#include "Base.h" #include "ScriptController.h" #include "lua_TerrainPatch.h" #include "Base.h" #include "Camera.h" #include "Game.h" #include "MeshPart.h" #include "Node.h" #include "PhysicsController.h" #include "Scene.h" #include "Terrain.h" #include "TerrainPatch.h" #include "lua_CameraType.h" namespace gameplay { void luaRegister_TerrainPatch() { const luaL_Reg lua_members[] = { {"cameraChanged", lua_TerrainPatch_cameraChanged}, {"getBoundingBox", lua_TerrainPatch_getBoundingBox}, {"getMaterial", lua_TerrainPatch_getMaterial}, {"getMaterialCount", lua_TerrainPatch_getMaterialCount}, {NULL, NULL} }; const luaL_Reg* lua_statics = NULL; std::vector scopePath; gameplay::ScriptUtil::registerClass("TerrainPatch", lua_members, NULL, NULL, lua_statics, scopePath); } static TerrainPatch* getInstance(lua_State* state) { void* userdata = luaL_checkudata(state, 1, "TerrainPatch"); luaL_argcheck(state, userdata != NULL, 1, "'TerrainPatch' expected."); return (TerrainPatch*)((gameplay::ScriptUtil::LuaObject*)userdata)->instance; } int lua_TerrainPatch_cameraChanged(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, "Camera", false, ¶m1Valid); if (!param1Valid) { lua_pushstring(state, "Failed to convert parameter 1 to type 'Camera'."); lua_error(state); } TerrainPatch* instance = getInstance(state); instance->cameraChanged(param1); return 0; } lua_pushstring(state, "lua_TerrainPatch_cameraChanged - 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_TerrainPatch_getBoundingBox(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); TerrainPatch* instance = getInstance(state); void* returnPtr = (void*)&(instance->getBoundingBox(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, "BoundingBox"); lua_setmetatable(state, -2); } else { lua_pushnil(state); } return 1; } lua_pushstring(state, "lua_TerrainPatch_getBoundingBox - 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_TerrainPatch_getMaterial(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)) { TerrainPatch* instance = getInstance(state); void* returnPtr = (void*)instance->getMaterial(); 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, "Material"); lua_setmetatable(state, -2); } else { lua_pushnil(state); } return 1; } lua_pushstring(state, "lua_TerrainPatch_getMaterial - Failed to match the given parameters to a valid function signature."); lua_error(state); break; } case 2: { if ((lua_type(state, 1) == LUA_TUSERDATA) && lua_type(state, 2) == LUA_TNUMBER) { // Get parameter 1 off the stack. int param1 = (int)luaL_checkint(state, 2); TerrainPatch* instance = getInstance(state); void* returnPtr = (void*)instance->getMaterial(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, "Material"); lua_setmetatable(state, -2); } else { lua_pushnil(state); } return 1; } lua_pushstring(state, "lua_TerrainPatch_getMaterial - 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 or 2)."); lua_error(state); break; } } return 0; } int lua_TerrainPatch_getMaterialCount(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)) { TerrainPatch* instance = getInstance(state); unsigned int result = instance->getMaterialCount(); // Push the return value onto the stack. lua_pushunsigned(state, result); return 1; } lua_pushstring(state, "lua_TerrainPatch_getMaterialCount - 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; } }