| 123456789101112131415161718192021222324252627282930 |
- #ifndef LUA_PHYSICSGHOSTOBJECT_H_
- #define LUA_PHYSICSGHOSTOBJECT_H_
- namespace gameplay
- {
- // Lua bindings for PhysicsGhostObject.
- int lua_PhysicsGhostObject_addCollisionListener(lua_State* state);
- int lua_PhysicsGhostObject_asCharacter(lua_State* state);
- int lua_PhysicsGhostObject_asGhostObject(lua_State* state);
- int lua_PhysicsGhostObject_asRigidBody(lua_State* state);
- int lua_PhysicsGhostObject_asVehicle(lua_State* state);
- int lua_PhysicsGhostObject_asVehicleWheel(lua_State* state);
- int lua_PhysicsGhostObject_collidesWith(lua_State* state);
- int lua_PhysicsGhostObject_getCollisionShape(lua_State* state);
- int lua_PhysicsGhostObject_getNode(lua_State* state);
- int lua_PhysicsGhostObject_getShapeType(lua_State* state);
- int lua_PhysicsGhostObject_getType(lua_State* state);
- int lua_PhysicsGhostObject_isDynamic(lua_State* state);
- int lua_PhysicsGhostObject_isEnabled(lua_State* state);
- int lua_PhysicsGhostObject_isKinematic(lua_State* state);
- int lua_PhysicsGhostObject_removeCollisionListener(lua_State* state);
- int lua_PhysicsGhostObject_setEnabled(lua_State* state);
- int lua_PhysicsGhostObject_transformChanged(lua_State* state);
- void luaRegister_PhysicsGhostObject();
- }
- #endif
|