#include "Base.h" #include "ScriptController.h" #include "lua_PhysicsVehicle.h" #include "Base.h" #include "Game.h" #include "MathUtil.h" #include "Node.h" #include "PhysicsCharacter.h" #include "PhysicsCollisionObject.h" #include "PhysicsController.h" #include "PhysicsGhostObject.h" #include "PhysicsRigidBody.h" #include "PhysicsVehicle.h" #include "PhysicsVehicleWheel.h" #include "ScriptController.h" #include "lua_PhysicsCollisionObjectCollisionListenerEventType.h" #include "lua_PhysicsCollisionObjectType.h" #include "lua_PhysicsCollisionShapeType.h" namespace gameplay { void luaRegister_PhysicsVehicle() { const luaL_Reg lua_members[] = { {"addCollisionListener", lua_PhysicsVehicle_addCollisionListener}, {"addWheel", lua_PhysicsVehicle_addWheel}, {"asCharacter", lua_PhysicsVehicle_asCharacter}, {"asGhostObject", lua_PhysicsVehicle_asGhostObject}, {"asRigidBody", lua_PhysicsVehicle_asRigidBody}, {"asVehicle", lua_PhysicsVehicle_asVehicle}, {"asVehicleWheel", lua_PhysicsVehicle_asVehicleWheel}, {"collidesWith", lua_PhysicsVehicle_collidesWith}, {"getBoostGain", lua_PhysicsVehicle_getBoostGain}, {"getBoostSpeed", lua_PhysicsVehicle_getBoostSpeed}, {"getBrakedownFull", lua_PhysicsVehicle_getBrakedownFull}, {"getBrakedownStart", lua_PhysicsVehicle_getBrakedownStart}, {"getBrakingForce", lua_PhysicsVehicle_getBrakingForce}, {"getCollisionShape", lua_PhysicsVehicle_getCollisionShape}, {"getDownforce", lua_PhysicsVehicle_getDownforce}, {"getDrivedownFull", lua_PhysicsVehicle_getDrivedownFull}, {"getDrivedownStart", lua_PhysicsVehicle_getDrivedownStart}, {"getDrivingForce", lua_PhysicsVehicle_getDrivingForce}, {"getNode", lua_PhysicsVehicle_getNode}, {"getNumWheels", lua_PhysicsVehicle_getNumWheels}, {"getRigidBody", lua_PhysicsVehicle_getRigidBody}, {"getShapeType", lua_PhysicsVehicle_getShapeType}, {"getSpeedKph", lua_PhysicsVehicle_getSpeedKph}, {"getSpeedSmoothKph", lua_PhysicsVehicle_getSpeedSmoothKph}, {"getSteerdownGain", lua_PhysicsVehicle_getSteerdownGain}, {"getSteerdownSpeed", lua_PhysicsVehicle_getSteerdownSpeed}, {"getSteeringGain", lua_PhysicsVehicle_getSteeringGain}, {"getType", lua_PhysicsVehicle_getType}, {"getWheel", lua_PhysicsVehicle_getWheel}, {"isDynamic", lua_PhysicsVehicle_isDynamic}, {"isEnabled", lua_PhysicsVehicle_isEnabled}, {"isKinematic", lua_PhysicsVehicle_isKinematic}, {"isStatic", lua_PhysicsVehicle_isStatic}, {"removeCollisionListener", lua_PhysicsVehicle_removeCollisionListener}, {"reset", lua_PhysicsVehicle_reset}, {"setBoost", lua_PhysicsVehicle_setBoost}, {"setBrakedown", lua_PhysicsVehicle_setBrakedown}, {"setBrakingForce", lua_PhysicsVehicle_setBrakingForce}, {"setDownforce", lua_PhysicsVehicle_setDownforce}, {"setDrivedown", lua_PhysicsVehicle_setDrivedown}, {"setDrivingForce", lua_PhysicsVehicle_setDrivingForce}, {"setEnabled", lua_PhysicsVehicle_setEnabled}, {"setSteerdown", lua_PhysicsVehicle_setSteerdown}, {"setSteeringGain", lua_PhysicsVehicle_setSteeringGain}, {"update", lua_PhysicsVehicle_update}, {NULL, NULL} }; const luaL_Reg* lua_statics = NULL; std::vector scopePath; gameplay::ScriptUtil::registerClass("PhysicsVehicle", lua_members, NULL, NULL, lua_statics, scopePath); } static PhysicsVehicle* getInstance(lua_State* state) { void* userdata = luaL_checkudata(state, 1, "PhysicsVehicle"); luaL_argcheck(state, userdata != NULL, 1, "'PhysicsVehicle' expected."); return (PhysicsVehicle*)((gameplay::ScriptUtil::LuaObject*)userdata)->instance; } int lua_PhysicsVehicle_addCollisionListener(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_TTABLE || lua_type(state, 2) == LUA_TNIL)) { // Get parameter 1 off the stack. bool param1Valid; gameplay::ScriptUtil::LuaArray param1 = gameplay::ScriptUtil::getObjectPointer(2, "PhysicsCollisionObjectCollisionListener", false, ¶m1Valid); if (!param1Valid) break; PhysicsVehicle* instance = getInstance(state); instance->addCollisionListener(param1); return 0; } } while (0); do { if ((lua_type(state, 1) == LUA_TUSERDATA) && (lua_type(state, 2) == LUA_TSTRING || lua_type(state, 2) == LUA_TNIL)) { // Get parameter 1 off the stack. const char* param1 = gameplay::ScriptUtil::getString(2, false); PhysicsVehicle* instance = getInstance(state); instance->addCollisionListener(param1); return 0; } } while (0); lua_pushstring(state, "lua_PhysicsVehicle_addCollisionListener - 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_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, "PhysicsCollisionObjectCollisionListener", false, ¶m1Valid); if (!param1Valid) break; // Get parameter 2 off the stack. bool param2Valid; gameplay::ScriptUtil::LuaArray param2 = gameplay::ScriptUtil::getObjectPointer(3, "PhysicsCollisionObject", false, ¶m2Valid); if (!param2Valid) break; PhysicsVehicle* instance = getInstance(state); instance->addCollisionListener(param1, param2); return 0; } } while (0); do { if ((lua_type(state, 