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- // Autogenerated by gameplay-luagen
- #include "Base.h"
- #include "ScriptController.h"
- #include "lua_MeshBatch.h"
- #include "MeshBatch.h"
- namespace gameplay
- {
- void luaRegister_MeshBatch()
- {
- const luaL_Reg lua_members[] =
- {
- {"add", lua_MeshBatch_add},
- {"draw", lua_MeshBatch_draw},
- {"finish", lua_MeshBatch_finish},
- {"getCapacity", lua_MeshBatch_getCapacity},
- {"getMaterial", lua_MeshBatch_getMaterial},
- {"isStarted", lua_MeshBatch_isStarted},
- {"setCapacity", lua_MeshBatch_setCapacity},
- {"start", lua_MeshBatch_start},
- {NULL, NULL}
- };
- const luaL_Reg lua_statics[] =
- {
- {"create", lua_MeshBatch_static_create},
- {NULL, NULL}
- };
- std::vector<std::string> scopePath;
- gameplay::ScriptUtil::registerClass("MeshBatch", lua_members, NULL, lua_MeshBatch__gc, lua_statics, scopePath);
- }
- static MeshBatch* getInstance(lua_State* state)
- {
- void* userdata = luaL_checkudata(state, 1, "MeshBatch");
- luaL_argcheck(state, userdata != NULL, 1, "'MeshBatch' expected.");
- return (MeshBatch*)((gameplay::ScriptUtil::LuaObject*)userdata)->instance;
- }
- int lua_MeshBatch__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, "MeshBatch");
- luaL_argcheck(state, userdata != NULL, 1, "'MeshBatch' expected.");
- gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)userdata;
- if (object->owns)
- {
- MeshBatch* instance = (MeshBatch*)object->instance;
- SAFE_DELETE(instance);
- }
-
- return 0;
- }
- lua_pushstring(state, "lua_MeshBatch__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_MeshBatch_add(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_TTABLE || lua_type(state, 2) == LUA_TLIGHTUSERDATA) &&
- lua_type(state, 3) == LUA_TNUMBER)
- {
- // Get parameter 1 off the stack.
- gameplay::ScriptUtil::LuaArray<float> param1 = gameplay::ScriptUtil::getFloatPointer(2);
- // Get parameter 2 off the stack.
- unsigned int param2 = (unsigned int)luaL_checkunsigned(state, 3);
- MeshBatch* instance = getInstance(state);
- instance->add(param1, param2);
-
- return 0;
- }
- lua_pushstring(state, "lua_MeshBatch_add - Failed to match the given parameters to a valid function signature.");
- lua_error(state);
- break;
- }
- case 4:
- {
- if ((lua_type(state, 1) == LUA_TUSERDATA) &&
- (lua_type(state, 2) == LUA_TTABLE || lua_type(state, 2) == LUA_TLIGHTUSERDATA) &&
- lua_type(state, 3) == LUA_TNUMBER &&
- (lua_type(state, 4) == LUA_TTABLE || lua_type(state, 4) == LUA_TLIGHTUSERDATA))
- {
- // Get parameter 1 off the stack.
- gameplay::ScriptUtil::LuaArray<float> param1 = gameplay::ScriptUtil::getFloatPointer(2);
- // Get parameter 2 off the stack.
- unsigned int param2 = (unsigned int)luaL_checkunsigned(state, 3);
- // Get parameter 3 off the stack.
- gameplay::ScriptUtil::LuaArray<unsigned short> param3 = gameplay::ScriptUtil::getUnsignedShortPointer(4);
- MeshBatch* instance = getInstance(state);
- instance->add(param1, param2, param3);
-
- return 0;
- }
- lua_pushstring(state, "lua_MeshBatch_add - Failed to match the given parameters to a valid function signature.");
- lua_error(state);
- break;
- }
- case 5:
- {
- if ((lua_type(state, 1) == LUA_TUSERDATA) &&
- (lua_type(state, 2) == LUA_TTABLE || lua_type(state, 2) == LUA_TLIGHTUSERDATA) &&
- lua_type(state, 3) == LUA_TNUMBER &&
- (lua_type(state, 4) == LUA_TTABLE || lua_type(state, 4) == LUA_TLIGHTUSERDATA) &&
- lua_type(state, 5) == LUA_TNUMBER)
- {
- // Get parameter 1 off the stack.
