
if (scriptsystem)
{
HSQUIRRELVM vm = scriptsystem->getVM();
sq_pushroottable(vm);
// push class
sq_pushstring(vm, "SceneNode", -1);
if (SQ_SUCCEEDED(sq_newclass(vm, SQFalse) ) )
{
// register constructor
sq_pushstring(vm, "constructor", -1);
sq_newclosure(vm, _scenenode_constructor, 0);
sq_newslot(vm, -3, false);
sq_pushstring(vm, "setModel", -1);
sq_newclosure(vm, _set_model, 0);
sq_newslot(vm, -3, false);
sq_pushstring(vm, "setPosition", -1);
sq_newclosure(vm, _set_position, 0);
sq_newslot(vm, -3, false);
// create class
sq_newslot(vm, -3, false);
}
sq_poptop(vm);
}
}
}