| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361362363364365366367368369370371372373374375376377378379380381382383384385386387388389390391392393394395396397398399400401402403404405406407408409410411412413414415416417418419420421422423424425426427428429430431432433434435436437438439440441442443444445446447448449450451452453454455456457458459460461462463464465466467468469470471472473474475476477478479480481482483484485486487488489490491492493494495496497498499500501502503504505506507508509510511512513514515516517518519520521522523524525526527528529530531532533534535536537538539540541542543544545546547548549550551552553554555556557558559560561562563564565566567568569570571572573574575576577578579580581582583584585586587588589590591592593594595596597598599600601602603604605606607608609610611612613614615616617618619620621622623624625626627628629630631632633634635636637638639640641642643644645646647648649650651652653654655656657658659660661662663664665666667668669670671672673674675676677678679680681682683684685686687688689690691692693694695696697698699700701702703704705706707708709710711712713714715716717718719720721722723724725726727728729730731732733734735736737738739740741742743744745746747748749750751752753754755756757758759760761762763764765766767768769770771772773774775776777778779780781782783784785786787788789790791792793794795796797798799800801802803804805806807808809810811812813814815816817818819820821822823824825826827828829830831832833834835836837838839840841842843844845846847848849850851852853854855856857858859860861862863864865866867868869870871872873874875876877878879880881 |
- #include "Base.h"
- #include "ScriptController.h"
- #include "lua_PhysicsRigidBodyParameters.h"
- #include "Animation.h"
- #include "AnimationTarget.h"
- #include "Base.h"
- #include "Game.h"
- #include "Image.h"
- #include "MeshPart.h"
- #include "Node.h"
- #include "PhysicsCharacter.h"
- #include "PhysicsCollisionObject.h"
- #include "PhysicsController.h"
- #include "PhysicsGhostObject.h"
- #include "PhysicsRigidBody.h"
- #include "PhysicsVehicle.h"
- #include "PhysicsVehicleWheel.h"
- #include "ScriptController.h"
- #include "ScriptTarget.h"
- #include "Terrain.h"
- #include "Transform.h"
- #include "lua_CurveInterpolationType.h"
- #include "lua_PhysicsCollisionObjectCollisionListenerEventType.h"
- #include "lua_PhysicsCollisionObjectType.h"
- #include "lua_PhysicsCollisionShapeType.h"
- namespace gameplay
- {
- void luaRegister_PhysicsRigidBodyParameters()
- {
- const luaL_Reg lua_members[] =
- {
- {"angularDamping", lua_PhysicsRigidBodyParameters_angularDamping},
- {"angularFactor", lua_PhysicsRigidBodyParameters_angularFactor},
- {"anisotropicFriction", lua_PhysicsRigidBodyParameters_anisotropicFriction},
- {"friction", lua_PhysicsRigidBodyParameters_friction},
- {"kinematic", lua_PhysicsRigidBodyParameters_kinematic},
- {"linearDamping", lua_PhysicsRigidBodyParameters_linearDamping},
- {"linearFactor", lua_PhysicsRigidBodyParameters_linearFactor},
- {"mass", lua_PhysicsRigidBodyParameters_mass},
- {"restitution", lua_PhysicsRigidBodyParameters_restitution},
- {NULL, NULL}
- };
- const luaL_Reg* lua_statics = NULL;
- std::vector<std::string> scopePath;
- scopePath.push_back("PhysicsRigidBody");
- gameplay::ScriptUtil::registerClass("PhysicsRigidBodyParameters", lua_members, lua_PhysicsRigidBodyParameters__init, lua_PhysicsRigidBodyParameters__gc, lua_statics, scopePath);
- }
- static PhysicsRigidBody::Parameters* getInstance(lua_State* state)
- {
- void* userdata = luaL_checkudata(state, 1, "PhysicsRigidBodyParameters");
- luaL_argcheck(state, userdata != NULL, 1, "'PhysicsRigidBodyParameters' expected.");
- return (PhysicsRigidBody::Parameters*)((gameplay::ScriptUtil::LuaObject*)userdata)->instance;
- }
- int lua_PhysicsRigidBodyParameters__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, "PhysicsRigidBodyParameters");
- luaL_argcheck(state, userdata != NULL, 1, "'PhysicsRigidBodyParameters' expected.");
- gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)userdata;
- if (object->owns)
- {
- PhysicsRigidBody::Parameters* instance = (PhysicsRigidBody::Parameters*)object->instance;
- SAFE_DELETE(instance);
- }
-
- return 0;
- }
- lua_pushstring(state, "lua_PhysicsRigidBodyParameters__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_PhysicsRigidBodyParameters__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 PhysicsRigidBody::Parameters();
- 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, "PhysicsRigidBodyParameters");
- lua_setmetatable(state, -2);
- }
- else
- {
- lua_pushnil(state);
- }
- return 1;
- break;
- }
- case 1:
- {
- do
- {
- if (lua_type(state, 1) == LUA_TNUMBER)
- {
- // Get parameter 1 off the stack.