- gameplay::ScriptUtil::LuaArray<float> param1 = gameplay::ScriptUtil::getFloatPointer(2);
- // Get parameter 2 off the stack.
- unsigned int param2 = (unsigned int)luaL_checkunsigned(state, 3);
- // Get parameter 3 off the stack.
- gameplay::ScriptUtil::LuaArray<unsigned short> param3 = gameplay::ScriptUtil::getUnsignedShortPointer(4);
- // Get parameter 4 off the stack.
- unsigned int param4 = (unsigned int)luaL_checkunsigned(state, 5);
- MeshBatch* instance = getInstance(state);
- instance->add(param1, param2, param3, param4);
-
- return 0;
- }
- lua_pushstring(state, "lua_MeshBatch_add - 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, 4 or 5).");
- lua_error(state);
- break;
- }
- }
- return 0;
- }
- int lua_MeshBatch_draw(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))
- {
- MeshBatch* instance = getInstance(state);
- instance->draw();
-
- return 0;
- }
- lua_pushstring(state, "lua_MeshBatch_draw - 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_MeshBatch_finish(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))
- {
- MeshBatch* instance = getInstance(state);
- instance->finish();
-
- return 0;
- }
- lua_pushstring(state, "lua_MeshBatch_finish - 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_MeshBatch_getCapacity(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))
- {
- MeshBatch* instance = getInstance(state);
- unsigned int result = instance->getCapacity();
- // Push the return value onto the stack.
- lua_pushunsigned(state, result);
- return 1;
- }
- lua_pushstring(state, "lua_MeshBatch_getCapacity - 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_MeshBatch_getMaterial(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))
- {
- MeshBatch* instance = getInstance(state);
- void* returnPtr = ((void*)instance->getMaterial());
- 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, "Material");
- lua_setmetatable(state, -2);
- }
- else
- {
- lua_pushnil(state);
- }
- return 1;
- }
- lua_pushstring(state, "lua_MeshBatch_getMaterial - 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_MeshBatch_isStarted(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))
- {
- MeshBatch* instance = getInstance(state);
- bool result = instance->isStarted();
- // Push the return value onto the stack.
- lua_pushboolean(state, result);
- return 1;
- }
- lua_pushstring(state, "lua_MeshBatch_isStarted - 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_MeshBatch_setCapacity(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_TNUMBER)
- {
- // Get parameter 1 off the stack.
- unsigned int param1 = (unsigned int)luaL_checkunsigned(state, 2);
- MeshBatch* instance = getInstance(state);
- instance->setCapacity(param1);
-
- return 0;
- }
- lua_pushstring(state, "lua_MeshBatch_setCapacity - 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_MeshBatch_start(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))
- {
- MeshBatch* instance = getInstance(state);
- instance->start();
-
- return 0;
- }
- lua_pushstring(state, "lua_MeshBatch_start - 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_MeshBatch_static_create(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 4:
- {
- do
- {
- if ((lua_type(state, 1) == LUA_TUSERDATA || lua_type(state, 1) == LUA_TNIL) &&
- lua_type(state, 2) == LUA_TNUMBER &&
- (lua_type(state, 3) == LUA_TSTRING || lua_type(state, 3) == LUA_TNIL) &&
- lua_type(state, 4) == LUA_TBOOLEAN)
- {
- // Get parameter 1 off the stack.
- bool param1Valid;
- gameplay::ScriptUtil::LuaArray<VertexFormat> param1 = gameplay::ScriptUtil::getObjectPointer<VertexFormat>(1, "VertexFormat", true, ¶m1Valid);
- if (!param1Valid)
- break;
- // Get parameter 2 off the stack.
- Mesh::PrimitiveType param2 = (Mesh::PrimitiveType)luaL_checkint(state, 2);
- // Get parameter 3 off the stack.
- const char* param3 = gameplay::ScriptUtil::getString(3, false);
- // Get parameter 4 off the stack.
- bool param4 = gameplay::ScriptUtil::luaCheckBool(state, 4);
- void* returnPtr = ((void*)MeshBatch::create(*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, "MeshBatch");
- lua_setmetatable(state, -2);
- }
- else
- {
- lua_pushnil(state);
- }
- return 1;
- }
- } while (0);
- do
- {
- if ((lua_type(state, 1) == LUA_TUSERDATA || lua_type(state, 1) == LUA_TNIL) &&
- lua_type(state, 2) == LUA_TNUMBER &&
- (lua_type(state, 3) == LUA_TUSERDATA || lua_type(state, 3) == LUA_TTABLE || lua_type(state, 3) == LUA_TNIL) &&
- lua_type(state, 4) == LUA_TBOOLEAN)
- {
- // Get parameter 1 off the stack.
