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- #include "Base.h"
- #include "ScriptController.h"
- #include "lua_NodeCloneContext.h"
- #include "Animation.h"
- #include "AnimationTarget.h"
- #include "AudioSource.h"
- #include "Base.h"
- #include "Game.h"
- #include "Joint.h"
- #include "Node.h"
- #include "PhysicsCharacter.h"
- #include "PhysicsGhostObject.h"
- #include "PhysicsRigidBody.h"
- #include "PhysicsVehicle.h"
- #include "PhysicsVehicleWheel.h"
- #include "Ref.h"
- #include "Scene.h"
- #include "ScriptController.h"
- #include "ScriptTarget.h"
- #include "Terrain.h"
- #include "Transform.h"
- #include "lua_CurveInterpolationType.h"
- #include "lua_NodeType.h"
- #include "lua_PhysicsCollisionObjectType.h"
- namespace gameplay
- {
- void luaRegister_NodeCloneContext()
- {
- const luaL_Reg lua_members[] =
- {
- {"findClonedAnimation", lua_NodeCloneContext_findClonedAnimation},
- {"findClonedNode", lua_NodeCloneContext_findClonedNode},
- {"registerClonedAnimation", lua_NodeCloneContext_registerClonedAnimation},
- {"registerClonedNode", lua_NodeCloneContext_registerClonedNode},
- {NULL, NULL}
- };
- const luaL_Reg* lua_statics = NULL;
- std::vector<std::string> scopePath;
- gameplay::ScriptUtil::registerClass("NodeCloneContext", lua_members, lua_NodeCloneContext__init, lua_NodeCloneContext__gc, lua_statics, scopePath);
- }
- static NodeCloneContext* getInstance(lua_State* state)
- {
- void* userdata = luaL_checkudata(state, 1, "NodeCloneContext");
- luaL_argcheck(state, userdata != NULL, 1, "'NodeCloneContext' expected.");
- return (NodeCloneContext*)((gameplay::ScriptUtil::LuaObject*)userdata)->instance;
- }
- int lua_NodeCloneContext__gc(lua_State* state)
- {
- // Get the number of parameters.
- int paramCount = lua_gettop(state);
- // Attempt to match the parameters to a valid binding.
- switch (paramCount)
- {
- case 1:
- {
- if ((lua_type(state, 1) == LUA_TUSERDATA))
- {
- void* userdata = luaL_checkudata(state, 1, "NodeCloneContext");
- luaL_argcheck(state, userdata != NULL, 1, "'NodeCloneContext' expected.");
- gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)userdata;
- if (object->owns)
- {
- NodeCloneContext* instance = (NodeCloneContext*)object->instance;
- SAFE_DELETE(instance);
- }
-
- return 0;
- }
- lua_pushstring(state, "lua_NodeCloneContext__gc - Failed to match the given parameters to a valid function signature.");
- lua_error(state);
- break;
- }
- default:
- {
- lua_pushstring(state, "Invalid number of parameters (expected 1).");
- lua_error(state);
- break;
- }
- }
- return 0;
- }
- int lua_NodeCloneContext__init(lua_State* state)
- {
- // Get the number of parameters.
- int paramCount = lua_gettop(state);
- // Attempt to match the parameters to a valid binding.
- switch (paramCount)
- {
- case 0:
- {
- void* returnPtr = (void*)new NodeCloneContext();
- if (returnPtr)
- {
- gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
- object->instance = returnPtr;
- object->owns = true;
- luaL_getmetatable(state, "NodeCloneContext");
- lua_setmetatable(state, -2);
- }
- else
- {
- lua_pushnil(state);
- }
- return 1;
- break;
- }
- default:
- {
- lua_pushstring(state, "Invalid number of parameters (expected 0).");
- lua_error(state);
- break;
- }
- }
- return 0;
- }
- int lua_NodeCloneContext_findClonedAnimation(lua_State* state)
- {
- // Get the number of parameters.
- int paramCount = lua_gettop(state);
- // Attempt to match the parameters to a valid binding.
- switch (paramCount)
- {
- case 2:
- {
- if ((lua_type(state, 1) == LUA_TUSERDATA) &&
- (lua_type(state, 2) == LUA_TUSERDATA || lua_type(state, 2) == LUA_TTABLE || lua_type(state, 2) == LUA_TNIL))
- {
- // Get parameter 1 off the stack.
- bool param1Valid;
- gameplay::ScriptUtil::LuaArray<Animation> param1 = gameplay::ScriptUtil::getObjectPointer<Animation>(2, "Animation", false, ¶m1Valid);
- if (!param1Valid)
- {
- lua_pushstring(state, "Failed to convert parameter 1 to type 'Animation'.");
- lua_error(state);
- }
- NodeCloneContext* instance = getInstance(state);
- void* returnPtr = (void*)instance->findClonedAnimation(param1);
- if (returnPtr)
- {
- gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
- object->instance = returnPtr;
- object->owns = false;
- luaL_getmetatable(state, "Animation");
- lua_setmetatable(state, -2);
- }
- else
- {
- lua_pushnil(state);
- }
- return 1;
- }
- lua_pushstring(state, "lua_NodeCloneContext_findClonedAnimation - Failed to match the given parameters to a valid function signature.");
- lua_error(state);
- break;
- }
- default:
- {
- lua_pushstring(state, "Invalid number of parameters (expected 2).");
- lua_error(state);
- break;
- }
- }
- return 0;
- }
- int lua_NodeCloneContext_findClonedNode(lua_State* state)
- {
- // Get the number of parameters.
