/* * All or portions of this file Copyright (c) Amazon.com, Inc. or its affiliates or * its licensors. * * For complete copyright and license terms please see the LICENSE at the root of this * distribution (the "License"). All use of this software is governed by the License, * or, if provided, by the license below or the license accompanying this file. Do not * remove or modify any license notices. This file is distributed on an "AS IS" BASIS, * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. * */ #include "CryLegacy_precompiled.h" #include "GamePhysicsSettings.h" void GamePhysicsSettings::ExportCollisionClassesToLua() { IScriptSystem* pScriptSystem = gEnv->pScriptSystem; IScriptTable* collisionClassTable = pScriptSystem->CreateTable(); collisionClassTable->AddRef(); collisionClassTable->BeginSetGetChain(); for (int i = 0; i < IGamePhysicsSettings::kNumCollisionClasses; i++) { const char* collisionName = GetCollisionClassName(i); if (collisionName != nullptr && collisionName[0] != '\0') { if (i >= IGamePhysicsSettings::kNumCollisionClasses) { CRY_ASSERT_MESSAGE(false, "Collision class index out of bounds"); continue; } stack_string name; name.Format("bT_%s", collisionName); collisionClassTable->SetValueChain(name.c_str(), 1 << i); } } collisionClassTable->EndSetGetChain(); pScriptSystem->SetGlobalValue("g_PhysicsCollisionClass", collisionClassTable); collisionClassTable->Release(); for (int i = 0; i < IGamePhysicsSettings::kNumCollisionClasses; i++) { const char* collisionName = GetCollisionClassName(i); if (collisionName != nullptr && collisionName[0] != '\0') { pScriptSystem->SetGlobalValue(collisionName, 1 << i); } } }