1) == LUA_TUSERDATA) && (lua_type(state, 2) == LUA_TSTRING || 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. const char* param1 = gameplay::ScriptUtil::getString(2, false); // Get parameter 2 off the stack. bool param2Valid; gameplay::ScriptUtil::LuaArray param2 = gameplay::ScriptUtil::getObjectPointer(3, "PhysicsCollisionObject", false, ¶m2Valid); if (!param2Valid) break; PhysicsVehicle* instance = getInstance(state); instance->addCollisionListener(param1, param2); return 0; } } while (0); lua_pushstring(state, "lua_PhysicsVehicle_addCollisionListener - 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_PhysicsVehicle_addWheel(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, "PhysicsVehicleWheel", false, ¶m1Valid); if (!param1Valid) { lua_pushstring(state, "Failed to convert parameter 1 to type 'PhysicsVehicleWheel'."); lua_error(state); } PhysicsVehicle* instance = getInstance(state); instance->addWheel(param1); return 0; } lua_pushstring(state, "lua_PhysicsVehicle_addWheel - 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_PhysicsVehicle_asCharacter(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)) { PhysicsVehicle* instance = getInstance(state); void* returnPtr = (void*)instance->asCharacter(); 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, "PhysicsCharacter"); lua_setmetatable(state, -2); } else { lua_pushnil(state); } return 1; } lua_pushstring(state, "lua_PhysicsVehicle_asCharacter - 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_PhysicsVehicle_asGhostObject(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)) { PhysicsVehicle* instance = getInstance(state); void* returnPtr = (void*)instance->asGhostObject(); 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, "PhysicsGhostObject"); lua_setmetatable(state, -2); } else { lua_pushnil(state); } return 1; } lua_pushstring(state, "lua_PhysicsVehicle_asGhostObject - 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_PhysicsVehicle_asRigidBody(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)) { PhysicsVehicle* instance = getInstance(state); void* returnPtr = (void*)instance->asRigidBody(); 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, "PhysicsRigidBody"); lua_setmetatable(state, -2); } else { lua_pushnil(state); } return 1; } lua_pushstring(state, "lua_PhysicsVehicle_asRigidBody - 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_PhysicsVehicle_asVehicle(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)) { PhysicsVehicle* instance = getInstance(state); void* returnPtr = (void*)instance->asVehicle(); 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, "PhysicsVehicle"); lua_setmetatable(state, -2); } else { lua_pushnil(state); } return 1; } lua_pushstring(state, "lua_PhysicsVehicle_asVehicle - 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_PhysicsVehicle_asVehicleWheel(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)) { PhysicsVehicle* instance = getInstance(state); void* returnPtr = (void*)instance->asVehicleWheel(); 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, "PhysicsVehicleWheel"); lua_setmetatable(state, -2); } else { lua_pushnil(state); } return 1; } lua_pushstring(state, "lua_PhysicsVehicle_asVehicleWheel - 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_PhysicsVehicle_collidesWith(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, "PhysicsCollisionObject", false, ¶m1Valid); if (!param1Valid) { lua_pushstring(state, "Failed to convert parameter 1 to type 'PhysicsCollisionObject'."); lua_error(state); } PhysicsVehicle* instance = getInstance(state); bool result = instance->collidesWith(param1); // Push the return value onto the stack. lua_pushboolean(state, result); return 1; } lua_pushstring(state, "lua_PhysicsVehicle_collidesWith - 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_PhysicsVehicle_getBoostGain(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)) { PhysicsVehicle* instance = getInstance(state); float result = instance->getBoostGain(); // Push the return value onto the stack. lua_pushnumber(state, result); return 1; } lua_pushstring(state, "lua_PhysicsVehicle_getBoostGain - 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_PhysicsVehicle_getBoostSpeed(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)) { PhysicsVehicle* instance = getInstance(state); float result = instance->getBoostSpeed(); // Push the return value onto the stack. lua_pushnumber(state, result); return 1; } lua_pushstring(state, "lua_PhysicsVehicle_getBoostSpeed - 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_PhysicsVehicle_getBrakedownFull(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)) { PhysicsVehicle* instance = getInstance(state); float result = instance->getBrakedownFull(); // Push the return value onto the stack. lua_pushnumber(state, result); return 