// Autogenerated by gameplay-luagen #include "Base.h" #include "ScriptController.h" #include "lua_Node.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" namespace gameplay { void luaRegister_Node() { const luaL_Reg lua_members[] = { {"addChild", lua_Node_addChild}, {"addListener", lua_Node_addListener}, {"addRef", lua_Node_addRef}, {"addScript", lua_Node_addScript}, {"addScriptCallback", lua_Node_addScriptCallback}, {"clearScripts", lua_Node_clearScripts}, {"clone", lua_Node_clone}, {"createAnimation", lua_Node_createAnimation}, {"createAnimationFromBy", lua_Node_createAnimationFromBy}, {"createAnimationFromTo", lua_Node_createAnimationFromTo}, {"destroyAnimation", lua_Node_destroyAnimation}, {"findNode", lua_Node_findNode}, {"getActiveCameraTranslationView", lua_Node_getActiveCameraTranslationView}, {"getActiveCameraTranslationWorld", lua_Node_getActiveCameraTranslationWorld}, {"getAgent", lua_Node_getAgent}, {"getAnimation", lua_Node_getAnimation}, {"getAnimationPropertyComponentCount", lua_Node_getAnimationPropertyComponentCount}, {"getAnimationPropertyValue", lua_Node_getAnimationPropertyValue}, {"getAudioSource", lua_Node_getAudioSource}, {"getBackVector", lua_Node_getBackVector}, {"getBoundingSphere", lua_Node_getBoundingSphere}, {"getCamera", lua_Node_getCamera}, {"getChildCount", lua_Node_getChildCount}, {"getCollisionObject", lua_Node_getCollisionObject}, {"getDownVector", lua_Node_getDownVector}, {"getFirstChild", lua_Node_getFirstChild}, {"getForm", lua_Node_getForm}, {"getForwardVector", lua_Node_getForwardVector}, {"getForwardVectorView", lua_Node_getForwardVectorView}, {"getForwardVectorWorld", lua_Node_getForwardVectorWorld}, {"getId", lua_Node_getId}, {"getInverseTransposeWorldMatrix", lua_Node_getInverseTransposeWorldMatrix}, {"getInverseTransposeWorldViewMatrix", lua_Node_getInverseTransposeWorldViewMatrix}, {"getInverseViewMatrix", lua_Node_getInverseViewMatrix}, {"getInverseViewProjectionMatrix", lua_Node_getInverseViewProjectionMatrix}, {"getLeftVector", lua_Node_getLeftVector}, {"getLight", lua_Node_getLight}, {"getMatrix", lua_Node_getMatrix}, {"getModel", lua_Node_getModel}, {"getNextSibling", lua_Node_getNextSibling}, {"getParent", lua_Node_getParent}, {"getParticleEmitter", lua_Node_getParticleEmitter}, {"getPreviousSibling", lua_Node_getPreviousSibling}, {"getProjectionMatrix", lua_Node_getProjectionMatrix}, {"getRefCount", lua_Node_getRefCount}, {"getRightVector", lua_Node_getRightVector}, {"getRightVectorWorld", lua_Node_getRightVectorWorld}, {"getRootNode", lua_Node_getRootNode}, {"getRotation", lua_Node_getRotation}, {"getScale", lua_Node_getScale}, {"getScaleX", lua_Node_getScaleX}, {"getScaleY", lua_Node_getScaleY}, {"getScaleZ", lua_Node_getScaleZ}, {"getScene", lua_Node_getScene}, {"getTag", lua_Node_getTag}, {"getTerrain", lua_Node_getTerrain}, {"getTranslation", lua_Node_getTranslation}, {"getTranslationView", lua_Node_getTranslationView}, {"getTranslationWorld", lua_Node_getTranslationWorld}, {"getTranslationX", lua_Node_getTranslationX}, {"getTranslationY", lua_Node_getTranslationY}, {"getTranslationZ", lua_Node_getTranslationZ}, {"getType", lua_Node_getType}, {"getTypeName", lua_Node_getTypeName}, {"getUpVector", lua_Node_getUpVector}, {"getUpVectorWorld", lua_Node_getUpVectorWorld}, {"getViewMatrix", lua_Node_getViewMatrix}, {"getViewProjectionMatrix", lua_Node_getViewProjectionMatrix}, {"getWorldMatrix", lua_Node_getWorldMatrix}, {"getWorldViewMatrix", lua_Node_getWorldViewMatrix}, {"getWorldViewProjectionMatrix", lua_Node_getWorldViewProjectionMatrix}, {"hasScriptListener", lua_Node_hasScriptListener}, {"hasTag", lua_Node_hasTag}, {"isActive", lua_Node_isActive}, {"isActiveInHierarchy", lua_Node_isActiveInHierarchy}, {"isStatic", lua_Node_isStatic}, {"release", lua_Node_release}, {"removeAllChildren", lua_Node_removeAllChildren}, {"removeChild", lua_Node_removeChild}, {"removeListener", lua_Node_removeListener}, {"removeScript", lua_Node_removeScript}, {"removeScriptCallback", lua_Node_removeScriptCallback}, {"rotate", lua_Node_rotate}, {"rotateX", lua_Node_rotateX}, {"rotateY", lua_Node_rotateY}, {"rotateZ", lua_Node_rotateZ}, {"scale", lua_Node_scale}, {"scaleX", lua_Node_scaleX}, {"scaleY", lua_Node_scaleY}, {"scaleZ", lua_Node_scaleZ}, {"set", lua_Node_set}, {"setActive", lua_Node_setActive}, {"setAgent", lua_Node_setAgent}, {"setAnimationPropertyValue", lua_Node_setAnimationPropertyValue}, {"setAudioSource", lua_Node_setAudioSource}, {"setCamera", lua_Node_setCamera}, {"setCollisionObject", lua_Node_setCollisionObject}, {"setForm", lua_Node_setForm}, {"setId", lua_Node_setId}, {"setIdentity", lua_Node_setIdentity}, {"setLight", lua_Node_setLight}, {"setModel", lua_Node_setModel}, {"setParticleEmitter", lua_Node_setParticleEmitter}, {"setRotation", lua_Node_setRotation}, {"setScale", lua_Node_setScale}, {"setScaleX", lua_Node_setScaleX}, {"setScaleY", lua_Node_setScaleY}, {"setScaleZ", lua_Node_setScaleZ}, {"setTag", lua_Node_setTag}, {"setTerrain", lua_Node_setTerrain}, {"setTranslation", lua_Node_setTranslation}, {"setTranslationX", lua_Node_setTranslationX}, {"setTranslationY", lua_Node_setTranslationY}, {"setTranslationZ", lua_Node_setTranslationZ}, {"transformPoint", lua_Node_transformPoint}, {"transformVector", lua_Node_transformVector}, {"translate", lua_Node_translate}, {"translateForward", lua_Node_translateForward}, {"translateLeft", lua_Node_translateLeft}, {"translateSmooth", lua_Node_translateSmooth}, {"translateUp", lua_Node_translateUp}, {"translateX", lua_Node_translateX}, {"translateY", lua_Node_translateY}, {"translateZ", lua_Node_translateZ}, {"update", lua_Node_update}, {NULL, NULL} }; const luaL_Reg lua_statics[] = { {"ANIMATE_ROTATE", lua_Node_static_ANIMATE_ROTATE}, {"ANIMATE_ROTATE_TRANSLATE", lua_Node_static_ANIMATE_ROTATE_TRANSLATE}, {"ANIMATE_SCALE", lua_Node_static_ANIMATE_SCALE}, {"ANIMATE_SCALE_ROTATE", lua_Node_static_ANIMATE_SCALE_ROTATE}, {"ANIMATE_SCALE_ROTATE_TRANSLATE", lua_Node_static_ANIMATE_SCALE_ROTATE_TRANSLATE}, {"ANIMATE_SCALE_TRANSLATE", lua_Node_static_ANIMATE_SCALE_TRANSLATE}, {"ANIMATE_SCALE_UNIT", lua_Node_static_ANIMATE_SCALE_UNIT}, {"ANIMATE_SCALE_X", lua_Node_static_ANIMATE_SCALE_X}, {"ANIMATE_SCALE_Y", lua_Node_static_ANIMATE_SCALE_Y}, {"ANIMATE_SCALE_Z", lua_Node_static_ANIMATE_SCALE_Z}, {"ANIMATE_TRANSLATE", lua_Node_static_ANIMATE_TRANSLATE}, {"ANIMATE_TRANSLATE_X", lua_Node_static_ANIMATE_TRANSLATE_X}, {"ANIMATE_TRANSLATE_Y", lua_Node_static_ANIMATE_TRANSLATE_Y}, {"ANIMATE_TRANSLATE_Z", lua_Node_static_ANIMATE_TRANSLATE_Z}, {"create", lua_Node_static_create}, {"isTransformChangedSuspended", lua_Node_static_isTransformChangedSuspended}, {"resumeTransformChanged", lua_Node_static_resumeTransformChanged}, {"suspendTransformChanged", lua_Node_static_suspendTransformChanged}, {NULL, NULL} }; std::vector scopePath; gameplay::ScriptUtil::registerClass("Node", lua_members, NULL, lua_Node__gc, lua_statics, scopePath); } static Node* getInstance(lua_State* state) { void* userdata = luaL_checkudata(state, 1, "Node"); luaL_argcheck(state, userdata != NULL, 1, "'Node' expected."); return (Node*)((gameplay::ScriptUtil::LuaObject*)userdata)->instance; } int lua_Node__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, "Node"); luaL_argcheck(state, userdata != NULL, 1, "'Node' expected."); gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)userdata; if (object->owns) { Node* instance = (Node*)object->instance; SAFE_RELEASE(instance); } return 0; } lua_pushstring(state, "lua_Node__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_Node_addChild(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); } Node* instance = getInstance(state); instance->addChild(param1); return 0; } lua_pushstring(state, "lua_Node_addChild - 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_Node_addListener(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, "TransformListener", false, ¶m1Valid); if (!param1Valid) { lua_pushstring(state, "Failed to convert parameter 1 to type 'Transform::Listener'."); lua_error(state); } Node* instance = getInstance(state); instance->addListener(param1); return 0; } lua_pushstring(state, "lua_Node_addListener - Failed to match the given parameters to a valid function signature."); lua_error(state); break; } 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_TNUMBER) { // Get parameter 1 off the stack. bool param1Valid; gameplay::ScriptUtil::LuaArray param1 = gameplay::ScriptUtil::getObjectPointer(2, "TransformListener", false, ¶m1Valid); if (!param1Valid) { lua_pushstring(state, "Failed to convert parameter 1 to type 'Transform::Listener'."); lua_error(state); } // Get parameter 2 off the stack. long param2 = (long)luaL_checklong(state, 3); Node* instance = getInstance(state); instance->addListener(param1, param2); return 0; } lua_pushstring(state, "lua_Node_addListener - 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_Node_addRef(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)) { Node* instance = getInstance(state); instance->addRef(); return 0; } lua_pushstring(state, "lua_Node_addRef - 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_Node_addScript(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_TSTRING || lua_type(state, 2) == LUA_TNIL)) { // Get parameter 1 off the stack. const char* param1 = gameplay::ScriptUtil::getString(2, false); Node* instance = getInstance(state); void* returnPtr = ((void*)instance->addScript(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, "Script"); lua_setmetatable(state, -2); } else { lua_pushnil(state); } return 1; } lua_pushstring(state, "lua_Node_addScript - Failed to match the given parameters to a valid function signature."); lua_error(state); break; } case 3: { if ((lua_type(state, 1) == LUA_TUSERDATA) && (lua_type(state, 2) == LUA_TSTRING || lua_type(state, 2) == LUA_TNIL) && lua_type(state, 3) == LUA_TNUMBER) { // Get parameter 1 off the stack. const char* param1 = gameplay::ScriptUtil::getString(2, false); // Get parameter 2 off the stack. Script::Scope param2 = (Script::Scope)luaL_checkint(state, 3); Node* instance = getInstance(state); void* returnPtr = ((void*)instance->addScript(param1, param2)); 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, "Script"); lua_setmetatable(state, -2); } else { lua_pushnil(state); } return 1; } lua_pushstring(state, "lua_Node_addScript - 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_Node_addScriptCallback(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_TSTRING || lua_type(state, 3) == LUA_TNIL)) { // Get parameter 1 off the stack. bool param1Valid; gameplay::ScriptUtil::LuaArray param1 = gameplay::ScriptUtil::getObjectPointer(2, "ScriptTargetEvent", false, ¶m1Valid); if (!param1Valid) { lua_pushstring(state, "Failed to convert parameter 1 to type 'ScriptTarget::Event'."); lua_error(state); } // Get parameter 2 off the stack. const char* param2 = gameplay::ScriptUtil::getString(3, false); Node* instance = getInstance(state); instance->addScriptCallback(param1, param2); return 0; } lua_pushstring(state, "lua_Node_addScriptCallback - 