- bool param1Valid;
- gameplay::ScriptUtil::LuaArray<VertexFormat> param1 = gameplay::ScriptUtil::getObjectPointer<VertexFormat>(1, "VertexFormat", true, ¶m1Valid);
- if (!param1Valid)
- break;
- // Get parameter 2 off the stack.
- Mesh::PrimitiveType param2 = (Mesh::PrimitiveType)luaL_checkint(state, 2);
- // Get parameter 3 off the stack.
- bool param3Valid;
- gameplay::ScriptUtil::LuaArray<Material> param3 = gameplay::ScriptUtil::getObjectPointer<Material>(3, "Material", false, ¶m3Valid);
- if (!param3Valid)
- break;
- // Get parameter 4 off the stack.
- bool param4 = gameplay::ScriptUtil::luaCheckBool(state, 4);
- void* returnPtr = ((void*)MeshBatch::create(*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, "MeshBatch");
- lua_setmetatable(state, -2);
- }
- else
- {
- lua_pushnil(state);
- }
- return 1;
- }
- } while (0);
- lua_pushstring(state, "lua_MeshBatch_static_create - Failed to match the given parameters to a valid function signature.");
- lua_error(state);
- break;
- }
- case 5:
- {
- do
- {
- if ((lua_type(state, 1) == LUA_TUSERDATA || lua_type(state, 1) == LUA_TNIL) &&
- lua_type(state, 2) == LUA_TNUMBER &&
- (lua_type(state, 3) == LUA_TSTRING || lua_type(state, 3) == LUA_TNIL) &&
- lua_type(state, 4) == LUA_TBOOLEAN &&
- lua_type(state, 5) == LUA_TNUMBER)
- {
- // Get parameter 1 off the stack.
- bool param1Valid;
- gameplay::ScriptUtil::LuaArray<VertexFormat> param1 = gameplay::ScriptUtil::getObjectPointer<VertexFormat>(1, "VertexFormat", true, ¶m1Valid);
- if (!param1Valid)
- break;
- // Get parameter 2 off the stack.
- Mesh::PrimitiveType param2 = (Mesh::PrimitiveType)luaL_checkint(state, 2);
- // Get parameter 3 off the stack.
- const char* param3 = gameplay::ScriptUtil::getString(3, false);
- // Get parameter 4 off the stack.
- bool param4 = gameplay::ScriptUtil::luaCheckBool(state, 4);
- // Get parameter 5 off the stack.
- unsigned int param5 = (unsigned int)luaL_checkunsigned(state, 5);
- void* returnPtr = ((void*)MeshBatch::create(*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, "MeshBatch");
- lua_setmetatable(state, -2);
- }
- else
- {
- lua_pushnil(state);
- }
- return 1;
- }
- } while (0);
- do
- {
- if ((lua_type(state, 1) == LUA_TUSERDATA || lua_type(state, 1) == LUA_TNIL) &&
- lua_type(state, 2) == LUA_TNUMBER &&
- (lua_type(state, 3) == LUA_TUSERDATA || lua_type(state, 3) == LUA_TTABLE || lua_type(state, 3) == LUA_TNIL) &&
- lua_type(state, 4) == LUA_TBOOLEAN &&
- lua_type(state, 5) == LUA_TNUMBER)
- {
- // Get parameter 1 off the stack.
- bool param1Valid;
- gameplay::ScriptUtil::LuaArray<VertexFormat> param1 = gameplay::ScriptUtil::getObjectPointer<VertexFormat>(1, "VertexFormat", true, ¶m1Valid);
- if (!param1Valid)
- break;
- // Get parameter 2 off the stack.
- Mesh::PrimitiveType param2 = (Mesh::PrimitiveType)luaL_checkint(state, 2);
- // Get parameter 3 off the stack.
- bool param3Valid;
- gameplay::ScriptUtil::LuaArray<Material> param3 = gameplay::ScriptUtil::getObjectPointer<Material>(3, "Material", false, ¶m3Valid);
- if (!param3Valid)
- break;
- // Get parameter 4 off the stack.
- bool param4 = gameplay::ScriptUtil::luaCheckBool(state, 4);
- // Get parameter 5 off the stack.
