#include "Base.h" #include "ScriptController.h" #include "lua_PhysicsRigidBodyParameters.h" #include "Animation.h" #include "AnimationTarget.h" #include "Base.h" #include "Game.h" #include "Image.h" #include "MeshPart.h" #include "Node.h" #include "PhysicsCollisionObject.h" #include "PhysicsController.h" #include "PhysicsRigidBody.h" #include "ScriptController.h" #include "ScriptTarget.h" #include "Transform.h" #include "lua_CurveInterpolationType.h" #include "lua_PhysicsCollisionObjectCollisionListenerEventType.h" #include "lua_PhysicsCollisionObjectType.h" #include "lua_PhysicsCollisionShapeType.h" namespace gameplay { void luaRegister_PhysicsRigidBodyParameters() { const luaL_Reg lua_members[] = { {"angularDamping", lua_PhysicsRigidBodyParameters_angularDamping}, {"anisotropicFriction", lua_PhysicsRigidBodyParameters_anisotropicFriction}, {"friction", lua_PhysicsRigidBodyParameters_friction}, {"kinematic", lua_PhysicsRigidBodyParameters_kinematic}, {"linearDamping", lua_PhysicsRigidBodyParameters_linearDamping}, {"mass", lua_PhysicsRigidBodyParameters_mass}, {"restitution", lua_PhysicsRigidBodyParameters_restitution}, {NULL, NULL} }; const luaL_Reg* lua_statics = NULL; std::vector scopePath; scopePath.push_back("PhysicsRigidBody"); ScriptUtil::registerClass("PhysicsRigidBodyParameters", lua_members, lua_PhysicsRigidBodyParameters__init, lua_PhysicsRigidBodyParameters__gc, lua_statics, scopePath); } static PhysicsRigidBody::Parameters* getInstance(lua_State* state) { void* userdata = luaL_checkudata(state, 1, "PhysicsRigidBodyParameters"); luaL_argcheck(state, userdata != NULL, 1, "'PhysicsRigidBodyParameters' expected."); return (PhysicsRigidBody::Parameters*)((ScriptUtil::LuaObject*)userdata)->instance; } int lua_PhysicsRigidBodyParameters__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, "PhysicsRigidBodyParameters"); luaL_argcheck(state, userdata != NULL, 1, "'PhysicsRigidBodyParameters' expected."); ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)userdata; if (object->owns) { PhysicsRigidBody::Parameters* instance = (PhysicsRigidBody::Parameters*)object->instance; SAFE_DELETE(instance); } return 0; } else { lua_pushstring(state, "lua_PhysicsRigidBodyParameters__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_PhysicsRigidBodyParameters__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 PhysicsRigidBody::Parameters(); if (returnPtr) { ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject)); object->instance = returnPtr; object->owns = true; luaL_getmetatable(state, "PhysicsRigidBodyParameters"); lua_setmetatable(state, -2); } else { lua_pushnil(state); } return 1; break; } case 1: { if (lua_type(state, 1) == LUA_TNUMBER) { // Get parameter 1 off the stack. float param1 = (float)luaL_checknumber(state, 1); void* returnPtr = (void*)new PhysicsRigidBody::Parameters(param1); if (returnPtr) { ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject)); object->instance = returnPtr; object->owns = true; luaL_getmetatable(state, "PhysicsRigidBodyParameters"); lua_setmetatable(state, -2); } else { lua_pushnil(state); } return 1; } else { lua_pushstring(state, "lua_PhysicsRigidBodyParameters__init - Failed to match the given parameters to a valid function signature."); lua_error(state); } break; } case 2: { if (lua_type(state, 1) == LUA_TNUMBER && lua_type(state, 2) == 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); void* returnPtr = (void*)new PhysicsRigidBody::Parameters(param1, param2); if (returnPtr) { ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject)); object->instance = returnPtr; object->owns = true; luaL_getmetatable(state, "PhysicsRigidBodyParameters"); lua_setmetatable(state, -2); } else { lua_pushnil(state); } return 1; } else { lua_pushstring(state, "lua_PhysicsRigidBodyParameters__init - Failed to match the given parameters to a valid function signature."); lua_error(state); } break; } case 