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_Node_clearScripts(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)) { Node* instance = getInstance(state); instance->clearScripts(); return 0; } lua_pushstring(state, "lua_Node_clearScripts - 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_Node_clone(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)) { Node* instance = getInstance(state); void* returnPtr = ((void*)instance->clone()); 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, "Node"); lua_setmetatable(state, -2); } else { lua_pushnil(state); } return 1; } lua_pushstring(state, "lua_Node_clone - 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_Node_createAnimation(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: { 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_TSTRING || 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. const char* param2 = gameplay::ScriptUtil::getString(3, false); Node* instance = getInstance(state); void* returnPtr = ((void*)instance->createAnimation(param1, param2)); 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; } } 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, "Properties", false, ¶m2Valid); if (!param2Valid) break; Node* instance = getInstance(state); void* returnPtr = ((void*)instance->createAnimation(param1, param2)); 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; } } while (0); lua_pushstring(state, "lua_Node_createAnimation - Failed to match the given parameters to a valid function signature."); lua_error(state); break; } case 7: { 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_TNUMBER && lua_type(state, 4) == LUA_TNUMBER && (lua_type(state, 5) == LUA_TTABLE || lua_type(state, 5) == LUA_TLIGHTUSERDATA) && (lua_type(state, 6) == LUA_TTABLE || lua_type(state, 6) == LUA_TLIGHTUSERDATA) && lua_type(state, 7) == LUA_TNUMBER) { // Get parameter 1 off the stack. const char* param1 = gameplay::ScriptUtil::getString(2, false); // Get parameter 2 off the stack. int param2 = (int)luaL_checkint(state, 3); // Get parameter 3 off the stack. unsigned int param3 = (unsigned int)luaL_checkunsigned(state, 4); // Get parameter 4 off the stack. gameplay::ScriptUtil::LuaArray param4 = gameplay::ScriptUtil::getUnsignedIntPointer(5); // Get parameter 5 off the stack. gameplay::ScriptUtil::LuaArray param5 = gameplay::ScriptUtil::getFloatPointer(6); // Get parameter 6 off the stack. Curve::InterpolationType param6 = (Curve::InterpolationType)luaL_checkint(state, 7); Node* instance = getInstance(state); void* returnPtr = ((void*)instance->createAnimation(param1, param2, param3, param4, param5, param6)); 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; } } while (0); lua_pushstring(state, "lua_Node_createAnimation - Failed to match the given parameters to a valid function signature."); lua_error(state); break; } case 9: { 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_TNUMBER && lua_type(state, 4) == LUA_TNUMBER && (lua_type(state, 5) == LUA_TTABLE || lua_type(state, 5) == LUA_TLIGHTUSERDATA) && (lua_type(state, 6) == LUA_TTABLE || lua_type(state, 6) == LUA_TLIGHTUSERDATA) && (lua_type(state, 7) == LUA_TTABLE || lua_type(state, 7) == LUA_TLIGHTUSERDATA) && (lua_type(state, 8) == LUA_TTABLE || lua_type(state, 8) == LUA_TLIGHTUSERDATA) && lua_type(state, 9) == LUA_TNUMBER) { // Get parameter 1 off the stack. const char* param1 = gameplay::ScriptUtil::getString(2, false); // Get parameter 2 off the stack. int param2 = (int)luaL_checkint(state, 3); // Get parameter 3 off the stack. unsigned int param3 = (unsigned int)luaL_checkunsigned(state, 4); // Get parameter 4 off the stack. gameplay::ScriptUtil::LuaArray param4 = gameplay::ScriptUtil::getUnsignedIntPointer(5); // Get parameter 5 off the stack. gameplay::ScriptUtil::LuaArray param5 = gameplay::ScriptUtil::getFloatPointer(6); // Get parameter 6 off the stack. gameplay::ScriptUtil::LuaArray param6 = gameplay::ScriptUtil::getFloatPointer(7); // Get parameter 7 off the stack. gameplay::ScriptUtil::LuaArray param7 = gameplay::ScriptUtil::getFloatPointer(8); // Get parameter 8 off the stack. Curve::InterpolationType param8 = (Curve::InterpolationType)luaL_checkint(state, 9); Node* instance = getInstance(state); void* returnPtr = ((void*)instance->createAnimation(param1, param2, param3, param4, param5, param6, param7, param8)); 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; } } while (0); lua_pushstring(state, "lua_Node_createAnimation - 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, 7 or 9)."); lua_error(state); break; } } return 0; } int lua_Node_createAnimationFromBy(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 7: { if ((lua_type(state, 1) == LUA_TUSERDATA) && (lua_type(state, 2) == LUA_TSTRING || lua_type(state, 2) == LUA_TNIL) && lua_type(state, 3) == LUA_TNUMBER && (lua_type(state, 4) == LUA_TTABLE || lua_type(state, 4) == LUA_TLIGHTUSERDATA) && (lua_type(state, 5) == LUA_TTABLE || lua_type(state, 5) == LUA_TLIGHTUSERDATA) && lua_type(state, 6) == LUA_TNUMBER && lua_type(state, 7) == LUA_TNUMBER) { // Get parameter 1 off the stack. const char* param1 = gameplay::ScriptUtil::getString(2, false); // Get parameter 2 off the stack. int param2 = (int)luaL_checkint(state, 3); // Get parameter 3 off the stack. gameplay::ScriptUtil::LuaArray param3 = gameplay::ScriptUtil::getFloatPointer(4); // Get parameter 4 off the stack. gameplay::ScriptUtil::LuaArray param4 = gameplay::ScriptUtil::getFloatPointer(5); // Get parameter 5 off the stack. Curve::InterpolationType param5 = (Curve::InterpolationType)luaL_checkint(state, 6); // Get parameter 6 off the stack. unsigned long param6 = (unsigned long)luaL_checkunsigned(state, 7); Node* instance = getInstance(state); void* returnPtr = ((void*)instance->createAnimationFromBy(param1, param2, param3, param4, param5, param6)); 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_Node_createAnimationFromBy - Failed to match the given parameters to a valid function signature."); lua_error(state); break; } default: { lua_pushstring(state, "Invalid number of parameters (expected 7)."); lua_error(state); break; } } return 0; } int lua_Node_createAnimationFromTo(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 7: { if ((lua_type(state, 1) == LUA_TUSERDATA) && (lua_type(state, 2) == LUA_TSTRING || lua_type(state, 2) == LUA_TNIL) && lua_type(state, 3) == LUA_TNUMBER && (lua_type(state, 4) == LUA_TTABLE || lua_type(state, 4) == LUA_TLIGHTUSERDATA) && (lua_type(state, 5) == LUA_TTABLE || lua_type(state, 5) == LUA_TLIGHTUSERDATA) && lua_type(state, 6) == LUA_TNUMBER && lua_type(state, 7) == LUA_TNUMBER) { // Get parameter 1 off the stack. const char* param1 = gameplay::ScriptUtil::getString(2, false); // Get parameter 2 off the stack. int param2 = (int)luaL_checkint(state, 3); // Get parameter 3 off the stack. gameplay::ScriptUtil::LuaArray param3 = gameplay::ScriptUtil::getFloatPointer(4); // Get parameter 4 off the stack. gameplay::ScriptUtil::LuaArray param4 = gameplay::ScriptUtil::getFloatPointer(5); // Get parameter 5 off the stack. Curve::InterpolationType param5 = (Curve::InterpolationType)luaL_checkint(state, 6); // Get parameter 6 off the stack. unsigned long param6 = (unsigned long)luaL_checkunsigned(state, 7); Node* instance = getInstance(state); void* returnPtr = ((void*)instance->createAnimationFromTo(param1, param2, param3, param4, param5, param6)); 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_Node_createAnimationFromTo - Failed to match the given parameters to a valid function signature."); lua_error(state); break; } default: { lua_pushstring(state, "Invalid number of parameters (expected 7)."); lua_error(state); break; } } return 0; } int lua_Node_destroyAnimation(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)) { Node* instance = getInstance(state); instance->destroyAnimation(); return 0; } lua_pushstring(state, "lua_Node_destroyAnimation - 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_TSTRING || lua_type(state, 2) == LUA_TNIL)) { // Get parameter 1 off the stack. const char* param1 = gameplay::ScriptUtil::getString(2, false); Node* instance = getInstance(state); instance->destroyAnimation(param1); return 0; } lua_pushstring(state, "lua_Node_destroyAnimation - 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_Node_findNode(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_TSTRING || lua_type(state, 2) == LUA_TNIL)) { // Get parameter 1 off the stack. const char* param1 = gameplay::ScriptUtil::getString(2, false); Node* instance = getInstance(state); void* returnPtr = ((void*)instance->findNode(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_Node_findNode - Failed to match the given parameters to a valid function signature."); lua_error(state); break; } case 3: { if ((lua_type(state, 1) == LUA_TUSERDATA) && (lua_type(state, 2) == LUA_TSTRING || lua_type(state, 2) == LUA_TNIL) && lua_type(state, 3) == LUA_TBOOLEAN) { // Get parameter 1 off the stack. const char* param1 = gameplay::ScriptUtil::getString(2, false); // Get parameter 2 off the stack. bool param2 = gameplay::ScriptUtil::luaCheckBool(state, 3); Node* instance = getInstance(state); void* returnPtr = ((void*)instance->findNode(param1, param2)); 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_Node_findNode - Failed to match the given parameters to a valid function signature."); lua_error(state); break; } case 4: { if ((lua_type(state, 1) == LUA_TUSERDATA) && (lua_type(state, 2) == LUA_TSTRING || lua_type(state, 2) == LUA_TNIL) && lua_type(state, 3) == LUA_TBOOLEAN && lua_type(state, 4) == LUA_TBOOLEAN) { // Get parameter 1 off the stack. const char* param1 = gameplay::ScriptUtil::getString(2, false); // Get parameter 2 off the stack. bool param2 = gameplay::ScriptUtil::luaCheckBool(state, 3); // Get parameter 3 off the stack. bool param3 = gameplay::ScriptUtil::luaCheckBool(state, 4); Node* instance = getInstance(state); void* returnPtr = ((void*)instance->findNode(param1, param2, param3)); 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_Node_findNode - 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, 3 or 4)."); lua_error(state); break; } } return 0; } int lua_Node_getActiveCameraTranslationView(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)) { Node* instance = getInstance(state); void* returnPtr = (void*)new Vector3(instance->getActiveCameraTranslationView()); 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, "Vector3"); lua_setmetatable(state, -2); } else { lua_pushnil(state); } return 1; } lua_pushstring(state, "lua_Node_getActiveCameraTranslationView - 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_Node_getActiveCameraTranslationWorld(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)) { Node* instance = getInstance(state); void* returnPtr = (void*)new Vector3(instance->getActiveCameraTranslationWorld()); 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, "Vector3"); lua_setmetatable(state, -2); } else { lua_pushnil(state); } return 1; } lua_pushstring(state, "lua_Node_getActiveCameraTranslationWorld - 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_Node_getAgent(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)) { Node* instance = getInstance(state); void* returnPtr = ((void*)instance->getAgent()); 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, "AIAgent"); lua_setmetatable(state, -2); } else { lua_pushnil(state); } return 1; } lua_pushstring(state, "lua_Node_getAgent - 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_Node_getAnimation(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)) { Node* instance = getInstance(state); void* returnPtr = ((void*)instance->getAnimation()); 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_Node_getAnimation - 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_TSTRING || lua_type(state, 2) == LUA_TNIL)) { // Get parameter 1 off the stack. const char* param1 = gameplay::ScriptUtil::getString(2, false); Node* instance = getInstance(state); void* returnPtr = ((void*)instance->getAnimation(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_Node_getAnimation - 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_Node_getAnimationPropertyComponentCount(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. int param1 = (int)luaL_checkint(state, 2); Node* instance = getInstance(state); unsigned int result = instance->getAnimationPropertyComponentCount(param1); // Push the return value onto the stack. lua_pushunsigned(state, result); return 1; } lua_pushstring(state, "lua_Node_getAnimationPropertyComponentCount - 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_Node_getAnimationPropertyValue(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_TUSERDATA || lua_type(state, 3) == LUA_TTABLE || lua_type(state, 3) == LUA_TNIL)) { // Get parameter 1 off the stack. int param1 = (int)luaL_checkint(state, 2); // Get parameter 2 off the stack. bool param2Valid; gameplay::ScriptUtil::LuaArray param2 = gameplay::ScriptUtil::getObjectPointer(3, "AnimationValue", false, ¶m2Valid); if (!param2Valid) { lua_pushstring(state, "Failed to convert parameter 2 to type 'AnimationValue'."); lua_error(state); } Node* instance = getInstance(state); instance->getAnimationPropertyValue(param1, param2); return 0; } lua_pushstring(state, "lua_Node_getAnimationPropertyValue - 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_Node_getAudioSource(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)) { Node* instance = getInstance(state); void* returnPtr = ((void*)instance->getAudioSource()); 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, "AudioSource"); lua_setmetatable(state, -2); } else { lua_pushnil(state); } return 1; } lua_pushstring(state, "lua_Node_getAudioSource - 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_Node_getBackVector(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: { do { if ((lua_type(state, 1) == LUA_TUSERDATA)) { Node* instance = getInstance(state); void* returnPtr = (void*)new Vector3(instance->getBackVector()); 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, "Vector3"); lua_setmetatable(state, -2); } else { lua_pushnil(state); } return 1; } } while (0); lua_pushstring(state, "lua_Node_getBackVector - 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, 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, "Vector3", false, ¶m1Valid); if (!param1Valid) break; Node* instance = getInstance(state); instance->getBackVector(param1); return 0; } } while (0); lua_pushstring(state, "lua_Node_getBackVector - 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_Node_getBoundingSphere(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)) { Node* instance = getInstance(state); void* returnPtr = (void*)&(instance->getBoundingSphere()); 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, "BoundingSphere"); lua_setmetatable(state, -2); } else { lua_pushnil(state); } return 1; } lua_pushstring(state, "lua_Node_getBoundingSphere - 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_Node_getCamera(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)) { Node* instance = getInstance(state); void* returnPtr = ((void*)instance->getCamera()); 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, "Camera"); lua_setmetatable(state, -2); } else { lua_pushnil(state); } return 1; } lua_pushstring(state, "lua_Node_getCamera - 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_Node_getChildCount(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)) { Node* instance = getInstance(state); unsigned int result = instance->getChildCount(); // Push the return value onto the stack. lua_pushunsigned(state, result); return 1; } lua_pushstring(state, "lua_Node_getChildCount - 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_Node_getCollisionObject(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)) { Node* instance = getInstance(state); void* returnPtr = ((void*)instance->getCollisionObject()); 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, "PhysicsCollisionObject"); lua_setmetatable(state, -2); } else { lua_pushnil(state); } return 1; } lua_pushstring(state, "lua_Node_getCollisionObject - 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_Node_getDownVector(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: { do { if ((lua_type(state, 1) == LUA_TUSERDATA)) { Node* instance = getInstance(state); void* returnPtr = (void*)new Vector3(instance->getDownVector()); 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, "Vector3"); lua_setmetatable(state, -2); } else { lua_pushnil(state); } return 1; } } while (0); lua_pushstring(state, "lua_Node_getDownVector - 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, 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, "Vector3", false, ¶m1Valid); if (!param1Valid) break; Node* instance = getInstance(state); instance->getDownVector(param1); return 0; } } while (0); lua_pushstring(state, "lua_Node_getDownVector - 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_Node_getFirstChild(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)) { Node* instance = getInstance(state); void* returnPtr = ((void*)instance->getFirstChild()); 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_Node_getFirstChild - 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_Node_getForm(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)) { Node* instance = getInstance(state); void* returnPtr = ((void*)instance->getForm()); 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, "Form"); lua_setmetatable(state, -2); } else { lua_pushnil(state); } return 1; } lua_pushstring(state, "lua_Node_getForm - 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_Node_getForwardVector(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: { do { if ((lua_type(state, 1) == LUA_TUSERDATA)) { Node* instance = getInstance(state); void* returnPtr = (void*)new Vector3(instance->getForwardVector()); 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, "Vector3"); lua_setmetatable(state, -2); } else { lua_pushnil(state); } return 1; } } while (0); lua_pushstring(state, "lua_Node_getForwardVector - 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, 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, "Vector3", false, ¶m1Valid); if (!param1Valid) break; Node* instance = getInstance(state); instance->getForwardVector(param1); return 0; } } while (0); lua_pushstring(state, "lua_Node_getForwardVector - 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_Node_getForwardVectorView(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)) { Node* instance = getInstance(state); void* returnPtr = (void*)new Vector3(instance->getForwardVectorView()); 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, "Vector3"); lua_setmetatable(state, -2); } else { lua_pushnil(state); } return 1; } lua_pushstring(state, "lua_Node_getForwardVectorView - 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_Node_getForwardVectorWorld(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)) { Node* instance = getInstance(state); void* returnPtr = (void*)new Vector3(instance->getForwardVectorWorld()); 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, "Vector3"); lua_setmetatable(state, -2); } else { lua_pushnil(state); } return 1; } lua_pushstring(state, "lua_Node_getForwardVectorWorld - 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_Node_getId(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)) { Node* instance = getInstance(state); const char* result = instance->getId(); // Push the return value onto the stack. lua_pushstring(state, result); return 1; } lua_pushstring(state, "lua_Node_getId - 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_Node_getInverseTransposeWorldMatrix(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)) { Node* instance = getInstance(state); void* returnPtr = (void*)&(instance->getInverseTransposeWorldMatrix()); 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, "Matrix"); lua_setmetatable(state, -2); } else { lua_pushnil(state); } return 1; } lua_pushstring(state, "lua_Node_getInverseTransposeWorldMatrix - 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_Node_getInverseTransposeWorldViewMatrix(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)) { Node* instance = getInstance(state); void* returnPtr = (void*)&(instance->getInverseTransposeWorldViewMatrix()); 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, "Matrix"); lua_setmetatable(state, -2); } else { lua_pushnil(state); } return 1; } lua_pushstring(state, "lua_Node_getInverseTransposeWorldViewMatrix - 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_Node_getInverseViewMatrix(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)) { Node* instance = getInstance(state); void* returnPtr = (void*)&(instance->getInverseViewMatrix()); 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, "Matrix"); lua_setmetatable(state, -2); } else { lua_pushnil(state); } return 1; } lua_pushstring(state, "lua_Node_getInverseViewMatrix - 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_Node_getInverseViewProjectionMatrix(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)) { Node* instance = getInstance(state); void* returnPtr = (void*)&(instance->getInverseViewProjectionMatrix()); 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, "Matrix"); lua_setmetatable(state, -2); } else { lua_pushnil(state); } return 1; } lua_pushstring(state, "lua_Node_getInverseViewProjectionMatrix - 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_Node_getLeftVector(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: { do { if ((lua_type(state, 1) == LUA_TUSERDATA)) { Node* instance = getInstance(state); void* returnPtr = (void*)new Vector3(instance->getLeftVector()); 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, "Vector3"); lua_setmetatable(state, -2); } else { lua_pushnil(state); } return 1; } } while (0); lua_pushstring(state, "lua_Node_getLeftVector - 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, 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, "Vector3", false, ¶m1Valid); if (!param1Valid) break; Node* instance = getInstance(state); instance->getLeftVector(param1); return 0; } } while (0); lua_pushstring(state, "lua_Node_getLeftVector - 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_Node_getLight(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)) { Node* instance = getInstance(state); void* returnPtr = ((void*)instance->getLight()); 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, "Light"); lua_setmetatable(state, -2); } else { lua_pushnil(state); } return 1; } lua_pushstring(state, "lua_Node_getLight - 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_Node_getMatrix(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)) { Node* instance = getInstance(state); void* returnPtr = (void*)&(instance->getMatrix()); 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, "Matrix"); lua_setmetatable(state, -2); } else { lua_pushnil(state); } return 1; } lua_pushstring(state, "lua_Node_getMatrix - 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_Node_getModel(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)) { Node* instance = getInstance(state); void* returnPtr = ((void*)instance->getModel()); 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, "Model"); lua_setmetatable(state, -2); } else { lua_pushnil(state); } return 1; } lua_pushstring(state, "lua_Node_getModel - 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_Node_getNextSibling(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)) { Node* instance = getInstance(state); void* returnPtr = ((void*)instance->getNextSibling()); 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_Node_getNextSibling - 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_Node_getParent(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)) { Node* instance = getInstance(state); void* returnPtr = ((void*)instance->getParent()); 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_Node_getParent - 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_Node_getParticleEmitter(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)) { Node* instance = getInstance(state); void* returnPtr = ((void*)instance->getParticleEmitter()); 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, "ParticleEmitter"); lua_setmetatable(state, -2); } else { lua_pushnil(state); } return 1; } lua_pushstring(state, "lua_Node_getParticleEmitter - 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_Node_getPreviousSibling(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)) { Node* instance = getInstance(state); void* returnPtr = ((void*)instance->getPreviousSibling()); 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_Node_getPreviousSibling - 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_Node_getProjectionMatrix(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)) { Node* instance = getInstance(state); void* returnPtr = (void*)&(instance->getProjectionMatrix()); 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, "Matrix"); lua_setmetatable(state, -2); } else { lua_pushnil(state); } return 1; } lua_pushstring(state, "lua_Node_getProjectionMatrix - 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_Node_getRefCount(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)) { Node* instance = getInstance(state); unsigned int result = instance->getRefCount(); // Push the return value onto the stack. lua_pushunsigned(state, result); return 1; } lua_pushstring(state, "lua_Node_getRefCount - 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_Node_getRightVector(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: { do { if ((lua_type(state, 1) == LUA_TUSERDATA)) { Node* instance = getInstance(state); void* returnPtr = (void*)new Vector3(instance->getRightVector()); 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, "Vector3"); lua_setmetatable(state, -2); } else { lua_pushnil(state); } return 1; } } while (0); lua_pushstring(state, "lua_Node_getRightVector - 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, 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, "Vector3", false, ¶m1Valid); if (!param1Valid) break; Node* instance = getInstance(state); instance->getRightVector(param1); return 0; } } while (0); lua_pushstring(state, "lua_Node_getRightVector - 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_Node_getRightVectorWorld(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)) { Node* instance = getInstance(state); void* returnPtr = (void*)new Vector3(instance->getRightVectorWorld()); 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, "Vector3"); lua_setmetatable(state, -2); } else { lua_pushnil(state); } return 1; } lua_pushstring(state, "lua_Node_getRightVectorWorld - 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_Node_getRootNode(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)) { Node* instance = getInstance(state); void* returnPtr = ((void*)instance->getRootNode()); 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_Node_getRootNode - 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_Node_getRotation(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: { do { if ((lua_type(state, 1) == LUA_TUSERDATA)) { Node* instance = getInstance(state); void* returnPtr = (void*)&(instance->getRotation()); 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, "Quaternion"); lua_setmetatable(state, -2); } else { lua_pushnil(state); } return 1; } } while (0); lua_pushstring(state, "lua_Node_getRotation - 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, 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, "Quaternion", false, ¶m1Valid); if (!param1Valid) break; Node* instance = getInstance(state); instance->getRotation(param1); return 0; } } while (0); 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, "Matrix", false, ¶m1Valid); if (!param1Valid) break; Node* instance = getInstance(state); instance->getRotation(param1); return 0; } } while (0); 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, "Vector3", false, ¶m1Valid); if (!param1Valid) break; Node* instance = getInstance(state); float result = instance->getRotation(param1); // Push the return value onto the stack. lua_pushnumber(state, result); return 1; } } while (0); lua_pushstring(state, "lua_Node_getRotation - 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_Node_getScale(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: { do { if ((lua_type(state, 1) == LUA_TUSERDATA)) { Node* instance = getInstance(state); void* returnPtr = (void*)&(instance->getScale()); 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, "Vector3"); lua_setmetatable(state, -2); } else { lua_pushnil(state); } return 1; } } while (0); lua_pushstring(state, "lua_Node_getScale - 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, 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, "Vector3", false, ¶m1Valid); if (!param1Valid) break; Node* instance = getInstance(state); instance->getScale(param1); return 0; } } while (0); lua_pushstring(state, "lua_Node_getScale - 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_Node_getScaleX(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)) { Node* instance = getInstance(state); float result = instance->getScaleX(); // Push the return value onto the stack. lua_pushnumber(state, result); return 1; } lua_pushstring(state, "lua_Node_getScaleX - 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_Node_getScaleY(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)) { Node* instance = getInstance(state); float result = instance->getScaleY(); // Push the return value onto the stack. lua_pushnumber(state, result); return 1; } lua_pushstring(state, "lua_Node_getScaleY - 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_Node_getScaleZ(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)) { Node* instance = getInstance(state); float result = instance->getScaleZ(); // Push the return value onto the stack. lua_pushnumber(state, result); return 1; } lua_pushstring(state, "lua_Node_getScaleZ - 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_Node_getScene(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)) { Node* instance = getInstance(state); void* returnPtr = ((void*)instance->getScene()); 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, "Scene"); lua_setmetatable(state, -2); } else { lua_pushnil(state); } return 1; } lua_pushstring(state, "lua_Node_getScene - 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_Node_getTag(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_TSTRING || lua_type(state, 2) == LUA_TNIL)) { // Get parameter 1 off the stack. const char* param1 = gameplay::ScriptUtil::getString(2, false); Node* instance = getInstance(state); const char* result = instance->getTag(param1); // Push the return value onto the stack. lua_pushstring(state, result); return 1; } lua_pushstring(state, "lua_Node_getTag - 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_Node_getTerrain(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)) { Node* instance = getInstance(state); void* returnPtr = ((void*)instance->getTerrain()); 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, "Terrain"); lua_setmetatable(state, -2); } else { lua_pushnil(state); } return 1; } lua_pushstring(state, "lua_Node_getTerrain - 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_Node_getTranslation(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: { do { if ((lua_type(state, 1) == LUA_TUSERDATA)) { Node* instance = getInstance(state); void* returnPtr = (void*)&(instance->getTranslation()); 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, "Vector3"); lua_setmetatable(state, -2); } else { lua_pushnil(state); } return 1; } } while (0); lua_pushstring(state, "lua_Node_getTranslation - 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, 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, "Vector3", false, ¶m1Valid); if (!param1Valid) break; Node* instance = getInstance(state); instance->getTranslation(param1); return 0; } } while (0); lua_pushstring(state, "lua_Node_getTranslation - 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_Node_getTranslationView(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)) { Node* instance = getInstance(state); void* returnPtr = (void*)new Vector3(instance->getTranslationView()); 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, "Vector3"); lua_setmetatable(state, -2); } else { lua_pushnil(state); } return 1; } lua_pushstring(state, "lua_Node_getTranslationView - 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_Node_getTranslationWorld(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)) { Node* instance = getInstance(state); void* returnPtr = (void*)new Vector3(instance->getTranslationWorld()); 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, "Vector3"); lua_setmetatable(state, -2); } else { lua_pushnil(state); } return 1; } lua_pushstring(state, "lua_Node_getTranslationWorld - 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_Node_getTranslationX(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)) { Node* instance = getInstance(state); float result = instance->getTranslationX(); // Push the return value onto the stack. lua_pushnumber(state, result); return 1; } lua_pushstring(state, "lua_Node_getTranslationX - 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_Node_getTranslationY(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)) { Node* instance = getInstance(state); float result = instance->getTranslationY(); // Push the return value onto the stack. lua_pushnumber(state, result); return 1; } lua_pushstring(state, "lua_Node_getTranslationY - 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_Node_getTranslationZ(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)) { Node* instance = getInstance(state); float result = instance->getTranslationZ(); // Push the return value onto the stack. lua_pushnumber(state, result); return 1; } lua_pushstring(state, "lua_Node_getTranslationZ - 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_Node_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)) { Node* instance = getInstance(state); Node::Type result = instance->getType(); // Push the return value onto the stack. lua_pushnumber(state, (int)result); return 1; } lua_pushstring(state, "lua_Node_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_Node_getTypeName(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)) { Node* instance = getInstance(state); const char* result = instance->getTypeName(); // Push the return value onto the stack. lua_pushstring(state, result); return 1; } lua_pushstring(state, "lua_Node_getTypeName - 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_Node_getUpVector(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: { do { if ((lua_type(state, 1) == LUA_TUSERDATA)) { Node* instance = getInstance(state); void* returnPtr = (void*)new Vector3(instance->getUpVector()); 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, "Vector3"); lua_setmetatable(state, -2); } else { lua_pushnil(state); } return 1; } } while (0); lua_pushstring(state, "lua_Node_getUpVector - 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, 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, "Vector3", false, ¶m1Valid); if (!param1Valid) break; Node* instance = getInstance(state); instance->getUpVector(param1); return 0; } } while (0); lua_pushstring(state, "lua_Node_getUpVector - 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_Node_getUpVectorWorld(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)) { Node* instance = getInstance(state); void* returnPtr = (void*)new Vector3(instance->getUpVectorWorld()); 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, "Vector3"); lua_setmetatable(state, -2); } else { lua_pushnil(state); } return 1; } lua_pushstring(state, "lua_Node_getUpVectorWorld - 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_Node_getViewMatrix(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)) { Node* instance = getInstance(state); void* returnPtr = (void*)&(instance->getViewMatrix()); 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, "Matrix"); lua_setmetatable(state, -2); } else { lua_pushnil(state); } return 1; } lua_pushstring(state, "lua_Node_getViewMatrix - 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_Node_getViewProjectionMatrix(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)) { Node* instance = getInstance(state); void* returnPtr = (void*)&(instance->getViewProjectionMatrix()); 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, "Matrix"); lua_setmetatable(state, -2); } else { lua_pushnil(state); } return 1; } lua_pushstring(state, "lua_Node_getViewProjectionMatrix - 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_Node_getWorldMatrix(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)) { Node* instance = getInstance(state); void* returnPtr = (void*)&(instance->getWorldMatrix()); 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, "Matrix"); lua_setmetatable(state, -2); } else { lua_pushnil(state); } return 1; } lua_pushstring(state, "lua_Node_getWorldMatrix - 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_Node_getWorldViewMatrix(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)) { Node* instance = getInstance(state); void* returnPtr = (void*)&(instance->getWorldViewMatrix()); 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, "Matrix"); lua_setmetatable(state, -2); } else { lua_pushnil(state); } return 1; } lua_pushstring(state, "lua_Node_getWorldViewMatrix - 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_Node_getWorldViewProjectionMatrix(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)) { Node* instance = getInstance(state); void* returnPtr = (void*)&(instance->getWorldViewProjectionMatrix()); 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, "Matrix"); lua_setmetatable(state, -2); } else { lua_pushnil(state); } return 1; } lua_pushstring(state, "lua_Node_getWorldViewProjectionMatrix - 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_Node_hasScriptListener(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_TSTRING || lua_type(state, 2) == LUA_TNIL)) { // Get parameter 1 off the stack. const char* param1 = gameplay::ScriptUtil::getString(2, false); Node* instance = getInstance(state); bool result = instance->hasScriptListener(param1); // Push the return value onto the stack. lua_pushboolean(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_TTABLE || lua_type(state, 2) == LUA_TNIL)) { // Get parameter 1 off the stack. bool param1Valid; gameplay::ScriptUtil::LuaArray param1 = gameplay::ScriptUtil::getObjectPointer(2, "ScriptTargetEvent", false, ¶m1Valid); if (!param1Valid) break; Node* instance = getInstance(state); bool result = instance->hasScriptListener(param1); // Push the return value onto the stack. lua_pushboolean(state, result); return 1; } } while (0); lua_pushstring(state, "lua_Node_hasScriptListener - 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_Node_hasTag(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_TSTRING || lua_type(state, 2) == LUA_TNIL)) { // Get parameter 1 off the stack. const char* param1 = gameplay::ScriptUtil::getString(2, false); Node* instance = getInstance(state); bool result = instance->hasTag(param1); // Push the return value onto the stack. lua_pushboolean(state, result); return 1; } lua_pushstring(state, "lua_Node_hasTag - 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_Node_isActive(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)) { Node* instance = getInstance(state); bool result = instance->isActive(); // Push the return value onto the stack. lua_pushboolean(state, result); return 1; } lua_pushstring(state, "lua_Node_isActive - 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_Node_isActiveInHierarchy(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)) { Node* instance = getInstance(state); bool result = instance->isActiveInHierarchy(); // Push the return value onto the stack. lua_pushboolean(state, result); return 1; } lua_pushstring(state, "lua_Node_isActiveInHierarchy - 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_Node_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)) { Node* instance = getInstance(state); bool result = instance->isStatic(); // Push the return value onto the stack. lua_pushboolean(state, result); return 1; } lua_pushstring(state, "lua_Node_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_Node_release(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)) { Node* instance = getInstance(state); instance->release(); return 0; } lua_pushstring(state, "lua_Node_release - 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_Node_removeAllChildren(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)) { Node* instance = getInstance(state); instance->removeAllChildren(); return 0; } lua_pushstring(state, "lua_Node_removeAllChildren - 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_Node_removeChild(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); } Node* instance = getInstance(state); instance->removeChild(param1); return 0; } lua_pushstring(state, "lua_Node_removeChild - 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_Node_removeListener(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, "TransformListener", false, ¶m1Valid); if (!param1Valid) { lua_pushstring(state, "Failed to convert parameter 1 to type 'Transform::Listener'."); lua_error(state); } Node* instance = getInstance(state); instance->removeListener(param1); return 0; } lua_pushstring(state, "lua_Node_removeListener - 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_Node_removeScript(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_TSTRING || lua_type(state, 2) == LUA_TNIL) && lua_type(state, 3) == LUA_TNUMBER) { // Get parameter 1 off the stack. const char* param1 = gameplay::ScriptUtil::getString(2, false); // Get parameter 2 off the stack. Script::Scope param2 = (Script::Scope)luaL_checkint(state, 3); Node* instance = getInstance(state); bool result = instance->removeScript(param1, param2); // Push the return value onto the stack. lua_pushboolean(state, result); return 1; } lua_pushstring(state, "lua_Node_removeScript - 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_Node_removeScriptCallback(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_TSTRING || lua_type(state, 3) == LUA_TNIL)) { // Get parameter 1 off the stack. bool param1Valid; gameplay::ScriptUtil::LuaArray param1 = gameplay::ScriptUtil::getObjectPointer(2, "ScriptTargetEvent", false, ¶m1Valid); if (!param1Valid) { lua_pushstring(state, "Failed to convert parameter 1 to type 'ScriptTarget::Event'."); lua_error(state); } // Get parameter 2 off the stack. const char* param2 = gameplay::ScriptUtil::getString(3, false); Node* instance = getInstance(state); instance->removeScriptCallback(param1, param2); return 0; } lua_pushstring(state, "lua_Node_removeScriptCallback - 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_Node_rotate(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; gameplay::ScriptUtil::LuaArray param1 = gameplay::ScriptUtil::getObjectPointer(2, "Quaternion", true, ¶m1Valid); if (!param1Valid) break; Node* instance = getInstance(state); instance->rotate(*param1); return 0; } } 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; gameplay::ScriptUtil::LuaArray param1 = gameplay::ScriptUtil::getObjectPointer(2, "Matrix", true, ¶m1Valid); if (!param1Valid) break; Node* instance = getInstance(state); instance->rotate(*param1); return 0; } } while (0); lua_pushstring(state, "lua_Node_rotate - 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_TNUMBER) { // Get parameter 1 off the stack. bool param1Valid; gameplay::ScriptUtil::LuaArray param1 = gameplay::ScriptUtil::getObjectPointer(2, "Vector3", true, ¶m1Valid); if (!param1Valid) break; // Get parameter 2 off the stack. float param2 = (float)luaL_checknumber(state, 3); Node* instance = getInstance(state); instance->rotate(*param1, param2); return 0; } } while (0); lua_pushstring(state, "lua_Node_rotate - Failed to match the given parameters to a valid function signature."); lua_error(state); break; } case 5: { 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 && 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); Node* instance = getInstance(state); instance->rotate(param1, param2, param3, param4); return 0; } } while (0); lua_pushstring(state, "lua_Node_rotate - 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, 3 or 5)."); lua_error(state); break; } } return 0; } int lua_Node_rotateX(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); Node* instance = getInstance(state); instance->rotateX(param1); return 0; } lua_pushstring(state, "lua_Node_rotateX - 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_Node_rotateY(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); Node* instance = getInstance(state); instance->rotateY(param1); return 0; } lua_pushstring(state, "lua_Node_rotateY - 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_Node_rotateZ(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); Node* instance = getInstance(state); instance->rotateZ(param1); return 0; } lua_pushstring(state, "lua_Node_rotateZ - 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_Node_scale(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_TNUMBER) { // Get parameter 1 off the stack. float param1 = (float)luaL_checknumber(state, 2); Node* instance = getInstance(state); instance->scale(param1); return 0; } } 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; gameplay::ScriptUtil::LuaArray param1 = gameplay::ScriptUtil::getObjectPointer(2, "Vector3", true, ¶m1Valid); if (!param1Valid) break; Node* instance = getInstance(state); instance->scale(*param1); return 0; } } while (0); lua_pushstring(state, "lua_Node_scale - 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); Node* instance = getInstance(state); instance->scale(param1, param2, param3); return 0; } } while (0); lua_pushstring(state, "lua_Node_scale - 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_Node_scaleX(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); Node* instance = getInstance(state); instance->scaleX(param1); return 0; } lua_pushstring(state, "lua_Node_scaleX - 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_Node_scaleY(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); Node* instance = getInstance(state); instance->scaleY(param1); return 0; } lua_pushstring(state, "lua_Node_scaleY - 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_Node_scaleZ(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); Node* instance = getInstance(state); instance->scaleZ(param1); return 0; } lua_pushstring(state, "lua_Node_scaleZ - 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_Node_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; gameplay::ScriptUtil::LuaArray param1 = gameplay::ScriptUtil::getObjectPointer(2, "Transform", true, ¶m1Valid); if (!param1Valid) break; Node* instance = getInstance(state); instance->set(*param1); return 0; } } while (0); lua_pushstring(state, "lua_Node_set - 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_TUSERDATA || lua_type(state, 2) == LUA_TNIL) && (lua_type(state, 3) == LUA_TUSERDATA || lua_type(state, 3) == LUA_TNIL) && (lua_type(state, 4) == LUA_TUSERDATA || lua_type(state, 4) == LUA_TNIL)) { // Get parameter 1 off the stack. bool param1Valid; gameplay::ScriptUtil::LuaArray param1 = gameplay::ScriptUtil::getObjectPointer(2, "Vector3", true, ¶m1Valid); if (!param1Valid) break; // Get parameter 2 off the stack. bool param2Valid; gameplay::ScriptUtil::LuaArray param2 = gameplay::ScriptUtil::getObjectPointer(3, "Quaternion", true, ¶m2Valid); if (!param2Valid) break; // Get parameter 3 off the stack. bool param3Valid; gameplay::ScriptUtil::LuaArray param3 = gameplay::ScriptUtil::getObjectPointer(4, "Vector3", true, ¶m3Valid); if (!param3Valid) break; Node* instance = getInstance(state); instance->set(*param1, *param2, *param3); return 0; } } while (0); 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) && (lua_type(state, 4) == LUA_TUSERDATA || lua_type(state, 4) == LUA_TNIL)) { // Get parameter 1 off the stack. bool param1Valid; gameplay::ScriptUtil::LuaArray param1 = gameplay::ScriptUtil::getObjectPointer(2, "Vector3", true, ¶m1Valid); if (!param1Valid) break; // Get parameter 2 off the stack. bool param2Valid; gameplay::ScriptUtil::LuaArray param2 = gameplay::ScriptUtil::getObjectPointer(3, "Matrix", true, ¶m2Valid); if (!param2Valid) break; // Get parameter 3 off the stack. bool param3Valid; gameplay::ScriptUtil::LuaArray param3 = gameplay::ScriptUtil::getObjectPointer(4, "Vector3", true, ¶m3Valid); if (!param3Valid) break; Node* instance = getInstance(state); instance->set(*param1, *param2, *param3); return 0; } } while (0); lua_pushstring(state, "lua_Node_set - Failed to match the given parameters to a valid function signature."); lua_error(state); break; } case 5: { 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) && lua_type(state, 4) == LUA_TNUMBER && (lua_type(state, 5) == LUA_TUSERDATA || lua_type(state, 5) == LUA_TNIL)) { // Get parameter 1 off the stack. bool param1Valid; gameplay::ScriptUtil::LuaArray param1 = gameplay::ScriptUtil::getObjectPointer(2, "Vector3", true, ¶m1Valid); if (!param1Valid) break; // Get parameter 2 off the stack. bool param2Valid; gameplay::ScriptUtil::LuaArray param2 = gameplay::ScriptUtil::getObjectPointer(3, "Vector3", true, ¶m2Valid); if (!param2Valid) break; // Get parameter 3 off the stack. float param3 = (float)luaL_checknumber(state, 4); // Get parameter 4 off the stack. bool param4Valid; gameplay::ScriptUtil::LuaArray param4 = gameplay::ScriptUtil::getObjectPointer(5, "Vector3", true, ¶m4Valid); if (!param4Valid) break; Node* instance = getInstance(state); instance->set(*param1, *param2, param3, *param4); return 0; } } while (0); lua_pushstring(state, "lua_Node_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, 4 or 5)."); lua_error(state); break; } } return 0; } int lua_Node_setActive(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); Node* instance = getInstance(state); instance->setActive(param1); return 0; } lua_pushstring(state, "lua_Node_setActive - 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_Node_setAgent(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, "AIAgent", false, ¶m1Valid); if (!param1Valid) { lua_pushstring(state, "Failed to convert parameter 1 to type 'AIAgent'."); lua_error(state); } Node* instance = getInstance(state); instance->setAgent(param1); return 0; } lua_pushstring(state, "lua_Node_setAgent - 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_Node_setAnimationPropertyValue(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_TUSERDATA || lua_type(state, 3) == LUA_TTABLE || lua_type(state, 3) == LUA_TNIL)) { // Get parameter 1 off the stack. int param1 = (int)luaL_checkint(state, 2); // Get parameter 2 off the stack. bool param2Valid; gameplay::ScriptUtil::LuaArray param2 = gameplay::ScriptUtil::getObjectPointer(3, "AnimationValue", false, ¶m2Valid); if (!param2Valid) { lua_pushstring(state, "Failed to convert parameter 2 to type 'AnimationValue'."); lua_error(state); } Node* instance = getInstance(state); instance->setAnimationPropertyValue(param1, param2); return 0; } lua_pushstring(state, "lua_Node_setAnimationPropertyValue - Failed to match the given parameters to a valid function signature."); lua_error(state); break; } case 4: { if ((lua_type(state, 1) == LUA_TUSERDATA) && lua_type(state, 2) == LUA_TNUMBER && (lua_type(state, 3) == LUA_TUSERDATA || lua_type(state, 3) == LUA_TTABLE || lua_type(state, 3) == LUA_TNIL) && lua_type(state, 4) == LUA_TNUMBER) { // Get parameter 1 off the stack. int param1 = (int)luaL_checkint(state, 2); // Get parameter 2 off the stack. bool param2Valid; gameplay::ScriptUtil::LuaArray param2 = gameplay::ScriptUtil::getObjectPointer(3, "AnimationValue", false, ¶m2Valid); if (!param2Valid) { lua_pushstring(state, "Failed to convert parameter 2 to type 'AnimationValue'."); lua_error(state); } // Get parameter 3 off the stack. float param3 = (float)luaL_checknumber(state, 4); Node* instance = getInstance(state); instance->setAnimationPropertyValue(param1, param2, param3); return 0; } lua_pushstring(state, "lua_Node_setAnimationPropertyValue - 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 or 4)."); lua_error(state); break; } } return 0; } int lua_Node_setAudioSource(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, "AudioSource", false, ¶m1Valid); if (!param1Valid) { lua_pushstring(state, "Failed to convert parameter 1 to type 'AudioSource'."); lua_error(state); } Node* instance = getInstance(state); instance->setAudioSource(param1); return 0; } lua_pushstring(state, "lua_Node_setAudioSource - 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_Node_setCamera(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); } Node* instance = getInstance(state); instance->setCamera(param1); return 0; } lua_pushstring(state, "lua_Node_setCamera - 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_Node_setCollisionObject(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_TNUMBER) { // Get parameter 1 off the stack. PhysicsCollisionObject::Type param1 = (PhysicsCollisionObject::Type)luaL_checkint(state, 2); Node* instance = getInstance(state); void* returnPtr = ((void*)instance->setCollisionObject(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, "PhysicsCollisionObject"); lua_setmetatable(state, -2); } else { lua_pushnil(state); } return 1; } } 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); Node* instance = getInstance(state); void* returnPtr = ((void*)instance->setCollisionObject(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, "PhysicsCollisionObject"); lua_setmetatable(state, -2); } else { lua_pushnil(state); } return 1; } } while (0); 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, "Properties", false, ¶m1Valid); if (!param1Valid) break; Node* instance = getInstance(state); void* returnPtr = ((void*)instance->setCollisionObject(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, "PhysicsCollisionObject"); lua_setmetatable(state, -2); } else { lua_pushnil(state); } return 1; } } while (0); lua_pushstring(state, "lua_Node_setCollisionObject - 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_TNUMBER && (lua_type(state, 3) == LUA_TUSERDATA || lua_type(state, 3) == LUA_TNIL)) { // Get parameter 1 off the stack. PhysicsCollisionObject::Type param1 = (PhysicsCollisionObject::Type)luaL_checkint(state, 2); // Get parameter 2 off the stack. bool param2Valid; gameplay::ScriptUtil::LuaArray param2 = gameplay::ScriptUtil::getObjectPointer(3, "PhysicsCollisionShapeDefinition", true, ¶m2Valid); if (!param2Valid) break; Node* instance = getInstance(state); void* returnPtr = ((void*)instance->setCollisionObject(param1, *param2)); 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, "PhysicsCollisionObject"); lua_setmetatable(state, -2); } else { lua_pushnil(state); } return 1; } } while (0); lua_pushstring(state, "lua_Node_setCollisionObject - 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_TUSERDATA || lua_type(state, 3) == LUA_TNIL) && (lua_type(state, 4) == LUA_TUSERDATA || lua_type(state, 4) == LUA_TTABLE || lua_type(state, 4) == LUA_TNIL)) { // Get parameter 1 off the stack. PhysicsCollisionObject::Type param1 = (PhysicsCollisionObject::Type)luaL_checkint(state, 2); // Get parameter 2 off the stack. bool param2Valid; gameplay::ScriptUtil::LuaArray param2 = gameplay::ScriptUtil::getObjectPointer(3, "PhysicsCollisionShapeDefinition", true, ¶m2Valid); if (!param2Valid) break; // Get parameter 3 off the stack. bool param3Valid; gameplay::ScriptUtil::LuaArray