#include "Base.h" #include "ScriptController.h" #include "lua_Ray.h" #include "Base.h" #include "BoundingBox.h" #include "BoundingSphere.h" #include "Frustum.h" #include "Plane.h" #include "Ray.h" namespace gameplay { void luaRegister_Ray() { const luaL_Reg lua_members[] = { {"getDirection", lua_Ray_getDirection}, {"getOrigin", lua_Ray_getOrigin}, {"intersects", lua_Ray_intersects}, {"set", lua_Ray_set}, {"setDirection", lua_Ray_setDirection}, {"setOrigin", lua_Ray_setOrigin}, {"transform", lua_Ray_transform}, {NULL, NULL} }; const luaL_Reg lua_statics[] = { {"INTERSECTS_NONE", lua_Ray_static_INTERSECTS_NONE}, {NULL, NULL} }; std::vector scopePath; ScriptUtil::registerClass("Ray", lua_members, lua_Ray__init, lua_Ray__gc, lua_statics, scopePath); } static Ray* getInstance(lua_State* state) { void* userdata = luaL_checkudata(state, 1, "Ray"); luaL_argcheck(state, userdata != NULL, 1, "'Ray' expected."); return (Ray*)((ScriptUtil::LuaObject*)userdata)->instance; } int lua_Ray__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, "Ray"); luaL_argcheck(state, userdata != NULL, 1, "'Ray' expected."); ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)userdata; if (object->owns) { Ray* instance = (Ray*)object->instance; SAFE_DELETE(instance); } return 0; } lua_pushstring(state, "lua_Ray__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_Ray__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 Ray(); if (returnPtr) { ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject)); object->instance = returnPtr; object->owns = true; luaL_getmetatable(state, "Ray"); 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, "Ray", true, ¶m1Valid); if (!param1Valid) break; void* returnPtr = (void*)new Ray(*param1); if (returnPtr) { ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject)); object->instance = returnPtr; object->owns = true; luaL_getmetatable(state, "Ray"); lua_setmetatable(state, -2); } else { lua_pushnil(state); } return 1; } } while (0); lua_pushstring(state, "lua_Ray__init - Failed to match the given parameters to a valid function signature."); lua_error(state); break; } case 2: { do { 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. bool param1Valid; ScriptUtil::LuaArray param1 = ScriptUtil::getObjectPointer(1, "Vector3", true, ¶m1Valid); if (!param1Valid) break; // Get parameter 2 off the stack. bool param2Valid; ScriptUtil::LuaArray param2 = ScriptUtil::getObjectPointer(2, "Vector3", true, ¶m2Valid); if (!param2Valid) break; void* returnPtr = (void*)new Ray(*param1, *param2); if (returnPtr) { ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject)); object->instance = returnPtr; object->owns = true; luaL_getmetatable(state, "Ray"); lua_setmetatable(state, -2); } else { lua_pushnil(state); } return 1; } } while (0); lua_pushstring(state, "lua_Ray__init - Failed to match the given parameters to a valid function signature."); lua_error(state); break; } case 6: { do { if (lua_type(state, 1) == LUA_TNUMBER && lua_type(state, 2) == LUA_TNUMBER && lua_type(state, 3) == LUA_TNUMBER && lua_type(state, 4) == LUA_TNUMBER && lua_type(state, 5) == LUA_TNUMBER && lua_type(state, 6) == LUA_TNUMBER) { // Get parameter 1 off the stack. float param1 = (float)luaL_checknumber(state, 1); // Get parameter 2 off the stack. float param2 = (float)luaL_checknumber(state, 2); // Get parameter 3 off the stack. float param3 = (float)luaL_checknumber(state, 3); // Get parameter 4 off the stack. float param4 = (float)luaL_checknumber(state, 4); // Get parameter 5 off the stack. float param5 = (float)luaL_checknumber(state, 5); // Get parameter 6 off the stack. float param6 = (float)luaL_checknumber(state, 6); void* returnPtr = (void*)new Ray(param1, param2, param3, param4, param5, param6); if (returnPtr) { ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject)); object->instance = returnPtr; object->owns = true; luaL_getmetatable(state, "Ray"); lua_setmetatable(state, -2); } else { lua_pushnil(state); } return 1; } } while (0); lua_pushstring(state, "lua_Ray__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, 1, 2 or 6)."); lua_error(state); break; } } return 0; } int lua_Ray_getDirection(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)) { Ray* instance = getInstance(state); void* returnPtr = (void*)&(instance->getDirection()); if (returnPtr) { ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject)); object->instance = returnPtr; object->owns = false; luaL_getmetatable(state, "Vector3"); lua_setmetatable(state, -2); } else { lua_pushnil(state); } return 1; } lua_pushstring(state, "lua_Ray_getDirection - 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_Ray_getOrigin(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)) { Ray* instance = getInstance(state); void* returnPtr = (void*)&(instance->getOrigin()); if (returnPtr) { ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject)); object->instance = returnPtr; object->owns = false; luaL_getmetatable(state, "Vector3"); lua_setmetatable(state, -2); } else { lua_pushnil(state); } return 1; } lua_pushstring(state, "lua_Ray_getOrigin - 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_Ray_intersects(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: { do { if ((lua_type(state, 1) == LUA_TUSERDATA) && (lua_type(state, 2) == LUA_TUSERDATA || lua_type(state, 2) == LUA_TNIL)) { // Get parameter 1 off the stack. bool param1Valid; ScriptUtil::LuaArray param1 = ScriptUtil::getObjectPointer(2, "BoundingSphere", true, ¶m1Valid); if (!param1Valid) break; Ray* instance = getInstance(state); float result = instance->intersects(*param1); // Push the return value onto the stack. lua_pushnumber(state, result); return 1; } } while (0); do { if ((lua_type(state, 1) == LUA_TUSERDATA) && (lua_type(state, 2) == LUA_TUSERDATA || lua_type(state, 2) == LUA_TNIL)) { // Get parameter 1 off the stack. bool param1Valid; ScriptUtil::LuaArray param1 = ScriptUtil::getObjectPointer(2, "BoundingBox", true, ¶m1Valid); if (!param1Valid) break; Ray* instance = getInstance(state); float result = instance->intersects(*param1); // Push the return value onto the stack. lua_pushnumber(state, result); return 1; } } while (0); do { if ((lua_type(state, 1) == LUA_TUSERDATA) && (lua_type(state, 2) == LUA_TUSERDATA || lua_type(state, 2) == LUA_TNIL)) { // Get parameter 1 off the stack. bool param1Valid; ScriptUtil::LuaArray param1 = ScriptUtil::getObjectPointer(2, "Frustum", true, ¶m1Valid); if (!param1Valid) break; Ray* instance = getInstance(state); float result = instance->intersects(*param1); // Push the return value onto the stack. lua_pushnumber(state, result); return 1; } } while (0); do { if ((lua_type(state, 1) == LUA_TUSERDATA) && (lua_type(state, 2) == LUA_TUSERDATA || lua_type(state, 2) == LUA_TNIL)) { // Get parameter 1 off the stack. bool param1Valid; ScriptUtil::LuaArray param1 = ScriptUtil::getObjectPointer(2, "Plane", true, ¶m1Valid); if (!param1Valid) break; Ray* instance = getInstance(state); float result = instance->intersects(*param1); // Push the return value onto the stack. lua_pushnumber(state, result); return 1; } } while (0); lua_pushstring(state, "lua_Ray_intersects - 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_Ray_set(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: { do { if ((lua_type(state, 1) == LUA_TUSERDATA) && (lua_type(state, 2) == LUA_TUSERDATA || lua_type(state, 2) == LUA_TNIL)) { // Get parameter 1 off the stack. bool param1Valid; ScriptUtil::LuaArray param1 = ScriptUtil::getObjectPointer(2, "Ray", true, ¶m1Valid); if (!param1Valid) break; Ray* instance = getInstance(state); instance->set(*param1); return 0; } } while (0); lua_pushstring(state, "lua_Ray_set - Failed to match the given parameters to a valid function signature."); lua_error(state); break; } case 3: { do { if ((lua_type(state, 1) == LUA_TUSERDATA) && (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. bool