#include <libguile.h>
#include "animated-mesh-scene-node.h"
+#include "gsubr.h"
#include "material-flags.h"
#include "matrix4.h"
#include "mesh-scene-node.h"
init_scene_node (void)
{
init_scene_node_type ();
- scm_c_define_gsubr ("add-animator!", 2, 0, 0, (scm_t_subr)irr_scene_addAnimator);
- scm_c_define_gsubr ("get-absolute-transformation", 1, 0, 0,
- (scm_t_subr)irr_scene_getAbsoluteTransformation);
- scm_c_define_gsubr ("set-material-texture!", 3, 0, 0, (scm_t_subr)irr_scene_setMaterialTexture);
- scm_c_export ("add-animator!", "get-absolute-transformation",
- "set-material-texture!", NULL);
+ DEFINE_GSUBR ("add-animator!", 2, 0, 0, irr_scene_addAnimator);
+ DEFINE_GSUBR ("get-absolute-transformation", 1, 0, 0, irr_scene_getAbsoluteTransformation);
+ DEFINE_GSUBR ("set-material-texture!", 3, 0, 0, irr_scene_setMaterialTexture);
}
DEFINE_WRAPPED_TYPE (irr::scene::ISceneNode*, "scene-node",
irr_scene_addAnimator (SCM wrapped_scene_node,
SCM animator)
{
- irr::scene::ISceneNode* node = unwrap_scene_node (wrapped_scene_node);
- node->addAnimator (unwrap_scene_node_animator (animator));
+#define ADD_ANIMATOR(NODE) NODE->addAnimator (unwrap_scene_node_animator (animator));
+
+ if (animated_mesh_scene_node_p (wrapped_scene_node))
+ {
+ ADD_ANIMATOR (unwrap_animated_mesh_scene_node (wrapped_scene_node));
+ }
+ else if (mesh_scene_node_p (wrapped_scene_node))
+ {
+ ADD_ANIMATOR (unwrap_mesh_scene_node (wrapped_scene_node));
+ }
+ else if (scene_node_p (wrapped_scene_node))
+ {
+ ADD_ANIMATOR (unwrap_scene_node (wrapped_scene_node));
+ }
+ else
+ {
+ scm_error (scm_arg_type_key, NULL, "Cannot add animator flag to object: ~S",
+ scm_list_1 (wrapped_scene_node), scm_list_1 (wrapped_scene_node));
+ }
+
return SCM_UNSPECIFIED;
}
SCM flag,
SCM newvalue)
{
- irr::scene::ISceneNode* node;
+#define SET_MATERIAL_FLAG(NODE) NODE->setMaterialFlag (scm_to_material_flag (flag), \
+ scm_to_bool (newvalue));
if (animated_mesh_scene_node_p (wrapped_scene_node))
{
- node = (irr::scene::ISceneNode*)unwrap_animated_mesh_scene_node (wrapped_scene_node);
+ SET_MATERIAL_FLAG (unwrap_animated_mesh_scene_node (wrapped_scene_node));
}
else if (mesh_scene_node_p (wrapped_scene_node))
{
- node = (irr::scene::ISceneNode*)unwrap_mesh_scene_node (wrapped_scene_node);
+ SET_MATERIAL_FLAG (unwrap_mesh_scene_node (wrapped_scene_node));
}
else if (scene_node_p (wrapped_scene_node))
{
- node = unwrap_scene_node (wrapped_scene_node);
+ SET_MATERIAL_FLAG (unwrap_scene_node (wrapped_scene_node));
}
else
{
scm_list_1 (wrapped_scene_node), scm_list_1 (wrapped_scene_node));
}
- node->setMaterialFlag (scm_to_material_flag (flag),
- scm_to_bool (newvalue));
return SCM_UNSPECIFIED;
}
SCM texture_layer,
SCM texture)
{
- irr::scene::ISceneNode* node;
+#define SET_MATERIAL_TEXTURE(NODE) NODE->setMaterialTexture (scm_to_uint32 (texture_layer), \
+ unwrap_texture (texture));
if (animated_mesh_scene_node_p (wrapped_scene_node))
{
- node = (irr::scene::ISceneNode*)unwrap_animated_mesh_scene_node (wrapped_scene_node);
+ SET_MATERIAL_TEXTURE (unwrap_animated_mesh_scene_node (wrapped_scene_node));
}
else if (mesh_scene_node_p (wrapped_scene_node))
{
- node = (irr::scene::ISceneNode*)unwrap_mesh_scene_node (wrapped_scene_node);
+ SET_MATERIAL_TEXTURE (unwrap_mesh_scene_node (wrapped_scene_node));
}
else if (scene_node_p (wrapped_scene_node))
{
- node = unwrap_scene_node (wrapped_scene_node);
+ SET_MATERIAL_TEXTURE (unwrap_scene_node (wrapped_scene_node));
}
else
{
scm_list_1 (wrapped_scene_node), scm_list_1 (wrapped_scene_node));
}
- node->setMaterialTexture (scm_to_uint32 (texture_layer),
- unwrap_texture (texture));
return SCM_UNSPECIFIED;
}
irr_scene_setPosition (SCM wrapped_scene_node,
SCM position)
{
+#define SET_POSITION(NODE) NODE->setPosition (scm_to_vector3df (position));
+
if (scene_node_p (wrapped_scene_node))
{
- unwrap_scene_node (wrapped_scene_node)->
- setPosition (scm_to_vector3df (position));
+ SET_POSITION (unwrap_scene_node (wrapped_scene_node));
}
else if (mesh_scene_node_p (wrapped_scene_node))
{
- unwrap_mesh_scene_node (wrapped_scene_node)->
- setPosition (scm_to_vector3df (position));
+ SET_POSITION (unwrap_mesh_scene_node (wrapped_scene_node));
}
else
{
scm_error (scm_arg_type_key, NULL, "Cannot set position to object: ~S",
scm_list_1 (wrapped_scene_node), scm_list_1 (wrapped_scene_node));
}
+
return SCM_UNSPECIFIED;
}