- float param1 = (float)luaL_checknumber(state, 1);
- void* returnPtr = (void*)new PhysicsRigidBody::Parameters(param1);
- 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, "PhysicsRigidBodyParameters");
- lua_setmetatable(state, -2);
- }
- else
- {
- lua_pushnil(state);
- }
- return 1;
- }
- } while (0);
- lua_pushstring(state, "lua_PhysicsRigidBodyParameters__init - Failed to match the given parameters to a valid function signature.");
- lua_error(state);
- break;
- }
- case 2:
- {
- do
- {
- if (lua_type(state, 1) == LUA_TNUMBER &&
- lua_type(state, 2) == LUA_TNUMBER)
- {
- // Get parameter 1 off the stack.
- float param1 = (float)luaL_checknumber(state, 1);
- // Get parameter 2 off the stack.
- float param2 = (float)luaL_checknumber(state, 2);
- void* returnPtr = (void*)new PhysicsRigidBody::Parameters(param1, param2);
- 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, "PhysicsRigidBodyParameters");
- lua_setmetatable(state, -2);
- }
- else
- {
- lua_pushnil(state);
- }
- return 1;
- }
- } while (0);
- lua_pushstring(state, "lua_PhysicsRigidBodyParameters__init - Failed to match the given parameters to a valid function signature.");
- lua_error(state);
- break;
- }
- case 3:
- {
- do
- {
- if (lua_type(state, 1) == LUA_TNUMBER &&
- lua_type(state, 2) == LUA_TNUMBER &&
- lua_type(state, 3) == LUA_TNUMBER)
- {
- // Get parameter 1 off the stack.
- float param1 = (float)luaL_checknumber(state, 1);
- // Get parameter 2 off the stack.
- float param2 = (float)luaL_checknumber(state, 2);
- // Get parameter 3 off the stack.
- float param3 = (float)luaL_checknumber(state, 3);
- void* returnPtr = (void*)new PhysicsRigidBody::Parameters(param1, param2, param3);
- 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, "PhysicsRigidBodyParameters");
- lua_setmetatable(state, -2);
- }
- else
- {
- lua_pushnil(state);
- }
- return 1;
- }
- } while (0);
- lua_pushstring(state, "lua_PhysicsRigidBodyParameters__init - Failed to match the given parameters to a valid function signature.");
- lua_error(state);
- break;
- }
- case 4:
- {
- do
- {
- if (lua_type(state, 1) == LUA_TNUMBER &&
- lua_type(state, 2) == LUA_TNUMBER &&
- lua_type(state, 3) == LUA_TNUMBER &&
- lua_type(state, 4) == LUA_TNUMBER)
- {
- // Get parameter 1 off the stack.
- float param1 = (float)luaL_checknumber(state, 1);
- // Get parameter 2 off the stack.
- float param2 = (float)luaL_checknumber(state, 2);
- // Get parameter 3 off the stack.
- float param3 = (float)luaL_checknumber(state, 3);
- // Get parameter 4 off the stack.
- float param4 = (float)luaL_checknumber(state, 4);
- void* returnPtr = (void*)new PhysicsRigidBody::Parameters(param1, param2, param3, param4);
- 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, "PhysicsRigidBodyParameters");
- lua_setmetatable(state, -2);
- }
- else
- {
- lua_pushnil(state);
- }
- return 1;
- }
- } while (0);
- lua_pushstring(state, "lua_PhysicsRigidBodyParameters__init - Failed to match the given parameters to a valid function signature.");
- lua_error(state);
- break;
- }
- case 5:
- {
- do
- {
- if (lua_type(state, 1) == LUA_TNUMBER &&
- lua_type(state, 2) == LUA_TNUMBER &&
- lua_type(state, 3) == LUA_TNUMBER &&
- lua_type(state, 4) == LUA_TNUMBER &&
- lua_type(state, 5) == LUA_TNUMBER)
- {
- // Get parameter 1 off the stack.