param3 = gameplay::ScriptUtil::getObjectPointer(4, "PhysicsRigidBodyParameters", false, ¶m3Valid); if (!param3Valid) break; Node* instance = getInstance(state); void* returnPtr = ((void*)instance->setCollisionObject(param1, *param2, param3)); 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, "PhysicsCollisionObject"); lua_setmetatable(state, -2); } else { lua_pushnil(state); } return 1; } } while (0); lua_pushstring(state, "lua_Node_setCollisionObject - Failed to match the given parameters to a valid function signature."); lua_error(state); break; } case 5: { do { if ((lua_type(state, 1) == LUA_TUSERDATA) && lua_type(state, 2) == LUA_TNUMBER && (lua_type(state, 3) == LUA_TUSERDATA || lua_type(state, 3) == LUA_TNIL) && (lua_type(state, 4) == LUA_TUSERDATA || lua_type(state, 4) == LUA_TTABLE || lua_type(state, 4) == LUA_TNIL) && lua_type(state, 5) == LUA_TNUMBER) { // Get parameter 1 off the stack. PhysicsCollisionObject::Type param1 = (PhysicsCollisionObject::Type)luaL_checkint(state, 2); // Get parameter 2 off the stack. bool param2Valid; gameplay::ScriptUtil::LuaArray param2 = gameplay::ScriptUtil::getObjectPointer(3, "PhysicsCollisionShapeDefinition", true, ¶m2Valid); if (!param2Valid) break; // Get parameter 3 off the stack. bool param3Valid; gameplay::ScriptUtil::LuaArray param3 = gameplay::ScriptUtil::getObjectPointer(4, "PhysicsRigidBodyParameters", false, ¶m3Valid); if (!param3Valid) break; // Get parameter 4 off the stack. int param4 = (int)luaL_checkint(state, 5); Node* instance = getInstance(state); void* returnPtr = ((void*)instance->setCollisionObject(param1, *param2, param3, param4)); 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, "PhysicsCollisionObject"); lua_setmetatable(state, -2); } else { lua_pushnil(state); } return 1; } } while (0); lua_pushstring(state, "lua_Node_setCollisionObject - Failed to match the given parameters to a valid function signature."); lua_error(state); break; } case 6: { do { if ((lua_type(state, 1) == LUA_TUSERDATA) && lua_type(state, 2) == LUA_TNUMBER && (lua_type(state, 3) == LUA_TUSERDATA || lua_type(state, 3) == LUA_TNIL) && (lua_type(state, 4) == LUA_TUSERDATA || lua_type(state, 4) == LUA_TTABLE || lua_type(state, 4) == LUA_TNIL) && lua_type(state, 5) == LUA_TNUMBER && lua_type(state, 6) == LUA_TNUMBER) { // Get parameter 1 off the stack. PhysicsCollisionObject::Type param1 = (PhysicsCollisionObject::Type)luaL_checkint(state, 2); // Get parameter 2 off the stack. bool param2Valid; gameplay::ScriptUtil::LuaArray param2 = gameplay::ScriptUtil::getObjectPointer(3, "PhysicsCollisionShapeDefinition", true, ¶m2Valid); if (!param2Valid) break; // Get parameter 3 off the stack. bool param3Valid; gameplay::ScriptUtil::LuaArray param3 = gameplay::ScriptUtil::getObjectPointer(4, "PhysicsRigidBodyParameters", false, ¶m3Valid); if (!param3Valid) break; // Get parameter 4 off the stack. int param4 = (int)luaL_checkint(state, 5); // Get parameter 5 off the stack. int param5 = (int)luaL_checkint(state, 6); Node* instance = getInstance(state); void* returnPtr = ((void*)instance->setCollisionObject(param1, *param2, param3, param4, param5)); 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, "PhysicsCollisionObject"); lua_setmetatable(state, -2); } else { lua_pushnil(state); } return 1; } } while (0); lua_pushstring(state, "lua_Node_setCollisionObject - 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, 3, 4, 5 or 6)."); lua_error(state); break; } } return 0; } int lua_Node_setForm(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, "Form", false, ¶m1Valid); if (!param1Valid) { lua_pushstring(state, "Failed to convert parameter 1 to type 'Form'."); lua_error(state); } Node* instance = getInstance(state); instance->setForm(param1); return 0; } lua_pushstring(state, "lua_Node_setForm - 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_Node_setId(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_TSTRING || lua_type(state, 2) == LUA_TNIL)) { // Get parameter 1 off the stack. const char* param1 = gameplay::ScriptUtil::getString(2, false); Node* instance = getInstance(state); instance->setId(param1); return 0; } lua_pushstring(state, "lua_Node_setId - 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_Node_setIdentity(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)) { Node* instance = getInstance(state); instance->setIdentity(); return 0; } lua_pushstring(state, "lua_Node_setIdentity - 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_Node_setLight(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, "Light", false, ¶m1Valid); if (!param1Valid) { lua_pushstring(state, "Failed to convert parameter 1 to type 'Light'."); lua_error(state); } Node* instance = getInstance(state); instance->setLight(param1); return 0; } lua_pushstring(state, "lua_Node_setLight - 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_Node_setModel(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, "Model", false, ¶m1Valid); if (!param1Valid) { lua_pushstring(state, "Failed to convert parameter 1 to type 'Model'."); lua_error(state); } Node* instance = getInstance(state); instance->setModel(param1); return 0; } lua_pushstring(state, "lua_Node_setModel - 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_Node_setParticleEmitter(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, "ParticleEmitter", false, ¶m1Valid); if (!param1Valid) { lua_pushstring(state, "Failed to convert parameter 1 to type 'ParticleEmitter'."); lua_error(state); } Node* instance = getInstance(state); instance->setParticleEmitter(param1); return 0; } lua_pushstring(state, "lua_Node_setParticleEmitter - 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_Node_setRotation(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; gameplay::ScriptUtil::LuaArray param1 = gameplay::ScriptUtil::getObjectPointer(2, "Quaternion", true, ¶m1Valid); if (!param1Valid) break; Node* instance = getInstance(state); instance->setRotation(*param1); return 0; } } 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; gameplay::ScriptUtil::LuaArray param1 = gameplay::ScriptUtil::getObjectPointer(2, "Matrix", true, ¶m1Valid); if (!param1Valid) break; Node* instance = getInstance(state); instance->setRotation(*param1); return 0; } } while (0); lua_pushstring(state, "lua_Node_setRotation - 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_TNUMBER) { // Get parameter 1 off the stack. bool param1Valid; gameplay::ScriptUtil::LuaArray param1 = gameplay::ScriptUtil::getObjectPointer(2, "Vector3", true, ¶m1Valid); if (!param1Valid) break; // Get parameter 2 off the stack. float param2 = (float)luaL_checknumber(state, 3); Node* instance = getInstance(state); instance->setRotation(*param1, param2); return 0; } } while (0); lua_pushstring(state, "lua_Node_setRotation - Failed to match the given parameters to a valid function signature."); lua_error(state); break; } case 5: { 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 && 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); Node* instance = getInstance(state); instance->setRotation(param1, param2, param3, param4); return 0; } } while (0); lua_pushstring(state, "lua_Node_setRotation - 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, 3 or 5)."); lua_error(state); break; } } return 0; } int lua_Node_setScale(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_TNUMBER) { // Get parameter 1 off the stack. float param1 = (float)luaL_checknumber(state, 2); Node* instance = getInstance(state); instance->setScale(param1); return 0; } } 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; gameplay::ScriptUtil::LuaArray param1 = gameplay::ScriptUtil::getObjectPointer(2, "Vector3", true, ¶m1Valid); if (!param1Valid) break; Node* instance = getInstance(state); instance->setScale(*param1); return 0; } } while (0); lua_pushstring(state, "lua_Node_setScale - 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); Node* instance = getInstance(state); instance->setScale(param1, param2, param3); return 0; } } while (0); lua_pushstring(state, "lua_Node_setScale - 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_Node_setScaleX(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); Node* instance = getInstance(state); instance->setScaleX(param1); return 0; } lua_pushstring(state, "lua_Node_setScaleX - 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_Node_setScaleY(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); Node* instance = getInstance(state); instance->setScaleY(param1); return 0; } lua_pushstring(state, "lua_Node_setScaleY - 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_Node_setScaleZ(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); Node* instance = getInstance(state); instance->setScaleZ(param1); return 0; } lua_pushstring(state, "lua_Node_setScaleZ - 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_Node_setTag(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_TSTRING || lua_type(state, 2) == LUA_TNIL)) { // Get parameter 1 off the stack. const char* param1 = gameplay::ScriptUtil::getString(2, false); Node* instance = getInstance(state); instance->setTag(param1); return 0; } lua_pushstring(state, "lua_Node_setTag - Failed to match the given parameters to a valid function signature."); lua_error(state); break; } case 3: { if ((lua_type(state, 1) == LUA_TUSERDATA) && (lua_type(state, 2) == LUA_TSTRING || lua_type(state, 2) == LUA_TNIL) && (lua_type(state, 3) == LUA_TSTRING || 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. const char* param2 = gameplay::ScriptUtil::getString(3, false); Node* instance = getInstance(state); instance->setTag(param1, param2); return 0; } lua_pushstring(state, "lua_Node_setTag - 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_Node_setTerrain(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, "Terrain", false, ¶m1Valid); if (!param1Valid) { lua_pushstring(state, "Failed to convert parameter 1 to type 'Terrain'."); lua_error(state); } Node* instance = getInstance(state); instance->setTerrain(param1); return 0; } lua_pushstring(state, "lua_Node_setTerrain - 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_Node_setTranslation(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; gameplay::ScriptUtil::LuaArray param1 = gameplay::ScriptUtil::getObjectPointer(2, "Vector3", true, ¶m1Valid); if (!param1Valid) break; Node* instance = getInstance(state); instance->setTranslation(*param1); return 0; } } while (0); lua_pushstring(state, "lua_Node_setTranslation - 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); Node* instance = getInstance(state); instance->setTranslation(param1, param2, param3); return 0; } } while (0); lua_pushstring(state, "lua_Node_setTranslation - 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_Node_setTranslationX(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); Node* instance = getInstance(state); instance->setTranslationX(param1); return 0; } lua_pushstring(state, "lua_Node_setTranslationX - 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_Node_setTranslationY(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); Node* instance = getInstance(state); instance->setTranslationY(param1); return 0; } lua_pushstring(state, "lua_Node_setTranslationY - 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_Node_setTranslationZ(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); Node* instance = getInstance(state); instance->setTranslationZ(param1); return 0; } lua_pushstring(state, "lua_Node_setTranslationZ - 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_Node_static_ANIMATE_ROTATE(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 = Node::ANIMATE_ROTATE; // Push the return value onto the stack. lua_pushinteger(state, result); return 1; } int lua_Node_static_ANIMATE_ROTATE_TRANSLATE(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 = Node::ANIMATE_ROTATE_TRANSLATE; // Push the return value onto the stack. lua_pushinteger(state, result); return 1; } int lua_Node_static_ANIMATE_SCALE(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 = Node::ANIMATE_SCALE; // Push the return value onto the stack. lua_pushinteger(state, result); return 1; } int lua_Node_static_ANIMATE_SCALE_ROTATE(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 = Node::ANIMATE_SCALE_ROTATE; // Push the return value onto the stack. lua_pushinteger(state, result); return 1; } int lua_Node_static_ANIMATE_SCALE_ROTATE_TRANSLATE(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 = Node::ANIMATE_SCALE_ROTATE_TRANSLATE; // Push the return value onto the stack. lua_pushinteger(state, result); return 1; } int lua_Node_static_ANIMATE_SCALE_TRANSLATE(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 = Node::ANIMATE_SCALE_TRANSLATE; // Push the return value onto the stack. lua_pushinteger(state, result); return 1; } int lua_Node_static_ANIMATE_SCALE_UNIT(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 = Node::ANIMATE_SCALE_UNIT; // Push the return value onto the stack. lua_pushinteger(state, result); return 1; } int lua_Node_static_ANIMATE_SCALE_X(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 = Node::ANIMATE_SCALE_X; // Push the return value onto the stack. lua_pushinteger(state, result); return 1; } int lua_Node_static_ANIMATE_SCALE_Y(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 = Node::ANIMATE_SCALE_Y; // Push the return value onto the stack. lua_pushinteger(state, result); return 1; } int lua_Node_static_ANIMATE_SCALE_Z(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 = Node::ANIMATE_SCALE_Z; // Push the return value onto the stack. lua_pushinteger(state, result); return 1; } int lua_Node_static_ANIMATE_TRANSLATE(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 = Node::ANIMATE_TRANSLATE; // Push the return value onto the stack. lua_pushinteger(state, result); return 1; } int lua_Node_static_ANIMATE_TRANSLATE_X(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 = Node::ANIMATE_TRANSLATE_X; // Push the return value onto the stack. lua_pushinteger(state, result); return 1; } int lua_Node_static_ANIMATE_TRANSLATE_Y(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 = Node::ANIMATE_TRANSLATE_Y; // Push the return value onto the stack. lua_pushinteger(state, result); return 1; } int lua_Node_static_ANIMATE_TRANSLATE_Z(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 = Node::ANIMATE_TRANSLATE_Z; // Push the return value onto the stack. lua_pushinteger(state, result); return 1; } int lua_Node_static_create(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*)Node::create()); 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, "Node"); lua_setmetatable(state, -2); } else { lua_pushnil(state); } return 1; break; } case 1: { if ((lua_type(state, 1) == LUA_TSTRING || lua_type(state, 1) == LUA_TNIL)) { // Get parameter 1 off the stack. const char* param1 = gameplay::ScriptUtil::getString(1, false); void* returnPtr = ((void*)Node::create(param1)); 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, "Node"); lua_setmetatable(state, -2); } else { lua_pushnil(state); } return 1; } lua_pushstring(state, "lua_Node_static_create - 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 or 1)."); lua_error(state); break; } } return 0; } int lua_Node_static_isTransformChangedSuspended(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: { bool result = Node::isTransformChangedSuspended(); // Push the return value onto the stack. lua_pushboolean(state, result); return 1; break; } default: { lua_pushstring(state, "Invalid number of parameters (expected 0)."); lua_error(state); break; } } return 0; } int lua_Node_static_resumeTransformChanged(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: { Node::resumeTransformChanged(); return 0; break; } default: { lua_pushstring(state, "Invalid number of parameters (expected 0)."); lua_error(state); break; } } return 0; } int lua_Node_static_suspendTransformChanged(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: { Node::suspendTransformChanged(); return 0; break; } default: { lua_pushstring(state, "Invalid number of parameters (expected 0)."); lua_error(state); break; } } return 0; } int lua_Node_transformPoint(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, "Vector3", false, ¶m1Valid); if (!param1Valid) break; Node* instance = getInstance(state); instance->transformPoint(param1); return 0; } } while (0); lua_pushstring(state, "lua_Node_transformPoint - 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_TTABLE || lua_type(state, 3) == LUA_TNIL)) { // Get parameter 1 off the stack. bool param1Valid; gameplay::ScriptUtil::LuaArray param1 = gameplay::ScriptUtil::getObjectPointer(2, "Vector3", true, ¶m1Valid); if (!param1Valid) break; // Get parameter 2 off the stack. bool param2Valid; gameplay::ScriptUtil::LuaArray param2 = gameplay::ScriptUtil::getObjectPointer(3, "Vector3", false, ¶m2Valid); if (!param2Valid) break; Node* instance = getInstance(state); instance->transformPoint(*param1, param2); return 0; } } while (0); lua_pushstring(state, "lua_Node_transformPoint - 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_Node_transformVector(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, "Vector3", false, ¶m1Valid); if (!param1Valid) break; Node* instance = getInstance(state); instance->transformVector(param1); return 0; } } while (0); lua_pushstring(state, "lua_Node_transformVector - 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_TTABLE || lua_type(state, 3) == LUA_TNIL)) { // Get parameter 1 off the stack. bool param1Valid; gameplay::ScriptUtil::LuaArray param1 = gameplay::ScriptUtil::getObjectPointer(2, "Vector3", true, ¶m1Valid); if (!param1Valid) break; // Get parameter 2 off the stack. bool param2Valid; gameplay::ScriptUtil::LuaArray param2 = gameplay::ScriptUtil::getObjectPointer(3, "Vector3", false, ¶m2Valid); if (!param2Valid) break; Node* instance = getInstance(state); instance->transformVector(*param1, param2); return 0; } } while (0); lua_pushstring(state, "lua_Node_transformVector - Failed to match the given parameters to a valid function signature."); lua_error(state); break; } case 6: { 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 && lua_type(state, 5) == LUA_TNUMBER && (lua_type(state, 6) == LUA_TUSERDATA || lua_type(state, 6) == LUA_TTABLE || lua_type(state, 6) == LUA_TNIL)) { // 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); // Get parameter 5 off the stack. bool param5Valid; gameplay::ScriptUtil::LuaArray param5 = gameplay::ScriptUtil::getObjectPointer(6, "Vector3", false, ¶m5Valid); if (!param5Valid) break; Node* instance = getInstance(state); instance->transformVector(param1, param2, param3, param4, param5); return 0; } } while (0); lua_pushstring(state, "lua_Node_transformVector - 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, 3 or 6)."); lua_error(state); break; } } return 0; } int lua_Node_translate(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; gameplay::ScriptUtil::LuaArray param1 = gameplay::ScriptUtil::getObjectPointer(2, "Vector3", true, ¶m1Valid); if (!param1Valid) break; Node* instance = getInstance(state); instance->translate(*param1); return 0; } } while (0); lua_pushstring(state, "lua_Node_translate - 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); Node* instance = getInstance(state); instance->translate(param1, param2, param3); return 0; } } while (0); lua_pushstring(state, "lua_Node_translate - 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_Node_translateForward(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); Node* instance = getInstance(state); instance->translateForward(param1); return 0; } lua_pushstring(state, "lua_Node_translateForward - 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_Node_translateLeft(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); Node* instance = getInstance(state); instance->translateLeft(param1); return 0; } lua_pushstring(state, "lua_Node_translateLeft - 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_Node_translateSmooth(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 4: { if ((lua_type(state, 1) == LUA_TUSERDATA) && (lua_type(state, 2) == LUA_TUSERDATA || lua_type(state, 2) == LUA_TNIL) && lua_type(state, 3) == LUA_TNUMBER && lua_type(state, 4) == LUA_TNUMBER) { // Get parameter 1 off the stack. bool param1Valid; gameplay::ScriptUtil::LuaArray param1 = gameplay::ScriptUtil::getObjectPointer(2, "Vector3", true, ¶m1Valid); if (!param1Valid) { lua_pushstring(state, "Failed to convert parameter 1 to type 'Vector3'."); lua_error(state); } // 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); Node* instance = getInstance(state); instance->translateSmooth(*param1, param2, param3); return 0; } lua_pushstring(state, "lua_Node_translateSmooth - Failed to match the given parameters to a valid function signature."); lua_error(state); break; } default: { lua_pushstring(state, "Invalid number of parameters (expected 4)."); lua_error(state); break; } } return 0; } int lua_Node_translateUp(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); Node* instance = getInstance(state); instance->translateUp(param1); return 0; } lua_pushstring(state, "lua_Node_translateUp - 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_Node_translateX(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); Node* instance = getInstance(state); instance->translateX(param1); return 0; } lua_pushstring(state, "lua_Node_translateX - 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_Node_translateY(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); Node* instance = getInstance(state); instance->translateY(param1); return 0; } lua_pushstring(state, "lua_Node_translateY - 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_Node_translateZ(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); Node* instance = getInstance(state); instance->translateZ(param1); return 0; } lua_pushstring(state, "lua_Node_translateZ - 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_Node_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 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); Node* instance = getInstance(state); instance->update(param1); return 0; } lua_pushstring(state, "lua_Node_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 2)."); lua_error(state); break; } } return 0; } }