minetest/src/script/lua_api/l_camera.cpp
Jude Melton-Houghton 7632af3c73
Consolidate API object code (#12728)
Co-authored-by: sfan5 <sfan5@live.de>
2022-10-04 08:31:36 -04:00

212 lines
5.0 KiB
C++

/*
Minetest
Copyright (C) 2010-2013 celeron55, Perttu Ahola <celeron55@gmail.com>
This program is free software; you can redistribute it and/or modify
it under the terms of the GNU Lesser General Public License as published by
the Free Software Foundation; either version 2.1 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU Lesser General Public License for more details.
You should have received a copy of the GNU Lesser General Public License along
with this program; if not, write to the Free Software Foundation, Inc.,
51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
*/
#include "l_camera.h"
#include <cmath>
#include "script/common/c_converter.h"
#include "l_internal.h"
#include "client/content_cao.h"
#include "client/camera.h"
#include "client/client.h"
LuaCamera::LuaCamera(Camera *m) : m_camera(m)
{
}
void LuaCamera::create(lua_State *L, Camera *m)
{
lua_getglobal(L, "core");
luaL_checktype(L, -1, LUA_TTABLE);
int objectstable = lua_gettop(L);
lua_getfield(L, -1, "camera");
// Duplication check
if (lua_type(L, -1) == LUA_TUSERDATA) {
lua_pop(L, 1);
return;
}
LuaCamera *o = new LuaCamera(m);
*(void **)(lua_newuserdata(L, sizeof(void *))) = o;
luaL_getmetatable(L, className);
lua_setmetatable(L, -2);
lua_pushvalue(L, lua_gettop(L));
lua_setfield(L, objectstable, "camera");
}
// set_camera_mode(self, mode)
int LuaCamera::l_set_camera_mode(lua_State *L)
{
Camera *camera = getobject(L, 1);
GenericCAO *playercao = getClient(L)->getEnv().getLocalPlayer()->getCAO();
if (!camera)
return 0;
sanity_check(playercao);
if (!lua_isnumber(L, 2))
return 0;
camera->setCameraMode((CameraMode)((int)lua_tonumber(L, 2)));
// Make the player visible depending on camera mode.
playercao->updateMeshCulling();
playercao->setChildrenVisible(camera->getCameraMode() > CAMERA_MODE_FIRST);
return 0;
}
// get_camera_mode(self)
int LuaCamera::l_get_camera_mode(lua_State *L)
{
Camera *camera = getobject(L, 1);
if (!camera)
return 0;
lua_pushinteger(L, (int)camera->getCameraMode());
return 1;
}
// get_fov(self)
int LuaCamera::l_get_fov(lua_State *L)
{
Camera *camera = getobject(L, 1);
if (!camera)
return 0;
lua_newtable(L);
lua_pushnumber(L, camera->getFovX() * core::RADTODEG);
lua_setfield(L, -2, "x");
lua_pushnumber(L, camera->getFovY() * core::RADTODEG);
lua_setfield(L, -2, "y");
lua_pushnumber(L, camera->getCameraNode()->getFOV() * core::RADTODEG);
lua_setfield(L, -2, "actual");
lua_pushnumber(L, camera->getFovMax() * core::RADTODEG);
lua_setfield(L, -2, "max");
return 1;
}
// get_pos(self)
int LuaCamera::l_get_pos(lua_State *L)
{
Camera *camera = getobject(L, 1);
if (!camera)
return 0;
push_v3f(L, camera->getPosition() / BS);
return 1;
}
// get_offset(self)
int LuaCamera::l_get_offset(lua_State *L)
{
LocalPlayer *player = getClient(L)->getEnv().getLocalPlayer();
sanity_check(player);
push_v3f(L, player->getEyeOffset() / BS);
return 1;
}
// get_look_dir(self)
int LuaCamera::l_get_look_dir(lua_State *L)
{
Camera *camera = getobject(L, 1);
if (!camera)
return 0;
push_v3f(L, camera->getDirection());
return 1;
}
// get_look_horizontal(self)
// FIXME: wouldn't localplayer be a better place for this?
int LuaCamera::l_get_look_horizontal(lua_State *L)
{
LocalPlayer *player = getClient(L)->getEnv().getLocalPlayer();
sanity_check(player);
lua_pushnumber(L, (player->getYaw() + 90.f) * core::DEGTORAD);
return 1;
}
// get_look_vertical(self)
// FIXME: wouldn't localplayer be a better place for this?
int LuaCamera::l_get_look_vertical(lua_State *L)
{
LocalPlayer *player = getClient(L)->getEnv().getLocalPlayer();
sanity_check(player);
lua_pushnumber(L, -1.0f * player->getPitch() * core::DEGTORAD);
return 1;
}
// get_aspect_ratio(self)
int LuaCamera::l_get_aspect_ratio(lua_State *L)
{
Camera *camera = getobject(L, 1);
if (!camera)
return 0;
lua_pushnumber(L, camera->getCameraNode()->getAspectRatio());
return 1;
}
Camera *LuaCamera::getobject(LuaCamera *ref)
{
return ref->m_camera;
}
Camera *LuaCamera::getobject(lua_State *L, int narg)
{
LuaCamera *ref = checkObject<LuaCamera>(L, narg);
assert(ref);
return getobject(ref);
}
int LuaCamera::gc_object(lua_State *L)
{
LuaCamera *o = *(LuaCamera **)(lua_touserdata(L, 1));
delete o;
return 0;
}
void LuaCamera::Register(lua_State *L)
{
static const luaL_Reg metamethods[] = {
{"__gc", gc_object},
{0, 0}
};
registerClass(L, className, methods, metamethods);
}
// clang-format off
const char LuaCamera::className[] = "Camera";
const luaL_Reg LuaCamera::methods[] = {
luamethod(LuaCamera, set_camera_mode),
luamethod(LuaCamera, get_camera_mode),
luamethod(LuaCamera, get_fov),
luamethod(LuaCamera, get_pos),
luamethod(LuaCamera, get_offset),
luamethod(LuaCamera, get_look_dir),
luamethod(LuaCamera, get_look_vertical),
luamethod(LuaCamera, get_look_horizontal),
luamethod(LuaCamera, get_aspect_ratio),
{0, 0}
};
// clang-format on