- float param1 = (float)luaL_checknumber(state, 1);
- // Get parameter 2 off the stack.
- float param2 = (float)luaL_checknumber(state, 2);
- // Get parameter 3 off the stack.
- float param3 = (float)luaL_checknumber(state, 3);
- // Get parameter 4 off the stack.
- float param4 = (float)luaL_checknumber(state, 4);
- // Get parameter 5 off the stack.
- float param5 = (float)luaL_checknumber(state, 5);
- void* returnPtr = (void*)new PhysicsRigidBody::Parameters(param1, param2, param3, param4, param5);
- 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, "PhysicsRigidBodyParameters");
- lua_setmetatable(state, -2);
- }
- else
- {
- lua_pushnil(state);
- }
- return 1;
- }
- } while (0);
- lua_pushstring(state, "lua_PhysicsRigidBodyParameters__init - Failed to match the given parameters to a valid function signature.");
- lua_error(state);
- break;
- }
- case 6:
- {
- do
- {
- if (lua_type(state, 1) == LUA_TNUMBER &&
- lua_type(state, 2) == LUA_TNUMBER &&
- lua_type(state, 3) == LUA_TNUMBER &&
- lua_type(state, 4) == LUA_TNUMBER &&
- lua_type(state, 5) == LUA_TNUMBER &&
- lua_type(state, 6) == LUA_TBOOLEAN)
- {
- // Get parameter 1 off the stack.
- float param1 = (float)luaL_checknumber(state, 1);
- // Get parameter 2 off the stack.
- float param2 = (float)luaL_checknumber(state, 2);
- // Get parameter 3 off the stack.
- float param3 = (float)luaL_checknumber(state, 3);
- // Get parameter 4 off the stack.
- float param4 = (float)luaL_checknumber(state, 4);
- // Get parameter 5 off the stack.
- float param5 = (float)luaL_checknumber(state, 5);
- // Get parameter 6 off the stack.
- bool param6 = gameplay::ScriptUtil::luaCheckBool(state, 6);
- void* returnPtr = (void*)new PhysicsRigidBody::Parameters(param1, param2, param3, param4, param5, param6);
- 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, "PhysicsRigidBodyParameters");
- lua_setmetatable(state, -2);
- }
- else
- {
- lua_pushnil(state);
- }
- return 1;
- }
- } while (0);
- lua_pushstring(state, "lua_PhysicsRigidBodyParameters__init - Failed to match the given parameters to a valid function signature.");
- lua_error(state);
- break;
- }
- case 7:
- {
- do
- {
- if (lua_type(state, 1) == LUA_TNUMBER &&
- lua_type(state, 2) == LUA_TNUMBER &&
- lua_type(state, 3) == LUA_TNUMBER &&
- lua_type(state, 4) == LUA_TNUMBER &&
- lua_type(state, 5) == LUA_TNUMBER &&
- lua_type(state, 6) == LUA_TBOOLEAN &&
- (lua_type(state, 7) == LUA_TUSERDATA || lua_type(state, 7) == LUA_TNIL))
- {
- // Get parameter 1 off the stack.
- float param1 = (float)luaL_checknumber(state, 1);
- // Get parameter 2 off the stack.
- float param2 = (float)luaL_checknumber(state, 2);
- // Get parameter 3 off the stack.
- float param3 = (float)luaL_checknumber(state, 3);
- // Get parameter 4 off the stack.
- float param4 = (float)luaL_checknumber(state, 4);
- // Get parameter 5 off the stack.
- float param5 = (float)luaL_checknumber(state, 5);
- // Get parameter 6 off the stack.
- bool param6 = gameplay::ScriptUtil::luaCheckBool(state, 6);
- // Get parameter 7 off the stack.
