#include "Base.h" #include "ScriptController.h" #include "lua_PhysicsControllerHitResult.h" #include "Base.h" #include "Bundle.h" #include "Game.h" #include "MeshPart.h" #include "PhysicsCharacter.h" #include "PhysicsController.h" #include "PhysicsRigidBody.h" #include "lua_PhysicsControllerListenerEventType.h" namespace gameplay { void luaRegister_PhysicsControllerHitResult() { const luaL_Reg lua_members[] = { {"fraction", lua_PhysicsControllerHitResult_fraction}, {"normal", lua_PhysicsControllerHitResult_normal}, {"object", lua_PhysicsControllerHitResult_object}, {"point", lua_PhysicsControllerHitResult_point}, {NULL, NULL} }; const luaL_Reg* lua_statics = NULL; std::vector scopePath; scopePath.push_back("PhysicsController"); ScriptUtil::registerClass("PhysicsControllerHitResult", lua_members, lua_PhysicsControllerHitResult__init, lua_PhysicsControllerHitResult__gc, lua_statics, scopePath); } static PhysicsController::HitResult* getInstance(lua_State* state) { void* userdata = luaL_checkudata(state, 1, "PhysicsControllerHitResult"); luaL_argcheck(state, userdata != NULL, 1, "'PhysicsControllerHitResult' expected."); return (PhysicsController::HitResult*)((ScriptUtil::LuaObject*)userdata)->instance; } int lua_PhysicsControllerHitResult__gc(lua_State* state) { // Get the number of parameters. int paramCount = lua_gettop(state); // Attempt to match the parameters to a valid binding. switch (paramCount) { case 1: { if ((lua_type(state, 1) == LUA_TUSERDATA)) { void* userdata = luaL_checkudata(state, 1, "PhysicsControllerHitResult"); luaL_argcheck(state, userdata != NULL, 1, "'PhysicsControllerHitResult' expected."); ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)userdata; if (object->owns) { PhysicsController::HitResult* instance = (PhysicsController::HitResult*)object->instance; SAFE_DELETE(instance); } return 0; } else { lua_pushstring(state, "lua_PhysicsControllerHitResult__gc - Failed to match the given parameters to a valid function signature."); lua_error(state); } break; } default: { lua_pushstring(state, "Invalid number of parameters (expected 1)."); lua_error(state); break; } } return 0; } int lua_PhysicsControllerHitResult__init(lua_State* state) { // Get the number of parameters. int paramCount = lua_gettop(state); // Attempt to match the parameters to a valid binding. switch (paramCount) { case 0: { void* returnPtr = (void*)new PhysicsController::HitResult(); if (returnPtr) { ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject)); object->instance = returnPtr; object->owns = true; luaL_getmetatable(state, "PhysicsControllerHitResult"); lua_setmetatable(state, -2); } else { lua_pushnil(state); } return 1; break; } default: { lua_pushstring(state, "Invalid number of parameters (expected 0)."); lua_error(state); break; } } return 0; } int lua_PhysicsControllerHitResult_fraction(lua_State* state) { // Validate the number of parameters. if (lua_gettop(state) > 2) { lua_pushstring(state, "Invalid number of parameters (expected 1 or 2)."); lua_error(state); } PhysicsController::HitResult* instance = getInstance(state); if (lua_gettop(state) == 2) { // Get parameter 2 off the stack. float param2 = (float)luaL_checknumber(state, 2); instance->fraction = param2; return 0; } else { float result = instance->fraction; // Push the return value onto the stack. lua_pushnumber(state, result); return 1; } } int lua_PhysicsControllerHitResult_normal(lua_State* state) { // Validate the number of parameters. if (lua_gettop(state) > 2) { lua_pushstring(state, "Invalid number of parameters (expected 1 or 2)."); lua_error(state); } PhysicsController::HitResult* instance = getInstance(state); if (lua_gettop(state) == 2) { // Get parameter 2 off the stack. Vector3* param2 = ScriptUtil::getObjectPointer(2, "Vector3", true); instance->normal = *param2; return 0; } else { void* returnPtr = (void*)new Vector3(instance->normal); if (returnPtr) { ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject)); object->instance = returnPtr; object->owns = true; luaL_getmetatable(state, "Vector3"); lua_setmetatable(state, -2); } else { lua_pushnil(state); } return 1; } } int lua_PhysicsControllerHitResult_object(lua_State* state) { // Validate the number of parameters. if (lua_gettop(state) > 2) { lua_pushstring(state, "Invalid number of parameters (expected 1 or 2)."); lua_error(state); } PhysicsController::HitResult* instance = getInstance(state); if (lua_gettop(state) == 2) { // Get parameter 2 off the stack. PhysicsCollisionObject* param2 = ScriptUtil::getObjectPointer(2, "PhysicsCollisionObject", false); instance->object = param2; return 0; } else { void* returnPtr = (void*)instance->object; if (returnPtr) { ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject)); object->instance = returnPtr; object->owns = false; luaL_getmetatable(state, "PhysicsCollisionObject"); lua_setmetatable(state, -2); } else { lua_pushnil(state); } return 1; } } int lua_PhysicsControllerHitResult_point(lua_State* state) { // Validate the number of parameters. if (lua_gettop(state) > 2) { lua_pushstring(state, "Invalid number of parameters (expected 1 or 2)."); lua_error(state); } PhysicsController::HitResult* instance = getInstance(state); if (lua_gettop(state) == 2) { // Get parameter 2 off the stack. Vector3* param2 = ScriptUtil::getObjectPointer(2, "Vector3", true); instance->point = *param2; return 0; } else { void* returnPtr = (void*)new Vector3(instance->point); if (returnPtr) { ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject)); object->instance = returnPtr; object->owns = true; luaL_getmetatable(state, "Vector3"); lua_setmetatable(state, -2); } else { lua_pushnil(state); } return 1; } } }