World:newMeshCollider uses luax_readmesh;
This is a breaking API change -- instead of a table of tables, a flat
table of coordinates must be used.
@@ -114,31 +114,28 @@ static int l_lovrWorldNewSphereCollider(lua_State* L) {
static int l_lovrWorldNewMeshCollider(lua_State* L) {
World* world = luax_checktype(L, 1, World);
- luaL_checktype(L, 2, LUA_TTABLE);
- luaL_checktype(L, 3, LUA_TTABLE);
- int vertexCount = luax_len(L, 2);
- int indexCount = luax_len(L, 3);
- float* vertices = malloc(sizeof(float) * vertexCount * 3);
- unsigned* indices = malloc(sizeof(unsigned) * indexCount);
-
- for (int i = 0; i < vertexCount; i++) {
- lua_rawgeti(L, 2, i + 1);
- lovrAssert(lua_istable(L, -1), "Each vertex must be a table of coordinates");
- lua_rawgeti(L, -1, 1); // x
- vertices[i * 3 + 0] = luaL_optnumber(L, -1, 0.);
- lua_pop(L, 1);
- lua_rawgeti(L, -1, 2); // y
- vertices[i * 3 + 1] = luaL_optnumber(L, -1, 0.);
- lua_pop(L, 1);
- lua_rawgeti(L, -1, 3); // z
- vertices[i * 3 + 2] = luaL_optnumber(L, -1, 0.);
- lua_pop(L, 2);
- }
- for (int i = 0; i < indexCount; i++) {
- lua_rawgeti(L, 3, i + 1);
- indices[i] = luaL_checkinteger(L, -1) - 1;
- lua_pop(L, 1);
+
+ float* vertices;
+ uint32_t* indices;
+ uint32_t vertexCount;
+ uint32_t indexCount;
+ bool shouldFree;
+ luax_readmesh(L, 2, &vertices, &vertexCount, &indices, &indexCount, &shouldFree);
+
+ // If we do not own the mesh data, we must make a copy
+ // ode's trimesh collider needs to own the triangle info for the lifetime of the geom
+ // Note that if shouldFree is true, we don't free the data and let the physics module do it when
+ // the collider/shape is destroyed
+ if (!shouldFree) {
+ float* v = vertices;
+ uint32_t* i = indices;
+ vertices = malloc(3 * vertexCount * sizeof(float));
+ indices = malloc(indexCount * sizeof(uint32_t));
+ lovrAssert(vertices && indices, "Out of memory");
+ memcpy(vertices, v, 3 * vertexCount * sizeof(float));
+ memcpy(indices, i, indexCount * sizeof(uint32_t));
}
+
Collider* collider = lovrColliderCreate(world, 0, 0, 0);
MeshShape* shape = lovrMeshShapeCreate(vertexCount, vertices, indexCount, indices);
lovrColliderAddShape(collider, shape);
