#include "Base.h" #include "ScriptController.h" #include "lua_Terrain.h" #include "Animation.h" #include "AnimationTarget.h" #include "Base.h" #include "FileSystem.h" #include "Game.h" #include "Node.h" #include "Ref.h" #include "ScriptController.h" #include "ScriptTarget.h" #include "Terrain.h" #include "TerrainPatch.h" #include "Transform.h" #include "lua_CurveInterpolationType.h" #include "lua_TerrainFlags.h" namespace gameplay { void luaRegister_Terrain() { const luaL_Reg lua_members[] = { {"addListener", lua_Terrain_addListener}, {"addRef", lua_Terrain_addRef}, {"draw", lua_Terrain_draw}, {"getBoundingBox", lua_Terrain_getBoundingBox}, {"getHeight", lua_Terrain_getHeight}, {"getInverseWorldMatrix", lua_Terrain_getInverseWorldMatrix}, {"getNode", lua_Terrain_getNode}, {"getNormalMatrix", lua_Terrain_getNormalMatrix}, {"getPatchCount", lua_Terrain_getPatchCount}, {"getRefCount", lua_Terrain_getRefCount}, {"getTriangleCount", lua_Terrain_getTriangleCount}, {"getVisiblePatchCount", lua_Terrain_getVisiblePatchCount}, {"getVisibleTriangleCount", lua_Terrain_getVisibleTriangleCount}, {"getWorldMatrix", lua_Terrain_getWorldMatrix}, {"getWorldViewMatrix", lua_Terrain_getWorldViewMatrix}, {"getWorldViewProjectionMatrix", lua_Terrain_getWorldViewProjectionMatrix}, {"isFlagSet", lua_Terrain_isFlagSet}, {"release", lua_Terrain_release}, {"removeListener", lua_Terrain_removeListener}, {"setFlag", lua_Terrain_setFlag}, {"transformChanged", lua_Terrain_transformChanged}, {NULL, NULL} }; const luaL_Reg lua_statics[] = { {"create", lua_Terrain_static_create}, {NULL, NULL} }; std::vector scopePath; gameplay::ScriptUtil::registerClass("Terrain", lua_members, NULL, lua_Terrain__gc, lua_statics, scopePath); } static Terrain* getInstance(lua_State* state) { void* userdata = luaL_checkudata(state, 1, "Terrain"); luaL_argcheck(state, userdata != NULL, 1, "'Terrain' expected."); return (Terrain*)((gameplay::ScriptUtil::LuaObject*)userdata)->instance; } int lua_Terrain__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, "Terrain"); luaL_argcheck(state, userdata != NULL, 1, "'Terrain' expected."); gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)userdata; if (object->owns) { Terrain* instance = (Terrain*)object->instance; SAFE_RELEASE(instance); } return 0; } lua_pushstring(state, "lua_Terrain__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_Terrain_addListener(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 2: { if ((lua_type(state, 1) == LUA_TUSERDATA) && (lua_type(state, 2) == LUA_TUSERDATA || lua_type(state, 2) == LUA_TTABLE || lua_type(state, 2) == LUA_TNIL)) { // Get parameter 1 off the stack. bool param1Valid; gameplay::ScriptUtil::LuaArray param1 = gameplay::ScriptUtil::getObjectPointer(2, "TerrainListener", false, ¶m1Valid); if (!param1Valid) { lua_pushstring(state, "Failed to convert parameter 1 to type 'Terrain::Listener'."); lua_error(state); } Terrain* instance = getInstance(state); instance->addListener(param1); return 0; } lua_pushstring(state, "lua_Terrain_addListener - Failed to match the given parameters to a valid function signature."); lua_error(state); break; } default: { lua_pushstring(state, "Invalid number of parameters (expected 2)."); lua_error(state); break; } } return 0; } int lua_Terrain_addRef(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)) { Terrain* instance = getInstance(state); instance->addRef(); return 0; } lua_pushstring(state, "lua_Terrain_addRef - 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_Terrain_draw(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)) { Terrain* instance = getInstance(state); instance->draw(); return 0; } lua_pushstring(state, "lua_Terrain_draw - Failed to match the given parameters to a valid function signature."); lua_error(state); break; } case 2: { if ((lua_type(state, 