lua_PhysicsController.cpp 79 KB

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  1. #include "Base.h"
  2. #include "ScriptController.h"
  3. #include "lua_PhysicsController.h"
  4. #include "Base.h"
  5. #include "Bundle.h"
  6. #include "Game.h"
  7. #include "MeshPart.h"
  8. #include "PhysicsCharacter.h"
  9. #include "PhysicsController.h"
  10. #include "PhysicsRigidBody.h"
  11. #include "ScriptController.h"
  12. #include "ScriptTarget.h"
  13. #include "Terrain.h"
  14. #include "lua_PhysicsControllerListenerEventType.h"
  15. namespace gameplay
  16. {
  17. void luaRegister_PhysicsController()
  18. {
  19. const luaL_Reg lua_members[] =
  20. {
  21. {"addScriptCallback", lua_PhysicsController_addScriptCallback},
  22. {"addStatusListener", lua_PhysicsController_addStatusListener},
  23. {"createFixedConstraint", lua_PhysicsController_createFixedConstraint},
  24. {"createGenericConstraint", lua_PhysicsController_createGenericConstraint},
  25. {"createHingeConstraint", lua_PhysicsController_createHingeConstraint},
  26. {"createSocketConstraint", lua_PhysicsController_createSocketConstraint},
  27. {"createSpringConstraint", lua_PhysicsController_createSpringConstraint},
  28. {"drawDebug", lua_PhysicsController_drawDebug},
  29. {"getGravity", lua_PhysicsController_getGravity},
  30. {"rayTest", lua_PhysicsController_rayTest},
  31. {"removeScriptCallback", lua_PhysicsController_removeScriptCallback},
  32. {"removeStatusListener", lua_PhysicsController_removeStatusListener},
  33. {"setGravity", lua_PhysicsController_setGravity},
  34. {"sweepTest", lua_PhysicsController_sweepTest},
  35. {NULL, NULL}
  36. };
  37. const luaL_Reg* lua_statics = NULL;
  38. std::vector<std::string> scopePath;
  39. gameplay::ScriptUtil::registerClass("PhysicsController", lua_members, NULL, NULL, lua_statics, scopePath);
  40. }
  41. static PhysicsController* getInstance(lua_State* state)
  42. {
  43. void* userdata = luaL_checkudata(state, 1, "PhysicsController");
  44. luaL_argcheck(state, userdata != NULL, 1, "'PhysicsController' expected.");
  45. return (PhysicsController*)((gameplay::ScriptUtil::LuaObject*)userdata)->instance;
  46. }
  47. int lua_PhysicsController_addScriptCallback(lua_State* state)
  48. {
  49. // Get the number of parameters.
  50. int paramCount = lua_gettop(state);
  51. // Attempt to match the parameters to a valid binding.
  52. switch (paramCount)
  53. {
  54. case 3:
  55. {
  56. if ((lua_type(state, 1) == LUA_TUSERDATA) &&
  57. (lua_type(state, 2) == LUA_TSTRING || lua_type(state, 2) == LUA_TNIL) &&
  58. (lua_type(state, 3) == LUA_TSTRING || lua_type(state, 3) == LUA_TNIL))
  59. {
  60. // Get parameter 1 off the stack.
  61. std::string param1 = gameplay::ScriptUtil::getString(2, true);
  62. // Get parameter 2 off the stack.
  63. std::string param2 = gameplay::ScriptUtil::getString(3, true);
  64. PhysicsController* instance = getInstance(state);
  65. instance->addScriptCallback(param1, param2);
  66. return 0;
  67. }
  68. lua_pushstring(state, "lua_PhysicsController_addScriptCallback - Failed to match the given parameters to a valid function signature.");
  69. lua_error(state);
  70. break;
  71. }
  72. default:
  73. {
  74. lua_pushstring(state, "Invalid number of parameters (expected 3).");
  75. lua_error(state);
  76. break;
  77. }
  78. }
  79. return 0;
  80. }
  81. int lua_PhysicsController_addStatusListener(lua_State* state)
  82. {
  83. // Get the number of parameters.
  84. int paramCount = lua_gettop(state);
  85. // Attempt to match the parameters to a valid binding.
  86. switch (paramCount)
  87. {
  88. case 2:
  89. {
  90. if ((lua_type(state, 1) == LUA_TUSERDATA) &&
  91. (lua_type(state, 2) == LUA_TUSERDATA || lua_type(state, 2) == LUA_TTABLE || lua_type(state, 2) == LUA_TNIL))
  92. {
  93. // Get parameter 1 off the stack.
  94. bool param1Valid;
  95. gameplay::ScriptUtil::LuaArray<PhysicsController::Listener> param1 = gameplay::ScriptUtil::getObjectPointer<PhysicsController::Listener>(2, "PhysicsControllerListener", false, &param1Valid);
  96. if (!param1Valid)
  97. {
  98. lua_pushstring(state, "Failed to convert parameter 1 to type 'PhysicsController::Listener'.");
  99. lua_error(state);
  100. }
  101. PhysicsController* instance = getInstance(state);
  102. instance->addStatusListener(param1);
  103. return 0;
  104. }
  105. lua_pushstring(state, "lua_PhysicsController_addStatusListener - Failed to match the given parameters to a valid function signature.");
  106. lua_error(state);
  107. break;
  108. }
  109. default:
  110. {
  111. lua_pushstring(state, "Invalid number of parameters (expected 2).");
  112. lua_error(state);
  113. break;
  114. }
  115. }
  116. return 0;
  117. }
  118. int lua_PhysicsController_createFixedConstraint(lua_State* state)
  119. {
  120. // Get the number of parameters.
  121. int paramCount = lua_gettop(state);
  122. // Attempt to match the parameters to a valid binding.
  123. switch (paramCount)
  124. {
  125. case 2:
  126. {
  127. if ((lua_type(state, 1) == LUA_TUSERDATA) &&
  128. (lua_type(state, 2) == LUA_TUSERDATA || lua_type(state, 2) == LUA_TTABLE || lua_type(state, 2) == LUA_TNIL))
  129. {
  130. // Get parameter 1 off the stack.
  131. bool param1Valid;
  132. gameplay::ScriptUtil::LuaArray<PhysicsRigidBody> param1 = gameplay::ScriptUtil::getObjectPointer<PhysicsRigidBody>(2, "PhysicsRigidBody", false, &param1Valid);
  133. if (!param1Valid)
  134. {
  135. lua_pushstring(state, "Failed to convert parameter 1 to type 'PhysicsRigidBody'.");
  136. lua_error(state);
  137. }
  138. PhysicsController* instance = getInstance(state);
  139. void* returnPtr = (void*)instance->createFixedConstraint(param1);
  140. if (returnPtr)
  141. {
  142. gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
  143. object->instance = returnPtr;
  144. object->owns = false;
  145. luaL_getmetatable(state, "PhysicsFixedConstraint");
  146. lua_setmetatable(state, -2);
  147. }
  148. else
  149. {
  150. lua_pushnil(state);
  151. }
  152. return 1;
  153. }
  154. lua_pushstring(state, "lua_PhysicsController_createFixedConstraint - Failed to match the given parameters to a valid function signature.");
  155. lua_error(state);
  156. break;
  157. }
  158. case 3:
  159. {
  160. if ((lua_type(state, 1) == LUA_TUSERDATA) &&
  161. (lua_type(state, 2) == LUA_TUSERDATA || lua_type(state, 2) == LUA_TTABLE || lua_type(state, 2) == LUA_TNIL) &&
  162. (lua_type(state, 3) == LUA_TUSERDATA || lua_type(state, 3) == LUA_TTABLE || lua_type(state, 3) == LUA_TNIL))
  163. {
  164. // Get parameter 1 off the stack.
  165. bool param1Valid;
  166. gameplay::ScriptUtil::LuaArray<PhysicsRigidBody> param1 = gameplay::ScriptUtil::getObjectPointer<PhysicsRigidBody>(2, "PhysicsRigidBody", false, &param1Valid);
  167. if (!param1Valid)
  168. {
  169. lua_pushstring(state, "Failed to convert parameter 1 to type 'PhysicsRigidBody'.");
  170. lua_error(state);
  171. }
  172. // Get parameter 2 off the stack.
  173. bool param2Valid;
  174. gameplay::ScriptUtil::LuaArray<PhysicsRigidBody> param2 = gameplay::ScriptUtil::getObjectPointer<PhysicsRigidBody>(3, "PhysicsRigidBody", false, &param2Valid);
  175. if (!param2Valid)
  176. {
  177. lua_pushstring(state, "Failed to convert parameter 2 to type 'PhysicsRigidBody'.");
  178. lua_error(state);
  179. }
  180. PhysicsController* instance = getInstance(state);
  181. void* returnPtr = (void*)instance->createFixedConstraint(param1, param2);
  182. if (returnPtr)
  183. {
  184. gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
  185. object->instance = returnPtr;
  186. object->owns = false;
  187. luaL_getmetatable(state, "PhysicsFixedConstraint");
  188. lua_setmetatable(state, -2);
  189. }
  190. else
  191. {
  192. lua_pushnil(state);
  193. }
  194. return 1;
  195. }
  196. lua_pushstring(state, "lua_PhysicsController_createFixedConstraint - Failed to match the given parameters to a valid function signature.");
  197. lua_error(state);
  198. break;
  199. }
  200. default:
  201. {
  202. lua_pushstring(state, "Invalid number of parameters (expected 2 or 3).");
  203. lua_error(state);
  204. break;
  205. }
  206. }
  207. return 0;
  208. }
  209. int lua_PhysicsController_createGenericConstraint(lua_State* state)
  210. {
  211. // Get the number of parameters.
  212. int paramCount = lua_gettop(state);
  213. // Attempt to match the parameters to a valid binding.
