Transparent transforms
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d6b5f82d72
commit
c9ebd3fefe
2
main.lua
2
main.lua
@ -2,10 +2,10 @@ print("Hello from a lua script!")
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function init()
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print("Hello from \"init\"")
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print(couch.root:find_node("cube"):get_transform())
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couch.debug("init")
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couch.say_hello("dane", "Hi!")
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end
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function update(delta)
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print(couch.root:find_node("cube"):get_transform().position[3])
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end
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@ -54,6 +54,25 @@ pub enum GameObject {
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Mesh(Mesh),
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}
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impl GameObject {
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pub fn get_transform(&self) -> Result<Transform, String> {
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use GameObject::*;
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match self {
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Camera(camera) => Ok(camera.get_transform()),
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Mesh(mesh) => Ok(mesh.get_transform()),
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_ => Err("object does not implement \"get_transform\"".to_string())
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}
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}
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pub fn set_transform(&mut self, transform: Transform) -> Result<(), String> {
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use GameObject::*;
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match self {
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Camera(camera) => { camera.set_transform(transform); Ok(()) }
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Mesh(mesh) => { mesh.set_transform(transform); Ok(()) }
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_ => Err("object does not implement \"set_transform\"".to_string())
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}
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}
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}
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#[derive(Clone, Copy)]
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pub struct Transform {
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pub position: glm::Vec3,
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@ -1,7 +1,8 @@
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use crate::gameobject::{ Node, Transform, Spatial };
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use crate::gameobject::{ Node, Transform };
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extern crate mlua;
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use mlua::Lua as LuaContext;
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use mlua::Error::RuntimeError as LuaError;
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use mlua::chunk;
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use std::rc::Rc;
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@ -18,7 +19,6 @@ pub struct Lua {
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impl mlua::UserData for Node {
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fn add_methods<'lua, M: mlua::UserDataMethods<'lua, Self>>(methods: &mut M) {
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use crate::gameobject::GameObject::*;
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methods.add_method_mut("find_node", |_, this, name: String| {
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let child = this.find_node(&name);
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match child {
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@ -27,16 +27,47 @@ impl mlua::UserData for Node {
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}
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});
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methods.add_method("get_transform", |_, this, _: ()| {
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match &this.gameobject {
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Mesh(mesh) => Ok(mesh.get_transform()),
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Camera(camera) => Ok(camera.get_transform()),
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_ => Err(mlua::Error::RuntimeError("Node does not implement get_transform".to_string()))
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match this.gameobject.get_transform() {
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Ok(transform) => Ok(transform),
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Err(msg) => Err(LuaError(msg)),
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}
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});
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methods.add_method_mut("set_transform", |_, this, transform: Transform| {
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match this.gameobject.set_transform(transform) {
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Ok(()) => Ok(()),
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Err(msg) => Err(LuaError(msg)),
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}
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});
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}
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}
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impl mlua::UserData for Transform {}
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impl<'lua> mlua::ToLua<'lua> for Transform {
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fn to_lua(self, ctx: &'lua LuaContext) -> mlua::Result<mlua::Value<'lua>> {
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let table = ctx.create_table().unwrap();
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table.set("position", <[f32; 3]>::from(self.position))?;
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table.set("rotation", <[f32; 3]>::from(self.rotation))?;
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table.set("scale", <[f32; 3]>::from(self.scale))?;
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mlua::Result::Ok(mlua::Value::Table(table))
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}
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}
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impl<'lua> mlua::FromLua<'lua> for Transform {
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fn from_lua(lua_value: mlua::Value<'lua>, _: &'lua LuaContext) -> mlua::Result<Self> {
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match lua_value {
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mlua::Value::Table(table) => {
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let position: [f32; 3] = table.get("position")?;
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let rotation: [f32; 3] = table.get("rotation")?;
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let scale: [f32; 3] = table.get("scale")?;
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Ok(Transform {
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position: glm::Vec3::from(position),
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rotation: glm::Vec3::from(rotation),
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scale: glm::Vec3::from(scale),
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})
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}
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_ => Err(LuaError("Could not convert to Transform".to_string())),
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}
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}
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}
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impl Lua {
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pub fn new(root: Rc<RefCell<Node>>) -> Self {
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