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- // Autogenerated by gameplay-luagen
- #include "Base.h"
- #include "ScriptController.h"
- #include "lua_PhysicsSpringConstraint.h"
- #include "PhysicsSpringConstraint.h"
- namespace gameplay
- {
- void luaRegister_PhysicsSpringConstraint()
- {
- const luaL_Reg lua_members[] =
- {
- {"getBreakingImpulse", lua_PhysicsSpringConstraint_getBreakingImpulse},
- {"getRotationOffsetA", lua_PhysicsSpringConstraint_getRotationOffsetA},
- {"getRotationOffsetB", lua_PhysicsSpringConstraint_getRotationOffsetB},
- {"getTranslationOffsetA", lua_PhysicsSpringConstraint_getTranslationOffsetA},
- {"getTranslationOffsetB", lua_PhysicsSpringConstraint_getTranslationOffsetB},
- {"isEnabled", lua_PhysicsSpringConstraint_isEnabled},
- {"setAngularDampingX", lua_PhysicsSpringConstraint_setAngularDampingX},
- {"setAngularDampingY", lua_PhysicsSpringConstraint_setAngularDampingY},
- {"setAngularDampingZ", lua_PhysicsSpringConstraint_setAngularDampingZ},
- {"setAngularLowerLimit", lua_PhysicsSpringConstraint_setAngularLowerLimit},
- {"setAngularStrengthX", lua_PhysicsSpringConstraint_setAngularStrengthX},
- {"setAngularStrengthY", lua_PhysicsSpringConstraint_setAngularStrengthY},
- {"setAngularStrengthZ", lua_PhysicsSpringConstraint_setAngularStrengthZ},
- {"setAngularUpperLimit", lua_PhysicsSpringConstraint_setAngularUpperLimit},
- {"setBreakingImpulse", lua_PhysicsSpringConstraint_setBreakingImpulse},
- {"setEnabled", lua_PhysicsSpringConstraint_setEnabled},
- {"setLinearDampingX", lua_PhysicsSpringConstraint_setLinearDampingX},
- {"setLinearDampingY", lua_PhysicsSpringConstraint_setLinearDampingY},
- {"setLinearDampingZ", lua_PhysicsSpringConstraint_setLinearDampingZ},
- {"setLinearLowerLimit", lua_PhysicsSpringConstraint_setLinearLowerLimit},
- {"setLinearStrengthX", lua_PhysicsSpringConstraint_setLinearStrengthX},
- {"setLinearStrengthY", lua_PhysicsSpringConstraint_setLinearStrengthY},
- {"setLinearStrengthZ", lua_PhysicsSpringConstraint_setLinearStrengthZ},
- {"setLinearUpperLimit", lua_PhysicsSpringConstraint_setLinearUpperLimit},
- {"setRotationOffsetA", lua_PhysicsSpringConstraint_setRotationOffsetA},
- {"setRotationOffsetB", lua_PhysicsSpringConstraint_setRotationOffsetB},
- {"setTranslationOffsetA", lua_PhysicsSpringConstraint_setTranslationOffsetA},
- {"setTranslationOffsetB", lua_PhysicsSpringConstraint_setTranslationOffsetB},
- {NULL, NULL}
- };
- const luaL_Reg lua_statics[] =
- {
- {"centerOfMassMidpoint", lua_PhysicsSpringConstraint_static_centerOfMassMidpoint},
- {"getRotationOffset", lua_PhysicsSpringConstraint_static_getRotationOffset},
- {"getTranslationOffset", lua_PhysicsSpringConstraint_static_getTranslationOffset},
- {NULL, NULL}
- };
- std::vector<std::string> scopePath;
- gameplay::ScriptUtil::registerClass("PhysicsSpringConstraint", lua_members, NULL, NULL, lua_statics, scopePath);
- }
- static PhysicsSpringConstraint* getInstance(lua_State* state)
- {
- void* userdata = luaL_checkudata(state, 1, "PhysicsSpringConstraint");
- luaL_argcheck(state, userdata != NULL, 1, "'PhysicsSpringConstraint' expected.");
- return (PhysicsSpringConstraint*)((gameplay::ScriptUtil::LuaObject*)userdata)->instance;
- }
- int lua_PhysicsSpringConstraint_getBreakingImpulse(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))
- {
- PhysicsSpringConstraint* instance = getInstance(state);
- float result = instance->getBreakingImpulse();
- // Push the return value onto the stack.