1; } lua_pushstring(state, "lua_PhysicsVehicle_getBrakedownFull - 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_PhysicsVehicle_getBrakedownStart(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)) { PhysicsVehicle* instance = getInstance(state); float result = instance->getBrakedownStart(); // Push the return value onto the stack. lua_pushnumber(state, result); return 1; } lua_pushstring(state, "lua_PhysicsVehicle_getBrakedownStart - 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_PhysicsVehicle_getBrakingForce(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)) { PhysicsVehicle* instance = getInstance(state); float result = instance->getBrakingForce(); // Push the return value onto the stack. lua_pushnumber(state, result); return 1; } lua_pushstring(state, "lua_PhysicsVehicle_getBrakingForce - 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_PhysicsVehicle_getCollisionShape(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)) { PhysicsVehicle* instance = getInstance(state); void* returnPtr = (void*)instance->getCollisionShape(); 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, "PhysicsCollisionShape"); lua_setmetatable(state, -2); } else { lua_pushnil(state); } return 1; } lua_pushstring(state, "lua_PhysicsVehicle_getCollisionShape - 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_PhysicsVehicle_getDownforce(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)) { PhysicsVehicle* instance = getInstance(state); float result = instance->getDownforce(); // Push the return value onto the stack. lua_pushnumber(state, result); return 1; } lua_pushstring(state, "lua_PhysicsVehicle_getDownforce - 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_PhysicsVehicle_getDrivedownFull(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)) { PhysicsVehicle* instance = getInstance(state); float result = instance->getDrivedownFull(); // Push the return value onto the stack. lua_pushnumber(state, result); return 1; } lua_pushstring(state, "lua_PhysicsVehicle_getDrivedownFull - 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_PhysicsVehicle_getDrivedownStart(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)) { PhysicsVehicle* instance = getInstance(state); float result = instance->getDrivedownStart(); // Push the return value onto the stack. lua_pushnumber(state, result); return 1; } lua_pushstring(state, "lua_PhysicsVehicle_getDrivedownStart - 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_PhysicsVehicle_getDrivingForce(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)) { PhysicsVehicle* instance = getInstance(state); float result = instance->getDrivingForce(); // Push the return value onto the stack. lua_pushnumber(state, result); return 1; } lua_pushstring(state, "lua_PhysicsVehicle_getDrivingForce - 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_PhysicsVehicle_getNode(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)) { PhysicsVehicle* instance = getInstance(state); void* returnPtr = (void*)instance->getNode(); 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_PhysicsVehicle_getNode - 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_PhysicsVehicle_getNumWheels(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)) { PhysicsVehicle* instance = getInstance(state); unsigned int result = instance->getNumWheels(); // Push the return value onto the stack. lua_pushunsigned(state, result); return 1; } lua_pushstring(state, "lua_PhysicsVehicle_getNumWheels - 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_PhysicsVehicle_getRigidBody(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)) { PhysicsVehicle* instance = getInstance(state); void* returnPtr = (void*)instance->getRigidBody(); 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, "PhysicsRigidBody"); lua_setmetatable(state, -2); } else { lua_pushnil(state); } return 1; } lua_pushstring(state, "lua_PhysicsVehicle_getRigidBody - 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_PhysicsVehicle_getShapeType(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)) { PhysicsVehicle* instance = getInstance(state); PhysicsCollisionShape::Type result = instance->getShapeType(); // Push the return value onto the stack. lua_pushstring(state, lua_stringFromEnum_PhysicsCollisionShapeType(result)); return 1; } lua_pushstring(state, "lua_PhysicsVehicle_getShapeType - 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_PhysicsVehicle_getSpeedKph(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)) { PhysicsVehicle* instance = getInstance(state); float result = instance->getSpeedKph(); // Push the return value onto the stack. lua_pushnumber(state, result); return 1; } lua_pushstring(state, "lua_PhysicsVehicle_getSpeedKph - 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_PhysicsVehicle_getSpeedSmoothKph(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)) { PhysicsVehicle* instance = getInstance(state); float result = instance->getSpeedSmoothKph(); // Push the return value onto the stack. lua_pushnumber(state, result); return 1; } lua_pushstring(state, "lua_PhysicsVehicle_getSpeedSmoothKph - 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_PhysicsVehicle_getSteerdownGain(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)) { PhysicsVehicle* instance = getInstance(state); float result = instance->getSteerdownGain(); // Push the return value onto the stack. lua_pushnumber(state, result); return 1; } lua_pushstring(state, "lua_PhysicsVehicle_getSteerdownGain - 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_PhysicsVehicle_getSteerdownSpeed(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)) { PhysicsVehicle* instance = getInstance(state); float result = instance->getSteerdownSpeed(); // Push the return value onto the stack. lua_pushnumber(state, result); return 1; } lua_pushstring(state, "lua_PhysicsVehicle_getSteerdownSpeed - 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_PhysicsVehicle_getSteeringGain(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)) { PhysicsVehicle* instance = getInstance(state); float result = instance->getSteeringGain(); // Push the return value onto the stack. lua_pushnumber(state, result); return 1; } lua_pushstring(state, "lua_PhysicsVehicle_getSteeringGain - 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_PhysicsVehicle_getType(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)) { PhysicsVehicle* instance = getInstance(state); PhysicsCollisionObject::Type result = instance->getType(); // Push the return value onto the stack. lua_pushstring(state, lua_stringFromEnum_PhysicsCollisionObjectType(result)); return 1; } lua_pushstring(state, "lua_PhysicsVehicle_getType - 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_PhysicsVehicle_getWheel(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. unsigned int param1 = (unsigned int)luaL_checkunsigned(state, 2); PhysicsVehicle* instance = getInstance(state); void* returnPtr = (void*)instance->getWheel(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, "PhysicsVehicleWheel"); lua_setmetatable(state, -2); } else { lua_pushnil(state); } return 1; } lua_pushstring(state, "lua_PhysicsVehicle_getWheel - 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_PhysicsVehicle_isDynamic(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)) { PhysicsVehicle* instance = getInstance(state); bool result = instance->isDynamic(); // Push the return value onto the stack. lua_pushboolean(state, result); return 1; } lua_pushstring(state, "lua_PhysicsVehicle_isDynamic - 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_PhysicsVehicle_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)) { PhysicsVehicle* instance = getInstance(state); bool result = instance->isEnabled(); // Push the return value onto the stack. lua_pushboolean(state, result); return 1; } lua_pushstring(state, "lua_PhysicsVehicle_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_PhysicsVehicle_isKinematic(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)) { PhysicsVehicle* instance = getInstance(state); bool result = instance->isKinematic(); // Push the return value onto the stack. lua_pushboolean(state, result); return 1; } lua_pushstring(state, "lua_PhysicsVehicle_isKinematic - 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_PhysicsVehicle_isStatic(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)) { PhysicsVehicle* instance = getInstance(state); bool result = instance->isStatic(); // Push the return value onto the stack. lua_pushboolean(state, result); return 1; } lua_pushstring(state, "lua_PhysicsVehicle_isStatic - 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_PhysicsVehicle_removeCollisionListener(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_TTABLE || lua_type(state, 2) == LUA_TNIL)) { // Get parameter 1 off the stack. bool param1Valid; gameplay::ScriptUtil::LuaArray param1 = gameplay::ScriptUtil::getObjectPointer(2, "PhysicsCollisionObjectCollisionListener", false, ¶m1Valid); if (!param1Valid) break; PhysicsVehicle* instance = getInstance(state); instance->removeCollisionListener(param1); return 0; } } while (0); do { if ((lua_type(state, 1) == LUA_TUSERDATA) && (lua_type(state, 2) == LUA_TSTRING || lua_type(state, 2) == LUA_TNIL)) { // Get parameter 1 off the stack. const char* param1 = gameplay::ScriptUtil::getString(2, false); PhysicsVehicle* instance = getInstance(state); instance->removeCollisionListener(param1); return 0; } } while (0); lua_pushstring(state, "lua_PhysicsVehicle_removeCollisionListener - 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_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, "PhysicsCollisionObjectCollisionListener", false, ¶m1Valid); if (!param1Valid) break; // Get