#ifndef LUA_PHYSICSGHOSTOBJECT_H_ #define LUA_PHYSICSGHOSTOBJECT_H_ namespace gameplay { // Lua bindings for PhysicsGhostObject. int lua_PhysicsGhostObject_addCollisionListener(lua_State* state); int lua_PhysicsGhostObject_asCharacter(lua_State* state); int lua_PhysicsGhostObject_asGhostObject(lua_State* state); int lua_PhysicsGhostObject_asRigidBody(lua_State* state); int lua_PhysicsGhostObject_asVehicle(lua_State* state); int lua_PhysicsGhostObject_asVehicleWheel(lua_State* state); int lua_PhysicsGhostObject_collidesWith(lua_State* state); int lua_PhysicsGhostObject_getCollisionShape(lua_State* state); int lua_PhysicsGhostObject_getNode(lua_State* state); int lua_PhysicsGhostObject_getShapeType(lua_State* state); int lua_PhysicsGhostObject_getType(lua_State* state); int lua_PhysicsGhostObject_isDynamic(lua_State* state); int lua_PhysicsGhostObject_isEnabled(lua_State* state); int lua_PhysicsGhostObject_isKinematic(lua_State* state); int lua_PhysicsGhostObject_removeCollisionListener(lua_State* state); int lua_PhysicsGhostObject_setEnabled(lua_State* state); int lua_PhysicsGhostObject_transformChanged(lua_State* state); void luaRegister_PhysicsGhostObject(); } #endif