#include "Base.h" #include "ScriptController.h" #include "lua_MathUtil.h" #include "Base.h" #include "MathUtil.h" namespace gameplay { void luaRegister_MathUtil() { const luaL_Reg lua_members[] = { {NULL, NULL} }; const luaL_Reg lua_statics[] = { {"smooth", lua_MathUtil_static_smooth}, {NULL, NULL} }; std::vector scopePath; gameplay::ScriptUtil::registerClass("MathUtil", lua_members, NULL, lua_MathUtil__gc, lua_statics, scopePath); } static MathUtil* getInstance(lua_State* state) { void* userdata = luaL_checkudata(state, 1, "MathUtil"); luaL_argcheck(state, userdata != NULL, 1, "'MathUtil' expected."); return (MathUtil*)((gameplay::ScriptUtil::LuaObject*)userdata)->instance; } int lua_MathUtil__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, "MathUtil"); luaL_argcheck(state, userdata != NULL, 1, "'MathUtil' expected."); gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)userdata; if (object->owns) { MathUtil* instance = (MathUtil*)object->instance; SAFE_DELETE(instance); } return 0; } lua_pushstring(state, "lua_MathUtil__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_MathUtil_static_smooth(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 4: { do { if ((lua_type(state, 1) == LUA_TTABLE || lua_type(state, 1) == LUA_TLIGHTUSERDATA) && lua_type(state, 2) == LUA_TNUMBER && lua_type(state, 3) == LUA_TNUMBER && lua_type(state, 4) == LUA_TNUMBER) { // Get parameter 1 off the stack. gameplay::ScriptUtil::LuaArray param1 = gameplay::ScriptUtil::getFloatPointer(1); // Get parameter 2 off the stack. float param2 = (float)luaL_checknumber(state, 2); // Get parameter 3 off the stack. float param3 = (float)luaL_checknumber(state, 3); // Get parameter 4 off the stack. float param4 = (float)luaL_checknumber(state, 4); MathUtil::smooth(param1, param2, param3, param4); return 0; } } while (0); lua_pushstring(state, "lua_MathUtil_static_smooth - Failed to match the given parameters to a valid function signature."); lua_error(state); break; } case 5: { do { if ((lua_type(state, 1) == LUA_TTABLE || lua_type(state, 1) == LUA_TLIGHTUSERDATA) && lua_type(state, 2) == LUA_TNUMBER && lua_type(state, 3) == LUA_TNUMBER && lua_type(state, 4) == LUA_TNUMBER && lua_type(state, 5) == LUA_TNUMBER) { // Get parameter 1 off the stack. gameplay::ScriptUtil::LuaArray param1 = gameplay::ScriptUtil::getFloatPointer(1); // Get parameter 2 off the stack. float param2 = (float)luaL_checknumber(state, 2); // Get parameter 3 off the stack. float param3 = (float)luaL_checknumber(state, 3); // Get parameter 4 off the stack. float param4 = (float)luaL_checknumber(state, 4); // Get parameter 5 off the stack. float param5 = (float)luaL_checknumber(state, 5); MathUtil::smooth(param1, param2, param3, param4, param5); return 0; } } while (0); lua_pushstring(state, "lua_MathUtil_static_smooth - Failed to match the given parameters to a valid function signature."); lua_error(state); break; } default: { lua_pushstring(state, "Invalid number of parameters (expected 4 or 5)."); lua_error(state); break; } } return 0; } }