if (!mTilemap.getTileCoords(tileIndex, mTexCoords))
{
- Mf::logWarning("no index %d in texture %s", tileIndex,
- texture.c_str());
+ Mf::logWarning << "no index " << tileIndex <<
+ " in texture " << texture << std::endl;
mTexCoords[0] = mTexCoords[1] =
mTexCoords[3] = mTexCoords[6] = 0.0;
}
- Mf::Script::Status load(Mf::Script& script)
+ Mf::Script::Result load(Mf::Script& script)
{
std::string filePath = Scene::getPath(getName());
if (filePath == "")
static int loadBox(Mf::Script& script, Mf::Aabb<3>& aabb)
{
- Mf::Script::Value table[] =
- {
- script[1].requireTable(),
- script[2].requireTable()
- };
+ script[1].requireTable();
+ script[2].requireTable();
+ script.setSize(2);
- for (int i = 0; i <= 1; ++i)
+ for (int i = 1; i <= 2; ++i)
{
for (int j = 1; j <= 3; ++j)
{
- script.push(j);
- table[i].pushField();
+ script[i].pushField(j);
}
}
int translate(Mf::Script& script)
{
- Mf::Script::Value x = script[1].requireNumber();
- Mf::Script::Value y = script[2].requireNumber();
- Mf::Script::Value z = script[3].requireNumber();
-
Mf::Vector3 vec;
- x.get(vec[0]);
- y.get(vec[1]);
- z.get(vec[2]);
+
+ script[1].requireNumber().get(vec[0]);
+ script[2].requireNumber().get(vec[1]);
+ script[3].requireNumber().get(vec[2]);
Mf::Matrix4 translation;
cml::matrix_translation(translation, vec);
int rotate(Mf::Script& script)
{
- Mf::Script::Value axis = script[1].requireNumber();
- Mf::Script::Value angle = script[2].requireNumber();
-
size_t index = 0;
- axis.get(index);
+ script[1].requireNumber().get(index);
Mf::Scalar value;
- angle.get(value);
+ script[2].requireNumber().get(value);
cml::matrix_rotate_about_world_axis(mTransform, index, cml::rad(value));
int drawTilemap(Mf::Script& script)
{
- Mf::Script::Value table = script[1].requireTable();
- Mf::Script::Value top = script[-1];
+ Mf::Script::Slot table = script[1].requireTable();
+ Mf::Script::Slot top = script[-1];
int width = 1;
int height = 1;
// the indices are stored upside-down in the scene file so that they are
// easier to edit as text, so we'll need to load them last row first
- // do first row and first column of vertices
+ // do first row and first column of vertices
for (int w = 0; w <= width; ++w)
{
// scene is built, simply demoting the vector again should
// project the points to the xy-plane
- //Mf::Vector2 tr = Mf::demote(vertices[height+1][width+1]);
- //Mf::Vector2 bl = Mf::demote(vertices[0][0]);
-
Mf::Vector2 bl = Mf::demote(vertices[0][0]);
Mf::Vector2 tr = Mf::demote(vertices[height][width]);
- //Mf::logInfo("pt1: %f, %f", bl[0], bl[1]);
- //Mf::logInfo("pt2: %f, %f", tr[0], tr[1]);
mLines.push_back(Mf::Line<2>(bl, tr));
- Mf::logInfo("new line");
-
- //if (tl == tr)
- //{
- //mLines.push_back(Mf::Line<2>(bl, tl));
- //}
- //else
- //{
- //mLines.push_back(Mf::Line<2>(bl, tl));
- //}
+ Mf::logDebug("new line");
}
return 0;
int drawTile(Mf::Script& script)
{
- Mf::Script::Value param = script[1];
- Mf::Script::Value top = script[-1];
+ Mf::Script::Slot param = script[1];
+ Mf::Script::Slot top = script[-1];
Tilemap::Index index = 0;
int width = 1;
mImpl(Scene::Impl::getInstance(name)) {}
-Mf::Script::Status Scene::load(Mf::Script& script)
+Mf::Script::Result Scene::load(Mf::Script& script)
{
// pass through
return mImpl->load(script);
if (d > 0.0)
{
hits.push_back(hit);
- return true;
+ //return true;
}
}
- return false;
+ hits.sort();
+ return !hits.empty();
+ //return false;
}
bool Scene::checkForCollision(Character& character)
if (collisions > 0)
{
- Mf::logInfo("collisions: %d", collisions);
+ Mf::logInfo << "collisions: " << collisions << std::endl;
}
return false;