parameter 2 off the stack. bool param2Valid; gameplay::ScriptUtil::LuaArray param2 = gameplay::ScriptUtil::getObjectPointer(3, "PhysicsCollisionObject", false, ¶m2Valid); if (!param2Valid) break; PhysicsVehicle* instance = getInstance(state); instance->removeCollisionListener(param1, param2); return 0; } } while (0); do { if ((lua_type(state, 1) == LUA_TUSERDATA) && (lua_type(state, 2) == LUA_TSTRING || 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. const char* param1 = gameplay::ScriptUtil::getString(2, false); // Get parameter 2 off the stack. bool param2Valid; gameplay::ScriptUtil::LuaArray param2 = gameplay::ScriptUtil::getObjectPointer(3, "PhysicsCollisionObject", false, ¶m2Valid); if (!param2Valid) break; PhysicsVehicle* instance = getInstance(state); instance->removeCollisionListener(param1, param2); return 0; } } while (0); lua_pushstring(state, "lua_PhysicsVehicle_removeCollisionListener - 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_PhysicsVehicle_reset(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)) { PhysicsVehicle* instance = getInstance(state); instance->reset(); return 0; } lua_pushstring(state, "lua_PhysicsVehicle_reset - 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_PhysicsVehicle_setBoost(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_TNUMBER && lua_type(state, 3) == 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); PhysicsVehicle* instance = getInstance(state); instance->setBoost(param1, param2); return 0; } lua_pushstring(state, "lua_PhysicsVehicle_setBoost - 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_PhysicsVehicle_setBrakedown(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_TNUMBER && lua_type(state, 3) == 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); PhysicsVehicle* instance = getInstance(state); instance->setBrakedown(param1, param2); return 0; } lua_pushstring(state, "lua_PhysicsVehicle_setBrakedown - 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_PhysicsVehicle_setBrakingForce(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); PhysicsVehicle* instance = getInstance(state); instance->setBrakingForce(param1); return 0; } lua_pushstring(state, "lua_PhysicsVehicle_setBrakingForce - 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_PhysicsVehicle_setDownforce(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); PhysicsVehicle* instance = getInstance(state); instance->setDownforce(param1); return 0; } lua_pushstring(state, "lua_PhysicsVehicle_setDownforce - 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_PhysicsVehicle_setDrivedown(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_TNUMBER && lua_type(state, 3) == 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); PhysicsVehicle* instance = getInstance(state); instance->setDrivedown(param1, param2); return 0; } lua_pushstring(state, "lua_PhysicsVehicle_setDrivedown - 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_PhysicsVehicle_setDrivingForce(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); PhysicsVehicle* instance = getInstance(state); instance->setDrivingForce(param1); return 0; } lua_pushstring(state, "lua_PhysicsVehicle_setDrivingForce - 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_PhysicsVehicle_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); PhysicsVehicle* instance = getInstance(state); instance->setEnabled(param1); return 0; } lua_pushstring(state, "lua_PhysicsVehicle_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_PhysicsVehicle_setSteerdown(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_TNUMBER && lua_type(state, 3) == 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); PhysicsVehicle* instance = getInstance(state); instance->setSteerdown(param1, param2); return 0; } lua_pushstring(state, "lua_PhysicsVehicle_setSteerdown - 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_PhysicsVehicle_setSteeringGain(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); PhysicsVehicle* instance = getInstance(state); instance->setSteeringGain(param1); return 0; } lua_pushstring(state, "lua_PhysicsVehicle_setSteeringGain - 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_PhysicsVehicle_update(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 5: { 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 && lua_type(state, 5) == 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); // Get parameter 4 off the stack. float param4 = (float)luaL_checknumber(state, 5); PhysicsVehicle* instance = getInstance(state); instance->update(param1, param2, param3, param4); return 0; } lua_pushstring(state, "lua_PhysicsVehicle_update - Failed to match the given parameters to a valid function signature."); lua_error(state); break; } default: { lua_pushstring(state, "Invalid number of parameters (expected 5)."); lua_error(state); break; } } return 0; } }