- bool param7Valid;
- gameplay::ScriptUtil::LuaArray<Vector3> param7 = gameplay::ScriptUtil::getObjectPointer<Vector3>(7, "Vector3", true, ¶m7Valid);
- if (!param7Valid)
- break;
- void* returnPtr = (void*)new PhysicsRigidBody::Parameters(param1, param2, param3, param4, param5, param6, *param7);
- 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, "PhysicsRigidBodyParameters");
- lua_setmetatable(state, -2);
- }
- else
- {
- lua_pushnil(state);
- }
- return 1;
- }
- } while (0);
- lua_pushstring(state, "lua_PhysicsRigidBodyParameters__init - Failed to match the given parameters to a valid function signature.");
- lua_error(state);
- break;
- }
- case 8:
- {
- do
- {
- if (lua_type(state, 1) == LUA_TNUMBER &&
- lua_type(state, 2) == LUA_TNUMBER &&
- lua_type(state, 3) == LUA_TNUMBER &&
- lua_type(state, 4) == LUA_TNUMBER &&
- lua_type(state, 5) == LUA_TNUMBER &&
- lua_type(state, 6) == LUA_TBOOLEAN &&
- (lua_type(state, 7) == LUA_TUSERDATA || lua_type(state, 7) == LUA_TNIL) &&
- (lua_type(state, 8) == LUA_TUSERDATA || lua_type(state, 8) == LUA_TNIL))
- {
- // Get parameter 1 off the stack.
- float param1 = (float)luaL_checknumber(state, 1);
- // Get parameter 2 off the stack.
- float param2 = (float)luaL_checknumber(state, 2);
- // Get parameter 3 off the stack.
- float param3 = (float)luaL_checknumber(state, 3);
- // Get parameter 4 off the stack.
- float param4 = (float)luaL_checknumber(state, 4);
- // Get parameter 5 off the stack.
- float param5 = (float)luaL_checknumber(state, 5);
- // Get parameter 6 off the stack.
- bool param6 = gameplay::ScriptUtil::luaCheckBool(state, 6);
- // Get parameter 7 off the stack.
- bool param7Valid;
- gameplay::ScriptUtil::LuaArray<Vector3> param7 = gameplay::ScriptUtil::getObjectPointer<Vector3>(7, "Vector3", true, ¶m7Valid);
- if (!param7Valid)
- break;
- // Get parameter 8 off the stack.
- bool param8Valid;
- gameplay::ScriptUtil::LuaArray<Vector3> param8 = gameplay::ScriptUtil::getObjectPointer<Vector3>(8, "Vector3", true, ¶m8Valid);
- if (!param8Valid)
- break;
- void* returnPtr = (void*)new PhysicsRigidBody::Parameters(param1, param2, param3, param4, param5, param6, *param7, *param8);
- 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, "PhysicsRigidBodyParameters");
- lua_setmetatable(state, -2);
- }
- else
- {
- lua_pushnil(state);
- }
- return 1;
- }
- } while (0);
- lua_pushstring(state, "lua_PhysicsRigidBodyParameters__init - Failed to match the given parameters to a valid function signature.");
- lua_error(state);
- break;
- }
- case 9:
- {
- do
- {
- if (lua_type(state, 1) == LUA_TNUMBER &&
- lua_type(state, 2) == LUA_TNUMBER &&
- lua_type(state, 3) == LUA_TNUMBER &&
- lua_type(state, 4) == LUA_TNUMBER &&
- lua_type(state, 5) == LUA_TNUMBER &&
- lua_type(state, 6) == LUA_TBOOLEAN &&
- (lua_type(state, 7) == LUA_TUSERDATA || lua_type(state, 7) == LUA_TNIL) &&
- (lua_type(state, 8) == LUA_TUSERDATA || lua_type(state, 8) == LUA_TNIL) &&
- (lua_type(state, 9) == LUA_TUSERDATA || lua_type(state, 9) == LUA_TNIL))
- {
- // Get parameter 1 off the stack.
- float param1 = (float)luaL_checknumber(state, 1);
- // Get parameter 2 off the stack.
- float param2 = (float)luaL_checknumber(state, 2);
- // Get parameter 3 off the stack.
- float param3 = (float)luaL_checknumber(state, 3);
- // Get parameter 4 off the stack.
- float param4 = (float)luaL_checknumber(state, 4);
- // Get parameter 5 off the stack.
- float param5 = (float)luaL_checknumber(state, 5);
- // Get parameter 6 off the stack.
- bool param6 = gameplay::ScriptUtil::luaCheckBool(state, 6);
- // Get parameter 7 off the stack.
- bool param7Valid;
- gameplay::ScriptUtil::LuaArray<Vector3> param7 = gameplay::ScriptUtil::getObjectPointer<Vector3>(7, "Vector3", true, ¶m7Valid);
- if (!param7Valid)
- break;
- // Get parameter 8 off the stack.
- bool param8Valid;
- gameplay::ScriptUtil::LuaArray<Vector3> param8 = gameplay::ScriptUtil::getObjectPointer<Vector3>(8, "Vector3", true, ¶m8Valid);
- if (!param8Valid)
- break;
- // Get parameter 9 off the stack.
