Fixed lua function resolution, reverted fixed point handling

This commit is contained in:
2025-08-20 15:32:44 +02:00
parent 5b761ab5bc
commit 8bc15db7de
4 changed files with 30 additions and 12 deletions

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@@ -34,29 +34,43 @@ end
// Lua helpers
static int gameobjectSetPosition(psyqo::Lua L) {
auto go = L.toUserdata<psxsplash::GameObject>(1);
L.getField(2, "x");
go->position.x = L.toFixedPoint(3);
psyqo::FixedPoint<> x(L.toNumber(3), psyqo::FixedPoint<>::RAW);
go->position.x = x;
L.pop();
L.getField(2, "y");
go->position.y = L.toFixedPoint(3);
psyqo::FixedPoint<> y(L.toNumber(3), psyqo::FixedPoint<>::RAW);
go->position.y = y;
L.pop();
L.getField(2, "z");
go->position.z = L.toFixedPoint(3);
psyqo::FixedPoint<> z(L.toNumber(3), psyqo::FixedPoint<>::RAW);
go->position.z = z;
L.pop();
return 0;
}
static int gameobjectGetPosition(psyqo::Lua L) {
auto go = L.toUserdata<psxsplash::GameObject>(1);
L.newTable();
L.push(go->position.x);
L.pushNumber(go->position.x.raw());
L.setField(2, "x");
L.push(go->position.y);
L.pushNumber(go->position.y.raw());
L.setField(2, "y");
L.push(go->position.z);
L.pushNumber(go->position.z.raw());
L.setField(2, "z");
return 1;
}
void psxsplash::Lua::Init() {

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@@ -42,13 +42,17 @@ class Lua {
typedef irqus::typestring<C...> methodName;
// Needs the methods table at index 1, and the script environment table at index 3
static void resolveGlobal(psyqo::Lua L) {
L.pushNumber(methodId);
L.getTable(3);
if (L.isFunction(-1)) {
// Push the method name string to access the environment table
L.push(methodName::data(), methodName::size());
L.setTable(1);
L.getTable(3);
if (L.isFunction(-1)) {
// Store the function in methods table using numeric ID as key
L.pushNumber(methodId); // Push numeric key for methods table
L.copy(-2); // Push the function (copy from top -2)
L.setTable(1); // methodsTable[methodId] = function
} else {
L.pop();
L.pop(); // Pop the non-function value
}
}
template <typename... Args>

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@@ -67,5 +67,5 @@ void psxsplash::SceneManager::GameTick() {
static_cast<psyqo::FixedPoint<12>>(m_playerPosition.z));
m_currentCamera.SetRotation(playerRotationX, playerRotationY, playerRotationZ);
L.OnCollision(m_gameObjects[0], m_gameObjects[1]); // Example call, replace with actual logic
L.OnCollision(m_gameObjects[1], m_gameObjects[0]); // Example call, replace with actual logic
}