It is now possible to move gameobjects with Lua
This commit is contained in:
2
Makefile
2
Makefile
@@ -11,8 +11,8 @@ src/navmesh.cpp \
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src/lua.cpp \
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output.o
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include third_party/nugget/psyqo/psyqo.mk
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include third_party/nugget/psyqo-lua/psyqo-lua.mk
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include third_party/nugget/psyqo/psyqo.mk
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%.o: %.bin
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$(PREFIX)-objcopy -I binary --set-section-alignment .data=4 --rename-section .data=.rodata,alloc,load,readonly,data,contents -O $(FORMAT) -B mips $< $@
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BIN
output.bin
BIN
output.bin
Binary file not shown.
106
src/lua.cpp
106
src/lua.cpp
@@ -6,26 +6,21 @@
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#include "psyqo-lua/lua.hh"
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constexpr const char METATABLE_SCRIPT[] = R"(
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print("test")
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metatableForAllGameObjects = {
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__index = function(self, key)
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if key == "position" then
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local pos = rawget(self, key)
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if pos == nil then
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pos = get_position(self.__cpp_ptr)
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rawset(self, key, pos)
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end
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return pos
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end
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return rawget(self, key)
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return nil
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end,
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__newindex = function(self, key, value)
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if key == "position" then
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-- Option 1: Directly update C++
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set_position(self.__cpp_ptr, value)
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-- Option 2: Also update local cache:
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rawset(self, key, value)
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return
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end
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rawset(self, key, value)
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@@ -35,63 +30,45 @@ constexpr const char METATABLE_SCRIPT[] = R"(
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// Lua helpers
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int luaPrint(psyqo::Lua L) {
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int n = L.getTop(); // Get the number of arguments
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for (int i = 1; i <= n; i++) {
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if (i > 1) {
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printf("\t"); // Tab between arguments
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}
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// Check the type of the argument
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if (L.isString(i)) {
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printf("%s", L.toString(i)); // If it's a string, print it
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} else if (L.isNumber(i)) {
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printf("%g", L.toNumber(i)); // If it's a number, print it
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} else {
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// For other types, just print their type (you can expand this if needed)
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printf("[%s]", L.typeName(i));
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}
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}
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printf("\n");
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return 0; // No return value
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}
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static int gameobjectSetPosition(lua_State* L) {
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psxsplash::GameObject* go = (psxsplash::GameObject*)lua_touserdata(L, 1);
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lua_newtable(L);
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lua_pushnumber(L, go->position.x.raw());
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lua_setfield(L, -2, "x");
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lua_pushnumber(L, go->position.y.raw());
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lua_setfield(L, -2, "y");
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lua_pushnumber(L, go->position.z.raw());
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lua_setfield(L, -2, "z");
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int traceback(lua_State *L) {
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const char *msg = lua_tostring(L, 1);
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if (msg)
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luaL_traceback(L, L, msg, 1);
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else
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lua_pushliteral(L, "(no error message)");
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return 1;
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}
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static int gameobjectGetPosition(lua_State* L) {
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psxsplash::GameObject* go = (psxsplash::GameObject*)lua_touserdata(L, 1);
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lua_getfield(L, 2, "x");
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psyqo::FixedPoint<> x(lua_tonumber(L, -1), psyqo::FixedPoint<>::RAW);
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static int gameobjectSetPosition(psyqo::Lua L) {
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auto go = L.toUserdata<psxsplash::GameObject>(1);
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L.getField(2, "x");
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psyqo::FixedPoint<> x(L.toNumber(3), psyqo::FixedPoint<>::RAW);
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go->position.x = x;
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lua_pop(L, 1);
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lua_getfield(L, 2, "y");
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psyqo::FixedPoint<> y(lua_tonumber(L, -1), psyqo::FixedPoint<>::RAW);
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go->position.x = x;
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lua_pop(L, 1);
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lua_getfield(L, 2, "z");
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psyqo::FixedPoint<> z(lua_tonumber(L, -1), psyqo::FixedPoint<>::RAW);
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go->position.x = x;