  214. switch (paramCount)
  215. {
  216. case 2:
  217. {
  218. do
  219. {
  220. if ((lua_type(state, 1) == LUA_TUSERDATA) &&
  221. (lua_type(state, 2) == LUA_TUSERDATA || lua_type(state, 2) == LUA_TTABLE || lua_type(state, 2) == LUA_TNIL))
  222. {
  223. // Get parameter 1 off the stack.
  224. bool param1Valid;
  225. gameplay::ScriptUtil::LuaArray<PhysicsRigidBody> param1 = gameplay::ScriptUtil::getObjectPointer<PhysicsRigidBody>(2, "PhysicsRigidBody", false, &param1Valid);
  226. if (!param1Valid)
  227. break;
  228. PhysicsController* instance = getInstance(state);
  229. void* returnPtr = (void*)instance->createGenericConstraint(param1);
  230. if (returnPtr)
  231. {
  232. gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
  233. object->instance = returnPtr;
  234. object->owns = false;
  235. luaL_getmetatable(state, "PhysicsGenericConstraint");
  236. lua_setmetatable(state, -2);
  237. }
  238. else
  239. {
  240. lua_pushnil(state);
  241. }
  242. return 1;
  243. }
  244. } while (0);
  245. lua_pushstring(state, "lua_PhysicsController_createGenericConstraint - Failed to match the given parameters to a valid function signature.");
  246. lua_error(state);
  247. break;
  248. }
  249. case 3:
  250. {
  251. do
  252. {
  253. if ((lua_type(state, 1) == LUA_TUSERDATA) &&
  254. (lua_type(state, 2) == LUA_TUSERDATA || lua_type(state, 2) == LUA_TTABLE || lua_type(state, 2) == LUA_TNIL) &&
  255. (lua_type(state, 3) == LUA_TUSERDATA || lua_type(state, 3) == LUA_TTABLE || lua_type(state, 3) == LUA_TNIL))
  256. {
  257. // Get parameter 1 off the stack.
  258. bool param1Valid;
  259. gameplay::ScriptUtil::LuaArray<PhysicsRigidBody> param1 = gameplay::ScriptUtil::getObjectPointer<PhysicsRigidBody>(2, "PhysicsRigidBody", false, &param1Valid);
  260. if (!param1Valid)
  261. break;
  262. // Get parameter 2 off the stack.
  263. bool param2Valid;
  264. gameplay::ScriptUtil::LuaArray<PhysicsRigidBody> param2 = gameplay::ScriptUtil::getObjectPointer<PhysicsRigidBody>(3, "PhysicsRigidBody", false, &param2Valid);
  265. if (!param2Valid)
  266. break;
  267. PhysicsController* instance = getInstance(state);
  268. void* returnPtr = (void*)instance->createGenericConstraint(param1, param2);
  269. if (returnPtr)
  270. {
  271. gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
  272. object->instance = returnPtr;
  273. object->owns = false;
  274. luaL_getmetatable(state, "PhysicsGenericConstraint");
  275. lua_setmetatable(state, -2);
  276. }
  277. else
  278. {
  279. lua_pushnil(state);
  280. }
  281. return 1;
  282. }
  283. } while (0);
  284. lua_pushstring(state, "lua_PhysicsController_createGenericConstraint - Failed to match the given parameters to a valid function signature.");
  285. lua_error(state);
  286. break;
  287. }
  288. case 4:
  289. {
  290. do
  291. {
  292. if ((lua_type(state, 1) == LUA_TUSERDATA) &&
  293. (lua_type(state, 2) == LUA_TUSERDATA || lua_type(state, 2) == LUA_TTABLE || lua_type(state, 2) == LUA_TNIL) &&
  294. (lua_type(state, 3) == LUA_TUSERDATA || lua_type(state, 3) == LUA_TNIL) &&
  295. (lua_type(state, 4) == LUA_TUSERDATA || lua_type(state, 4) == LUA_TNIL))
  296. {
  297. // Get parameter 1 off the stack.
  298. bool param1Valid;
  299. gameplay::ScriptUtil::LuaArray<PhysicsRigidBody> param1 = gameplay::ScriptUtil::getObjectPointer<PhysicsRigidBody>(2, "PhysicsRigidBody", false, &param1Valid);
  300. if (!param1Valid)
  301. break;
  302. // Get parameter 2 off the stack.
  303. bool param2Valid;
  304. gameplay::ScriptUtil::LuaArray<Quaternion> param2 = gameplay::ScriptUtil::getObjectPointer<Quaternion>(3, "Quaternion", true, &param2Valid);
  305. if (!param2Valid)
  306. break;
  307. // Get parameter 3 off the stack.
  308. bool param3Valid;
  309. gameplay::ScriptUtil::LuaArray<Vector3> param3 = gameplay::ScriptUtil::getObjectPointer<Vector3>(4, "Vector3", true, &param3Valid);
  310. if (!param3Valid)
  311. break;
  312. PhysicsController* instance = getInstance(state);
  313. void* returnPtr = (void*)instance->createGenericConstraint(param1, *param2, *param3);
  314. if (returnPtr)
  315. {
  316. gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
  317. object->instance = returnPtr;
  318. object->owns = false;
  319. luaL_getmetatable(state, "PhysicsGenericConstraint");
  320. lua_setmetatable(state, -2);
  321. }
  322. else
  323. {
  324. lua_pushnil(state);
  325. }
  326. return 1;
  327. }
  328. } while (0);
  329. lua_pushstring(state, "lua_PhysicsController_createGenericConstraint - Failed to match the given parameters to a valid function signature.");
  330. lua_error(state);
  331. break;
  332. }
  333. case 5:
  334. {
  335. do
  336. {
  337. if ((lua_type(state, 1) == LUA_TUSERDATA) &&
  338. (lua_type(state, 2) == LUA_TUSERDATA || lua_type(state, 2) == LUA_TTABLE || lua_type(state, 2) == LUA_TNIL) &&
  339. (lua_type(state, 3) == LUA_TUSERDATA || lua_type(state, 3) == LUA_TNIL) &&
  340. (lua_type(state, 4) == LUA_TUSERDATA || lua_type(state, 4) == LUA_TNIL) &&
  341. (lua_type(state, 5) == LUA_TUSERDATA || lua_type(state, 5) == LUA_TTABLE || lua_type(state, 5) == LUA_TNIL))
  342. {
  343. // Get parameter 1 off the stack.
  344. bool param1Valid;
  345. gameplay::ScriptUtil::LuaArray<PhysicsRigidBody> param1 = gameplay::ScriptUtil::getObjectPointer<PhysicsRigidBody>(2, "PhysicsRigidBody", false, &param1Valid);
  346. if (!param1Valid)
  347. break;
  348. // Get parameter 2 off the stack.
  349. bool param2Valid;
  350. gameplay::ScriptUtil::LuaArray<Quaternion> param2 = gameplay::ScriptUtil::getObjectPointer<Quaternion>(3, "Quaternion", true, &param2Valid);
  351. if (!param2Valid)
  352. break;
  353. // Get parameter 3 off the stack.
  354. bool param3Valid;
  355. gameplay::ScriptUtil::LuaArray<Vector3> param3 = gameplay::ScriptUtil::getObjectPointer<Vector3>(4, "Vector3", true, &param3Valid);
  356. if (!param3Valid)
  357. break;
  358. // Get parameter 4 off the stack.
  359. bool param4Valid;
  360. gameplay::ScriptUtil::LuaArray<PhysicsRigidBody> param4 = gameplay::ScriptUtil::getObjectPointer<PhysicsRigidBody>(5, "PhysicsRigidBody", false, &param4Valid);
  361. if (!param4Valid)
  362. break;
  363. PhysicsController* instance = getInstance(state);
  364. void* returnPtr = (void*)instance->createGenericConstraint(param1, *param2, *param3, param4);
  365. if (returnPtr)
  366. {
  367. gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
  368. object->instance = returnPtr;
  369. object->owns = false;
  370. luaL_getmetatable(state, "PhysicsGenericConstraint");
  371. lua_setmetatable(state, -2);
  372. }
  373. else
  374. {
  375. lua_pushnil(state);
  376. }
  377. return 1;
  378. }
  379. } while (0);
  380. lua_pushstring(state, "lua_PhysicsController_createGenericConstraint - Failed to match the given parameters to a valid function signature.");
  381. lua_error(state);
  382. break;
  383. }
  384. case 6:
  385. {
  386. do
  387. {
  388. if ((lua_type(state, 1) == LUA_TUSERDATA) &&
  389. (lua_type(state, 2) == LUA_TUSERDATA || lua_type(state, 2) == LUA_TTABLE || lua_type(state, 2) == LUA_TNIL) &&
  390. (lua_type(state, 3) == LUA_TUSERDATA || lua_type(state, 3) == LUA_TNIL) &&
  391. (lua_type(state, 4) == LUA_TUSERDATA || lua_type(state, 4) == LUA_TNIL) &&
  392. (lua_type(state, 5) == LUA_TUSERDATA || lua_type(state, 5) == LUA_TTABLE || lua_type(state, 5) == LUA_TNIL) &&
  393. (lua_type(state, 6) == LUA_TUSERDATA || lua_type(state, 6) == LUA_TNIL))
  394. {
  395. // Get parameter 1 off the stack.
  396. bool param1Valid;
  397. gameplay::ScriptUtil::LuaArray<PhysicsRigidBody> param1 = gameplay::ScriptUtil::getObjectPointer<PhysicsRigidBody>(2, "PhysicsRigidBody", false, &param1Valid);
  398. if (!param1Valid)
  399. break;
  400. // Get parameter 2 off the stack.
  401. bool param2Valid;
  402. gameplay::ScriptUtil::LuaArray<Quaternion> param2 = gameplay::ScriptUtil::getObjectPointer<Quaternion>(3, "Quaternion", true, &param2Valid);
  403. if (!param2Valid)
  404. break;
  405. // Get parameter 3 off the stack.
