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- #ifndef LUA_PHYSICSCHARACTER_H_
- #define LUA_PHYSICSCHARACTER_H_
- namespace gameplay
- {
- // Lua bindings for PhysicsCharacter.
- int lua_PhysicsCharacter_addCollisionListener(lua_State* state);
- int lua_PhysicsCharacter_asCharacter(lua_State* state);
- int lua_PhysicsCharacter_asGhostObject(lua_State* state);
- int lua_PhysicsCharacter_asRigidBody(lua_State* state);
- int lua_PhysicsCharacter_asVehicle(lua_State* state);
- int lua_PhysicsCharacter_asVehicleWheel(lua_State* state);
- int lua_PhysicsCharacter_collidesWith(lua_State* state);
- int lua_PhysicsCharacter_getCollisionShape(lua_State* state);
- int lua_PhysicsCharacter_getCurrentVelocity(lua_State* state);
- int lua_PhysicsCharacter_getMaxSlopeAngle(lua_State* state);
- int lua_PhysicsCharacter_getMaxStepHeight(lua_State* state);
- int lua_PhysicsCharacter_getNode(lua_State* state);
- int lua_PhysicsCharacter_getShapeType(lua_State* state);
- int lua_PhysicsCharacter_getType(lua_State* state);
- int lua_PhysicsCharacter_isDynamic(lua_State* state);
- int lua_PhysicsCharacter_isEnabled(lua_State* state);
- int lua_PhysicsCharacter_isKinematic(lua_State* state);
- int lua_PhysicsCharacter_isPhysicsEnabled(lua_State* state);
- int lua_PhysicsCharacter_jump(lua_State* state);
- int lua_PhysicsCharacter_removeCollisionListener(lua_State* state);
- int lua_PhysicsCharacter_rotate(lua_State* state);
- int lua_PhysicsCharacter_setEnabled(lua_State* state);
- int lua_PhysicsCharacter_setForwardVelocity(lua_State* state);
- int lua_PhysicsCharacter_setMaxSlopeAngle(lua_State* state);
- int lua_PhysicsCharacter_setMaxStepHeight(lua_State* state);
- int lua_PhysicsCharacter_setPhysicsEnabled(lua_State* state);
- int lua_PhysicsCharacter_setRightVelocity(lua_State* state);
- int lua_PhysicsCharacter_setRotation(lua_State* state);
- int lua_PhysicsCharacter_setVelocity(lua_State* state);
- int lua_PhysicsCharacter_transformChanged(lua_State* state);
- void luaRegister_PhysicsCharacter();
- }
- #endif
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