1) == LUA_TUSERDATA) && lua_type(state, 2) == LUA_TBOOLEAN) { // Get parameter 1 off the stack. bool param1 = gameplay::ScriptUtil::luaCheckBool(state, 2); Terrain* instance = getInstance(state); instance->draw(param1); return 0; } lua_pushstring(state, "lua_Terrain_draw - 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 or 2)."); lua_error(state); break; } } return 0; } int lua_Terrain_getBoundingBox(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)) { Terrain* instance = getInstance(state); void* returnPtr = (void*)&(instance->getBoundingBox()); if (returnPtr) { gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject)); object->instance = returnPtr; object->owns = false; luaL_getmetatable(state, "BoundingBox"); lua_setmetatable(state, -2); } else { lua_pushnil(state); } return 1; } lua_pushstring(state, "lua_Terrain_getBoundingBox - 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_Terrain_getHeight(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 3: { if ((lua_type(state, 1) == LUA_TUSERDATA) && lua_type(state, 2) == LUA_TNUMBER && lua_type(state, 3) == LUA_TNUMBER) { // Get parameter 1 off the stack. float param1 = (float)luaL_checknumber(state, 2); // Get parameter 2 off the stack. float param2 = (float)luaL_checknumber(state, 3); Terrain* instance = getInstance(state); float result = instance->getHeight(param1, param2); // Push the return value onto the stack. lua_pushnumber(state, result); return 1; } lua_pushstring(state, "lua_Terrain_getHeight - Failed to match the given parameters to a valid function signature."); lua_error(state); break; } default: { lua_pushstring(state, "Invalid number of parameters (expected 3)."); lua_error(state); break; } } return 0; } int lua_Terrain_getInverseWorldMatrix(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)) { Terrain* instance = getInstance(state); void* returnPtr = (void*)&(instance->getInverseWorldMatrix()); if (returnPtr) { gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject)); object->instance = returnPtr; object->owns = false; luaL_getmetatable(state, "Matrix"); lua_setmetatable(state, -2); } else { lua_pushnil(state); } return 1; } lua_pushstring(state, "lua_Terrain_getInverseWorldMatrix - 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_Terrain_getNode(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)) { Terrain* instance = getInstance(state); void* returnPtr = (void*)instance->getNode(); if (returnPtr) { gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject)); object->instance = returnPtr; object->owns = false; luaL_getmetatable(state, "Node"); lua_setmetatable(state, -2); } else { lua_pushnil(state); } return 1; } lua_pushstring(state, "lua_Terrain_getNode - 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_Terrain_getNormalMatrix(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)) { Terrain* instance = getInstance(state); void* returnPtr = (void*)&(instance->getNormalMatrix()); if (returnPtr) { gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject)); object->instance = returnPtr; object->owns = false; luaL_getmetatable(state, "Matrix"); lua_setmetatable(state, -2); } else { lua_pushnil(state); } return 1; } lua_pushstring(state, "lua_Terrain_getNormalMatrix - 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_Terrain_getPatchCount(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)) { Terrain* instance = getInstance(state); unsigned int result = instance->getPatchCount(); // Push the return value onto the stack. lua_pushunsigned(state, result); return 1; } lua_pushstring(state, "lua_Terrain_getPatchCount - 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_Terrain_getRefCount(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)) { Terrain* instance = getInstance(state); unsigned int result = instance->getRefCount(); // Push the return