#include "Base.h" #include "ScriptController.h" #include "PhysicsCharacter.h" #include "lua_PhysicsCharacter.h" #include "lua_Global.h" namespace gameplay { void luaRegister_PhysicsCharacter() { ScriptController* sc = ScriptController::getInstance(); const luaL_Reg lua_members[] = { {"addCollisionListener", lua_PhysicsCharacter_addCollisionListener}, {"collidesWith", lua_PhysicsCharacter_collidesWith}, {"getCollisionShape", lua_PhysicsCharacter_getCollisionShape}, {"getCurrentVelocity", lua_PhysicsCharacter_getCurrentVelocity}, {"getMaxSlopeAngle", lua_PhysicsCharacter_getMaxSlopeAngle}, {"getMaxStepHeight", lua_PhysicsCharacter_getMaxStepHeight}, {"getNode", lua_PhysicsCharacter_getNode}, {"getShapeType", lua_PhysicsCharacter_getShapeType}, {"getType", lua_PhysicsCharacter_getType}, {"isDynamic", lua_PhysicsCharacter_isDynamic}, {"isEnabled", lua_PhysicsCharacter_isEnabled}, {"isKinematic", lua_PhysicsCharacter_isKinematic}, {"isPhysicsEnabled", lua_PhysicsCharacter_isPhysicsEnabled}, {"jump", lua_PhysicsCharacter_jump}, {"removeCollisionListener", lua_PhysicsCharacter_removeCollisionListener}, {"rotate", lua_PhysicsCharacter_rotate}, {"setEnabled", lua_PhysicsCharacter_setEnabled}, {"setForwardVelocity", lua_PhysicsCharacter_setForwardVelocity}, {"setMaxSlopeAngle", lua_PhysicsCharacter_setMaxSlopeAngle}, {"setMaxStepHeight", lua_PhysicsCharacter_setMaxStepHeight}, {"setPhysicsEnabled", lua_PhysicsCharacter_setPhysicsEnabled}, {"setRightVelocity", lua_PhysicsCharacter_setRightVelocity}, {"setRotation", lua_PhysicsCharacter_setRotation}, {"setVelocity", lua_PhysicsCharacter_setVelocity}, {"transformChanged", lua_PhysicsCharacter_transformChanged}, {NULL, NULL} }; const luaL_Reg* lua_statics = NULL; std::vector scopePath; sc->registerClass("PhysicsCharacter", lua_members, NULL, NULL, lua_statics, scopePath); } static PhysicsCharacter* getInstance(lua_State* state) { void* userdata = luaL_checkudata(state, 1, "PhysicsCharacter"); luaL_argcheck(state, userdata != NULL, 1, "'PhysicsCharacter' expected."); return (PhysicsCharacter*)((ScriptController::LuaObject*)userdata)->instance; } int lua_PhysicsCharacter_addCollisionListener(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_TNIL) && (lua_type(state, 2) == LUA_TUSERDATA || lua_type(state, 2) == LUA_TNIL)) { // Get parameter 1 off the stack. PhysicsCollisionObject::CollisionListener* param1 = ScriptController::getInstance()->getObjectPointer(2, "PhysicsCollisionObjectCollisionListener", false); PhysicsCharacter* instance = getInstance(state); instance->addCollisionListener(param1); return 0; } else { lua_pushstring(state, "Failed to match the given parameters to a valid function signature."); lua_error(state); } break; } case 3: { if ((lua_type(state, 1) == LUA_TUSERDATA || lua_type(state, 1) == LUA_TNIL) && (lua_type(state, 2) == LUA_TUSERDATA || lua_type(state, 2) == LUA_TNIL) && (lua_type(state, 3) == LUA_TUSERDATA || lua_type(state, 3) == LUA_TNIL)) { // Get parameter 1 off the stack. PhysicsCollisionObject::CollisionListener* param1 = ScriptController::getInstance()->getObjectPointer(2, "PhysicsCollisionObjectCollisionListener", false); // Get parameter 2 off the stack. PhysicsCollisionObject* param2 = ScriptController::getInstance()->getObjectPointer(3, "PhysicsCollisionObject", false); PhysicsCharacter* instance = getInstance(state); instance->addCollisionListener(param1, param2); return 0; } else { lua_pushstring(state, "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 or 3)."); lua_error(state); break; } } return 0; } int lua_PhysicsCharacter_collidesWith(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_TNIL) && (lua_type(state, 2) == LUA_TUSERDATA || lua_type(state, 2) == LUA_TNIL)) { // Get parameter 1 off the stack. PhysicsCollisionObject* param1 = ScriptController::getInstance()->getObjectPointer(2, "PhysicsCollisionObject", false); PhysicsCharacter* instance = getInstance(state); bool result = instance->collidesWith(param1); // Push the return value onto the stack. lua_pushboolean(state, result); return 1; } else { lua_pushstring(state, "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_PhysicsCharacter_getCollisionShape(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 || lua_type(state, 1) == LUA_TNIL)) { PhysicsCharacter* instance = getInstance(state); void* returnPtr = (void*)instance->getCollisionShape(); if (returnPtr) { ScriptController::LuaObject* object = (ScriptController::LuaObject*)lua_newuserdata(state, sizeof(ScriptController::LuaObject)); object->instance = returnPtr; object->owns = false; luaL_getmetatable(state, "PhysicsCollisionShape"); lua_setmetatable(state, -2); } else { lua_pushnil(state); } return 1; } else { lua_pushstring(state, "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_PhysicsCharacter_getCurrentVelocity(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 || lua_type(state, 1) == LUA_TNIL)) { PhysicsCharacter* instance = getInstance(state); void* returnPtr = (void*)new Vector3(instance->getCurrentVelocity()); if (returnPtr) { ScriptController::LuaObject* object = (ScriptController::LuaObject*)lua_newuserdata(state, sizeof(ScriptController::LuaObject)); object->instance = returnPtr; object->owns = true; luaL_getmetatable(state, "Vector3"); lua_setmetatable(state, -2); } else { lua_pushnil(state); } return 1; } else { lua_pushstring(state, "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_PhysicsCharacter_getMaxSlopeAngle(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 || lua_type(state, 1) == LUA_TNIL)) { PhysicsCharacter* instance = getInstance(state); float result = instance->getMaxSlopeAngle(); // Push the return value onto the stack. lua_pushnumber(state, result); return 1; } else { lua_pushstring(state, "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_PhysicsCharacter_getMaxStepHeight(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 || lua_type(state, 1) == LUA_TNIL)) { PhysicsCharacter* instance = getInstance(state); float result = instance->getMaxStepHeight(); // Push the return value onto the stack. lua_pushnumber(state, result); return 1; } else { lua_pushstring(state, "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_PhysicsCharacter_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 || lua_type(state, 1) == LUA_TNIL)) { PhysicsCharacter* instance = getInstance(state); void* returnPtr = (void*)instance->getNode(); if (returnPtr) { ScriptController::LuaObject* object = (ScriptController::LuaObject*)lua_newuserdata(state, sizeof(ScriptController::LuaObject)); object->instance = returnPtr; object->owns = false; luaL_getmetatable(state, "Node"); lua_setmetatable(state, -2); } else { lua_pushnil(state); } return 1; } else { lua_pushstring(state, "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_PhysicsCharacter_getShapeType(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 || lua_type(state, 1) == LUA_TNIL)) { PhysicsCharacter* instance = getInstance(state); PhysicsCollisionShape::Type result = instance->getShapeType(); // Push the return value onto the stack. lua_pushstring(state, lua_stringFromEnum_PhysicsCollisionShapeType(result).c_str()); return 1; } else { lua_pushstring(state, "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_PhysicsCharacter_getType(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 || lua_type(state, 1) == LUA_TNIL)) { PhysicsCharacter* instance = getInstance(state); PhysicsCollisionObject::Type result = instance->getType(); // Push the return value onto the stack. lua_pushstring(state, lua_stringFromEnum_PhysicsCollisionObjectType(result).c_str()); return 1; } else { lua_pushstring(state, "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_PhysicsCharacter_isDynamic(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 || lua_type(state, 1) == LUA_TNIL)) { PhysicsCharacter* instance = getInstance(state); bool result = instance->isDynamic(); // Push the return value onto the stack. lua_pushboolean(state, result); return 1; } else { lua_pushstring(state, "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_PhysicsCharacter_isEnabled(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 || lua_type(state, 1) == LUA_TNIL)) { PhysicsCharacter* instance = getInstance(state); bool result = instance->isEnabled(); // Push the return value onto the stack. lua_pushboolean(state, result); return 1; } else { lua_pushstring(state, "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_PhysicsCharacter_isKinematic(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 || lua_type(state, 1) == LUA_TNIL)) { PhysicsCharacter* instance = getInstance(state); bool result = instance->isKinematic(); // Push the return value onto the stack. lua_pushboolean(state, result); return 1; } else { lua_pushstring(state, "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_PhysicsCharacter_isPhysicsEnabled(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 || lua_type(state, 1) == LUA_TNIL)) { PhysicsCharacter* instance = getInstance(state); bool result = instance->isPhysicsEnabled(); // Push the return value onto the stack. lua_pushboolean(state, result); return 1; } else { lua_pushstring(state, "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_PhysicsCharacter_jump(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_TNIL) && lua_type(state, 2) == LUA_TNUMBER) { // Get parameter 1 off the stack. float param1 = (float)luaL_checknumber(state, 2); PhysicsCharacter* instance = getInstance(state); instance->jump(param1); return 0; } else { lua_pushstring(state, "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_PhysicsCharacter_removeCollisionListener(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_TNIL) && (lua_type(state, 2) == LUA_TUSERDATA || lua_type(state, 2) == LUA_TNIL)) { // Get parameter 1 off the stack. PhysicsCollisionObject::CollisionListener* param1 = ScriptController::getInstance()->getObjectPointer(2, "PhysicsCollisionObjectCollisionListener", false); PhysicsCharacter* instance = getInstance(state); instance->removeCollisionListener(param1); return 0; } else { lua_pushstring(state, "Failed to match the given parameters to a valid function signature."); lua_error(state); } break; } case 3: { if ((lua_type(state, 1) == LUA_TUSERDATA || lua_type(state, 1) == LUA_TNIL) && (lua_type(state, 2) == LUA_TUSERDATA || lua_type(state, 2) == LUA_TNIL) && (lua_type(state, 3) == LUA_TUSERDATA || lua_type(state, 3) == LUA_TNIL)) { // Get parameter 1 off the stack. PhysicsCollisionObject::CollisionListener* param1 = ScriptController::getInstance()->getObjectPointer(2, "PhysicsCollisionObjectCollisionListener", false); // Get parameter 2 off the stack. PhysicsCollisionObject* param2 = ScriptController::getInstance()->getObjectPointer(3, "PhysicsCollisionObject", false); PhysicsCharacter* instance = getInstance(state); instance->removeCollisionListener(param1, param2); return 0; } else { lua_pushstring(state, "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 or 3)."); lua_error(state); break; } } return 0; } int lua_PhysicsCharacter_rotate(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_TNIL) && (lua_type(state, 2) == LUA_TUSERDATA || lua_type(state, 2) == LUA_TNIL)) { // Get parameter 1 off the stack. Quaternion* param1 = ScriptController::getInstance()->getObjectPointer(2, "Quaternion", true); PhysicsCharacter* instance = getInstance(state); instance->rotate(*param1); return 0; } else { lua_pushstring(state, "Failed to match the given parameters to a valid function signature."); lua_error(state); } break; } case 3: { if ((lua_type(state, 1) == LUA_TUSERDATA || 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. Vector3* param1 = ScriptController::getInstance()->getObjectPointer(2, "Vector3", true); // Get parameter 2 off the stack. float param2 = (float)luaL_checknumber(state, 3); PhysicsCharacter* instance = getInstance(state); instance->rotate(*param1, param2); return 0; } else { lua_pushstring(state, "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 or 3)."); lua_error(state); break; } } return 0; } int lua_PhysicsCharacter_setEnabled(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_TNIL) && lua_type(state, 2) == LUA_TBOOLEAN) { // Get parameter 1 off the stack. bool param1 = ScriptController::luaCheckBool(state, 2); PhysicsCharacter* instance = getInstance(state); instance->setEnabled(param1); return 0; } else { lua_pushstring(state, "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_PhysicsCharacter_setForwardVelocity(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 || lua_type(state, 1) == LUA_TNIL)) { PhysicsCharacter* instance = getInstance(state); instance->setForwardVelocity(); return 0; } else { lua_pushstring(state, "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, 1) == LUA_TNIL) && lua_type(state, 2) == LUA_TNUMBER) { // Get parameter 1 off the stack. float param1 = (float)luaL_checknumber(state, 2); PhysicsCharacter* instance = getInstance(state); instance->setForwardVelocity(param1); return 0; } else { lua_pushstring(state, "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_PhysicsCharacter_setMaxSlopeAngle(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_TNIL) && lua_type(state, 2) == LUA_TNUMBER) { // Get parameter 1 off the stack. float param1 = (float)luaL_checknumber(state, 2); PhysicsCharacter* instance = getInstance(state); instance->setMaxSlopeAngle(param1); return 0; } else { lua_pushstring(state, "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_PhysicsCharacter_setMaxStepHeight(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_TNIL) && lua_type(state, 2) == LUA_TNUMBER) { // Get parameter 1 off the stack. float param1 = (float)luaL_checknumber(state, 2); PhysicsCharacter* instance = getInstance(state); instance->setMaxStepHeight(param1); return 0; } else { lua_pushstring(state, "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_PhysicsCharacter_setPhysicsEnabled(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_TNIL) && lua_type(state, 2) == LUA_TBOOLEAN) { // Get parameter 1 off the stack. bool param1 = ScriptController::luaCheckBool(state, 2); PhysicsCharacter* instance = getInstance(state); instance->setPhysicsEnabled(param1); return 0; } else { lua_pushstring(state, "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_PhysicsCharacter_setRightVelocity(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 || lua_type(state, 1) == LUA_TNIL)) { PhysicsCharacter* instance = getInstance(state); instance->setRightVelocity(); return 0; } else { lua_pushstring(state, "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, 1) == LUA_TNIL) && lua_type(state, 2) == LUA_TNUMBER) { // Get parameter 1 off the stack. float param1 = (float)luaL_checknumber(state, 2); PhysicsCharacter* instance = getInstance(state); instance->setRightVelocity(param1); return 0; } else { lua_pushstring(state, "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_PhysicsCharacter_setRotation(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_TNIL) && (lua_type(state, 2) == LUA_TUSERDATA || lua_type(state, 2) == LUA_TNIL)) { // Get parameter 1 off the stack. Quaternion* param1 = ScriptController::getInstance()->getObjectPointer(2, "Quaternion", true); PhysicsCharacter* instance = getInstance(state); instance->setRotation(*param1); return 0; } else { lua_pushstring(state, "Failed to match the given parameters to a valid function signature."); lua_error(state); } break; } case 3: { if ((lua_type(state, 1) == LUA_TUSERDATA || 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. Vector3* param1 = ScriptController::getInstance()->getObjectPointer(2, "Vector3", true); // Get parameter 2 off the stack. float param2 = (float)luaL_checknumber(state, 3); PhysicsCharacter* instance = getInstance(state); instance->setRotation(*param1, param2); return 0; } else { lua_pushstring(state, "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 or 3)."); lua_error(state); break; } } return 0; } int lua_PhysicsCharacter_setVelocity(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_TNIL) && (lua_type(state, 2) == LUA_TUSERDATA || lua_type(state, 2) == LUA_TNIL)) { // Get parameter 1 off the stack. Vector3* param1 = ScriptController::getInstance()->getObjectPointer(2, "Vector3", true); PhysicsCharacter* instance = getInstance(state); instance->setVelocity(*param1); return 0; } else { lua_pushstring(state, "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_PhysicsCharacter_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, 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. Transform* param1 = ScriptController::getInstance()->getObjectPointer(2, "Transform", false); // Get parameter 2 off the stack. long param2 = (long)luaL_checklong(state, 3); PhysicsCharacter* instance = getInstance(state); instance->transformChanged(param1, param2); return 0; } else { lua_pushstring(state, "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; } }