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jaeg

Lua and non-static class member functions

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To do my AI I wanted to use Lua with registered functions to get information about the AI controlled entity and the world while also letting me modify it's position/rotation but I've hit a snag. As far as I know you can only register static functions. This leaves a big problem:

Note this code has been gutted because I don't have the source with me and I'm writing it from memory and don't want to type the whole thing out.


class CAIComponent: public CComponent
{
public:
void update();
void init();
private:
luaState* L;
CSpatial* spatial; //pointer to object containing the particular entity's rotation and position;
int id; //Entity id this component belongs to

//Functions for ai script
static int ai_position(luaState* L);





basically in my init() function I open a luaState and register the function ai_position. ai_Position needs to access the objects spatial reference but it can't do that because it's static. Is there a way around this? Am I going at this design wrong?

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You need to obtain the active component from the lua_State. For example, you might have passed a lightuserdata value into the script, or an upvalue attached to the function.

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Do you mean pushing a pointer somehow to the lua_State in the init() function?


Edit -
Would it be better to do it the opposite way like described here?
http://gamedevgeek.com/tutorials/calling-lua-functions/

That way I just call a lua function from c++ and feed it the data instead?

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