lua_PhysicsCharacter.h 1.9 KB

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  1. #ifndef LUA_PHYSICSCHARACTER_H_
  2. #define LUA_PHYSICSCHARACTER_H_
  3. namespace gameplay
  4. {
  5. // Lua bindings for PhysicsCharacter.
  6. int lua_PhysicsCharacter_addCollisionListener(lua_State* state);
  7. int lua_PhysicsCharacter_asCharacter(lua_State* state);
  8. int lua_PhysicsCharacter_asGhostObject(lua_State* state);
  9. int lua_PhysicsCharacter_asRigidBody(lua_State* state);
  10. int lua_PhysicsCharacter_asVehicle(lua_State* state);
  11. int lua_PhysicsCharacter_asVehicleWheel(lua_State* state);
  12. int lua_PhysicsCharacter_collidesWith(lua_State* state);
  13. int lua_PhysicsCharacter_getCollisionShape(lua_State* state);
  14. int lua_PhysicsCharacter_getCurrentVelocity(lua_State* state);
  15. int lua_PhysicsCharacter_getMaxSlopeAngle(lua_State* state);
  16. int lua_PhysicsCharacter_getMaxStepHeight(lua_State* state);
  17. int lua_PhysicsCharacter_getNode(lua_State* state);
  18. int lua_PhysicsCharacter_getShapeType(lua_State* state);
  19. int lua_PhysicsCharacter_getType(lua_State* state);
  20. int lua_PhysicsCharacter_isDynamic(lua_State* state);
  21. int lua_PhysicsCharacter_isEnabled(lua_State* state);
  22. int lua_PhysicsCharacter_isKinematic(lua_State* state);
  23. int lua_PhysicsCharacter_isPhysicsEnabled(lua_State* state);
  24. int lua_PhysicsCharacter_jump(lua_State* state);
  25. int lua_PhysicsCharacter_removeCollisionListener(lua_State* state);
  26. int lua_PhysicsCharacter_rotate(lua_State* state);
  27. int lua_PhysicsCharacter_setEnabled(lua_State* state);
  28. int lua_PhysicsCharacter_setForwardVelocity(lua_State* state);
  29. int lua_PhysicsCharacter_setMaxSlopeAngle(lua_State* state);
  30. int lua_PhysicsCharacter_setMaxStepHeight(lua_State* state);
  31. int lua_PhysicsCharacter_setPhysicsEnabled(lua_State* state);
  32. int lua_PhysicsCharacter_setRightVelocity(lua_State* state);
  33. int lua_PhysicsCharacter_setRotation(lua_State* state);
  34. int lua_PhysicsCharacter_setVelocity(lua_State* state);
  35. int lua_PhysicsCharacter_transformChanged(lua_State* state);
  36. void luaRegister_PhysicsCharacter();
  37. }
  38. #endif