  406. bool param3Valid;
  407. gameplay::ScriptUtil::LuaArray<Vector3> param3 = gameplay::ScriptUtil::getObjectPointer<Vector3>(4, "Vector3", true, &param3Valid);
  408. if (!param3Valid)
  409. break;
  410. // Get parameter 4 off the stack.
  411. bool param4Valid;
  412. gameplay::ScriptUtil::LuaArray<PhysicsRigidBody> param4 = gameplay::ScriptUtil::getObjectPointer<PhysicsRigidBody>(5, "PhysicsRigidBody", false, &param4Valid);
  413. if (!param4Valid)
  414. break;
  415. // Get parameter 5 off the stack.
  416. bool param5Valid;
  417. gameplay::ScriptUtil::LuaArray<Quaternion> param5 = gameplay::ScriptUtil::getObjectPointer<Quaternion>(6, "Quaternion", true, &param5Valid);
  418. if (!param5Valid)
  419. break;
  420. PhysicsController* instance = getInstance(state);
  421. void* returnPtr = (void*)instance->createGenericConstraint(param1, *param2, *param3, param4, *param5);
  422. if (returnPtr)
  423. {
  424. gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
  425. object->instance = returnPtr;
  426. object->owns = false;
  427. luaL_getmetatable(state, "PhysicsGenericConstraint");
  428. lua_setmetatable(state, -2);
  429. }
  430. else
  431. {
  432. lua_pushnil(state);
  433. }
  434. return 1;
  435. }
  436. } while (0);
  437. lua_pushstring(state, "lua_PhysicsController_createGenericConstraint - Failed to match the given parameters to a valid function signature.");
  438. lua_error(state);
  439. break;
  440. }
  441. case 7:
  442. {
  443. do
  444. {
  445. if ((lua_type(state, 1) == LUA_TUSERDATA) &&
  446. (lua_type(state, 2) == LUA_TUSERDATA || lua_type(state, 2) == LUA_TTABLE || lua_type(state, 2) == LUA_TNIL) &&
  447. (lua_type(state, 3) == LUA_TUSERDATA || lua_type(state, 3) == LUA_TNIL) &&
  448. (lua_type(state, 4) == LUA_TUSERDATA || lua_type(state, 4) == LUA_TNIL) &&
  449. (lua_type(state, 5) == LUA_TUSERDATA || lua_type(state, 5) == LUA_TTABLE || lua_type(state, 5) == LUA_TNIL) &&
  450. (lua_type(state, 6) == LUA_TUSERDATA || lua_type(state, 6) == LUA_TNIL) &&
  451. (lua_type(state, 7) == LUA_TUSERDATA || lua_type(state, 7) == LUA_TNIL))
  452. {
  453. // Get parameter 1 off the stack.
  454. bool param1Valid;
  455. gameplay::ScriptUtil::LuaArray<PhysicsRigidBody> param1 = gameplay::ScriptUtil::getObjectPointer<PhysicsRigidBody>(2, "PhysicsRigidBody", false, &param1Valid);
  456. if (!param1Valid)
  457. break;
  458. // Get parameter 2 off the stack.
  459. bool param2Valid;
  460. gameplay::ScriptUtil::LuaArray<Quaternion> param2 = gameplay::ScriptUtil::getObjectPointer<Quaternion>(3, "Quaternion", true, &param2Valid);
  461. if (!param2Valid)
  462. break;
  463. // Get parameter 3 off the stack.
  464. bool param3Valid;
  465. gameplay::ScriptUtil::LuaArray<Vector3> param3 = gameplay::ScriptUtil::getObjectPointer<Vector3>(4, "Vector3", true, &param3Valid);
  466. if (!param3Valid)
  467. break;
  468. // Get parameter 4 off the stack.
  469. bool param4Valid;
  470. gameplay::ScriptUtil::LuaArray<PhysicsRigidBody> param4 = gameplay::ScriptUtil::getObjectPointer<PhysicsRigidBody>(5, "PhysicsRigidBody", false, &param4Valid);
  471. if (!param4Valid)
  472. break;
  473. // Get parameter 5 off the stack.
  474. bool param5Valid;
  475. gameplay::ScriptUtil::LuaArray<Quaternion> param5 = gameplay::ScriptUtil::getObjectPointer<Quaternion>(6, "Quaternion", true, &param5Valid);
  476. if (!param5Valid)
  477. break;
  478. // Get parameter 6 off the stack.
  479. bool param6Valid;
  480. gameplay::ScriptUtil::LuaArray<Vector3> param6 = gameplay::ScriptUtil::getObjectPointer<Vector3>(7, "Vector3", true, &param6Valid);
  481. if (!param6Valid)
  482. break;
  483. PhysicsController* instance = getInstance(state);
  484. void* returnPtr = (void*)instance->createGenericConstraint(param1, *param2, *param3, param4, *param5, *param6);
  485. if (returnPtr)
  486. {
  487. gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
  488. object->instance = returnPtr;
  489. object->owns = false;
  490. luaL_getmetatable(state, "PhysicsGenericConstraint");
  491. lua_setmetatable(state, -2);
  492. }
  493. else
  494. {
  495. lua_pushnil(state);
  496. }
  497. return 1;
  498. }
  499. } while (0);
  500. lua_pushstring(state, "lua_PhysicsController_createGenericConstraint - Failed to match the given parameters to a valid function signature.");
  501. lua_error(state);
  502. break;
  503. }
  504. default:
  505. {
  506. lua_pushstring(state, "Invalid number of parameters (expected 2, 3, 4, 5, 6 or 7).");
  507. lua_error(state);
  508. break;
  509. }
  510. }
  511. return 0;
  512. }
  513. int lua_PhysicsController_createHingeConstraint(lua_State* state)
  514. {
  515. // Get the number of parameters.
  516. int paramCount = lua_gettop(state);
  517. // Attempt to match the parameters to a valid binding.
  518. switch (paramCount)
  519. {
  520. case 4:
  521. {
  522. if ((lua_type(state, 1) == LUA_TUSERDATA) &&
  523. (lua_type(state, 2) == LUA_TUSERDATA || lua_type(state, 2) == LUA_TTABLE || lua_type(state, 2) == LUA_TNIL) &&
  524. (lua_type(state, 3) == LUA_TUSERDATA || lua_type(state, 3) == LUA_TNIL) &&
  525. (lua_type(state, 4) == LUA_TUSERDATA || lua_type(state, 4) == LUA_TNIL))
  526. {
  527. // Get parameter 1 off the stack.
  528. bool param1Valid;
  529. gameplay::ScriptUtil::LuaArray<PhysicsRigidBody> param1 = gameplay::ScriptUtil::getObjectPointer<PhysicsRigidBody>(2, "PhysicsRigidBody", false, &param1Valid);
  530. if (!param1Valid)
  531. {
  532. lua_pushstring(state, "Failed to convert parameter 1 to type 'PhysicsRigidBody'.");
  533. lua_error(state);
  534. }
  535. // Get parameter 2 off the stack.
  536. bool param2Valid;
  537. gameplay::ScriptUtil::LuaArray<Quaternion> param2 = gameplay::ScriptUtil::getObjectPointer<Quaternion>(3, "Quaternion", true, &param2Valid);
  538. if (!param2Valid)
  539. {
  540. lua_pushstring(state, "Failed to convert parameter 2 to type 'Quaternion'.");
  541. lua_error(state);
  542. }
  543. // Get parameter 3 off the stack.
  544. bool param3Valid;
  545. gameplay::ScriptUtil::LuaArray<Vector3> param3 = gameplay::ScriptUtil::getObjectPointer<Vector3>(4, "Vector3", true, &param3Valid);
  546. if (!param3Valid)
  547. {
  548. lua_pushstring(state, "Failed to convert parameter 3 to type 'Vector3'.");
  549. lua_error(state);
  550. }
  551. PhysicsController* instance = getInstance(state);
  552. void* returnPtr = (void*)instance->createHingeConstraint(param1, *param2, *param3);
  553. if (returnPtr)
  554. {
  555. gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
  556. object->instance = returnPtr;
  557. object->owns = false;
  558. luaL_getmetatable(state, "PhysicsHingeConstraint");
  559. lua_setmetatable(state, -2);
  560. }
  561. else
  562. {
  563. lua_pushnil(state);
  564. }
  565. return 1;
  566. }
  567. lua_pushstring(state, "lua_PhysicsController_createHingeConstraint - Failed to match the given parameters to a valid function signature.");
  568. lua_error(state);
  569. break;
  570. }
  571. case 5:
  572. {
  573. if ((lua_type(state, 1) == LUA_TUSERDATA) &&
  574. (lua_type(state, 2) == LUA_TUSERDATA || lua_type(state, 2) == LUA_TTABLE || lua_type(state, 2) == LUA_TNIL) &&
  575. (lua_type(state, 3) == LUA_TUSERDATA || lua_type(state, 3) == LUA_TNIL) &&
  576. (lua_type(state, 4) == LUA_TUSERDATA || lua_type(state, 4) == LUA_TNIL) &&
  577. (lua_type(state, 5) == LUA_TUSERDATA || lua_type(state, 5) == LUA_TTABLE || lua_type(state, 5) == LUA_TNIL))
  578. {
  579. // Get parameter 1 off the stack.
  580. bool param1Valid;
  581. gameplay::ScriptUtil::LuaArray<PhysicsRigidBody> param1 = gameplay::ScriptUtil::getObjectPointer<PhysicsRigidBody>(2, "PhysicsRigidBody", false, &param1Valid);
  582. if (!param1Valid)
  583. {
  584. lua_pushstring(state, "Failed to convert parameter 1 to type 'PhysicsRigidBody'.");
  585. lua_error(state);
  586. }
  587. // Get parameter 2 off the stack.
  588. bool param2Valid;
  589. gameplay::ScriptUtil::LuaArray<Quaternion> param2 = gameplay::ScriptUtil::getObjectPointer<Quaternion>(3, "Quaternion", true, &param2Valid);
  590. if (!param2Valid)
  591. {
  592. lua_pushstring(state, "Failed to convert parameter 2 to type 'Quaternion'.");
  593. lua_error(state);
  594. }
  595. // Get parameter 3 off the stack.
