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- #include "Base.h"
- #include "ScriptController.h"
- #include "lua_Vector3.h"
- #include "Base.h"
- #include "MathUtil.h"
- #include "Vector3.h"
- namespace gameplay
- {
- void luaRegister_Vector3()
- {
- const luaL_Reg lua_members[] =
- {
- {"add", lua_Vector3_add},
- {"clamp", lua_Vector3_clamp},
- {"cross", lua_Vector3_cross},
- {"distance", lua_Vector3_distance},
- {"distanceSquared", lua_Vector3_distanceSquared},
- {"dot", lua_Vector3_dot},
- {"isOne", lua_Vector3_isOne},
- {"isZero", lua_Vector3_isZero},
- {"length", lua_Vector3_length},
- {"lengthSquared", lua_Vector3_lengthSquared},
- {"negate", lua_Vector3_negate},
- {"normalize", lua_Vector3_normalize},
- {"scale", lua_Vector3_scale},
- {"set", lua_Vector3_set},
- {"smooth", lua_Vector3_smooth},
- {"subtract", lua_Vector3_subtract},
- {"x", lua_Vector3_x},
- {"y", lua_Vector3_y},
- {"z", lua_Vector3_z},
- {NULL, NULL}
- };
- const luaL_Reg lua_statics[] =
- {
- {"add", lua_Vector3_static_add},
- {"angle", lua_Vector3_static_angle},
- {"clamp", lua_Vector3_static_clamp},
- {"cross", lua_Vector3_static_cross},
- {"dot", lua_Vector3_static_dot},
- {"fromColor", lua_Vector3_static_fromColor},
- {"one", lua_Vector3_static_one},
- {"subtract", lua_Vector3_static_subtract},
- {"unitX", lua_Vector3_static_unitX},
- {"unitY", lua_Vector3_static_unitY},
- {"unitZ", lua_Vector3_static_unitZ},
- {"zero", lua_Vector3_static_zero},
- {NULL, NULL}
- };
- std::vector<std::string> scopePath;
- gameplay::ScriptUtil::registerClass("Vector3", lua_members, lua_Vector3__init, lua_Vector3__gc, lua_statics, scopePath);
- }
- static Vector3* getInstance(lua_State* state)
- {
- void* userdata = luaL_checkudata(state, 1, "Vector3");
- luaL_argcheck(state, userdata != NULL, 1, "'Vector3' expected.");
- return (Vector3*)((gameplay::ScriptUtil::LuaObject*)userdata)->instance;
- }
- int lua_Vector3__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, "Vector3");
- luaL_argcheck(state, userdata != NULL, 1, "'Vector3' expected.");
- gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)userdata;
- if (object->owns)
- {
- Vector3* instance = (Vector3*)object->instance;
- SAFE_DELETE(instance);
- }
-
- return 0;
- }
- lua_pushstring(state, "lua_Vector3__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_Vector3__init(lua_State* state)
- {
- // Get the number of parameters.
- int paramCount = lua_gettop(state);
- // Attempt to match the parameters to a valid binding.
- switch (paramCount)
- {
- case 0:
- {
- void* returnPtr = (void*)new Vector3();
- 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;
- break;
- }
- case 1:
- {
- do
- {
- if ((lua_type(state, 1) == LUA_TTABLE || lua_type(state, 1) == LUA_TLIGHTUSERDATA))
- {
- // Get parameter 1 off the stack.
- gameplay::ScriptUtil::LuaArray<float> param1 = gameplay::ScriptUtil::getFloatPointer(1);
- void* returnPtr = (void*)new Vector3(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, "Vector3");
- lua_setmetatable(state, -2);
- }
- else
- {
- lua_pushnil(state);
- }
- return 1;
- }
- } while (0);
- do
- {
- if ((lua_type(state, 1) == LUA_TUSERDATA || lua_type(state, 1) == LUA_TNIL))
- {
- // Get parameter 1 off the stack.
- bool param1Valid;
- gameplay::ScriptUtil::LuaArray<Vector3> param1 = gameplay::ScriptUtil::getObjectPointer<Vector3>(1, "Vector3", true, ¶m1Valid);
- if (!param1Valid)
- break;
- void* returnPtr = (void*)new Vector3(*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, "Vector3");
- lua_setmetatable(state, -2);
- }
- else
- {
- lua_pushnil(state);
- }
- return 1;
- }
- } while (0);
- lua_pushstring(state, "lua_Vector3__init - 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, 1) == LUA_TNIL) &&
- (lua_type(state, 2) == LUA_TUSERDATA || lua_type(state, 2) == LUA_TNIL))
- {
- // Get parameter 1 off the stack.
