#include "Base.h" #include "ScriptController.h" #include "lua_PhysicsCollisionShapeDefinition.h" #include "Base.h" #include "Game.h" #include "Node.h" #include "PhysicsCollisionShape.h" #include "Properties.h" #include "Ref.h" #include "lua_PhysicsCollisionShapeType.h" namespace gameplay { void luaRegister_PhysicsCollisionShapeDefinition() { const luaL_Reg lua_members[] = { {NULL, NULL} }; const luaL_Reg* lua_statics = NULL; std::vector scopePath; scopePath.push_back("PhysicsCollisionShape"); ScriptUtil::registerClass("PhysicsCollisionShapeDefinition", lua_members, lua_PhysicsCollisionShapeDefinition__init, lua_PhysicsCollisionShapeDefinition__gc, lua_statics, scopePath); } static PhysicsCollisionShape::Definition* getInstance(lua_State* state) { void* userdata = luaL_checkudata(state, 1, "PhysicsCollisionShapeDefinition"); luaL_argcheck(state, userdata != NULL, 1, "'PhysicsCollisionShapeDefinition' expected."); return (PhysicsCollisionShape::Definition*)((ScriptUtil::LuaObject*)userdata)->instance; } int lua_PhysicsCollisionShapeDefinition__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, "PhysicsCollisionShapeDefinition"); luaL_argcheck(state, userdata != NULL, 1, "'PhysicsCollisionShapeDefinition' expected."); ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)userdata; if (object->owns) { PhysicsCollisionShape::Definition* instance = (PhysicsCollisionShape::Definition*)object->instance; SAFE_DELETE(instance); } return 0; } lua_pushstring(state, "lua_PhysicsCollisionShapeDefinition__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_PhysicsCollisionShapeDefinition__init(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 0: { void* returnPtr = (void*)new PhysicsCollisionShape::Definition(); if (returnPtr) { ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject)); object->instance = returnPtr; object->owns = true; luaL_getmetatable(state, "PhysicsCollisionShapeDefinition"); lua_setmetatable(state, -2); } else { lua_pushnil(state); } return 1; break; } case 1: { do { if ((lua_type(state, 1) == LUA_TUSERDATA || lua_type(state, 1) == LUA_TNIL)) { // Get parameter 1 off the stack. bool param1Valid; ScriptUtil::LuaArray param1 = ScriptUtil::getObjectPointer(1, "PhysicsCollisionShapeDefinition", true, ¶m1Valid); if (!param1Valid) break; void* returnPtr = (void*)new PhysicsCollisionShape::Definition(*param1); if (returnPtr) { ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject)); object->instance = returnPtr; object->owns = true; luaL_getmetatable(state, "PhysicsCollisionShapeDefinition"); lua_setmetatable(state, -2); } else { lua_pushnil(state); } return 1; } } while (0); lua_pushstring(state, "lua_PhysicsCollisionShapeDefinition__init - Failed to match the given parameters to a valid function signature."); lua_error(state); break; } default: { lua_pushstring(state, "Invalid number of parameters (expected 0 or 1)."); lua_error(state); break; } } return 0; } }