  596. bool param3Valid;
  597. gameplay::ScriptUtil::LuaArray<Vector3> param3 = gameplay::ScriptUtil::getObjectPointer<Vector3>(4, "Vector3", true, &param3Valid);
  598. if (!param3Valid)
  599. {
  600. lua_pushstring(state, "Failed to convert parameter 3 to type 'Vector3'.");
  601. lua_error(state);
  602. }
  603. // Get parameter 4 off the stack.
  604. bool param4Valid;
  605. gameplay::ScriptUtil::LuaArray<PhysicsRigidBody> param4 = gameplay::ScriptUtil::getObjectPointer<PhysicsRigidBody>(5, "PhysicsRigidBody", false, &param4Valid);
  606. if (!param4Valid)
  607. {
  608. lua_pushstring(state, "Failed to convert parameter 4 to type 'PhysicsRigidBody'.");
  609. lua_error(state);
  610. }
  611. PhysicsController* instance = getInstance(state);
  612. void* returnPtr = (void*)instance->createHingeConstraint(param1, *param2, *param3, param4);
  613. if (returnPtr)
  614. {
  615. gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
  616. object->instance = returnPtr;
  617. object->owns = false;
  618. luaL_getmetatable(state, "PhysicsHingeConstraint");
  619. lua_setmetatable(state, -2);
  620. }
  621. else
  622. {
  623. lua_pushnil(state);
  624. }
  625. return 1;
  626. }
  627. lua_pushstring(state, "lua_PhysicsController_createHingeConstraint - Failed to match the given parameters to a valid function signature.");
  628. lua_error(state);
  629. break;
  630. }
  631. case 6:
  632. {
  633. if ((lua_type(state, 1) == LUA_TUSERDATA) &&
  634. (lua_type(state, 2) == LUA_TUSERDATA || lua_type(state, 2) == LUA_TTABLE || lua_type(state, 2) == LUA_TNIL) &&
  635. (lua_type(state, 3) == LUA_TUSERDATA || lua_type(state, 3) == LUA_TNIL) &&
  636. (lua_type(state, 4) == LUA_TUSERDATA || lua_type(state, 4) == LUA_TNIL) &&
  637. (lua_type(state, 5) == LUA_TUSERDATA || lua_type(state, 5) == LUA_TTABLE || lua_type(state, 5) == LUA_TNIL) &&
  638. (lua_type(state, 6) == LUA_TUSERDATA || lua_type(state, 6) == LUA_TNIL))
  639. {
  640. // Get parameter 1 off the stack.
  641. bool param1Valid;
  642. gameplay::ScriptUtil::LuaArray<PhysicsRigidBody> param1 = gameplay::ScriptUtil::getObjectPointer<PhysicsRigidBody>(2, "PhysicsRigidBody", false, &param1Valid);
  643. if (!param1Valid)
  644. {
  645. lua_pushstring(state, "Failed to convert parameter 1 to type 'PhysicsRigidBody'.");
  646. lua_error(state);
  647. }
  648. // Get parameter 2 off the stack.
  649. bool param2Valid;
  650. gameplay::ScriptUtil::LuaArray<Quaternion> param2 = gameplay::ScriptUtil::getObjectPointer<Quaternion>(3, "Quaternion", true, &param2Valid);
  651. if (!param2Valid)
  652. {
  653. lua_pushstring(state, "Failed to convert parameter 2 to type 'Quaternion'.");
  654. lua_error(state);
  655. }
  656. // Get parameter 3 off the stack.
  657. bool param3Valid;
  658. gameplay::ScriptUtil::LuaArray<Vector3> param3 = gameplay::ScriptUtil::getObjectPointer<Vector3>(4, "Vector3", true, &param3Valid);
  659. if (!param3Valid)
  660. {
  661. lua_pushstring(state, "Failed to convert parameter 3 to type 'Vector3'.");
  662. lua_error(state);
  663. }
  664. // Get parameter 4 off the stack.
  665. bool param4Valid;
  666. gameplay::ScriptUtil::LuaArray<PhysicsRigidBody> param4 = gameplay::ScriptUtil::getObjectPointer<PhysicsRigidBody>(5, "PhysicsRigidBody", false, &param4Valid);
  667. if (!param4Valid)
  668. {
  669. lua_pushstring(state, "Failed to convert parameter 4 to type 'PhysicsRigidBody'.");
  670. lua_error(state);
  671. }
  672. // Get parameter 5 off the stack.
  673. bool param5Valid;
  674. gameplay::ScriptUtil::LuaArray<Quaternion> param5 = gameplay::ScriptUtil::getObjectPointer<Quaternion>(6, "Quaternion", true, &param5Valid);
  675. if (!param5Valid)
  676. {
  677. lua_pushstring(state, "Failed to convert parameter 5 to type 'Quaternion'.");
  678. lua_error(state);
  679. }
  680. PhysicsController* instance = getInstance(state);
  681. void* returnPtr = (void*)instance->createHingeConstraint(param1, *param2, *param3, param4, *param5);
  682. if (returnPtr)
  683. {
  684. gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
  685. object->instance = returnPtr;
  686. object->owns = false;
  687. luaL_getmetatable(state, "PhysicsHingeConstraint");
  688. lua_setmetatable(state, -2);
  689. }
  690. else
  691. {
  692. lua_pushnil(state);
  693. }
  694. return 1;
  695. }
  696. lua_pushstring(state, "lua_PhysicsController_createHingeConstraint - Failed to match the given parameters to a valid function signature.");
  697. lua_error(state);
  698. break;
  699. }
  700. case 7:
  701. {
  702. if ((lua_type(state, 1) == LUA_TUSERDATA) &&
  703. (lua_type(state, 2) == LUA_TUSERDATA || lua_type(state, 2) == LUA_TTABLE || lua_type(state, 2) == LUA_TNIL) &&
  704. (lua_type(state, 3) == LUA_TUSERDATA || lua_type(state, 3) == LUA_TNIL) &&
  705. (lua_type(state, 4) == LUA_TUSERDATA || lua_type(state, 4) == LUA_TNIL) &&
  706. (lua_type(state, 5) == LUA_TUSERDATA || lua_type(state, 5) == LUA_TTABLE || lua_type(state, 5) == LUA_TNIL) &&
  707. (lua_type(state, 6) == LUA_TUSERDATA || lua_type(state, 6) == LUA_TNIL) &&
  708. (lua_type(state, 7) == LUA_TUSERDATA || lua_type(state, 7) == LUA_TNIL))
  709. {
  710. // Get parameter 1 off the stack.
  711. bool param1Valid;
  712. gameplay::ScriptUtil::LuaArray<PhysicsRigidBody> param1 = gameplay::ScriptUtil::getObjectPointer<PhysicsRigidBody>(2, "PhysicsRigidBody", false, &param1Valid);
  713. if (!param1Valid)
  714. {
  715. lua_pushstring(state, "Failed to convert parameter 1 to type 'PhysicsRigidBody'.");
  716. lua_error(state);
  717. }
  718. // Get parameter 2 off the stack.
  719. bool param2Valid;
  720. gameplay::ScriptUtil::LuaArray<Quaternion> param2 = gameplay::ScriptUtil::getObjectPointer<Quaternion>(3, "Quaternion", true, &param2Valid);
  721. if (!param2Valid)
  722. {
  723. lua_pushstring(state, "Failed to convert parameter 2 to type 'Quaternion'.");
  724. lua_error(state);
  725. }
  726. // Get parameter 3 off the stack.
  727. bool param3Valid;
  728. gameplay::ScriptUtil::LuaArray<Vector3> param3 = gameplay::ScriptUtil::getObjectPointer<Vector3>(4, "Vector3", true, &param3Valid);
  729. if (!param3Valid)
  730. {
  731. lua_pushstring(state, "Failed to convert parameter 3 to type 'Vector3'.");
  732. lua_error(state);
  733. }
  734. // Get parameter 4 off the stack.
  735. bool param4Valid;
  736. gameplay::ScriptUtil::LuaArray<PhysicsRigidBody> param4 = gameplay::ScriptUtil::getObjectPointer<PhysicsRigidBody>(5, "PhysicsRigidBody", false, &param4Valid);
  737. if (!param4Valid)
  738. {
  739. lua_pushstring(state, "Failed to convert parameter 4 to type 'PhysicsRigidBody'.");
  740. lua_error(state);
  741. }
  742. // Get parameter 5 off the stack.
  743. bool param5Valid;
  744. gameplay::ScriptUtil::LuaArray<Quaternion> param5 = gameplay::ScriptUtil::getObjectPointer<Quaternion>(6, "Quaternion", true, &param5Valid);
  745. if (!param5Valid)
  746. {
  747. lua_pushstring(state, "Failed to convert parameter 5 to type 'Quaternion'.");
  748. lua_error(state);
  749. }
  750. // Get parameter 6 off the stack.
  751. bool param6Valid;
  752. gameplay::ScriptUtil::LuaArray<Vector3> param6 = gameplay::ScriptUtil::getObjectPointer<Vector3>(7, "Vector3", true, &param6Valid);
  753. if (!param6Valid)
  754. {
  755. lua_pushstring(state, "Failed to convert parameter 6 to type 'Vector3'.");
  756. lua_error(state);
  757. }
  758. PhysicsController* instance = getInstance(state);
  759. void* returnPtr = (void*)instance->createHingeConstraint(param1, *param2, *param3, param4, *param5, *param6);
  760. if (returnPtr)
  761. {
  762. gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
  763. object->instance = returnPtr;
  764. object->owns = false;
  765. luaL_getmetatable(state, "PhysicsHingeConstraint");
  766. lua_setmetatable(state, -2);
  767. }
  768. else
  769. {
  770. lua_pushnil(state);
  771. }
  772. return 1;
  773. }
  774. lua_pushstring(state, "lua_PhysicsController_createHingeConstraint - Failed to match the given parameters to a valid function signature.");
  775. lua_error(state);
  776. break;
  777. }
  778. default:
  779. {
  780. lua_pushstring(state, "Invalid number of parameters (expected 4, 5, 6 or 7).");
  781. lua_error(state);
  782. break;
  783. }
  784. }
  785. return 0;
  786. }
  787. int lua_PhysicsController_createSocketConstraint(lua_State* state)
  788. {
  789. // Get the number of parameters.
