#ifndef LUA_QUATERNION_H_ #define LUA_QUATERNION_H_ namespace gameplay { // Lua bindings for Quaternion. int lua_Quaternion__gc(lua_State* state); int lua_Quaternion__init(lua_State* state); int lua_Quaternion_conjugate(lua_State* state); int lua_Quaternion_inverse(lua_State* state); int lua_Quaternion_isIdentity(lua_State* state); int lua_Quaternion_isZero(lua_State* state); int lua_Quaternion_multiply(lua_State* state); int lua_Quaternion_normalize(lua_State* state); int lua_Quaternion_set(lua_State* state); int lua_Quaternion_setIdentity(lua_State* state); int lua_Quaternion_static_createFromAxisAngle(lua_State* state); int lua_Quaternion_static_createFromRotationMatrix(lua_State* state); int lua_Quaternion_static_identity(lua_State* state); int lua_Quaternion_static_lerp(lua_State* state); int lua_Quaternion_static_multiply(lua_State* state); int lua_Quaternion_static_slerp(lua_State* state); int lua_Quaternion_static_squad(lua_State* state); int lua_Quaternion_static_zero(lua_State* state); int lua_Quaternion_toAxisAngle(lua_State* state); int lua_Quaternion_w(lua_State* state); int lua_Quaternion_x(lua_State* state); int lua_Quaternion_y(lua_State* state); int lua_Quaternion_z(lua_State* state); void luaRegister_Quaternion(); } #endif