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lua_pop(L, 1);
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L.pop();
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psyqo::FixedPoint<> y(L.toNumber(3), psyqo::FixedPoint<>::RAW);
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go->position.y = y;
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L.pop();
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psyqo::FixedPoint<> z(L.toNumber(3), psyqo::FixedPoint<>::RAW);
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go->position.z = z;
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L.pop();
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return 0;
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}
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static int gameobjectGetPosition(psyqo::Lua L) {
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auto go = L.toUserdata<psxsplash::GameObject>(1);
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L.newTable();
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L.pushNumber(go->position.x.raw());
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L.setField(2, "x");
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L.pushNumber(go->position.y.raw());
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L.setField(2, "y");
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L.pushNumber(go->position.z.raw());
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L.setField(2, "z");
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return 1;
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}
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void psxsplash::Lua::Init() {
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L.push(luaPrint);
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L.setGlobal("print");
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// L.push(luaPrint);
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// L.setGlobal("print");
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L.push(gameobjectGetPosition);
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L.setGlobal("get_position");
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@@ -137,33 +114,38 @@ void psxsplash::Lua::LoadLuaFile(const char* code, size_t len) {
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}
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void psxsplash::Lua::RegisterGameObject(GameObject* go) {
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L.push(go); // (1) = GameObject*
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// Create a new Lua table for the GameObject
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L.newTable();
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L.newTable(); // (1) = GameObject*, (2) = {}
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// Set the __cpp_ptr field to store the C++ pointer
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L.push(go);
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L.push(go); // (1) = GameObject*, (2) = {}, (3) = GameObject*
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L.setField(-2, "__cpp_ptr");
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// (1) = GameObject*, (2) = { __cpp_ptr = GameObject* }
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// Set the metatable for the table
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L.getGlobal("metatableForAllGameObjects");
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// (1) = GameObject*, (2) = { __cpp_ptr = GameObject* }, (3) = metatableForAllGameObjects
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if (L.isTable(-1)) {
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L.setMetatable(-2); // Set the metatable for the table
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} else {
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printf("Warning: metatableForAllGameObjects not found\n");
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L.pop(); // Pop the invalid metatable
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}
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// (1) = GameObject*, (2) = { __cpp_ptr = GameObject* + metatable }
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L.push(go);
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L.push(-2);
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L.rawSet(LUA_REGISTRYINDEX);
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// stack empty
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// Debugging: Confirm the GameObject was registered
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printf("GameObject registered in Lua registry: %p\n", go);
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L.pop();
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}
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void psxsplash::Lua::CallOnCollide(GameObject* self, GameObject* other) {
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L.push(traceback);
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int errfunc = L.getTop(); // Save the error function index
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L.getGlobal("onCollision");
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if (!L.isFunction(-1)) {
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printf("Lua function 'onCollide' not found\n");
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@@ -174,7 +156,7 @@ void psxsplash::Lua::CallOnCollide(GameObject* self, GameObject* other) {
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PushGameObject(self);
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PushGameObject(other);
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if (L.pcall(2, 0)) {
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if (L.pcall(2, 0, errfunc) != LUA_OK) {
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printf("Lua error: %s\n", L.toString(-1));
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L.pop();
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}
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@@ -89,7 +89,6 @@ void PSXSplash::createScene() {
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void MainScene::start(StartReason reason) {
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app.m_loader.LoadSplashpack(_binary_output_bin_start, app.m_lua);
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app.m_lua.CallOnCollide(app.m_loader.gameObjects[0], app.m_loader.gameObjects[1]);
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psxsplash::Renderer::GetInstance().SetCamera(m_mainCamera);
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m_mainCamera.SetPosition(static_cast<psyqo::FixedPoint<12>>(app.m_loader.playerStartPos.x),
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@@ -117,6 +116,10 @@ void MainScene::start(StartReason reason) {
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}
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void MainScene::frame() {
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app.m_lua.CallOnCollide(app.m_loader.gameObjects[0], app.m_loader.gameObjects[1]);
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uint32_t beginFrame = gpu().now();
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auto currentFrameCounter = gpu().getFrameCount();
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auto deltaTime = currentFrameCounter - mainScene.m_lastFrameCounter;
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