  790. int paramCount = lua_gettop(state);
  791. // Attempt to match the parameters to a valid binding.
  792. switch (paramCount)
  793. {
  794. case 2:
  795. {
  796. do
  797. {
  798. if ((lua_type(state, 1) == LUA_TUSERDATA) &&
  799. (lua_type(state, 2) == LUA_TUSERDATA || lua_type(state, 2) == LUA_TTABLE || lua_type(state, 2) == LUA_TNIL))
  800. {
  801. // Get parameter 1 off the stack.
  802. bool param1Valid;
  803. gameplay::ScriptUtil::LuaArray<PhysicsRigidBody> param1 = gameplay::ScriptUtil::getObjectPointer<PhysicsRigidBody>(2, "PhysicsRigidBody", false, &param1Valid);
  804. if (!param1Valid)
  805. break;
  806. PhysicsController* instance = getInstance(state);
  807. void* returnPtr = (void*)instance->createSocketConstraint(param1);
  808. if (returnPtr)
  809. {
  810. gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
  811. object->instance = returnPtr;
  812. object->owns = false;
  813. luaL_getmetatable(state, "PhysicsSocketConstraint");
  814. lua_setmetatable(state, -2);
  815. }
  816. else
  817. {
  818. lua_pushnil(state);
  819. }
  820. return 1;
  821. }
  822. } while (0);
  823. lua_pushstring(state, "lua_PhysicsController_createSocketConstraint - Failed to match the given parameters to a valid function signature.");
  824. lua_error(state);
  825. break;
  826. }
  827. case 3:
  828. {
  829. do
  830. {
  831. if ((lua_type(state, 1) == LUA_TUSERDATA) &&
  832. (lua_type(state, 2) == LUA_TUSERDATA || lua_type(state, 2) == LUA_TTABLE || lua_type(state, 2) == LUA_TNIL) &&
  833. (lua_type(state, 3) == LUA_TUSERDATA || lua_type(state, 3) == LUA_TTABLE || lua_type(state, 3) == LUA_TNIL))
  834. {
  835. // Get parameter 1 off the stack.
  836. bool param1Valid;
  837. gameplay::ScriptUtil::LuaArray<PhysicsRigidBody> param1 = gameplay::ScriptUtil::getObjectPointer<PhysicsRigidBody>(2, "PhysicsRigidBody", false, &param1Valid);
  838. if (!param1Valid)
  839. break;
  840. // Get parameter 2 off the stack.
  841. bool param2Valid;
  842. gameplay::ScriptUtil::LuaArray<PhysicsRigidBody> param2 = gameplay::ScriptUtil::getObjectPointer<PhysicsRigidBody>(3, "PhysicsRigidBody", false, &param2Valid);
  843. if (!param2Valid)
  844. break;
  845. PhysicsController* instance = getInstance(state);
  846. void* returnPtr = (void*)instance->createSocketConstraint(param1, param2);
  847. if (returnPtr)
  848. {
  849. gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
  850. object->instance = returnPtr;
  851. object->owns = false;
  852. luaL_getmetatable(state, "PhysicsSocketConstraint");
  853. lua_setmetatable(state, -2);
  854. }
  855. else
  856. {
  857. lua_pushnil(state);
  858. }
  859. return 1;
  860. }
  861. } while (0);
  862. do
  863. {
  864. if ((lua_type(state, 1) == LUA_TUSERDATA) &&
  865. (lua_type(state, 2) == LUA_TUSERDATA || lua_type(state, 2) == LUA_TTABLE || lua_type(state, 2) == LUA_TNIL) &&
  866. (lua_type(state, 3) == LUA_TUSERDATA || lua_type(state, 3) == LUA_TNIL))
  867. {
  868. // Get parameter 1 off the stack.
  869. bool param1Valid;
  870. gameplay::ScriptUtil::LuaArray<PhysicsRigidBody> param1 = gameplay::ScriptUtil::getObjectPointer<PhysicsRigidBody>(2, "PhysicsRigidBody", false, &param1Valid);
  871. if (!param1Valid)
  872. break;
  873. // Get parameter 2 off the stack.
  874. bool param2Valid;
  875. gameplay::ScriptUtil::LuaArray<Vector3> param2 = gameplay::ScriptUtil::getObjectPointer<Vector3>(3, "Vector3", true, &param2Valid);
  876. if (!param2Valid)
  877. break;
  878. PhysicsController* instance = getInstance(state);
  879. void* returnPtr = (void*)instance->createSocketConstraint(param1, *param2);
  880. if (returnPtr)
  881. {
  882. gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
  883. object->instance = returnPtr;
  884. object->owns = false;
  885. luaL_getmetatable(state, "PhysicsSocketConstraint");
  886. lua_setmetatable(state, -2);
  887. }
  888. else
  889. {
  890. lua_pushnil(state);
  891. }
  892. return 1;
  893. }
  894. } while (0);
  895. lua_pushstring(state, "lua_PhysicsController_createSocketConstraint - Failed to match the given parameters to a valid function signature.");
  896. lua_error(state);
  897. break;
  898. }
  899. case 4:
  900. {
  901. do
  902. {
  903. if ((lua_type(state, 1) == LUA_TUSERDATA) &&
  904. (lua_type(state, 2) == LUA_TUSERDATA || lua_type(state, 2) == LUA_TTABLE || lua_type(state, 2) == LUA_TNIL) &&
  905. (lua_type(state, 3) == LUA_TUSERDATA || lua_type(state, 3) == LUA_TNIL) &&
  906. (lua_type(state, 4) == LUA_TUSERDATA || lua_type(state, 4) == LUA_TTABLE || lua_type(state, 4) == LUA_TNIL))
  907. {
  908. // Get parameter 1 off the stack.
  909. bool param1Valid;
  910. gameplay::ScriptUtil::LuaArray<PhysicsRigidBody> param1 = gameplay::ScriptUtil::getObjectPointer<PhysicsRigidBody>(2, "PhysicsRigidBody", false, &param1Valid);
  911. if (!param1Valid)
  912. break;
  913. // Get parameter 2 off the stack.
  914. bool param2Valid;
  915. gameplay::ScriptUtil::LuaArray<Vector3> param2 = gameplay::ScriptUtil::getObjectPointer<Vector3>(3, "Vector3", true, &param2Valid);
  916. if (!param2Valid)
  917. break;
  918. // Get parameter 3 off the stack.
  919. bool param3Valid;
  920. gameplay::ScriptUtil::LuaArray<PhysicsRigidBody> param3 = gameplay::ScriptUtil::getObjectPointer<PhysicsRigidBody>(4, "PhysicsRigidBody", false, &param3Valid);
  921. if (!param3Valid)
  922. break;
  923. PhysicsController* instance = getInstance(state);
  924. void* returnPtr = (void*)instance->createSocketConstraint(param1, *param2, param3);
  925. if (returnPtr)
  926. {
  927. gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
  928. object->instance = returnPtr;
  929. object->owns = false;
  930. luaL_getmetatable(state, "PhysicsSocketConstraint");
  931. lua_setmetatable(state, -2);
  932. }
  933. else
  934. {
  935. lua_pushnil(state);
  936. }
  937. return 1;
  938. }
  939. } while (0);
  940. lua_pushstring(state, "lua_PhysicsController_createSocketConstraint - Failed to match the given parameters to a valid function signature.");
  941. lua_error(state);
  942. break;
  943. }
  944. case 5:
  945. {
  946. do
  947. {
  948. if ((lua_type(state, 1) == LUA_TUSERDATA) &&
  949. (lua_type(state, 2) == LUA_TUSERDATA || lua_type(state, 2) == LUA_TTABLE || lua_type(state, 2) == LUA_TNIL) &&
  950. (lua_type(state, 3) == LUA_TUSERDATA || lua_type(state, 3) == LUA_TNIL) &&
  951. (lua_type(state, 4) == LUA_TUSERDATA || lua_type(state, 4) == LUA_TTABLE || lua_type(state, 4) == LUA_TNIL) &&
  952. (lua_type(state, 5) == LUA_TUSERDATA || lua_type(state, 5) == LUA_TNIL))
  953. {
  954. // Get parameter 1 off the stack.
  955. bool param1Valid;
  956. gameplay::ScriptUtil::LuaArray<PhysicsRigidBody> param1 = gameplay::ScriptUtil::getObjectPointer<PhysicsRigidBody>(2, "PhysicsRigidBody", false, &param1Valid);
  957. if (!param1Valid)
  958. break;
  959. // Get parameter 2 off the stack.
  960. bool param2Valid;
  961. gameplay::ScriptUtil::LuaArray<Vector3> param2 = gameplay::ScriptUtil::getObjectPointer<Vector3>(3, "Vector3", true, &param2Valid);
  962. if (!param2Valid)
  963. break;
  964. // Get parameter 3 off the stack.
  965. bool param3Valid;
  966. gameplay::ScriptUtil::LuaArray<PhysicsRigidBody> param3 = gameplay::ScriptUtil::getObjectPointer<PhysicsRigidBody>(4, "PhysicsRigidBody", false, &param3Valid);
  967. if (!param3Valid)
  968. break;
  969. // Get parameter 4 off the stack.