- unsigned int param5 = (unsigned int)luaL_checkunsigned(state, 5);
- void* returnPtr = ((void*)MeshBatch::create(*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, "MeshBatch");
- lua_setmetatable(state, -2);
- }
- else
- {
- lua_pushnil(state);
- }
- return 1;
- }
- } while (0);
- lua_pushstring(state, "lua_MeshBatch_static_create - Failed to match the given parameters to a valid function signature.");
- lua_error(state);
- break;
- }
- case 6:
- {
- do
- {
- if ((lua_type(state, 1) == LUA_TUSERDATA || lua_type(state, 1) == LUA_TNIL) &&
- lua_type(state, 2) == LUA_TNUMBER &&
- (lua_type(state, 3) == LUA_TSTRING || lua_type(state, 3) == LUA_TNIL) &&
- lua_type(state, 4) == LUA_TBOOLEAN &&
- lua_type(state, 5) == LUA_TNUMBER &&
- lua_type(state, 6) == LUA_TNUMBER)
- {
- // Get parameter 1 off the stack.
- bool param1Valid;
- gameplay::ScriptUtil::LuaArray<VertexFormat> param1 = gameplay::ScriptUtil::getObjectPointer<VertexFormat>(1, "VertexFormat", true, ¶m1Valid);
- if (!param1Valid)
- break;
- // Get parameter 2 off the stack.
- Mesh::PrimitiveType param2 = (Mesh::PrimitiveType)luaL_checkint(state, 2);
- // Get parameter 3 off the stack.
- const char* param3 = gameplay::ScriptUtil::getString(3, false);
- // Get parameter 4 off the stack.
- bool param4 = gameplay::ScriptUtil::luaCheckBool(state, 4);
- // Get parameter 5 off the stack.
- unsigned int param5 = (unsigned int)luaL_checkunsigned(state, 5);
- // Get parameter 6 off the stack.
- unsigned int param6 = (unsigned int)luaL_checkunsigned(state, 6);
- void* returnPtr = ((void*)MeshBatch::create(*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, "MeshBatch");
- lua_setmetatable(state, -2);
- }
- else
- {
- lua_pushnil(state);
- }
- return 1;
- }
- } while (0);
- do
- {
- if ((lua_type(state, 1) == LUA_TUSERDATA || lua_type(state, 1) == LUA_TNIL) &&
- lua_type(state, 2) == LUA_TNUMBER &&
- (lua_type(state, 3) == LUA_TUSERDATA || lua_type(state, 3) == LUA_TTABLE || lua_type(state, 3) == LUA_TNIL) &&
- lua_type(state, 4) == LUA_TBOOLEAN &&
- lua_type(state, 5) == LUA_TNUMBER &&
- lua_type(state, 6) == LUA_TNUMBER)
- {
- // Get parameter 1 off the stack.
- bool param1Valid;
- gameplay::ScriptUtil::LuaArray<VertexFormat> param1 = gameplay::ScriptUtil::getObjectPointer<VertexFormat>(1, "VertexFormat", true, ¶m1Valid);
- if (!param1Valid)
- break;
- // Get parameter 2 off the stack.
- Mesh::PrimitiveType param2 = (Mesh::PrimitiveType)luaL_checkint(state, 2);
- // Get parameter 3 off the stack.
- bool param3Valid;
- gameplay::ScriptUtil::LuaArray<Material> param3 = gameplay::ScriptUtil::getObjectPointer<Material>(3, "Material", false, ¶m3Valid);
- if (!param3Valid)
- break;
- // Get parameter 4 off the stack.
- bool param4 = gameplay::ScriptUtil::luaCheckBool(state, 4);
- // Get parameter 5 off the stack.
- unsigned int param5 = (unsigned int)luaL_checkunsigned(state, 5);
- // Get parameter 6 off the stack.
- unsigned int param6 = (unsigned int)luaL_checkunsigned(state, 6);
- void* returnPtr = ((void*)MeshBatch::create(*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, "MeshBatch");
- lua_setmetatable(state, -2);
- }
- else
- {
- lua_pushnil(state);
- }
- return 1;
- }
- } while (0);
- lua_pushstring(state, "lua_MeshBatch_static_create - Failed to match the given parameters to a valid function signature.");
- lua_error(state);
- break;
- }
- default:
- {
- lua_pushstring(state, "Invalid number of parameters (expected 4, 5 or 6).");
- lua_error(state);
- break;
- }
- }
- return 0;
- }
- }
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