- bool param1Valid;
- gameplay::ScriptUtil::LuaArray<Vector3> param1 = gameplay::ScriptUtil::getObjectPointer<Vector3>(1, "Vector3", true, ¶m1Valid);
- if (!param1Valid)
- break;
- // Get parameter 2 off the stack.
- bool param2Valid;
- gameplay::ScriptUtil::LuaArray<Vector3> param2 = gameplay::ScriptUtil::getObjectPointer<Vector3>(2, "Vector3", true, ¶m2Valid);
- if (!param2Valid)
- break;
- void* returnPtr = (void*)new Vector3(*param1, *param2);
- 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_Vector3__init - Failed to match the given parameters to a valid function signature.");
- lua_error(state);
- break;
- }
- case 3:
- {
- do
- {
- if (lua_type(state, 1) == LUA_TNUMBER &&
- lua_type(state, 2) == LUA_TNUMBER &&
- lua_type(state, 3) == LUA_TNUMBER)
- {
- // Get parameter 1 off the stack.
- float param1 = (float)luaL_checknumber(state, 1);
- // Get parameter 2 off the stack.
- float param2 = (float)luaL_checknumber(state, 2);
- // Get parameter 3 off the stack.
- float param3 = (float)luaL_checknumber(state, 3);
- void* returnPtr = (void*)new Vector3(param1, param2, param3);
- 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_Vector3__init - Failed to match the given parameters to a valid function signature.");
- lua_error(state);
- break;
- }
- default:
- {
- lua_pushstring(state, "Invalid number of parameters (expected 0, 1, 2 or 3).");
- lua_error(state);
- break;
- }
- }
- return 0;
- }
- int lua_Vector3_add(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_TNIL))
- {
- // Get parameter 1 off the stack.
- bool param1Valid;
- gameplay::ScriptUtil::LuaArray<Vector3> param1 = gameplay::ScriptUtil::getObjectPointer<Vector3>(2, "Vector3", true, ¶m1Valid);
- if (!param1Valid)
- {
- lua_pushstring(state, "Failed to convert parameter 1 to type 'Vector3'.");
- lua_error(state);
- }
- Vector3* instance = getInstance(state);
- instance->add(*param1);
-
- return 0;
- }
- lua_pushstring(state, "lua_Vector3_add - 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_Vector3_clamp(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_TNIL) &&
- (lua_type(state, 3) == LUA_TUSERDATA || lua_type(state, 3) == LUA_TNIL))
- {
- // Get parameter 1 off the stack.
- bool param1Valid;
- gameplay::ScriptUtil::LuaArray<Vector3> param1 = gameplay::ScriptUtil::getObjectPointer<Vector3>(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.
- bool param2Valid;
- gameplay::ScriptUtil::LuaArray<Vector3> param2 = gameplay::ScriptUtil::getObjectPointer<Vector3>(3, "Vector3", true, ¶m2Valid);
- if (!param2Valid)
- {
- lua_pushstring(state, "Failed to convert parameter 2 to type 'Vector3'.");
- lua_error(state);
- }
- Vector3* instance = getInstance(state);
- instance->clamp(*param1, *param2);
-
- return 0;
- }
- lua_pushstring(state, "lua_Vector3_clamp - 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_Vector3_cross(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_TNIL))
- {
- // Get parameter 1 off the stack.
- bool param1Valid;
- gameplay::ScriptUtil::LuaArray<Vector3> param1 = gameplay::ScriptUtil::getObjectPointer<Vector3>(2, "Vector3", true, ¶m1Valid);
- if (!param1Valid)
- {
- lua_pushstring(state, "Failed to convert parameter 1 to type 'Vector3'.");
- lua_error(state);
- }
- Vector3* instance = getInstance(state);
- instance->cross(*param1);
-
- return 0;
- }
- lua_pushstring(state, "lua_Vector3_cross - 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_Vector3_distance(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_TNIL))
- {
- // Get parameter 1 off the stack.