  970. bool param4Valid;
  971. gameplay::ScriptUtil::LuaArray<Vector3> param4 = gameplay::ScriptUtil::getObjectPointer<Vector3>(5, "Vector3", true, &param4Valid);
  972. if (!param4Valid)
  973. break;
  974. PhysicsController* instance = getInstance(state);
  975. void* returnPtr = (void*)instance->createSocketConstraint(param1, *param2, param3, *param4);
  976. if (returnPtr)
  977. {
  978. gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
  979. object->instance = returnPtr;
  980. object->owns = false;
  981. luaL_getmetatable(state, "PhysicsSocketConstraint");
  982. lua_setmetatable(state, -2);
  983. }
  984. else
  985. {
  986. lua_pushnil(state);
  987. }
  988. return 1;
  989. }
  990. } while (0);
  991. lua_pushstring(state, "lua_PhysicsController_createSocketConstraint - Failed to match the given parameters to a valid function signature.");
  992. lua_error(state);
  993. break;
  994. }
  995. default:
  996. {
  997. lua_pushstring(state, "Invalid number of parameters (expected 2, 3, 4 or 5).");
  998. lua_error(state);
  999. break;
  1000. }
  1001. }
  1002. return 0;
  1003. }
  1004. int lua_PhysicsController_createSpringConstraint(lua_State* state)
  1005. {
  1006. // Get the number of parameters.
  1007. int paramCount = lua_gettop(state);
  1008. // Attempt to match the parameters to a valid binding.
  1009. switch (paramCount)
  1010. {
  1011. case 3:
  1012. {
  1013. do
  1014. {
  1015. if ((lua_type(state, 1) == LUA_TUSERDATA) &&
  1016. (lua_type(state, 2) == LUA_TUSERDATA || lua_type(state, 2) == LUA_TTABLE || lua_type(state, 2) == LUA_TNIL) &&
  1017. (lua_type(state, 3) == LUA_TUSERDATA || lua_type(state, 3) == LUA_TTABLE || lua_type(state, 3) == LUA_TNIL))
  1018. {
  1019. // Get parameter 1 off the stack.
  1020. bool param1Valid;
  1021. gameplay::ScriptUtil::LuaArray<PhysicsRigidBody> param1 = gameplay::ScriptUtil::getObjectPointer<PhysicsRigidBody>(2, "PhysicsRigidBody", false, &param1Valid);
  1022. if (!param1Valid)
  1023. break;
  1024. // Get parameter 2 off the stack.
  1025. bool param2Valid;
  1026. gameplay::ScriptUtil::LuaArray<PhysicsRigidBody> param2 = gameplay::ScriptUtil::getObjectPointer<PhysicsRigidBody>(3, "PhysicsRigidBody", false, &param2Valid);
  1027. if (!param2Valid)
  1028. break;
  1029. PhysicsController* instance = getInstance(state);
  1030. void* returnPtr = (void*)instance->createSpringConstraint(param1, param2);
  1031. if (returnPtr)
  1032. {
  1033. gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
  1034. object->instance = returnPtr;
  1035. object->owns = false;
  1036. luaL_getmetatable(state, "PhysicsSpringConstraint");
  1037. lua_setmetatable(state, -2);
  1038. }
  1039. else
  1040. {
  1041. lua_pushnil(state);
  1042. }
  1043. return 1;
  1044. }
  1045. } while (0);
  1046. lua_pushstring(state, "lua_PhysicsController_createSpringConstraint - Failed to match the given parameters to a valid function signature.");
  1047. lua_error(state);
  1048. break;
  1049. }
  1050. case 7:
  1051. {
  1052. do
  1053. {
  1054. if ((lua_type(state, 1) == LUA_TUSERDATA) &&
  1055. (lua_type(state, 2) == LUA_TUSERDATA || lua_type(state, 2) == LUA_TTABLE || lua_type(state, 2) == LUA_TNIL) &&
  1056. (lua_type(state, 3) == LUA_TUSERDATA || lua_type(state, 3) == LUA_TNIL) &&
  1057. (lua_type(state, 4) == LUA_TUSERDATA || lua_type(state, 4) == LUA_TNIL) &&
  1058. (lua_type(state, 5) == LUA_TUSERDATA || lua_type(state, 5) == LUA_TTABLE || lua_type(state, 5) == LUA_TNIL) &&
  1059. (lua_type(state, 6) == LUA_TUSERDATA || lua_type(state, 6) == LUA_TNIL) &&
  1060. (lua_type(state, 7) == LUA_TUSERDATA || lua_type(state, 7) == LUA_TNIL))
  1061. {
  1062. // Get parameter 1 off the stack.
  1063. bool param1Valid;
  1064. gameplay::ScriptUtil::LuaArray<PhysicsRigidBody> param1 = gameplay::ScriptUtil::getObjectPointer<PhysicsRigidBody>(2, "PhysicsRigidBody", false, &param1Valid);
  1065. if (!param1Valid)
  1066. break;
  1067. // Get parameter 2 off the stack.
  1068. bool param2Valid;
  1069. gameplay::ScriptUtil::LuaArray<Quaternion> param2 = gameplay::ScriptUtil::getObjectPointer<Quaternion>(3, "Quaternion", true, &param2Valid);
  1070. if (!param2Valid)
  1071. break;
  1072. // Get parameter 3 off the stack.
  1073. bool param3Valid;
  1074. gameplay::ScriptUtil::LuaArray<Vector3> param3 = gameplay::ScriptUtil::getObjectPointer<Vector3>(4, "Vector3", true, &param3Valid);
  1075. if (!param3Valid)
  1076. break;
  1077. // Get parameter 4 off the stack.
  1078. bool param4Valid;
  1079. gameplay::ScriptUtil::LuaArray<PhysicsRigidBody> param4 = gameplay::ScriptUtil::getObjectPointer<PhysicsRigidBody>(5, "PhysicsRigidBody", false, &param4Valid);
  1080. if (!param4Valid)
  1081. break;
  1082. // Get parameter 5 off the stack.
  1083. bool param5Valid;
  1084. gameplay::ScriptUtil::LuaArray<Quaternion> param5 = gameplay::ScriptUtil::getObjectPointer<Quaternion>(6, "Quaternion", true, &param5Valid);
  1085. if (!param5Valid)
  1086. break;
  1087. // Get parameter 6 off the stack.
  1088. bool param6Valid;
  1089. gameplay::ScriptUtil::LuaArray<Vector3> param6 = gameplay::ScriptUtil::getObjectPointer<Vector3>(7, "Vector3", true, &param6Valid);
  1090. if (!param6Valid)
  1091. break;
  1092. PhysicsController* instance = getInstance(state);
  1093. void* returnPtr = (void*)instance->createSpringConstraint(param1, *param2, *param3, param4, *param5, *param6);
  1094. if (returnPtr)
  1095. {
  1096. gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
  1097. object->instance = returnPtr;
  1098. object->owns = false;
  1099. luaL_getmetatable(state, "PhysicsSpringConstraint");
  1100. lua_setmetatable(state, -2);
  1101. }
  1102. else
  1103. {
  1104. lua_pushnil(state);
  1105. }
  1106. return 1;
  1107. }
  1108. } while (0);
  1109. lua_pushstring(state, "lua_PhysicsController_createSpringConstraint - Failed to match the given parameters to a valid function signature.");
  1110. lua_error(state);
  1111. break;
  1112. }
  1113. default:
  1114. {
  1115. lua_pushstring(state, "Invalid number of parameters (expected 3 or 7).");
  1116. lua_error(state);
  1117. break;
  1118. }
  1119. }
  1120. return 0;
  1121. }
  1122. int lua_PhysicsController_drawDebug(lua_State* state)
  1123. {
  1124. // Get the number of parameters.
  1125. int paramCount = lua_gettop(state);
  1126. // Attempt to match the parameters to a valid binding.
  1127. switch (paramCount)
  1128. {
  1129. case 2:
  1130. {
  1131. if ((lua_type(state, 1) == LUA_TUSERDATA) &&
  1132. (lua_type(state, 2) == LUA_TUSERDATA || lua_type(state, 2) == LUA_TNIL))
  1133. {
  1134. // Get parameter 1 off the stack.
  1135. bool param1Valid;
  1136. gameplay::ScriptUtil::LuaArray<Matrix> param1 = gameplay::ScriptUtil::getObjectPointer<Matrix>(2, "Matrix", true, &param1Valid);
  1137. if (!param1Valid)
  1138. {
  1139. lua_pushstring(state, "Failed to convert parameter 1 to type 'Matrix'.");
  1140. lua_error(state);
  1141. }
  1142. PhysicsController* instance = getInstance(state);
  1143. instance->drawDebug(*param1);
  1144. return 0;
  1145. }
  1146. lua_pushstring(state, "lua_PhysicsController_drawDebug - Failed to match the given parameters to a valid function signature.");
  1147. lua_error(state);
  1148. break;
  1149. }
  1150. default:
  1151. {
  1152. lua_pushstring(state, "Invalid number of parameters (expected 2).");
  1153. lua_error(state);
  1154. break;
  1155. }
  1156. }
  1157. return 0;
  1158. }
  1159. int lua_PhysicsController_getGravity(lua_State* state)
  1160. {
  1161. // Get the number of parameters.
  1162. int paramCount = lua_gettop(state);
  1163. // Attempt to match the parameters to a valid binding.
  1164. switch (paramCount)
  1165. {
  1166. case 1:
  1167. {
  1168. if ((lua_type(state, 1) == LUA_TUSERDATA))
  1169. {
  1170. PhysicsController* instance = getInstance(state);
  1171. void* returnPtr = (void*)&(instance->getGravity());
  1172. if (returnPtr)
  1173. {
  1174. gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
  1175. object->instance = returnPtr;
  1176. object->owns = false;
  1177. luaL_getmetatable(state, "Vector3");
  1178. lua_setmetatable(state, -2);
  1179. }
  1180. else
  1181. {
  1182. lua_pushnil(state);
  1183. }
  1184. return 1;
  1185. }
  1186. lua_pushstring(state, "lua_PhysicsController_getGravity - Failed to match the given parameters to a valid function signature.");
  1187. lua_error(state);
  1188. break;
  1189. }
  1190. default:
  1191. {
  1192. lua_pushstring(state, "Invalid number of parameters (expected 1).");
  1193. lua_error(state);
  1194. break;
  1195. }
  1196. }
  1197. return 0;
  1198. }
  1199. int lua_PhysicsController_rayTest(lua_State* state)
  1200. {
  1201. // Get the number of parameters.
