#include "Base.h" #include "ScriptController.h" #include "lua_PhysicsSocketConstraint.h" #include "Base.h" #include "Game.h" #include "Node.h" #include "PhysicsConstraint.h" #include "PhysicsRigidBody.h" #include "PhysicsSocketConstraint.h" namespace gameplay { void luaRegister_PhysicsSocketConstraint() { const luaL_Reg lua_members[] = { {"getBreakingImpulse", lua_PhysicsSocketConstraint_getBreakingImpulse}, {"isEnabled", lua_PhysicsSocketConstraint_isEnabled}, {"setBreakingImpulse", lua_PhysicsSocketConstraint_setBreakingImpulse}, {"setEnabled", lua_PhysicsSocketConstraint_setEnabled}, {NULL, NULL} }; const luaL_Reg lua_statics[] = { {"centerOfMassMidpoint", lua_PhysicsSocketConstraint_static_centerOfMassMidpoint}, {"getRotationOffset", lua_PhysicsSocketConstraint_static_getRotationOffset}, {"getTranslationOffset", lua_PhysicsSocketConstraint_static_getTranslationOffset}, {NULL, NULL} }; std::vector scopePath; gameplay::ScriptUtil::registerClass("PhysicsSocketConstraint", lua_members, NULL, NULL, lua_statics, scopePath); } static PhysicsSocketConstraint* getInstance(lua_State* state) { void* userdata = luaL_checkudata(state, 1, "PhysicsSocketConstraint"); luaL_argcheck(state, userdata != NULL, 1, "'PhysicsSocketConstraint' expected."); return (PhysicsSocketConstraint*)((gameplay::ScriptUtil::LuaObject*)userdata)->instance; } int lua_PhysicsSocketConstraint_getBreakingImpulse(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)) { PhysicsSocketConstraint* instance = getInstance(state); float result = instance->getBreakingImpulse(); // Push the return value onto the stack. lua_pushnumber(state, result); return 1; } lua_pushstring(state, "lua_PhysicsSocketConstraint_getBreakingImpulse - 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_PhysicsSocketConstraint_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)) { PhysicsSocketConstraint* instance = getInstance(state); bool result = instance->isEnabled(); // Push the return value onto the stack. lua_pushboolean(state, result); return 1; } lua_pushstring(state, "lua_PhysicsSocketConstraint_isEnabled - 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_PhysicsSocketConstraint_setBreakingImpulse(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, 2) == LUA_TNUMBER) { // Get parameter 1 off the stack. float param1 = (float)luaL_checknumber(state, 2); PhysicsSocketConstraint* instance = getInstance(state); instance->setBreakingImpulse(param1); return 0; } lua_pushstring(state, "lua_PhysicsSocketConstraint_setBreakingImpulse - 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_PhysicsSocketConstraint_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, 2) == LUA_TBOOLEAN) { // Get parameter 1 off the stack. bool param1 = gameplay::ScriptUtil::luaCheckBool(state, 2); PhysicsSocketConstraint* instance = getInstance(state); instance->setEnabled(param1); return 0; } lua_pushstring(state, "lua_PhysicsSocketConstraint_setEnabled - 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_PhysicsSocketConstraint_static_centerOfMassMidpoint(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. bool param1Valid; gameplay::ScriptUtil::LuaArray param1 = gameplay::ScriptUtil::getObjectPointer(1, "Node", false, ¶m1Valid); if (!param1Valid) { lua_pushstring(state, "Failed to convert parameter 1 to type 'Node'."); lua_error(state); } // Get parameter 2 off the stack. bool param2Valid; gameplay::ScriptUtil::LuaArray param2 = gameplay::ScriptUtil::getObjectPointer(2, "Node", false, ¶m2Valid); if (!param2Valid) { lua_pushstring(state, "Failed to convert parameter 2 to type 'Node'."); lua_error(state); } void* returnPtr = (void*)new Vector3(PhysicsSocketConstraint::centerOfMassMidpoint(param1, param2)); if (returnPtr) { gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject)); object->instance = returnPtr; object->owns = true; luaL_getmetatable(state, "Vector3"); lua_setmetatable(state, -2); } else { lua_pushnil(state); } return 1; } lua_pushstring(state, "lua_PhysicsSocketConstraint_static_centerOfMassMidpoint - 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_PhysicsSocketConstraint_static_getRotationOffset(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_TNIL)) { // Get parameter 1 off the stack. bool param1Valid; gameplay::ScriptUtil::LuaArray param1 = gameplay::ScriptUtil::getObjectPointer(1, "Node", false, ¶m1Valid); if (!param1Valid) { lua_pushstring(state, "Failed to convert parameter 1 to type 'Node'."); lua_error(state); } // Get parameter 2 off the stack. bool param2Valid; gameplay::ScriptUtil::LuaArray param2 = gameplay::ScriptUtil::getObjectPointer(2, "Vector3", true, ¶m2Valid); if (!param2Valid) { lua_pushstring(state, "Failed to convert parameter 2 to type 'Vector3'."); lua_error(state); } void* returnPtr = (void*)new Quaternion(PhysicsSocketConstraint::getRotationOffset(param1, *param2)); if (returnPtr) { gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject)); object->instance = returnPtr; object->owns = true; luaL_getmetatable(state, "Quaternion"); lua_setmetatable(state, -2); } else { lua_pushnil(state); } return 1; } lua_pushstring(state, "lua_PhysicsSocketConstraint_static_getRotationOffset - 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_PhysicsSocketConstraint_static_getTranslationOffset(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_TNIL)) { // Get parameter 1 off the stack. bool param1Valid; gameplay::ScriptUtil::LuaArray param1 = gameplay::ScriptUtil::getObjectPointer(1, "Node", false, ¶m1Valid); if (!param1Valid) { lua_pushstring(state, "Failed to convert parameter 1 to type 'Node'."); lua_error(state); } // Get parameter 2 off the stack. bool param2Valid; gameplay::ScriptUtil::LuaArray param2 = gameplay::ScriptUtil::getObjectPointer(2, "Vector3", true, ¶m2Valid); if (!param2Valid) { lua_pushstring(state, "Failed to convert parameter 2 to type 'Vector3'."); lua_error(state); } void* returnPtr = (void*)new Vector3(PhysicsSocketConstraint::getTranslationOffset(param1, *param2)); if (returnPtr) { gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject)); object->instance = returnPtr; object->owns = true; luaL_getmetatable(state, "Vector3"); lua_setmetatable(state, -2); } else { lua_pushnil(state); } return 1; } lua_pushstring(state, "lua_PhysicsSocketConstraint_static_getTranslationOffset - 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; } }