- bool param1Valid;
- gameplay::ScriptUtil::LuaArray<Vector3> param1 = gameplay::ScriptUtil::getObjectPointer<Vector3>(2, "Vector3", true, ¶m1Valid);
- if (!param1Valid)
- {
- lua_pushstring(state, "Failed to convert parameter 1 to type 'Vector3'.");
- lua_error(state);
- }
- Vector3* instance = getInstance(state);
- float result = instance->distance(*param1);
- // Push the return value onto the stack.
- lua_pushnumber(state, result);
- return 1;
- }
- lua_pushstring(state, "lua_Vector3_distance - 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_Vector3_distanceSquared(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_TNIL))
- {
- // Get parameter 1 off the stack.
- bool param1Valid;
- gameplay::ScriptUtil::LuaArray<Vector3> param1 = gameplay::ScriptUtil::getObjectPointer<Vector3>(2, "Vector3", true, ¶m1Valid);
- if (!param1Valid)
- {
- lua_pushstring(state, "Failed to convert parameter 1 to type 'Vector3'.");
- lua_error(state);
- }
- Vector3* instance = getInstance(state);
- float result = instance->distanceSquared(*param1);
- // Push the return value onto the stack.
- lua_pushnumber(state, result);
- return 1;
- }
- lua_pushstring(state, "lua_Vector3_distanceSquared - 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_Vector3_dot(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_TNIL))
- {
- // Get parameter 1 off the stack.
- bool param1Valid;
- gameplay::ScriptUtil::LuaArray<Vector3> param1 = gameplay::ScriptUtil::getObjectPointer<Vector3>(2, "Vector3", true, ¶m1Valid);
- if (!param1Valid)
- {
- lua_pushstring(state, "Failed to convert parameter 1 to type 'Vector3'.");
- lua_error(state);
- }
- Vector3* instance = getInstance(state);
- float result = instance->dot(*param1);
- // Push the return value onto the stack.
- lua_pushnumber(state, result);
- return 1;
- }
- lua_pushstring(state, "lua_Vector3_dot - 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_Vector3_isOne(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))
- {
- Vector3* instance = getInstance(state);
- bool result = instance->isOne();
- // Push the return value onto the stack.
- lua_pushboolean(state, result);
- return 1;
- }
- lua_pushstring(state, "lua_Vector3_isOne - 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_Vector3_isZero(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))
- {
- Vector3* instance = getInstance(state);
- bool result = instance->isZero();
- // Push the return value onto the stack.
- lua_pushboolean(state, result);
- return 1;
- }
- lua_pushstring(state, "lua_Vector3_isZero - 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_Vector3_length(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))
- {
- Vector3* instance = getInstance(state);
- float result = instance->length();
- // Push the return value onto the stack.
- lua_pushnumber(state, result);
- return 1;
- }
- lua_pushstring(state, "lua_Vector3_length - 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_Vector3_lengthSquared(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))
- {
- Vector3* instance = getInstance(state);
- float result = instance->lengthSquared();
- // Push the return value onto the stack.
- lua_pushnumber(state, result);
- return 1;
- }
- lua_pushstring(state, "lua_Vector3_lengthSquared - 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_Vector3_negate(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))
- {
- Vector3* instance = getInstance(state);
- instance->negate();
-
- return 0;
- }
- lua_pushstring(state, "lua_Vector3_negate - 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_Vector3_normalize(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))
- {
- Vector3* instance = getInstance(state);
- void* returnPtr = (void*)&(instance->normalize());
- 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_Vector3_normalize - 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<Vector3> param1 = gameplay::ScriptUtil::getObjectPointer<Vector3>(2, "Vector3", false, ¶m1Valid);
- if (!param1Valid)
- break;
- Vector3* instance = getInstance(state);
- instance->normalize(param1);
-
- return 0;
- }
- } while (0);
- lua_pushstring(state, "lua_Vector3_normalize - 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_Vector3_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:
- {
- 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);
- Vector3* instance = getInstance(state);
- instance->scale(param1);
-
- return 0;
- }
- lua_pushstring(state, "lua_Vector3_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).");
- lua_error(state);
- break;
- }
- }
- return 0;
- }
- int lua_Vector3_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_TTABLE || lua_type(state, 2) == LUA_TLIGHTUSERDATA))
- {
- // Get parameter 1 off the stack.