  1202. int paramCount = lua_gettop(state);
  1203. // Attempt to match the parameters to a valid binding.
  1204. switch (paramCount)
  1205. {
  1206. case 3:
  1207. {
  1208. if ((lua_type(state, 1) == LUA_TUSERDATA) &&
  1209. (lua_type(state, 2) == LUA_TUSERDATA || lua_type(state, 2) == LUA_TNIL) &&
  1210. lua_type(state, 3) == LUA_TNUMBER)
  1211. {
  1212. // Get parameter 1 off the stack.
  1213. bool param1Valid;
  1214. gameplay::ScriptUtil::LuaArray<Ray> param1 = gameplay::ScriptUtil::getObjectPointer<Ray>(2, "Ray", true, &param1Valid);
  1215. if (!param1Valid)
  1216. {
  1217. lua_pushstring(state, "Failed to convert parameter 1 to type 'Ray'.");
  1218. lua_error(state);
  1219. }
  1220. // Get parameter 2 off the stack.
  1221. float param2 = (float)luaL_checknumber(state, 3);
  1222. PhysicsController* instance = getInstance(state);
  1223. bool result = instance->rayTest(*param1, param2);
  1224. // Push the return value onto the stack.
  1225. lua_pushboolean(state, result);
  1226. return 1;
  1227. }
  1228. lua_pushstring(state, "lua_PhysicsController_rayTest - Failed to match the given parameters to a valid function signature.");
  1229. lua_error(state);
  1230. break;
  1231. }
  1232. case 4:
  1233. {
  1234. if ((lua_type(state, 1) == LUA_TUSERDATA) &&
  1235. (lua_type(state, 2) == LUA_TUSERDATA || lua_type(state, 2) == LUA_TNIL) &&
  1236. lua_type(state, 3) == LUA_TNUMBER &&
  1237. (lua_type(state, 4) == LUA_TUSERDATA || lua_type(state, 4) == LUA_TTABLE || lua_type(state, 4) == LUA_TNIL))
  1238. {
  1239. // Get parameter 1 off the stack.
  1240. bool param1Valid;
  1241. gameplay::ScriptUtil::LuaArray<Ray> param1 = gameplay::ScriptUtil::getObjectPointer<Ray>(2, "Ray", true, &param1Valid);
  1242. if (!param1Valid)
  1243. {
  1244. lua_pushstring(state, "Failed to convert parameter 1 to type 'Ray'.");
  1245. lua_error(state);
  1246. }
  1247. // Get parameter 2 off the stack.
  1248. float param2 = (float)luaL_checknumber(state, 3);
  1249. // Get parameter 3 off the stack.
  1250. bool param3Valid;
  1251. gameplay::ScriptUtil::LuaArray<PhysicsController::HitResult> param3 = gameplay::ScriptUtil::getObjectPointer<PhysicsController::HitResult>(4, "PhysicsControllerHitResult", false, &param3Valid);
  1252. if (!param3Valid)
  1253. {
  1254. lua_pushstring(state, "Failed to convert parameter 3 to type 'PhysicsController::HitResult'.");
  1255. lua_error(state);
  1256. }
  1257. PhysicsController* instance = getInstance(state);
  1258. bool result = instance->rayTest(*param1, param2, param3);
  1259. // Push the return value onto the stack.
  1260. lua_pushboolean(state, result);
  1261. return 1;
  1262. }
  1263. lua_pushstring(state, "lua_PhysicsController_rayTest - Failed to match the given parameters to a valid function signature.");
  1264. lua_error(state);
  1265. break;
  1266. }
  1267. case 5:
  1268. {
  1269. if ((lua_type(state, 1) == LUA_TUSERDATA) &&
  1270. (lua_type(state, 2) == LUA_TUSERDATA || lua_type(state, 2) == LUA_TNIL) &&
  1271. lua_type(state, 3) == LUA_TNUMBER &&
  1272. (lua_type(state, 4) == LUA_TUSERDATA || lua_type(state, 4) == LUA_TTABLE || lua_type(state, 4) == LUA_TNIL) &&
  1273. (lua_type(state, 5) == LUA_TUSERDATA || lua_type(state, 5) == LUA_TTABLE || lua_type(state, 5) == LUA_TNIL))
  1274. {
  1275. // Get parameter 1 off the stack.
  1276. bool param1Valid;
  1277. gameplay::ScriptUtil::LuaArray<Ray> param1 = gameplay::ScriptUtil::getObjectPointer<Ray>(2, "Ray", true, &param1Valid);
  1278. if (!param1Valid)
  1279. {
  1280. lua_pushstring(state, "Failed to convert parameter 1 to type 'Ray'.");
  1281. lua_error(state);
  1282. }
  1283. // Get parameter 2 off the stack.
  1284. float param2 = (float)luaL_checknumber(state, 3);
  1285. // Get parameter 3 off the stack.
  1286. bool param3Valid;
  1287. gameplay::ScriptUtil::LuaArray<PhysicsController::HitResult> param3 = gameplay::ScriptUtil::getObjectPointer<PhysicsController::HitResult>(4, "PhysicsControllerHitResult", false, &param3Valid);
  1288. if (!param3Valid)
  1289. {
  1290. lua_pushstring(state, "Failed to convert parameter 3 to type 'PhysicsController::HitResult'.");
  1291. lua_error(state);
  1292. }
  1293. // Get parameter 4 off the stack.
  1294. bool param4Valid;
  1295. gameplay::ScriptUtil::LuaArray<PhysicsController::HitFilter> param4 = gameplay::ScriptUtil::getObjectPointer<PhysicsController::HitFilter>(5, "PhysicsControllerHitFilter", false, &param4Valid);
  1296. if (!param4Valid)
  1297. {
  1298. lua_pushstring(state, "Failed to convert parameter 4 to type 'PhysicsController::HitFilter'.");
  1299. lua_error(state);
  1300. }
  1301. PhysicsController* instance = getInstance(state);
  1302. bool result = instance->rayTest(*param1, param2, param3, param4);
  1303. // Push the return value onto the stack.
  1304. lua_pushboolean(state, result);
  1305. return 1;
  1306. }
  1307. lua_pushstring(state, "lua_PhysicsController_rayTest - Failed to match the given parameters to a valid function signature.");
  1308. lua_error(state);
  1309. break;
  1310. }
  1311. default:
  1312. {
  1313. lua_pushstring(state, "Invalid number of parameters (expected 3, 4 or 5).");
  1314. lua_error(state);
  1315. break;
  1316. }
  1317. }
  1318. return 0;
  1319. }
  1320. int lua_PhysicsController_removeScriptCallback(lua_State* state)
  1321. {
  1322. // Get the number of parameters.
  1323. int paramCount = lua_gettop(state);
  1324. // Attempt to match the parameters to a valid binding.
  1325. switch (paramCount)
  1326. {
  1327. case 3:
  1328. {
  1329. if ((lua_type(state, 1) == LUA_TUSERDATA) &&
  1330. (lua_type(state, 2) == LUA_TSTRING || lua_type(state, 2) == LUA_TNIL) &&
  1331. (lua_type(state, 3) == LUA_TSTRING || lua_type(state, 3) == LUA_TNIL))
  1332. {
  1333. // Get parameter 1 off the stack.
  1334. std::string param1 = gameplay::ScriptUtil::getString(2, true);
  1335. // Get parameter 2 off the stack.
  1336. std::string param2 = gameplay::ScriptUtil::getString(3, true);
  1337. PhysicsController* instance = getInstance(state);
  1338. instance->removeScriptCallback(param1, param2);
  1339. return 0;
  1340. }
  1341. lua_pushstring(state, "lua_PhysicsController_removeScriptCallback - Failed to match the given parameters to a valid function signature.");
  1342. lua_error(state);
  1343. break;
  1344. }
  1345. default:
  1346. {
  1347. lua_pushstring(state, "Invalid number of parameters (expected 3).");
  1348. lua_error(state);
  1349. break;
  1350. }
  1351. }
  1352. return 0;
  1353. }
  1354. int lua_PhysicsController_removeStatusListener(lua_State* state)
  1355. {
  1356. // Get the number of parameters.
  1357. int paramCount = lua_gettop(state);
  1358. // Attempt to match the parameters to a valid binding.
  1359. switch (paramCount)
  1360. {
  1361. case 2:
  1362. {
  1363. if ((lua_type(state, 1) == LUA_TUSERDATA) &&
  1364. (lua_type(state, 2) == LUA_TUSERDATA || lua_type(state, 2) == LUA_TTABLE || lua_type(state, 2) == LUA_TNIL))
  1365. {
  1366. // Get parameter 1 off the stack.
  1367. bool param1Valid;
  1368. gameplay::ScriptUtil::LuaArray<PhysicsController::Listener> param1 = gameplay::ScriptUtil::getObjectPointer<PhysicsController::Listener>(2, "PhysicsControllerListener", false, &param1Valid);
  1369. if (!param1Valid)
  1370. {
  1371. lua_pushstring(state, "Failed to convert parameter 1 to type 'PhysicsController::Listener'.");
  1372. lua_error(state);
  1373. }
  1374. PhysicsController* instance = getInstance(state);
  1375. instance->removeStatusListener(param1);
  1376. return 0;
  1377. }
  1378. lua_pushstring(state, "lua_PhysicsController_removeStatusListener - Failed to match the given parameters to a valid function signature.");
  1379. lua_error(state);
  1380. break;
  1381. }
  1382. default:
  1383. {
  1384. lua_pushstring(state, "Invalid number of parameters (expected 2).");
  1385. lua_error(state);
  1386. break;
  1387. }
  1388. }
  1389. return 0;
  1390. }
  1391. int lua_PhysicsController_setGravity(lua_State* state)
  1392. {
  1393. // Get the number of parameters.