- bool param9Valid;
- gameplay::ScriptUtil::LuaArray<Vector3> param9 = gameplay::ScriptUtil::getObjectPointer<Vector3>(9, "Vector3", true, ¶m9Valid);
- if (!param9Valid)
- break;
- void* returnPtr = (void*)new PhysicsRigidBody::Parameters(param1, param2, param3, param4, param5, param6, *param7, *param8, *param9);
- 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, "PhysicsRigidBodyParameters");
- lua_setmetatable(state, -2);
- }
- else
- {
- lua_pushnil(state);
- }
- return 1;
- }
- } while (0);
- lua_pushstring(state, "lua_PhysicsRigidBodyParameters__init - Failed to match the given parameters to a valid function signature.");
- lua_error(state);
- break;
- }
- default:
- {
- lua_pushstring(state, "Invalid number of parameters (expected 0, 1, 2, 3, 4, 5, 6, 7, 8 or 9).");
- lua_error(state);
- break;
- }
- }
- return 0;
- }
- int lua_PhysicsRigidBodyParameters_angularDamping(lua_State* state)
- {
- // Validate the number of parameters.
- if (lua_gettop(state) > 2)
- {
- lua_pushstring(state, "Invalid number of parameters (expected 1 or 2).");
- lua_error(state);
- }
- PhysicsRigidBody::Parameters* instance = getInstance(state);
- if (lua_gettop(state) == 2)
- {
- // Get parameter 2 off the stack.
- float param2 = (float)luaL_checknumber(state, 2);
- instance->angularDamping = param2;
- return 0;
- }
- else
- {
- float result = instance->angularDamping;
- // Push the return value onto the stack.
- lua_pushnumber(state, result);
- return 1;
- }
- }
- int lua_PhysicsRigidBodyParameters_angularFactor(lua_State* state)
- {
- // Validate the number of parameters.
- if (lua_gettop(state) > 2)
- {
- lua_pushstring(state, "Invalid number of parameters (expected 1 or 2).");
- lua_error(state);
- }
- PhysicsRigidBody::Parameters* instance = getInstance(state);
- if (lua_gettop(state) == 2)
- {
- // Get parameter 2 off the stack.
- bool param2Valid;
- gameplay::ScriptUtil::LuaArray<Vector3> param2 = gameplay::ScriptUtil::getObjectPointer<Vector3>(2, "Vector3", true, ¶m2Valid);
- if (!param2Valid)
- {
- lua_pushstring(state, "Failed to convert parameter 2 to type 'Vector3'.");
- lua_error(state);
- }
- instance->angularFactor = *param2;
- return 0;
- }
- else
- {
- void* returnPtr = (void*)new Vector3(instance->angularFactor);
- 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, "Vector3");
- lua_setmetatable(state, -2);
- }
- else
- {
- lua_pushnil(state);
- }
- return 1;
- }
- }
- int lua_PhysicsRigidBodyParameters_anisotropicFriction(lua_State* state)
- {
- // Validate the number of parameters.
- if (lua_gettop(state) > 2)
- {
- lua_pushstring(state, "Invalid number of parameters (expected 1 or 2).");
- lua_error(state);
- }
- PhysicsRigidBody::Parameters* instance = getInstance(state);
- if (lua_gettop(state) == 2)
- {
- // Get parameter 2 off the stack.
- bool param2Valid;
- gameplay::ScriptUtil::LuaArray<Vector3> param2 = gameplay::ScriptUtil::getObjectPointer<Vector3>(2, "Vector3", true, ¶m2Valid);
- if (!param2Valid)
- {
- lua_pushstring(state, "Failed to convert parameter 2 to type 'Vector3'.");
- lua_error(state);
- }
- instance->anisotropicFriction = *param2;
- return 0;
- }
- else
- {
- void* returnPtr = (void*)new Vector3(instance->anisotropicFriction);
- 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, "Vector3");
- lua_setmetatable(state, -2);
- }
- else
- {
- lua_pushnil(state);
- }
- return 1;
- }
- }
- int lua_PhysicsRigidBodyParameters_friction(lua_State* state)
- {
- // Validate the number of parameters.
- if (lua_gettop(state) > 2)
- {
- lua_pushstring(state, "Invalid number of parameters (expected 1 or 2).");
- lua_error(state);
- }
- PhysicsRigidBody::Parameters* instance = getInstance(state);
- if (lua_gettop(state) == 2)
- {
- // Get parameter 2 off the stack.