- gameplay::ScriptUtil::LuaArray<float> param1 = gameplay::ScriptUtil::getFloatPointer(2);
- Vector3* instance = getInstance(state);
- instance->set(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<Vector3> param1 = gameplay::ScriptUtil::getObjectPointer<Vector3>(2, "Vector3", true, ¶m1Valid);
- if (!param1Valid)
- break;
- Vector3* instance = getInstance(state);
- instance->set(*param1);
-
- return 0;
- }
- } while (0);
- lua_pushstring(state, "lua_Vector3_set - 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_TNIL))
- {
- // Get parameter 1 off the stack.
- bool param1Valid;
- gameplay::ScriptUtil::LuaArray<Vector3> param1 = gameplay::ScriptUtil::getObjectPointer<Vector3>(2, "Vector3", true, ¶m1Valid);
- if (!param1Valid)
- break;
- // Get parameter 2 off the stack.
- bool param2Valid;
- gameplay::ScriptUtil::LuaArray<Vector3> param2 = gameplay::ScriptUtil::getObjectPointer<Vector3>(3, "Vector3", true, ¶m2Valid);
- if (!param2Valid)
- break;
- Vector3* instance = getInstance(state);
- instance->set(*param1, *param2);
-
- return 0;
- }
- } while (0);
- lua_pushstring(state, "lua_Vector3_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_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);
- Vector3* instance = getInstance(state);
- instance->set(param1, param2, param3);
-
- return 0;
- }
- } while (0);
- lua_pushstring(state, "lua_Vector3_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, 3 or 4).");
- lua_error(state);
- break;
- }
- }
- return 0;
- }
- int lua_Vector3_smooth(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<Vector3> param1 = gameplay::ScriptUtil::getObjectPointer<Vector3>(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);
- Vector3* instance = getInstance(state);
- instance->smooth(*param1, param2, param3);
-
- return 0;
- }
- lua_pushstring(state, "lua_Vector3_smooth - 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_Vector3_static_add(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, 1) == LUA_TNIL) &&
- (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<Vector3> param1 = gameplay::ScriptUtil::getObjectPointer<Vector3>(1, "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.
- bool param2Valid;
- gameplay::ScriptUtil::LuaArray<Vector3> param2 = gameplay::ScriptUtil::getObjectPointer<Vector3>(2, "Vector3", true, ¶m2Valid);
- if (!param2Valid)
- {
- lua_pushstring(state, "Failed to convert parameter 2 to type 'Vector3'.");
- lua_error(state);
- }
- // Get parameter 3 off the stack.
- bool param3Valid;
- gameplay::ScriptUtil::LuaArray<Vector3> param3 = gameplay::ScriptUtil::getObjectPointer<Vector3>(3, "Vector3", false, ¶m3Valid);
- if (!param3Valid)
- {
- lua_pushstring(state, "Failed to convert parameter 3 to type 'Vector3'.");
- lua_error(state);
- }
- Vector3::add(*param1, *param2, param3);
-
- return 0;
- }
- lua_pushstring(state, "lua_Vector3_static_add - 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_Vector3_static_angle(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, 1) == LUA_TNIL) &&
- (lua_type(state, 2) == LUA_TUSERDATA || lua_type(state, 2) == LUA_TNIL))
- {
- // Get parameter 1 off the stack.
- bool param1Valid;
- gameplay::ScriptUtil::LuaArray<Vector3> param1 = gameplay::ScriptUtil::getObjectPointer<Vector3>(1, "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.
- bool param2Valid;
- gameplay::ScriptUtil::LuaArray<Vector3> param2 = gameplay::ScriptUtil::getObjectPointer<Vector3>(2, "Vector3", true, ¶m2Valid);
- if (!param2Valid)
- {
- lua_pushstring(state, "Failed to convert parameter 2 to type 'Vector3'.");
- lua_error(state);
- }
- float result = Vector3::angle(*param1, *param2);
- // Push the return value onto the stack.
- lua_pushnumber(state, result);
- return 1;
- }
- lua_pushstring(state, "lua_Vector3_static_angle - 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_Vector3_static_clamp(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, 1) == LUA_TNIL) &&
- (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_TTABLE || lua_type(state, 4) == LUA_TNIL))
- {
- // Get parameter 1 off the stack.
- bool param1Valid;
- gameplay::ScriptUtil::LuaArray<Vector3> param1 = gameplay::ScriptUtil::getObjectPointer<Vector3>(1, "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.