  1394. int paramCount = lua_gettop(state);
  1395. // Attempt to match the parameters to a valid binding.
  1396. switch (paramCount)
  1397. {
  1398. case 2:
  1399. {
  1400. if ((lua_type(state, 1) == LUA_TUSERDATA) &&
  1401. (lua_type(state, 2) == LUA_TUSERDATA || lua_type(state, 2) == LUA_TNIL))
  1402. {
  1403. // Get parameter 1 off the stack.
  1404. bool param1Valid;
  1405. gameplay::ScriptUtil::LuaArray<Vector3> param1 = gameplay::ScriptUtil::getObjectPointer<Vector3>(2, "Vector3", true, &param1Valid);
  1406. if (!param1Valid)
  1407. {
  1408. lua_pushstring(state, "Failed to convert parameter 1 to type 'Vector3'.");
  1409. lua_error(state);
  1410. }
  1411. PhysicsController* instance = getInstance(state);
  1412. instance->setGravity(*param1);
  1413. return 0;
  1414. }
  1415. lua_pushstring(state, "lua_PhysicsController_setGravity - Failed to match the given parameters to a valid function signature.");
  1416. lua_error(state);
  1417. break;
  1418. }
  1419. default:
  1420. {
  1421. lua_pushstring(state, "Invalid number of parameters (expected 2).");
  1422. lua_error(state);
  1423. break;
  1424. }
  1425. }
  1426. return 0;
  1427. }
  1428. int lua_PhysicsController_sweepTest(lua_State* state)
  1429. {
  1430. // Get the number of parameters.
  1431. int paramCount = lua_gettop(state);
  1432. // Attempt to match the parameters to a valid binding.
  1433. switch (paramCount)
  1434. {
  1435. case 3:
  1436. {
  1437. if ((lua_type(state, 1) == LUA_TUSERDATA) &&
  1438. (lua_type(state, 2) == LUA_TUSERDATA || lua_type(state, 2) == LUA_TTABLE || lua_type(state, 2) == LUA_TNIL) &&
  1439. (lua_type(state, 3) == LUA_TUSERDATA || lua_type(state, 3) == LUA_TNIL))
  1440. {
  1441. // Get parameter 1 off the stack.
  1442. bool param1Valid;
  1443. gameplay::ScriptUtil::LuaArray<PhysicsCollisionObject> param1 = gameplay::ScriptUtil::getObjectPointer<PhysicsCollisionObject>(2, "PhysicsCollisionObject", false, &param1Valid);
  1444. if (!param1Valid)
  1445. {
  1446. lua_pushstring(state, "Failed to convert parameter 1 to type 'PhysicsCollisionObject'.");
  1447. lua_error(state);
  1448. }
  1449. // Get parameter 2 off the stack.
  1450. bool param2Valid;
  1451. gameplay::ScriptUtil::LuaArray<Vector3> param2 = gameplay::ScriptUtil::getObjectPointer<Vector3>(3, "Vector3", true, &param2Valid);
  1452. if (!param2Valid)
  1453. {
  1454. lua_pushstring(state, "Failed to convert parameter 2 to type 'Vector3'.");
  1455. lua_error(state);
  1456. }
  1457. PhysicsController* instance = getInstance(state);
  1458. bool result = instance->sweepTest(param1, *param2);
  1459. // Push the return value onto the stack.
  1460. lua_pushboolean(state, result);
  1461. return 1;
  1462. }
  1463. lua_pushstring(state, "lua_PhysicsController_sweepTest - Failed to match the given parameters to a valid function signature.");
  1464. lua_error(state);
  1465. break;
  1466. }
  1467. case 4:
  1468. {
  1469. if ((lua_type(state, 1) == LUA_TUSERDATA) &&
  1470. (lua_type(state, 2) == LUA_TUSERDATA || lua_type(state, 2) == LUA_TTABLE || lua_type(state, 2) == LUA_TNIL) &&
  1471. (lua_type(state, 3) == LUA_TUSERDATA || lua_type(state, 3) == LUA_TNIL) &&
  1472. (lua_type(state, 4) == LUA_TUSERDATA || lua_type(state, 4) == LUA_TTABLE || lua_type(state, 4) == LUA_TNIL))
  1473. {
  1474. // Get parameter 1 off the stack.
  1475. bool param1Valid;
  1476. gameplay::ScriptUtil::LuaArray<PhysicsCollisionObject> param1 = gameplay::ScriptUtil::getObjectPointer<PhysicsCollisionObject>(2, "PhysicsCollisionObject", false, &param1Valid);
  1477. if (!param1Valid)
  1478. {
  1479. lua_pushstring(state, "Failed to convert parameter 1 to type 'PhysicsCollisionObject'.");
  1480. lua_error(state);
  1481. }
  1482. // Get parameter 2 off the stack.
  1483. bool param2Valid;
  1484. gameplay::ScriptUtil::LuaArray<Vector3> param2 = gameplay::ScriptUtil::getObjectPointer<Vector3>(3, "Vector3", true, &param2Valid);
  1485. if (!param2Valid)
  1486. {
  1487. lua_pushstring(state, "Failed to convert parameter 2 to type 'Vector3'.");
  1488. lua_error(state);
  1489. }
  1490. // Get parameter 3 off the stack.
  1491. bool param3Valid;
  1492. gameplay::ScriptUtil::LuaArray<PhysicsController::HitResult> param3 = gameplay::ScriptUtil::getObjectPointer<PhysicsController::HitResult>(4, "PhysicsControllerHitResult", false, &param3Valid);
  1493. if (!param3Valid)
  1494. {
  1495. lua_pushstring(state, "Failed to convert parameter 3 to type 'PhysicsController::HitResult'.");
  1496. lua_error(state);
  1497. }
  1498. PhysicsController* instance = getInstance(state);
  1499. bool result = instance->sweepTest(param1, *param2, param3);
  1500. // Push the return value onto the stack.
  1501. lua_pushboolean(state, result);
  1502. return 1;
  1503. }
  1504. lua_pushstring(state, "lua_PhysicsController_sweepTest - Failed to match the given parameters to a valid function signature.");
  1505. lua_error(state);
  1506. break;
  1507. }
  1508. case 5:
  1509. {
  1510. if ((lua_type(state, 1) == LUA_TUSERDATA) &&
  1511. (lua_type(state, 2) == LUA_TUSERDATA || lua_type(state, 2) == LUA_TTABLE || lua_type(state, 2) == LUA_TNIL) &&
  1512. (lua_type(state, 3) == LUA_TUSERDATA || lua_type(state, 3) == LUA_TNIL) &&
  1513. (lua_type(state, 4) == LUA_TUSERDATA || lua_type(state, 4) == LUA_TTABLE || lua_type(state, 4) == LUA_TNIL) &&
  1514. (lua_type(state, 5) == LUA_TUSERDATA || lua_type(state, 5) == LUA_TTABLE || lua_type(state, 5) == LUA_TNIL))
  1515. {
  1516. // Get parameter 1 off the stack.
  1517. bool param1Valid;
  1518. gameplay::ScriptUtil::LuaArray<PhysicsCollisionObject> param1 = gameplay::ScriptUtil::getObjectPointer<PhysicsCollisionObject>(2, "PhysicsCollisionObject", false, &param1Valid);
  1519. if (!param1Valid)
  1520. {
  1521. lua_pushstring(state, "Failed to convert parameter 1 to type 'PhysicsCollisionObject'.");
  1522. lua_error(state);
  1523. }
  1524. // Get parameter 2 off the stack.
  1525. bool param2Valid;
  1526. gameplay::ScriptUtil::LuaArray<Vector3> param2 = gameplay::ScriptUtil::getObjectPointer<Vector3>(3, "Vector3", true, &param2Valid);
  1527. if (!param2Valid)
  1528. {
  1529. lua_pushstring(state, "Failed to convert parameter 2 to type 'Vector3'.");
  1530. lua_error(state);
  1531. }
  1532. // Get parameter 3 off the stack.
  1533. bool param3Valid;
  1534. gameplay::ScriptUtil::LuaArray<PhysicsController::HitResult> param3 = gameplay::ScriptUtil::getObjectPointer<PhysicsController::HitResult>(4, "PhysicsControllerHitResult", false, &param3Valid);
  1535. if (!param3Valid)
  1536. {
  1537. lua_pushstring(state, "Failed to convert parameter 3 to type 'PhysicsController::HitResult'.");
  1538. lua_error(state);
  1539. }
  1540. // Get parameter 4 off the stack.
  1541. bool param4Valid;
  1542. gameplay::ScriptUtil::LuaArray<PhysicsController::HitFilter> param4 = gameplay::ScriptUtil::getObjectPointer<PhysicsController::HitFilter>(5, "PhysicsControllerHitFilter", false, &param4Valid);
  1543. if (!param4Valid)
  1544. {
  1545. lua_pushstring(state, "Failed to convert parameter 4 to type 'PhysicsController::HitFilter'.");
  1546. lua_error(state);
  1547. }
  1548. PhysicsController* instance = getInstance(state);
  1549. bool result = instance->sweepTest(param1, *param2, param3, param4);
  1550. // Push the return value onto the stack.
  1551. lua_pushboolean(state, result);
  1552. return 1;
  1553. }
  1554. lua_pushstring(state, "lua_PhysicsController_sweepTest - Failed to match the given parameters to a valid function signature.");
  1555. lua_error(state);
  1556. break;
  1557. }
  1558. default:
  1559. {
  1560. lua_pushstring(state, "Invalid number of parameters (expected 3, 4 or 5).");
  1561. lua_error(state);
  1562. break;
  1563. }
  1564. }
  1565. return 0;
  1566. }
  1567. }