value onto the stack. lua_pushunsigned(state, result); return 1; } lua_pushstring(state, "lua_Terrain_getRefCount - 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_Terrain_getTriangleCount(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)) { Terrain* instance = getInstance(state); unsigned int result = instance->getTriangleCount(); // Push the return value onto the stack. lua_pushunsigned(state, result); return 1; } lua_pushstring(state, "lua_Terrain_getTriangleCount - 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_Terrain_getVisiblePatchCount(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)) { Terrain* instance = getInstance(state); unsigned int result = instance->getVisiblePatchCount(); // Push the return value onto the stack. lua_pushunsigned(state, result); return 1; } lua_pushstring(state, "lua_Terrain_getVisiblePatchCount - 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_Terrain_getVisibleTriangleCount(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)) { Terrain* instance = getInstance(state); unsigned int result = instance->getVisibleTriangleCount(); // Push the return value onto the stack. lua_pushunsigned(state, result); return 1; } lua_pushstring(state, "lua_Terrain_getVisibleTriangleCount - 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_Terrain_getWorldMatrix(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)) { Terrain* instance = getInstance(state); void* returnPtr = (void*)&(instance->getWorldMatrix()); if (returnPtr) { gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject)); object->instance = returnPtr; object->owns = false; luaL_getmetatable(state, "Matrix"); lua_setmetatable(state, -2); } else { lua_pushnil(state); } return 1; } lua_pushstring(state, "lua_Terrain_getWorldMatrix - 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_Terrain_getWorldViewMatrix(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)) { Terrain* instance = getInstance(state); void* returnPtr = (void*)&(instance->getWorldViewMatrix()); if (returnPtr) { gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject)); object->instance = returnPtr; object->owns = false; luaL_getmetatable(state, "Matrix"); lua_setmetatable(state, -2); } else { lua_pushnil(state); } return 1; } lua_pushstring(state, "lua_Terrain_getWorldViewMatrix - 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_Terrain_getWorldViewProjectionMatrix(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)) { Terrain* instance = getInstance(state); void* returnPtr = (void*)&(instance->getWorldViewProjectionMatrix()); if (returnPtr) { gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject)); object->instance = returnPtr; object->owns = false; luaL_getmetatable(state, "Matrix"); lua_setmetatable(state, -2); } else { lua_pushnil(state); } return 1; } lua_pushstring(state, "lua_Terrain_getWorldViewProjectionMatrix - 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_Terrain_isFlagSet(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 2: { if ((lua_type(state, 1) == LUA_TUSERDATA) && (lua_type(state, 2) == LUA_TSTRING || lua_type(state, 2) == LUA_TNIL)) { // Get parameter 1 off the stack. Terrain::Flags param1 = (Terrain::Flags)lua_enumFromString_TerrainFlags(luaL_checkstring(state, 2)); Terrain* instance = getInstance(state); bool result = instance->isFlagSet(param1); // Push the return value onto the stack. lua_pushboolean(state, result); return 1; } lua_pushstring(state, "lua_Terrain_isFlagSet - Failed to match the given parameters to a valid function signature."); lua_error(state); break; } default: { lua_pushstring(state, "Invalid number of parameters (expected 2)."); lua_error(state); break; } } return 0; } int lua_Terrain_release(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)) { Terrain* instance = getInstance(state); instance->release(); return 