lua_PhysicsGhostObject.h 1.2 KB

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  1. #ifndef LUA_PHYSICSGHOSTOBJECT_H_
  2. #define LUA_PHYSICSGHOSTOBJECT_H_
  3. namespace gameplay
  4. {
  5. // Lua bindings for PhysicsGhostObject.
  6. int lua_PhysicsGhostObject_addCollisionListener(lua_State* state);
  7. int lua_PhysicsGhostObject_asCharacter(lua_State* state);
  8. int lua_PhysicsGhostObject_asGhostObject(lua_State* state);
  9. int lua_PhysicsGhostObject_asRigidBody(lua_State* state);
  10. int lua_PhysicsGhostObject_asVehicle(lua_State* state);
  11. int lua_PhysicsGhostObject_asVehicleWheel(lua_State* state);
  12. int lua_PhysicsGhostObject_collidesWith(lua_State* state);
  13. int lua_PhysicsGhostObject_getCollisionShape(lua_State* state);
  14. int lua_PhysicsGhostObject_getNode(lua_State* state);
  15. int lua_PhysicsGhostObject_getShapeType(lua_State* state);
  16. int lua_PhysicsGhostObject_getType(lua_State* state);
  17. int lua_PhysicsGhostObject_isDynamic(lua_State* state);
  18. int lua_PhysicsGhostObject_isEnabled(lua_State* state);
  19. int lua_PhysicsGhostObject_isKinematic(lua_State* state);
  20. int lua_PhysicsGhostObject_removeCollisionListener(lua_State* state);
  21. int lua_PhysicsGhostObject_setEnabled(lua_State* state);
  22. int lua_PhysicsGhostObject_transformChanged(lua_State* state);
  23. void luaRegister_PhysicsGhostObject();
  24. }
  25. #endif