- int paramCount = lua_gettop(state);
- // Attempt to match the parameters to a valid binding.
- switch (paramCount)
- {
- case 2:
- {
- if ((lua_type(state, 1) == LUA_TUSERDATA) &&
- (lua_type(state, 2) == LUA_TUSERDATA || lua_type(state, 2) == LUA_TTABLE || lua_type(state, 2) == LUA_TNIL))
- {
- // Get parameter 1 off the stack.
- bool param1Valid;
- gameplay::ScriptUtil::LuaArray<Node> param1 = gameplay::ScriptUtil::getObjectPointer<Node>(2, "Node", false, ¶m1Valid);
- if (!param1Valid)
- {
- lua_pushstring(state, "Failed to convert parameter 1 to type 'Node'.");
- lua_error(state);
- }
- NodeCloneContext* instance = getInstance(state);
- void* returnPtr = (void*)instance->findClonedNode(param1);
- if (returnPtr)
- {
- gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject));
- object->instance = returnPtr;
- object->owns = false;
- luaL_getmetatable(state, "Node");
- lua_setmetatable(state, -2);
- }
- else
- {
- lua_pushnil(state);
- }
- return 1;
- }
- lua_pushstring(state, "lua_NodeCloneContext_findClonedNode - Failed to match the given parameters to a valid function signature.");
- lua_error(state);
- break;
- }
- default:
- {
- lua_pushstring(state, "Invalid number of parameters (expected 2).");
- lua_error(state);
- break;
- }
- }
- return 0;
- }
- int lua_NodeCloneContext_registerClonedAnimation(lua_State* state)
- {
- // Get the number of parameters.
- int paramCount = lua_gettop(state);
- // Attempt to match the parameters to a valid binding.
- switch (paramCount)
- {
- case 3:
- {
- if ((lua_type(state, 1) == LUA_TUSERDATA) &&
- (lua_type(state, 2) == LUA_TUSERDATA || lua_type(state, 2) == LUA_TTABLE || lua_type(state, 2) == LUA_TNIL) &&
- (lua_type(state, 3) == LUA_TUSERDATA || lua_type(state, 3) == LUA_TTABLE || lua_type(state, 3) == LUA_TNIL))
- {
- // Get parameter 1 off the stack.
- bool param1Valid;
- gameplay::ScriptUtil::LuaArray<Animation> param1 = gameplay::ScriptUtil::getObjectPointer<Animation>(2, "Animation", false, ¶m1Valid);
- if (!param1Valid)
- {
- lua_pushstring(state, "Failed to convert parameter 1 to type 'Animation'.");
- lua_error(state);
- }
- // Get parameter 2 off the stack.
- bool param2Valid;
- gameplay::ScriptUtil::LuaArray<Animation> param2 = gameplay::ScriptUtil::getObjectPointer<Animation>(3, "Animation", false, ¶m2Valid);
- if (!param2Valid)
- {
- lua_pushstring(state, "Failed to convert parameter 2 to type 'Animation'.");
- lua_error(state);
- }
- NodeCloneContext* instance = getInstance(state);
- instance->registerClonedAnimation(param1, param2);
-
- return 0;
- }
- lua_pushstring(state, "lua_NodeCloneContext_registerClonedAnimation - Failed to match the given parameters to a valid function signature.");
- lua_error(state);
- break;
- }
- default:
- {
- lua_pushstring(state, "Invalid number of parameters (expected 3).");
- lua_error(state);
- break;
- }
- }
- return 0;
- }
- int lua_NodeCloneContext_registerClonedNode(lua_State* state)
- {
- // Get the number of parameters.
- int paramCount = lua_gettop(state);
- // Attempt to match the parameters to a valid binding.
- switch (paramCount)
- {
- case 3:
- {
- if ((lua_type(state, 1) == LUA_TUSERDATA) &&
- (lua_type(state, 2) == LUA_TUSERDATA || lua_type(state, 2) == LUA_TTABLE || lua_type(state, 2) == LUA_TNIL) &&
- (lua_type(state, 3) == LUA_TUSERDATA || lua_type(state, 3) == LUA_TTABLE || lua_type(state, 3) == LUA_TNIL))
- {
- // Get parameter 1 off the stack.
- bool param1Valid;
- gameplay::ScriptUtil::LuaArray<Node> param1 = gameplay::ScriptUtil::getObjectPointer<Node>(2, "Node", false, ¶m1Valid);
- if (!param1Valid)
- {
- lua_pushstring(state, "Failed to convert parameter 1 to type 'Node'.");
- lua_error(state);
- }
- // Get parameter 2 off the stack.
- bool param2Valid;
- gameplay::ScriptUtil::LuaArray<Node> param2 = gameplay::ScriptUtil::getObjectPointer<Node>(3, "Node", false, ¶m2Valid);
- if (!param2Valid)
- {
- lua_pushstring(state, "Failed to convert parameter 2 to type 'Node'.");
- lua_error(state);
- }
- NodeCloneContext* instance = getInstance(state);
- instance->registerClonedNode(param1, param2);
-
- return 0;
- }
- lua_pushstring(state, "lua_NodeCloneContext_registerClonedNode - Failed to match the given parameters to a valid function signature.");
- lua_error(state);
- break;
- }
- default:
- {
- lua_pushstring(state, "Invalid number of parameters (expected 3).");
- lua_error(state);
- break;
- }
- }
- return 0;
- }
- }
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