#include "Base.h" #include "ScriptController.h" #include "lua_PhysicsCollisionObjectCollisionPair.h" #include "Base.h" #include "Game.h" #include "Node.h" #include "PhysicsCollisionObject.h" #include "PhysicsController.h" #include "ScriptController.h" #include "lua_PhysicsCollisionObjectCollisionListenerEventType.h" #include "lua_PhysicsCollisionObjectType.h" #include "lua_PhysicsCollisionShapeType.h" namespace gameplay { void luaRegister_PhysicsCollisionObjectCollisionPair() { const luaL_Reg lua_members[] = { {"objectA", lua_PhysicsCollisionObjectCollisionPair_objectA}, {"objectB", lua_PhysicsCollisionObjectCollisionPair_objectB}, {NULL, NULL} }; const luaL_Reg* lua_statics = NULL; std::vector scopePath; scopePath.push_back("PhysicsCollisionObject"); ScriptUtil::registerClass("PhysicsCollisionObjectCollisionPair", lua_members, lua_PhysicsCollisionObjectCollisionPair__init, lua_PhysicsCollisionObjectCollisionPair__gc, lua_statics, scopePath); } static PhysicsCollisionObject::CollisionPair* getInstance(lua_State* state) { void* userdata = luaL_checkudata(state, 1, "PhysicsCollisionObjectCollisionPair"); luaL_argcheck(state, userdata != NULL, 1, "'PhysicsCollisionObjectCollisionPair' expected."); return (PhysicsCollisionObject::CollisionPair*)((ScriptUtil::LuaObject*)userdata)->instance; } int lua_PhysicsCollisionObjectCollisionPair__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, "PhysicsCollisionObjectCollisionPair"); luaL_argcheck(state, userdata != NULL, 1, "'PhysicsCollisionObjectCollisionPair' expected."); ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)userdata; if (object->owns) { PhysicsCollisionObject::CollisionPair* instance = (PhysicsCollisionObject::CollisionPair*)object->instance; SAFE_DELETE(instance); } return 0; } else { lua_pushstring(state, "lua_PhysicsCollisionObjectCollisionPair__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_PhysicsCollisionObjectCollisionPair__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 2: { 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_TTABLE || lua_type(state, 2) == LUA_TNIL)) { // Get parameter 1 off the stack. ScriptUtil::LuaArray param1 = ScriptUtil::getObjectPointer(1, "PhysicsCollisionObject", false); // Get parameter 2 off the stack. ScriptUtil::LuaArray param2 = ScriptUtil::getObjectPointer(2, "PhysicsCollisionObject", false); void* returnPtr = (void*)new PhysicsCollisionObject::CollisionPair(param1, param2); if (returnPtr) { ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject)); object->instance = returnPtr; object->owns = true; luaL_getmetatable(state, "PhysicsCollisionObjectCollisionPair"); lua_setmetatable(state, -2); } else { lua_pushnil(state); } return 1; } else { lua_pushstring(state, "lua_PhysicsCollisionObjectCollisionPair__init - 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_PhysicsCollisionObjectCollisionPair_objectA(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); } PhysicsCollisionObject::CollisionPair* instance = getInstance(state); if (lua_gettop(state) == 2) { // Get parameter 2 off the stack. ScriptUtil::LuaArray param2 = ScriptUtil::getObjectPointer(2, "PhysicsCollisionObject", false); instance->objectA = param2; return 0; } else { void* returnPtr = (void*)instance->objectA; 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_PhysicsCollisionObjectCollisionPair_objectB(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); } PhysicsCollisionObject::CollisionPair* instance = getInstance(state); if (lua_gettop(state) == 2) { // Get parameter 2 off the stack. ScriptUtil::LuaArray param2 = ScriptUtil::getObjectPointer(2, "PhysicsCollisionObject", false); instance->objectB = param2; return 0; } else { void* returnPtr = (void*)instance->objectB; 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; } } }