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- #ifndef LUA_QUATERNION_H_
- #define LUA_QUATERNION_H_
- namespace gameplay
- {
- // Lua bindings for Quaternion.
- int lua_Quaternion__gc(lua_State* state);
- int lua_Quaternion__init(lua_State* state);
- int lua_Quaternion_conjugate(lua_State* state);
- int lua_Quaternion_inverse(lua_State* state);
- int lua_Quaternion_isIdentity(lua_State* state);
- int lua_Quaternion_isZero(lua_State* state);
- int lua_Quaternion_multiply(lua_State* state);
- int lua_Quaternion_normalize(lua_State* state);
- int lua_Quaternion_set(lua_State* state);
- int lua_Quaternion_setIdentity(lua_State* state);
- int lua_Quaternion_static_createFromAxisAngle(lua_State* state);
- int lua_Quaternion_static_createFromRotationMatrix(lua_State* state);
- int lua_Quaternion_static_identity(lua_State* state);
- int lua_Quaternion_static_lerp(lua_State* state);
- int lua_Quaternion_static_multiply(lua_State* state);
- int lua_Quaternion_static_slerp(lua_State* state);
- int lua_Quaternion_static_squad(lua_State* state);
- int lua_Quaternion_static_zero(lua_State* state);
- int lua_Quaternion_toAxisAngle(lua_State* state);
- int lua_Quaternion_w(lua_State* state);
- int lua_Quaternion_x(lua_State* state);
- int lua_Quaternion_y(lua_State* state);
- int lua_Quaternion_z(lua_State* state);
- void luaRegister_Quaternion();
- }
- #endif
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