- float param2 = (float)luaL_checknumber(state, 2);
- instance->friction = param2;
- return 0;
- }
- else
- {
- float result = instance->friction;
- // Push the return value onto the stack.
- lua_pushnumber(state, result);
- return 1;
- }
- }
- int lua_PhysicsRigidBodyParameters_kinematic(lua_State* state)
- {
- // Validate the number of parameters.
- if (lua_gettop(state) > 2)
- {
- lua_pushstring(state, "Invalid number of parameters (expected 1 or 2).");
- lua_error(state);
- }
- PhysicsRigidBody::Parameters* instance = getInstance(state);
- if (lua_gettop(state) == 2)
- {
- // Get parameter 2 off the stack.
- bool param2 = gameplay::ScriptUtil::luaCheckBool(state, 2);
- instance->kinematic = param2;
- return 0;
- }
- else
- {
- bool result = instance->kinematic;
- // Push the return value onto the stack.
- lua_pushboolean(state, result);
- return 1;
- }
- }
- int lua_PhysicsRigidBodyParameters_linearDamping(lua_State* state)
- {
- // Validate the number of parameters.
- if (lua_gettop(state) > 2)
- {
- lua_pushstring(state, "Invalid number of parameters (expected 1 or 2).");
- lua_error(state);
- }
- PhysicsRigidBody::Parameters* instance = getInstance(state);
- if (lua_gettop(state) == 2)
- {
- // Get parameter 2 off the stack.
- float param2 = (float)luaL_checknumber(state, 2);
- instance->linearDamping = param2;
- return 0;
- }
- else
- {
- float result = instance->linearDamping;
- // Push the return value onto the stack.
- lua_pushnumber(state, result);
- return 1;
- }
- }
- int lua_PhysicsRigidBodyParameters_linearFactor(lua_State* state)
- {
- // Validate the number of parameters.
- if (lua_gettop(state) > 2)
- {
- lua_pushstring(state, "Invalid number of parameters (expected 1 or 2).");
- lua_error(state);
- }
- PhysicsRigidBody::Parameters* instance = getInstance(state);
- if (lua_gettop(state) == 2)
- {
- // Get parameter 2 off the stack.
- bool param2Valid;
- gameplay::ScriptUtil::LuaArray<Vector3> param2 = gameplay::ScriptUtil::getObjectPointer<Vector3>(2, "Vector3", true, ¶m2Valid);
- if (!param2Valid)
- {
- lua_pushstring(state, "Failed to convert parameter 2 to type 'Vector3'.");
- lua_error(state);
- }
- instance->linearFactor = *param2;
- return 0;
- }
- else
- {
- void* returnPtr = (void*)new Vector3(instance->linearFactor);
- 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, "Vector3");
- lua_setmetatable(state, -2);
- }
- else
- {
- lua_pushnil(state);
- }
- return 1;
- }
- }
- int lua_PhysicsRigidBodyParameters_mass(lua_State* state)
- {
- // Validate the number of parameters.
- if (lua_gettop(state) > 2)
- {
- lua_pushstring(state, "Invalid number of parameters (expected 1 or 2).");
- lua_error(state);
- }
- PhysicsRigidBody::Parameters* instance = getInstance(state);
- if (lua_gettop(state) == 2)
- {
- // Get parameter 2 off the stack.
- float param2 = (float)luaL_checknumber(state, 2);
- instance->mass = param2;
- return 0;
- }
- else
- {
- float result = instance->mass;
- // Push the return value onto the stack.
- lua_pushnumber(state, result);
- return 1;
- }
- }
- int lua_PhysicsRigidBodyParameters_restitution(lua_State* state)
- {
- // Validate the number of parameters.
- if (lua_gettop(state) > 2)
- {
- lua_pushstring(state, "Invalid number of parameters (expected 1 or 2).");
- lua_error(state);
- }
- PhysicsRigidBody::Parameters* instance = getInstance(state);
- if (lua_gettop(state) == 2)
- {
- // Get parameter 2 off the stack.
- float param2 = (float)luaL_checknumber(state, 2);
- instance->restitution = param2;
- return 0;
- }
- else
- {
- float result = instance->restitution;
- // Push the return value onto the stack.
- lua_pushnumber(state, result);
- return 1;
- }
- }
- }
|