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#include <lua.h>
#include <honeysuckle.h>
#include <assimp/scene.h>
#include "import.h"
void push_vector(lua_State *L, struct aiVector3D vec)
{
hs_create_table(L,
hs_str_num("x", vec.x),
hs_str_num("y", vec.y),
hs_str_num("z", vec.z),
);
}
void push_face(lua_State *L, struct aiFace face)
{
lua_createtable(L, face.mNumIndices, 0);
int tbl = lua_gettop(L);
for (int i=0; i<face.mNumIndices; i++) {
/* add one to the index bc lua is 1-indexed */
lua_pushinteger(L, face.mIndices[i]+1);
lua_rawseti(L, tbl, i+1);
}
}
void push_aistring(lua_State *L, struct aiString str)
{
lua_pushstring(L, str.data);
}
void push_mesh(lua_State *L, struct aiMesh mesh)
{
/* create mesh table */
lua_createtable(L, 0, 1);
int meshtbl = lua_gettop(L);
int count = mesh.mNumVertices;
int pop_count = 0;
/* create tables */
lua_createtable(L, count, 0);
int vertices = lua_gettop(L);
pop_count += 1;
int normals = 0;
if (mesh.mNormals != NULL) {
lua_createtable(L, count, 0);
normals = lua_gettop(L);
pop_count += 1;
}
/* populate vertices */
for (int i=0; i<count; i++) {
/* positions */
push_vector(L, mesh.mVertices[i]);
lua_rawseti(L, vertices, i+1);
/* normals */
if (normals) {
push_vector(L, mesh.mNormals[i]);
lua_rawseti(L, normals, i+1);
}
}
/* populate faces */
int faces = 0;
if (mesh.mNumFaces != 0) {
lua_createtable(L, mesh.mNumFaces, 0);
faces = lua_gettop(L);
pop_count += 1;
for (int i=0; i<mesh.mNumFaces; i++) {
push_face(L, mesh.mFaces[i]);
lua_rawseti(L, faces, i+1);
}
}
/* assign values */
lua_pushvalue(L, vertices);
lua_setfield(L, meshtbl, "vertices");
if (normals) {
lua_pushvalue(L, normals);
lua_setfield(L, meshtbl, "normals");
}
if (faces) {
lua_pushvalue(L, faces);
lua_setfield(L, meshtbl, "faces");
}
/* clean up */
lua_pop(L, pop_count);
}
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