#include "objects/rigging.hpp" #include "libentity.hpp" static int index_range_check( const rigging::Skeleton& skeleton, lua::Integer index ) { if (static_cast(index) >= skeleton.pose.matrices.size()) { throw std::runtime_error( "index out of range [0, " + std::to_string(skeleton.pose.matrices.size()) + "]" ); } return static_cast(index); } static int l_get_model(lua::State* L) { if (auto entity = get_entity(L, 1)) { auto& skeleton = entity->getSkeleton(); auto* rigConfig = skeleton.config; auto index = index_range_check(skeleton, lua::tointeger(L, 2)); const auto& modelOverride = skeleton.modelOverrides[index]; if (!modelOverride.model) { return lua::pushstring(L, modelOverride.name); } return lua::pushstring(L, rigConfig->getBones()[index]->model.name); } return 0; } static int l_set_model(lua::State* L) { if (auto entity = get_entity(L, 1)) { auto& skeleton = entity->getSkeleton(); auto index = index_range_check(skeleton, lua::tointeger(L, 2)); auto& modelOverride = skeleton.modelOverrides[index]; if (lua::isnoneornil(L, 3)) { modelOverride = {"", nullptr, true}; } else { modelOverride = {lua::require_string(L, 3), nullptr, true}; } } return 0; } static int l_get_matrix(lua::State* L) { if (auto entity = get_entity(L, 1)) { auto& skeleton = entity->getSkeleton(); auto index = index_range_check(skeleton, lua::tointeger(L, 2)); return lua::pushmat4(L, skeleton.pose.matrices[index]); } return 0; } static int l_set_matrix(lua::State* L) { if (auto entity = get_entity(L, 1)) { auto& skeleton = entity->getSkeleton(); auto index = index_range_check(skeleton, lua::tointeger(L, 2)); skeleton.pose.matrices[index] = lua::tomat4(L, 3); } return 0; } static int l_get_texture(lua::State* L) { if (auto entity = get_entity(L, 1)) { auto& skeleton = entity->getSkeleton(); const auto& found = skeleton.textures.find(lua::require_string(L, 2)); if (found != skeleton.textures.end()) { return lua::pushstring(L, found->second); } } return 0; } static int l_set_texture(lua::State* L) { if (auto entity = get_entity(L, 1)) { auto& skeleton = entity->getSkeleton(); skeleton.textures[lua::require_string(L, 2)] = lua::require_string(L, 3); } return 0; } static int l_index(lua::State* L) { if (auto entity = get_entity(L, 1)) { auto& skeleton = entity->getSkeleton(); if (auto bone = skeleton.config->find(lua::require_string(L, 2))) { return lua::pushinteger(L, bone->getIndex()); } } return 0; } static int l_is_visible(lua::State* L) { if (auto entity = get_entity(L, 1)) { auto& skeleton = entity->getSkeleton(); if (!lua::isnoneornil(L, 2)) { auto index = index_range_check(skeleton, lua::tointeger(L, 2)); return lua::pushboolean(L, skeleton.flags.at(index).visible); } return lua::pushboolean(L, skeleton.visible); } return 0; } static int l_set_visible(lua::State* L) { if (auto entity = get_entity(L, 1)) { auto& skeleton = entity->getSkeleton(); if (!lua::isnoneornil(L, 3)) { auto index = index_range_check(skeleton, lua::tointeger(L, 2)); skeleton.flags.at(index).visible = lua::toboolean(L, 3); } else { skeleton.visible = lua::toboolean(L, 2); } } return 0; } static int l_get_color(lua::State* L) { if (auto entity = get_entity(L, 1)) { auto& skeleton = entity->getSkeleton(); return lua::pushvec(L, skeleton.tint); } return 0; } static int l_set_color(lua::State* L) { if (auto entity = get_entity(L, 1)) { auto& skeleton = entity->getSkeleton(); skeleton.tint = lua::tovec3(L, 2); } return 0; } const luaL_Reg skeletonlib[] = { {"get_model", lua::wrap}, {"set_model", lua::wrap}, {"get_matrix", lua::wrap}, {"set_matrix", lua::wrap}, {"get_texture", lua::wrap}, {"set_texture", lua::wrap}, {"index", lua::wrap}, {"is_visible", lua::wrap}, {"set_visible", lua::wrap}, {"get_color", lua::wrap}, {"set_color", lua::wrap}, {NULL, NULL}};