3: { if (lua_type(state, 1) == LUA_TNUMBER && lua_type(state, 2) == LUA_TNUMBER && lua_type(state, 3) == 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); void* returnPtr = (void*)new PhysicsRigidBody::Parameters(param1, param2, param3); if (returnPtr) { ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject)); object->instance = returnPtr; object->owns = true; luaL_getmetatable(state, "PhysicsRigidBodyParameters"); lua_setmetatable(state, -2); } else { lua_pushnil(state); } return 1; } else { lua_pushstring(state, "lua_PhysicsRigidBodyParameters__init - Failed to match the given parameters to a valid function signature."); lua_error(state); } break; } case 4: { 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) { // 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); void* returnPtr = (void*)new PhysicsRigidBody::Parameters(param1, param2, param3, param4); if (returnPtr) { ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject)); object->instance = returnPtr; object->owns = true; luaL_getmetatable(state, "PhysicsRigidBodyParameters"); lua_setmetatable(state, -2); } else { lua_pushnil(state); } return 1; } else { lua_pushstring(state, "lua_PhysicsRigidBodyParameters__init - Failed to match the given parameters to a valid function signature."); lua_error(state); } break; } case 5: { 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) { // 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); void* returnPtr = (void*)new PhysicsRigidBody::Parameters(param1, param2, param3, param4, param5); if (returnPtr) { ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject)); object->instance = returnPtr; object->owns = true; luaL_getmetatable(state, "PhysicsRigidBodyParameters"); lua_setmetatable(state, -2); } else { lua_pushnil(state); } return 1; } else { lua_pushstring(state, "lua_PhysicsRigidBodyParameters__init - Failed to match the given parameters to a valid function signature."); lua_error(state); } break; } case 6: { 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_TBOOLEAN) { // 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. bool param6 = ScriptUtil::luaCheckBool(state, 6); void* returnPtr = (void*)new PhysicsRigidBody::Parameters(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, "PhysicsRigidBodyParameters"); lua_setmetatable(state, -2); } else { lua_pushnil(state); } return 1; } else { lua_pushstring(state, "lua_PhysicsRigidBodyParameters__init - Failed to match the given parameters to a valid function signature."); lua_error(state); } break; } case 7: { 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_TBOOLEAN && (lua_type(state, 7) == LUA_TUSERDATA || lua_type(state, 7) == LUA_TNIL)) { // 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. bool param6 = ScriptUtil::luaCheckBool(state, 6); // Get parameter 7 off the stack. ScriptUtil::LuaArray param7 = ScriptUtil::getObjectPointer(7, "Vector3", true); void* returnPtr = (void*)new PhysicsRigidBody::Parameters(param1, param2, param3, param4, param5, param6, *param7); if (returnPtr) { ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject)); object->instance = returnPtr; object->owns = true; luaL_getmetatable(state, "PhysicsRigidBodyParameters"); lua_setmetatable(state, -2); } else { lua_pushnil(state); } return 1; } else { lua_pushstring(state, "lua_PhysicsRigidBodyParameters__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, 3, 4, 5, 6 or 7)."); lua_error(state); break; } } return 0; } int lua_PhysicsRigidBodyParameters_angularDamping(lua_State* state) { // Validate the number of parameters. if (lua_gettop(state) > 2) { lua_pushstring(state, "Invalid number of parameters (expected 1 or 2)."); lua_error(state); } PhysicsRigidBody::Parameters* instance = getInstance(state); if (lua_gettop(state) == 2) { // Get parameter 2 off the stack. float param2 = (float)luaL_checknumber(state, 