#include "Base.h" #include "ScriptController.h" #include "lua_NodeCloneContext.h" #include "Animation.h" #include "AnimationTarget.h" #include "AudioSource.h" #include "Base.h" #include "Game.h" #include "Joint.h" #include "Node.h" #include "PhysicsCharacter.h" #include "PhysicsGhostObject.h" #include "PhysicsRigidBody.h" #include "PhysicsVehicle.h" #include "PhysicsVehicleWheel.h" #include "Ref.h" #include "Scene.h" #include "ScriptController.h" #include "ScriptTarget.h" #include "Terrain.h" #include "Transform.h" #include "lua_CurveInterpolationType.h" #include "lua_NodeType.h" #include "lua_PhysicsCollisionObjectType.h" namespace gameplay { void luaRegister_NodeCloneContext() { const luaL_Reg lua_members[] = { {"findClonedAnimation", lua_NodeCloneContext_findClonedAnimation}, {"findClonedNode", lua_NodeCloneContext_findClonedNode}, {"registerClonedAnimation", lua_NodeCloneContext_registerClonedAnimation}, {"registerClonedNode", lua_NodeCloneContext_registerClonedNode}, {NULL, NULL} }; const luaL_Reg* lua_statics = NULL; std::vector scopePath; gameplay::ScriptUtil::registerClass("NodeCloneContext", lua_members, lua_NodeCloneContext__init, lua_NodeCloneContext__gc, lua_statics, scopePath); } static NodeCloneContext* getInstance(lua_State* state) { void* userdata = luaL_checkudata(state, 1, "NodeCloneContext"); luaL_argcheck(state, userdata != NULL, 1, "'NodeCloneContext' expected."); return (NodeCloneContext*)((gameplay::ScriptUtil::LuaObject*)userdata)->instance; } int lua_NodeCloneContext__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, "NodeCloneContext"); luaL_argcheck(state, userdata != NULL, 1, "'NodeCloneContext' expected."); gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)userdata; if (object->owns) { NodeCloneContext* instance = (NodeCloneContext*)object->instance; SAFE_DELETE(instance); } return 0; } lua_pushstring(state, "lua_NodeCloneContext__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_NodeCloneContext__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 NodeCloneContext(); 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, "NodeCloneContext"); lua_setmetatable(state, -2); } else { lua_pushnil(state); } return 1; break; } default: { lua_pushstring(state, "Invalid number of parameters (expected 0)."); lua_error(state); break; } } return 0; } int lua_NodeCloneContext_findClonedAnimation(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_TTABLE || lua_type(state, 2) == LUA_TNIL)) { // Get parameter 1 off the stack. bool param1Valid; gameplay::ScriptUtil::LuaArray param1 = gameplay::ScriptUtil::getObjectPointer(2, "Animation", false, ¶m1Valid); if (!param1Valid) { lua_pushstring(state, "Failed to convert parameter 1 to type 'Animation'."); lua_error(state); } NodeCloneContext* instance = getInstance(state); void* returnPtr = (void*)instance->findClonedAnimation(param1); if (returnPtr) { gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject)); object->instance = returnPtr; object->owns = false; luaL_getmetatable(state, "Animation"); lua_setmetatable(state, -2); } else { lua_pushnil(state); } return 1; } lua_pushstring(state, "lua_NodeCloneContext_findClonedAnimation - 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_NodeCloneContext_findClonedNode(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_TTABLE || lua_type(state, 2) == LUA_TNIL)) { // Get parameter 1 off the stack. bool param1Valid; gameplay::ScriptUtil::LuaArray param1 = gameplay::ScriptUtil::getObjectPointer(2, "Node", false, ¶m1Valid); if (!param1Valid) { lua_pushstring(state, "Failed to convert parameter 1 to type 'Node'."); lua_error(state); } NodeCloneContext* instance = getInstance(state); void* returnPtr = (void*)instance->findClonedNode(param1); if (returnPtr) { gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject)); object->instance = returnPtr; object->owns = false; luaL_getmetatable(state, "Node"); lua_setmetatable(state, -2); } else { lua_pushnil(state); } return 1; } lua_pushstring(state, "lua_NodeCloneContext_findClonedNode - 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_NodeCloneContext_registerClonedAnimation(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, 2) == LUA_TUSERDATA || lua_type(state, 2) == LUA_TTABLE || lua_type(state, 2) == LUA_TNIL) && (lua_type(state, 3) == LUA_TUSERDATA || lua_type(state, 3) == LUA_TTABLE || lua_type(state, 3) == LUA_TNIL)) { // Get parameter 1 off the stack. bool param1Valid; gameplay::ScriptUtil::LuaArray param1 = gameplay::ScriptUtil::getObjectPointer(2, "Animation", false, ¶m1Valid); if (!param1Valid) { lua_pushstring(state, "Failed to convert parameter 1 to type 'Animation'."); lua_error(state); } // Get parameter 2 off the stack. bool param2Valid; gameplay::ScriptUtil::LuaArray param2 = gameplay::ScriptUtil::getObjectPointer(3, "Animation", false, ¶m2Valid); if (!param2Valid) { lua_pushstring(state, "Failed to convert parameter 2 to type 'Animation'."); lua_error(state); } NodeCloneContext* instance = getInstance(state); instance->registerClonedAnimation(param1, param2); return 0; } lua_pushstring(state, "lua_NodeCloneContext_registerClonedAnimation - 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; } int lua_NodeCloneContext_registerClonedNode(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, 2) == LUA_TUSERDATA || lua_type(state, 2) == LUA_TTABLE || lua_type(state, 2) == LUA_TNIL) && (lua_type(state, 3) == LUA_TUSERDATA || lua_type(state, 3) == LUA_TTABLE || lua_type(state, 3) == LUA_TNIL)) { // Get parameter 1 off the stack. bool param1Valid; gameplay::ScriptUtil::LuaArray param1 = gameplay::ScriptUtil::getObjectPointer(2, "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(3, "Node", false, ¶m2Valid); if (!param2Valid) { lua_pushstring(state, "Failed to convert parameter 2 to type 'Node'."); lua_error(state); } NodeCloneContext* instance = getInstance(state); instance->registerClonedNode(param1, param2); return 0; } lua_pushstring(state, "lua_NodeCloneContext_registerClonedNode - 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; } }