0; } lua_pushstring(state, "lua_Terrain_release - 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_Terrain_removeListener(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 2: { if ((lua_type(state, 1) == LUA_TUSERDATA) && (lua_type(state, 2) == LUA_TUSERDATA || lua_type(state, 2) == LUA_TTABLE || lua_type(state, 2) == LUA_TNIL)) { // Get parameter 1 off the stack. bool param1Valid; gameplay::ScriptUtil::LuaArray param1 = gameplay::ScriptUtil::getObjectPointer(2, "TerrainListener", false, ¶m1Valid); if (!param1Valid) { lua_pushstring(state, "Failed to convert parameter 1 to type 'Terrain::Listener'."); lua_error(state); } Terrain* instance = getInstance(state); instance->removeListener(param1); return 0; } lua_pushstring(state, "lua_Terrain_removeListener - Failed to match the given parameters to a valid function signature."); lua_error(state); break; } default: { lua_pushstring(state, "Invalid number of parameters (expected 2)."); lua_error(state); break; } } return 0; } int lua_Terrain_setFlag(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 3: { if ((lua_type(state, 1) == LUA_TUSERDATA) && (lua_type(state, 2) == LUA_TSTRING || lua_type(state, 2) == LUA_TNIL) && lua_type(state, 3) == LUA_TBOOLEAN) { // Get parameter 1 off the stack. Terrain::Flags param1 = (Terrain::Flags)lua_enumFromString_TerrainFlags(luaL_checkstring(state, 2)); // Get parameter 2 off the stack. bool param2 = gameplay::ScriptUtil::luaCheckBool(state, 3); Terrain* instance = getInstance(state); instance->setFlag(param1, param2); return 0; } lua_pushstring(state, "lua_Terrain_setFlag - Failed to match the given parameters to a valid function signature."); lua_error(state); break; } default: { lua_pushstring(state, "Invalid number of parameters (expected 3)."); lua_error(state); break; } } return 0; } int lua_Terrain_static_create(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: { do { if ((lua_type(state, 1) == LUA_TSTRING || lua_type(state, 1) == LUA_TNIL)) { // Get parameter 1 off the stack. const char* param1 = gameplay::ScriptUtil::getString(1, false); void* returnPtr = (void*)Terrain::create(param1); if (returnPtr) { gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject)); object->instance = returnPtr; object->owns = true; luaL_getmetatable(state, "Terrain"); lua_setmetatable(state, -2); } else { lua_pushnil(state); } return 1; } } while (0); do { if ((lua_type(state, 1) == LUA_TUSERDATA || lua_type(state, 1) == LUA_TTABLE || lua_type(state, 1) == LUA_TNIL)) { // Get parameter 1 off the stack. bool param1Valid; gameplay::ScriptUtil::LuaArray param1 = gameplay::ScriptUtil::getObjectPointer(1, "Properties", false, ¶m1Valid); if (!param1Valid) break; void* returnPtr = (void*)Terrain::create(param1); if (returnPtr) { gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject)); object->instance = returnPtr; object->owns = true; luaL_getmetatable(state, "Terrain"); lua_setmetatable(state, -2); } else { lua_pushnil(state); } return 1; } } while (0); do { if ((lua_type(state, 1) == LUA_TUSERDATA || lua_type(state, 1) == LUA_TTABLE || lua_type(state, 1) == LUA_TNIL)) { // Get parameter 1 off the stack. bool param1Valid; gameplay::ScriptUtil::LuaArray param1 = gameplay::ScriptUtil::getObjectPointer(1, "HeightField", false, ¶m1Valid); if (!param1Valid) break; void* returnPtr = (void*)Terrain::create(param1); if (returnPtr) { gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject)); object->instance = returnPtr; object->owns = true; luaL_getmetatable(state, "Terrain"); lua_setmetatable(state, -2); } else { lua_pushnil(state); } return 1; } } while (0); lua_pushstring(state, "lua_Terrain_static_create - Failed to match the given parameters to a valid function signature."); lua_error(state); break; } case 2: { do { if ((lua_type(state, 1) == LUA_TUSERDATA || lua_type(state, 1) == LUA_TTABLE || lua_type(state, 1) == LUA_TNIL) && (lua_type(state, 2) == LUA_TUSERDATA || lua_type(state, 2) == LUA_TNIL)) { // Get parameter 1 off the stack. bool param1Valid; gameplay::ScriptUtil::LuaArray param1 = gameplay::ScriptUtil::getObjectPointer(1, "HeightField", false, ¶m1Valid); if (!param1Valid) break; // Get parameter 2 off the stack. bool param2Valid; gameplay::ScriptUtil::LuaArray param2 = gameplay::ScriptUtil::getObjectPointer(2, "Vector3", true, ¶m2Valid); if (!param2Valid) break; void* returnPtr = (void*)Terrain::create(param1, *param2); if (returnPtr) { gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject)); object->instance = returnPtr; object->owns = true; luaL_getmetatable(state, "Terrain"); lua_setmetatable(state, -2); } else { lua_pushnil(state); } return 1; } } while (0); lua_pushstring(state, "lua_Terrain_static_create - Failed to match the given parameters to a valid function signature."); lua_error(state); break; } case 3: { do { if ((lua_type(state, 1) == LUA_TUSERDATA || lua_type(state, 1) == LUA_TTABLE || lua_type(state, 1) == LUA_TNIL) && (lua_type(state, 2) == LUA_TUSERDATA || lua_type(state, 2) == LUA_TNIL) && lua_type(state, 3) == LUA_TNUMBER) { // Get parameter 1 off the stack. bool param1Valid; gameplay::ScriptUtil::LuaArray param1 = gameplay::ScriptUtil::getObjectPointer(1, "HeightField", false, ¶m1Valid); if (!param1Valid) break; // Get parameter 2 off the stack. bool param2Valid; gameplay::ScriptUtil::LuaArray param2 = gameplay::ScriptUtil::getObjectPointer(2, "Vector3", true, ¶m2Valid); if (!param2Valid) break; // Get parameter 3 off the stack. unsigned int param3 = (unsigned int)luaL_checkunsigned(state, 3); void* returnPtr = (void*)Terrain::create(param1, *param2, param3); if (returnPtr) { gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject)); object->instance = returnPtr; object->owns = true; luaL_getmetatable(state, "Terrain"); lua_setmetatable(state, -2); } else { lua_pushnil(state); } return 1; } } while (0); lua_pushstring(state, "lua_Terrain_static_create - Failed to match the given parameters to a valid function signature."); lua_error(state); break; } case 4: { do { if ((lua_type(state, 1) == LUA_TUSERDATA || lua_type(state, 1) == LUA_TTABLE || lua_type(state, 1) == LUA_TNIL) && (lua_type(state, 2) == LUA_TUSERDATA || lua_type(state, 2) == LUA_TNIL) && lua_type(state, 3) == LUA_TNUMBER && lua_type(state, 4) == LUA_TNUMBER) { // Get parameter 1 off the stack. bool param1Valid; gameplay::ScriptUtil::LuaArray param1 = gameplay::ScriptUtil::getObjectPointer(1, "HeightField", false, ¶m1Valid); if (!param1Valid) break; // Get parameter 2 off the stack. bool param2Valid; gameplay::ScriptUtil::LuaArray param2 = gameplay::ScriptUtil::getObjectPointer(2, "Vector3", true, ¶m2Valid); if (!param2Valid) break; // Get parameter 3 off the stack. unsigned int param3 = (unsigned int)luaL_checkunsigned(state, 3); // Get parameter 4 off the stack. unsigned int param4 = (unsigned int)luaL_checkunsigned(state, 4); void* returnPtr = (void*)Terrain::create(param1, *param2, param3, param4); if (returnPtr) { gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject)); object->instance = returnPtr; object->owns = true; luaL_getmetatable(state, "Terrain"); lua_setmetatable(state, -2); } else { lua_pushnil(state); } return 1; } } while (0); lua_pushstring(state, "lua_Terrain_static_create - Failed to match the given parameters to a valid function signature."); lua_error(state); break; } case 5: { do { if ((lua_type(state, 1) == LUA_TUSERDATA || lua_type(state, 1) == LUA_TTABLE || lua_type(state, 1) == LUA_TNIL) && (lua_type(state, 2) == LUA_TUSERDATA || lua_type(state, 2) == LUA_TNIL) && lua_type(state, 3) == LUA_TNUMBER && lua_type(state, 4) == LUA_TNUMBER && lua_type(state, 5) == LUA_TNUMBER) { // Get