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OpenMW/apps/openmw/mwlua/nearbybindings.cpp
2021-09-28 13:02:45 +02:00

121 lines
5.4 KiB
C++

#include "luabindings.hpp"
#include <components/lua/luastate.hpp>
#include <components/queries/luabindings.hpp>
#include "../mwbase/environment.hpp"
#include "../mwbase/world.hpp"
#include "../mwphysics/raycasting.hpp"
#include "worldview.hpp"
namespace sol
{
template <>
struct is_automagical<MWPhysics::RayCastingResult> : std::false_type {};
}
namespace MWLua
{
sol::table initNearbyPackage(const Context& context)
{
sol::table api(context.mLua->sol(), sol::create);
WorldView* worldView = context.mWorldView;
sol::usertype<MWPhysics::RayCastingResult> rayResult =
context.mLua->sol().new_usertype<MWPhysics::RayCastingResult>("RayCastingResult");
rayResult["hit"] = sol::readonly_property([](const MWPhysics::RayCastingResult& r) { return r.mHit; });
rayResult["hitPos"] = sol::readonly_property([](const MWPhysics::RayCastingResult& r) -> sol::optional<osg::Vec3f>
{
if (r.mHit)
return r.mHitPos;
else
return sol::nullopt;
});
rayResult["hitNormal"] = sol::readonly_property([](const MWPhysics::RayCastingResult& r) -> sol::optional<osg::Vec3f>
{
if (r.mHit)
return r.mHitNormal;
else
return sol::nullopt;
});
rayResult["hitObject"] = sol::readonly_property([worldView](const MWPhysics::RayCastingResult& r) -> sol::optional<LObject>
{
if (r.mHitObject.isEmpty())
return sol::nullopt;
else
return LObject(getId(r.mHitObject), worldView->getObjectRegistry());
});
api["COLLISION_TYPE"] = LuaUtil::makeReadOnly(context.mLua->sol().create_table_with(
"World", MWPhysics::CollisionType_World,
"Door", MWPhysics::CollisionType_Door,
"Actor", MWPhysics::CollisionType_Actor,
"HeightMap", MWPhysics::CollisionType_HeightMap,
"Projectile", MWPhysics::CollisionType_Projectile,
"Water", MWPhysics::CollisionType_Water,
"Default", MWPhysics::CollisionType_Default));
api["castRay"] = [](const osg::Vec3f& from, const osg::Vec3f& to, sol::optional<sol::table> options)
{
MWWorld::Ptr ignore;
int collisionType = MWPhysics::CollisionType_Default;
float radius = 0;
if (options)
{
sol::optional<LObject> ignoreObj = options->get<sol::optional<LObject>>("ignore");
if (ignoreObj) ignore = ignoreObj->ptr();
collisionType = options->get<sol::optional<int>>("collisionType").value_or(collisionType);
radius = options->get<sol::optional<float>>("radius").value_or(0);
}
const MWPhysics::RayCastingInterface* rayCasting = MWBase::Environment::get().getWorld()->getRayCasting();
if (radius <= 0)
return rayCasting->castRay(from, to, ignore, std::vector<MWWorld::Ptr>(), collisionType);
else
{
if (!ignore.isEmpty()) throw std::logic_error("Currently castRay doesn't support `ignore` when radius > 0");
return rayCasting->castSphere(from, to, radius, collisionType);
}
};
// TODO: async raycasting
/*api["asyncCastRay"] = [luaManager = context.mLuaManager](
const Callback& luaCallback, const osg::Vec3f& from, const osg::Vec3f& to, sol::optional<sol::table> options)
{
std::function<void(MWPhysics::RayCastingResult)> callback =
luaManager->wrapLuaCallback<MWPhysics::RayCastingResult>(luaCallback);
MWPhysics::RayCastingInterface* rayCasting = MWBase::Environment::get().getWorld()->getRayCasting();
// Handle options the same way as in `castRay`.
// NOTE: `callback` is not thread safe. If MWPhysics works in separate thread, it must put results to a queue
// and use this callback from the main thread at the beginning of the next frame processing.
rayCasting->asyncCastRay(callback, from, to, ignore, std::vector<MWWorld::Ptr>(), collisionType);
};*/
api["activators"] = LObjectList{worldView->getActivatorsInScene()};
api["actors"] = LObjectList{worldView->getActorsInScene()};
api["containers"] = LObjectList{worldView->getContainersInScene()};
api["doors"] = LObjectList{worldView->getDoorsInScene()};
api["items"] = LObjectList{worldView->getItemsInScene()};
api["selectObjects"] = [context](const Queries::Query& query)
{
ObjectIdList list;
WorldView* worldView = context.mWorldView;
if (query.mQueryType == "activators")
list = worldView->getActivatorsInScene();
else if (query.mQueryType == "actors")
list = worldView->getActorsInScene();
else if (query.mQueryType == "containers")
list = worldView->getContainersInScene();
else if (query.mQueryType == "doors")
list = worldView->getDoorsInScene();
else if (query.mQueryType == "items")
list = worldView->getItemsInScene();
return LObjectList{selectObjectsFromList(query, list, context)};
// TODO: Maybe use sqlite
// return LObjectList{worldView->selectObjects(query, true)};
};
return LuaUtil::makeReadOnly(api);
}
}