- bool param2Valid;
- gameplay::ScriptUtil::LuaArray<Vector3> param2 = gameplay::ScriptUtil::getObjectPointer<Vector3>(2, "Vector3", true, ¶m2Valid);
- if (!param2Valid)
- {
- lua_pushstring(state, "Failed to convert parameter 2 to type 'Vector3'.");
- lua_error(state);
- }
- // Get parameter 3 off the stack.
- bool param3Valid;
- gameplay::ScriptUtil::LuaArray<Vector3> param3 = gameplay::ScriptUtil::getObjectPointer<Vector3>(3, "Vector3", true, ¶m3Valid);
- if (!param3Valid)
- {
- lua_pushstring(state, "Failed to convert parameter 3 to type 'Vector3'.");
- lua_error(state);
- }
- // Get parameter 4 off the stack.
- bool param4Valid;
- gameplay::ScriptUtil::LuaArray<Vector3> param4 = gameplay::ScriptUtil::getObjectPointer<Vector3>(4, "Vector3", false, ¶m4Valid);
- if (!param4Valid)
- {
- lua_pushstring(state, "Failed to convert parameter 4 to type 'Vector3'.");
- lua_error(state);
- }
- Vector3::clamp(*param1, *param2, *param3, param4);
-
- return 0;
- }
- lua_pushstring(state, "lua_Vector3_static_clamp - 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_Vector3_static_cross(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, 1) == LUA_TNIL) &&
- (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<Vector3> param1 = gameplay::ScriptUtil::getObjectPointer<Vector3>(1, "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.
- bool param2Valid;
- gameplay::ScriptUtil::LuaArray<Vector3> param2 = gameplay::ScriptUtil::getObjectPointer<Vector3>(2, "Vector3", true, ¶m2Valid);
- if (!param2Valid)
- {
- lua_pushstring(state, "Failed to convert parameter 2 to type 'Vector3'.");
- lua_error(state);
- }
- // Get parameter 3 off the stack.
- bool param3Valid;
- gameplay::ScriptUtil::LuaArray<Vector3> param3 = gameplay::ScriptUtil::getObjectPointer<Vector3>(3, "Vector3", false, ¶m3Valid);
- if (!param3Valid)
- {
- lua_pushstring(state, "Failed to convert parameter 3 to type 'Vector3'.");
- lua_error(state);
- }
- Vector3::cross(*param1, *param2, param3);
-
- return 0;
- }
- lua_pushstring(state, "lua_Vector3_static_cross - 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_Vector3_static_dot(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, 1) == LUA_TNIL) &&
- (lua_type(state, 2) == LUA_TUSERDATA || lua_type(state, 2) == LUA_TNIL))
- {
- // Get parameter 1 off the stack.
- bool param1Valid;
- gameplay::ScriptUtil::LuaArray<Vector3> param1 = gameplay::ScriptUtil::getObjectPointer<Vector3>(1, "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.
- bool param2Valid;
- gameplay::ScriptUtil::LuaArray<Vector3> param2 = gameplay::ScriptUtil::getObjectPointer<Vector3>(2, "Vector3", true, ¶m2Valid);
- if (!param2Valid)
- {
- lua_pushstring(state, "Failed to convert parameter 2 to type 'Vector3'.");
- lua_error(state);
- }
- float result = Vector3::dot(*param1, *param2);
- // Push the return value onto the stack.
- lua_pushnumber(state, result);
- return 1;
- }
- lua_pushstring(state, "lua_Vector3_static_dot - 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_Vector3_static_fromColor(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_TNUMBER)
- {
- // Get parameter 1 off the stack.
- unsigned int param1 = (unsigned int)luaL_checkunsigned(state, 1);
- void* returnPtr = (void*)new Vector3(Vector3::fromColor(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, "Vector3");
- lua_setmetatable(state, -2);
- }
- else
- {
- lua_pushnil(state);
- }
- return 1;
- }
- lua_pushstring(state, "lua_Vector3_static_fromColor - 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_Vector3_static_one(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*)&(Vector3::one());
- 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;
- break;
- }
- default:
- {
- lua_pushstring(state, "Invalid number of parameters (expected 0).");
- lua_error(state);
- break;
- }
- }
- return 0;
- }
- int lua_Vector3_static_subtract(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, 1) == LUA_TNIL) &&
- (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<Vector3> param1 = gameplay::ScriptUtil::getObjectPointer<Vector3>(1, "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.