2); instance->angularDamping = param2; return 0; } else { float result = instance->angularDamping; // Push the return value onto the stack. lua_pushnumber(state, result); return 1; } } int lua_PhysicsRigidBodyParameters_anisotropicFriction(lua_State* state) { // Validate the number of parameters. if (lua_gettop(state) > 2) { lua_pushstring(state, "Invalid number of parameters (expected 1 or 2)."); lua_error(state); } PhysicsRigidBody::Parameters* instance = getInstance(state); if (lua_gettop(state) == 2) { // Get parameter 2 off the stack. ScriptUtil::LuaArray param2 = ScriptUtil::getObjectPointer(2, "Vector3", true); instance->anisotropicFriction = *param2; return 0; } else { void* returnPtr = (void*)new Vector3(instance->anisotropicFriction); if (returnPtr) { ScriptUtil::LuaObject* object = (ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(ScriptUtil::LuaObject)); object->instance = returnPtr; object->owns = true; luaL_getmetatable(state, "Vector3"); lua_setmetatable(state, -2); } else { lua_pushnil(state); } return 1; } } int lua_PhysicsRigidBodyParameters_friction(lua_State* state) { // Validate the number of parameters. if (lua_gettop(state) > 2) { lua_pushstring(state, "Invalid number of parameters (expected 1 or 2)."); lua_error(state); } PhysicsRigidBody::Parameters* instance = getInstance(state); if (lua_gettop(state) == 2) { // Get parameter 2 off the stack. float param2 = (float)luaL_checknumber(state, 2); instance->friction = param2; return 0; } else { float result = instance->friction; // Push the return value onto the stack. lua_pushnumber(state, result); return 1; } } int lua_PhysicsRigidBodyParameters_kinematic(lua_State* state) { // Validate the number of parameters. if (lua_gettop(state) > 2) { lua_pushstring(state, "Invalid number of parameters (expected 1 or 2)."); lua_error(state); } PhysicsRigidBody::Parameters* instance = getInstance(state); if (lua_gettop(state) == 2) { // Get parameter 2 off the stack. bool param2 = ScriptUtil::luaCheckBool(state, 2); instance->kinematic = param2; return 0; } else { bool result = instance->kinematic; // Push the return value onto the stack. lua_pushboolean(state, result); return 1; } } int lua_PhysicsRigidBodyParameters_linearDamping(lua_State* state) { // Validate the number of parameters. if (lua_gettop(state) > 2) { lua_pushstring(state, "Invalid number of parameters (expected 1 or 2)."); lua_error(state); } PhysicsRigidBody::Parameters* instance = getInstance(state); if (lua_gettop(state) == 2) { // Get parameter 2 off the stack. float param2 = (float)luaL_checknumber(state, 2); instance->linearDamping = param2; return 0; } else { float result = instance->linearDamping; // Push the return value onto the stack. lua_pushnumber(state, result); return 1; } } int lua_PhysicsRigidBodyParameters_mass(lua_State* state) { // Validate the number of parameters. if (lua_gettop(state) > 2) { lua_pushstring(state, "Invalid number of parameters (expected 1 or 2)."); lua_error(state); } PhysicsRigidBody::Parameters* instance = getInstance(state); if (lua_gettop(state) == 2) { // Get parameter 2 off the stack. float param2 = (float)luaL_checknumber(state, 2); instance->mass = param2; return 0; } else { float result = instance->mass; // Push the return value onto the stack. lua_pushnumber(state, result); return 1; } } int lua_PhysicsRigidBodyParameters_restitution(lua_State* state) { // Validate the number of parameters. if (lua_gettop(state) > 2) { lua_pushstring(state, "Invalid number of parameters (expected 1 or 2)."); lua_error(state); } PhysicsRigidBody::Parameters* instance = getInstance(state); if (lua_gettop(state) == 2) { // Get parameter 2 off the stack. float param2 = (float)luaL_checknumber(state, 2); instance->restitution = param2; return 0; } else { float result = instance->restitution; // Push the return value onto the stack. lua_pushnumber(state, result); return 1; } } }