parameter 1 off the stack. bool param1Valid; gameplay::ScriptUtil::LuaArray param1 = gameplay::ScriptUtil::getObjectPointer(1, "HeightField", false, ¶m1Valid); if (!param1Valid) break; // Get parameter 2 off the stack. bool param2Valid; gameplay::ScriptUtil::LuaArray param2 = gameplay::ScriptUtil::getObjectPointer(2, "Vector3", true, ¶m2Valid); if (!param2Valid) break; // Get parameter 3 off the stack. unsigned int param3 = (unsigned int)luaL_checkunsigned(state, 3); // Get parameter 4 off the stack. unsigned int param4 = (unsigned int)luaL_checkunsigned(state, 4); // Get parameter 5 off the stack. float param5 = (float)luaL_checknumber(state, 5); void* returnPtr = (void*)Terrain::create(param1, *param2, param3, param4, param5); if (returnPtr) { gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject)); object->instance = returnPtr; object->owns = true; luaL_getmetatable(state, "Terrain"); lua_setmetatable(state, -2); } else { lua_pushnil(state); } return 1; } } while (0); lua_pushstring(state, "lua_Terrain_static_create - Failed to match the given parameters to a valid function signature."); lua_error(state); break; } case 6: { do { if ((lua_type(state, 1) == LUA_TUSERDATA || lua_type(state, 1) == LUA_TTABLE || lua_type(state, 1) == LUA_TNIL) && (lua_type(state, 2) == LUA_TUSERDATA || lua_type(state, 2) == LUA_TNIL) && lua_type(state, 3) == LUA_TNUMBER && lua_type(state, 4) == LUA_TNUMBER && lua_type(state, 5) == LUA_TNUMBER && (lua_type(state, 6) == LUA_TSTRING || lua_type(state, 6) == LUA_TNIL)) { // Get parameter 1 off the stack. bool param1Valid; gameplay::ScriptUtil::LuaArray param1 = gameplay::ScriptUtil::getObjectPointer(1, "HeightField", false, ¶m1Valid); if (!param1Valid) break; // Get parameter 2 off the stack. bool param2Valid; gameplay::ScriptUtil::LuaArray param2 = gameplay::ScriptUtil::getObjectPointer(2, "Vector3", true, ¶m2Valid); if (!param2Valid) break; // Get parameter 3 off the stack. unsigned int param3 = (unsigned int)luaL_checkunsigned(state, 3); // Get parameter 4 off the stack. unsigned int param4 = (unsigned int)luaL_checkunsigned(state, 4); // Get parameter 5 off the stack. float param5 = (float)luaL_checknumber(state, 5); // Get parameter 6 off the stack. const char* param6 = gameplay::ScriptUtil::getString(6, false); void* returnPtr = (void*)Terrain::create(param1, *param2, param3, param4, param5, param6); if (returnPtr) { gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject)); object->instance = returnPtr; object->owns = true; luaL_getmetatable(state, "Terrain"); lua_setmetatable(state, -2); } else { lua_pushnil(state); } return 1; } } while (0); lua_pushstring(state, "lua_Terrain_static_create - 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, 2, 3, 4, 5 or 6)."); lua_error(state); break; } } return 0; } int lua_Terrain_transformChanged(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 3: { if ((lua_type(state, 1) == LUA_TUSERDATA) && (lua_type(state, 2) == LUA_TUSERDATA || lua_type(state, 2) == LUA_TTABLE || lua_type(state, 2) == LUA_TNIL) && lua_type(state, 3) == LUA_TNUMBER) { // Get parameter 1 off the stack. bool param1Valid; gameplay::ScriptUtil::LuaArray param1 = gameplay::ScriptUtil::getObjectPointer(2, "Transform", false, ¶m1Valid); if (!param1Valid) { lua_pushstring(state, "Failed to convert parameter 1 to type 'Transform'."); lua_error(state); } // Get parameter 2 off the stack. long param2 = (long)luaL_checklong(state, 3); Terrain* instance = getInstance(state); instance->transformChanged(param1, param2); return 0; } lua_pushstring(state, "lua_Terrain_transformChanged - Failed to match the given parameters to a valid function signature."); lua_error(state); break; } default: { lua_pushstring(state, "Invalid number of parameters (expected 3)."); lua_error(state); break; } } return 0; } }