Implement PhysicsBridge and ScriptEngine for enhanced physics and scripting capabilities

- Added PhysicsBridge class to manage physics interactions using Bullet Physics.
- Introduced ScriptEngine class to handle Lua scripting, including loading scene objects and managing audio commands.
- Updated test_cube_script to utilize ScriptEngine instead of CubeScript, ensuring compatibility with new architecture.
- Implemented methods for loading meshes, creating physics objects, and handling audio playback within the ScriptEngine.
- Enhanced error handling and input management for Lua scripts.
This commit is contained in:
2026-01-03 23:44:01 +00:00
parent 0ee1f5bc0e
commit 5a4dd23df2
13 changed files with 299 additions and 258 deletions

View File

@@ -1,4 +1,4 @@
#include "script/cube_script.hpp"
#include "script/script_engine.hpp"
#include <array>
#include <cmath>
@@ -50,8 +50,8 @@ int main() {
std::cout << "Loading Lua fixture: " << scriptPath << '\n';
try {
sdl3cpp::script::CubeScript cubeScript(scriptPath);
auto objects = cubeScript.LoadSceneObjects();
sdl3cpp::script::ScriptEngine scriptEngine(scriptPath);
auto objects = scriptEngine.LoadSceneObjects();
Assert(objects.size() == 1, "expected exactly one scene object", failures);
if (!objects.empty()) {
const auto& object = objects.front();
@@ -63,17 +63,17 @@ int main() {
Assert(object.computeModelMatrixRef != LUA_REFNIL,
"vertex object must keep a Lua reference", failures);
auto objectMatrix = cubeScript.ComputeModelMatrix(object.computeModelMatrixRef, 0.5f);
auto objectMatrix = scriptEngine.ComputeModelMatrix(object.computeModelMatrixRef, 0.5f);
ExpectIdentity(objectMatrix, "object compute_model_matrix", failures);
}
auto fallbackMatrix = cubeScript.ComputeModelMatrix(LUA_REFNIL, 1.0f);
auto fallbackMatrix = scriptEngine.ComputeModelMatrix(LUA_REFNIL, 1.0f);
ExpectIdentity(fallbackMatrix, "global compute_model_matrix", failures);
auto viewProjection = cubeScript.GetViewProjectionMatrix(1.33f);
auto viewProjection = scriptEngine.GetViewProjectionMatrix(1.33f);
ExpectIdentity(viewProjection, "view_projection matrix", failures);
auto shaderMap = cubeScript.LoadShaderPathsMap();
auto shaderMap = scriptEngine.LoadShaderPathsMap();
Assert(shaderMap.size() == 1, "expected a single shader variant", failures);
auto testEntry = shaderMap.find("test");
Assert(testEntry != shaderMap.end(), "shader map missing "
@@ -88,9 +88,9 @@ int main() {
}
if (failures == 0) {
std::cout << "cube_script_tests: PASSED\n";
std::cout << "script_engine_tests: PASSED\n";
} else {
std::cerr << "cube_script_tests: FAILED (" << failures << " errors)\n";
std::cerr << "script_engine_tests: FAILED (" << failures << " errors)\n";
}
return failures;