- bool param2Valid;
- gameplay::ScriptUtil::LuaArray<Vector3> param2 = gameplay::ScriptUtil::getObjectPointer<Vector3>(2, "Vector3", true, ¶m2Valid);
- if (!param2Valid)
- {
- lua_pushstring(state, "Failed to convert parameter 2 to type 'Vector3'.");
- lua_error(state);
- }
- // Get parameter 3 off the stack.
- bool param3Valid;
- gameplay::ScriptUtil::LuaArray<Vector3> param3 = gameplay::ScriptUtil::getObjectPointer<Vector3>(3, "Vector3", false, ¶m3Valid);
- if (!param3Valid)
- {
- lua_pushstring(state, "Failed to convert parameter 3 to type 'Vector3'.");
- lua_error(state);
- }
- Vector3::subtract(*param1, *param2, param3);
-
- return 0;
- }
- lua_pushstring(state, "lua_Vector3_static_subtract - 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_Vector3_static_unitX(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*)&(Vector3::unitX());
- 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;
- break;
- }
- default:
- {
- lua_pushstring(state, "Invalid number of parameters (expected 0).");
- lua_error(state);
- break;
- }
- }
- return 0;
- }
- int lua_Vector3_static_unitY(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*)&(Vector3::unitY());
- 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;
- break;
- }
- default:
- {
- lua_pushstring(state, "Invalid number of parameters (expected 0).");
- lua_error(state);
- break;
- }
- }
- return 0;
- }
- int lua_Vector3_static_unitZ(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*)&(Vector3::unitZ());
- 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;
- break;
- }
- default:
- {
- lua_pushstring(state, "Invalid number of parameters (expected 0).");
- lua_error(state);
- break;
- }
- }
- return 0;
- }
- int lua_Vector3_static_zero(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*)&(Vector3::zero());
- 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;
- break;
- }
- default:
- {
- lua_pushstring(state, "Invalid number of parameters (expected 0).");
- lua_error(state);
- break;
- }
- }
- return 0;
- }
- int lua_Vector3_subtract(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_TNIL))
- {
- // Get parameter 1 off the stack.
- bool param1Valid;
- gameplay::ScriptUtil::LuaArray<Vector3> param1 = gameplay::ScriptUtil::getObjectPointer<Vector3>(2, "Vector3", true, ¶m1Valid);
- if (!param1Valid)
- {
- lua_pushstring(state, "Failed to convert parameter 1 to type 'Vector3'.");
- lua_error(state);
- }
- Vector3* instance = getInstance(state);
- instance->subtract(*param1);
-
- return 0;
- }
- lua_pushstring(state, "lua_Vector3_subtract - 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_Vector3_x(lua_State* state)
- {
- // Validate the number of parameters.
- if (lua_gettop(state) > 2)
- {
- lua_pushstring(state, "Invalid number of parameters (expected 1 or 2).");
- lua_error(state);
- }
- Vector3* instance = getInstance(state);
- if (lua_gettop(state) == 2)
- {
- // Get parameter 2 off the stack.
- float param2 = (float)luaL_checknumber(state, 2);
- instance->x = param2;
- return 0;
- }
- else
- {
- float result = instance->x;
- // Push the return value onto the stack.
- lua_pushnumber(state, result);
- return 1;
- }
- }
- int lua_Vector3_y(lua_State* state)
- {
- // Validate the number of parameters.
- if (lua_gettop(state) > 2)
- {
- lua_pushstring(state, "Invalid number of parameters (expected 1 or 2).");
- lua_error(state);
- }
- Vector3* instance = getInstance(state);
- if (lua_gettop(state) == 2)
- {
- // Get parameter 2 off the stack.
- float param2 = (float)luaL_checknumber(state, 2);
- instance->y = param2;
- return 0;
- }
- else
- {
- float result = instance->y;
- // Push the return value onto the stack.
- lua_pushnumber(state, result);
- return 1;
- }
- }
- int lua_Vector3_z(lua_State* state)
- {
- // Validate the number of parameters.
- if (lua_gettop(state) > 2)
- {
- lua_pushstring(state, "Invalid number of parameters (expected 1 or 2).");
- lua_error(state);
- }
- Vector3* instance = getInstance(state);
- if (lua_gettop(state) == 2)
- {
- // Get parameter 2 off the stack.
- float param2 = (float)luaL_checknumber(state, 2);
- instance->z = param2;
- return 0;
- }
- else
- {
- float result = instance->z;
- // Push the return value onto the stack.
- lua_pushnumber(state, result);
- return 1;
- }
- }
- }
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