param1Valid; ScriptUtil::LuaArray param1 = ScriptUtil::getObjectPointer(2, "Vector3", true, ¶m1Valid); if (!param1Valid) break; // Get parameter 2 off the stack. bool param2Valid; ScriptUtil::LuaArray param2 = ScriptUtil::getObjectPointer(3, "Vector3", true, ¶m2Valid); if (!param2Valid) break; Ray* instance = getInstance(state); instance->set(*param1, *param2); return 0; } } while (0); lua_pushstring(state, "lua_Ray_set - 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_Ray_setDirection(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: { do { if ((lua_type(state, 1) == LUA_TUSERDATA) && (lua_type(state, 2) == LUA_TUSERDATA || lua_type(state, 2) == LUA_TNIL)) { // Get parameter 1 off the stack. bool param1Valid; ScriptUtil::LuaArray param1 = ScriptUtil::getObjectPointer(2, "Vector3", true, ¶m1Valid); if (!param1Valid) break; Ray* instance = getInstance(state); instance->setDirection(*param1); return 0; } } while (0); lua_pushstring(state, "lua_Ray_setDirection - Failed to match the given parameters to a valid function signature."); lua_error(state); break; } case 4: { do { if ((lua_type(state, 1) == LUA_TUSERDATA) && lua_type(state, 2) == LUA_TNUMBER && lua_type(state, 3) == LUA_TNUMBER && lua_type(state, 4) == LUA_TNUMBER) { // Get parameter 1 off the stack. float param1 = (float)luaL_checknumber(state, 2); // Get parameter 2 off the stack. float param2 = (float)luaL_checknumber(state, 3); // Get parameter 3 off the stack. float param3 = (float)luaL_checknumber(state, 4); Ray* instance = getInstance(state); instance->setDirection(param1, param2, param3); return 0; } } while (0); lua_pushstring(state, "lua_Ray_setDirection - 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 4)."); lua_error(state); break; } } return 0; } int lua_Ray_setOrigin(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: { do { if ((lua_type(state, 1) == LUA_TUSERDATA) && (lua_type(state, 2) == LUA_TUSERDATA || lua_type(state, 2) == LUA_TNIL)) { // Get parameter 1 off the stack. bool param1Valid; ScriptUtil::LuaArray param1 = ScriptUtil::getObjectPointer(2, "Vector3", true, ¶m1Valid); if (!param1Valid) break; Ray* instance = getInstance(state); instance->setOrigin(*param1); return 0; } } while (0); lua_pushstring(state, "lua_Ray_setOrigin - Failed to match the given parameters to a valid function signature."); lua_error(state); break; } case 4: { do { if ((lua_type(state, 1) == LUA_TUSERDATA) && lua_type(state, 2) == LUA_TNUMBER && lua_type(state, 3) == LUA_TNUMBER && lua_type(state, 4) == LUA_TNUMBER) { // Get parameter 1 off the stack. float param1 = (float)luaL_checknumber(state, 2); // Get parameter 2 off the stack. float param2 = (float)luaL_checknumber(state, 3); // Get parameter 3 off the stack. float param3 = (float)luaL_checknumber(state, 4); Ray* instance = getInstance(state); instance->setOrigin(param1, param2, param3); return 0; } } while (0); lua_pushstring(state, "lua_Ray_setOrigin - 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 4)."); lua_error(state); break; } } return 0; } int lua_Ray_static_INTERSECTS_NONE(lua_State* state) { // Validate the number of parameters. if (lua_gettop(state) > 0) { lua_pushstring(state, "Invalid number of parameters (expected 0)."); lua_error(state); } int result = Ray::INTERSECTS_NONE; // Push the return value onto the stack. lua_pushinteger(state, result); return 1; } int lua_Ray_transform(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_TUSERDATA || lua_type(state, 2) == LUA_TNIL)) { // Get parameter 1 off the stack. bool param1Valid; ScriptUtil::LuaArray param1 = ScriptUtil::getObjectPointer(2, "Matrix", true, ¶m1Valid); if (!param1Valid) { lua_pushstring(state, "Failed to convert parameter 1 to type 'Matrix'."); lua_error(state); } Ray* instance = getInstance(state); instance->transform(*param1); return 0; } lua_pushstring(state, "lua_Ray_transform - 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; } }