- lua_pushnumber(state, result);
- return 1;
- }
- lua_pushstring(state, "lua_PhysicsSpringConstraint_getBreakingImpulse - 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_PhysicsSpringConstraint_getRotationOffsetA(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))
- {
- PhysicsSpringConstraint* instance = getInstance(state);
- void* returnPtr = (void*)&(instance->getRotationOffsetA());
- 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, "Quaternion");
- lua_setmetatable(state, -2);
- }
- else
- {
- lua_pushnil(state);
- }
- return 1;
- }
- lua_pushstring(state, "lua_PhysicsSpringConstraint_getRotationOffsetA - 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_PhysicsSpringConstraint_getRotationOffsetB(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))
- {
- PhysicsSpringConstraint* instance = getInstance(state);
- void* returnPtr = (void*)&(instance->getRotationOffsetB());
- 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, "Quaternion");
- lua_setmetatable(state, -2);
- }
- else
- {
- lua_pushnil(state);
- }
- return 1;
- }
- lua_pushstring(state, "lua_PhysicsSpringConstraint_getRotationOffsetB - 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_PhysicsSpringConstraint_getTranslationOffsetA(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))
- {
- PhysicsSpringConstraint* instance = getInstance(state);
- void* returnPtr = (void*)&(instance->getTranslationOffsetA());
- 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, "Vector3");
- lua_setmetatable(state, -2);
- }
- else
- {
- lua_pushnil(state);
- }
- return 1;
- }
- lua_pushstring(state, "lua_PhysicsSpringConstraint_getTranslationOffsetA - 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_PhysicsSpringConstraint_getTranslationOffsetB(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))
- {
- PhysicsSpringConstraint* instance = getInstance(state);
- void* returnPtr = (void*)&(instance->getTranslationOffsetB());
- 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, "Vector3");
- lua_setmetatable(state, -2);
- }
- else
- {
- lua_pushnil(state);
- }
- return 1;
- }
- lua_pushstring(state, "lua_PhysicsSpringConstraint_getTranslationOffsetB - 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_PhysicsSpringConstraint_isEnabled(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))
- {
- PhysicsSpringConstraint* instance = getInstance(state);
- bool result = instance->isEnabled();
- // Push the return value onto the stack.
- lua_pushboolean(state, result);
- return 1;
- }
- lua_pushstring(state, "lua_PhysicsSpringConstraint_isEnabled - 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_PhysicsSpringConstraint_setAngularDampingX(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.
- float param1 = (float)luaL_checknumber(state, 2);
- PhysicsSpringConstraint* instance = getInstance(state);
- instance->setAngularDampingX(param1);
-
- return 0;
- }
- lua_pushstring(state, "lua_PhysicsSpringConstraint_setAngularDampingX - 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_PhysicsSpringConstraint_setAngularDampingY(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.
- float param1 = (float)luaL_checknumber(state, 2);
- PhysicsSpringConstraint* instance = getInstance(state);
- instance->setAngularDampingY(param1);
-
- return 0;
- }
- lua_pushstring(state, "lua_PhysicsSpringConstraint_setAngularDampingY - 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_PhysicsSpringConstraint_setAngularDampingZ(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.
- float param1 = (float)luaL_checknumber(state, 2);
- PhysicsSpringConstraint* instance = getInstance(state);
- instance->setAngularDampingZ(param1);
-
- return 0;
- }
- lua_pushstring(state, "lua_PhysicsSpringConstraint_setAngularDampingZ - 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_PhysicsSpringConstraint_setAngularLowerLimit(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_TNIL))
- {
- // Get parameter 1 off the stack.
- bool param1Valid;
- gameplay::ScriptUtil::LuaArray<Vector3> param1 = gameplay::ScriptUtil::getObjectPointer<Vector3>(2, "Vector3", true, ¶m1Valid);
- if (!param1Valid)
- {
- lua_pushstring(state, "Failed to convert parameter 1 to type 'Vector3'.");
- lua_error(state);
- }
- PhysicsSpringConstraint* instance = getInstance(state);
- instance->setAngularLowerLimit(*param1);
-
- return 0;
- }
- lua_pushstring(state, "lua_PhysicsSpringConstraint_setAngularLowerLimit - 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_PhysicsSpringConstraint_setAngularStrengthX(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.
- float param1 = (float)luaL_checknumber(state, 2);
- PhysicsSpringConstraint* instance = getInstance(state);
- instance->setAngularStrengthX(param1);
-
- return 0;
- }
- lua_pushstring(state, "lua_PhysicsSpringConstraint_setAngularStrengthX - 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_PhysicsSpringConstraint_setAngularStrengthY(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.
- float param1 = (float)luaL_checknumber(state, 2);
- PhysicsSpringConstraint* instance = getInstance(state);
- instance->setAngularStrengthY(param1);
-
- return 0;
- }
- lua_pushstring(state, "lua_PhysicsSpringConstraint_setAngularStrengthY - 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_PhysicsSpringConstraint_setAngularStrengthZ(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.
- float param1 = (float)luaL_checknumber(state, 2);
- PhysicsSpringConstraint* instance = getInstance(state);
- instance->setAngularStrengthZ(param1);
-
- return 0;
- }
- lua_pushstring(state, "lua_PhysicsSpringConstraint_setAngularStrengthZ - 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_PhysicsSpringConstraint_setAngularUpperLimit(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_TNIL))
- {
- // Get parameter 1 off the stack.
- bool param1Valid;
- gameplay::ScriptUtil::LuaArray<Vector3> param1 = gameplay::ScriptUtil::getObjectPointer<Vector3>(2, "Vector3", true, ¶m1Valid);
- if (!param1Valid)
- {
- lua_pushstring(state, "Failed to convert parameter 1 to type 'Vector3'.");
- lua_error(state);
- }
- PhysicsSpringConstraint* instance = getInstance(state);
- instance->setAngularUpperLimit(*param1);
-
- return 0;
- }
- lua_pushstring(state, "lua_PhysicsSpringConstraint_setAngularUpperLimit - 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_PhysicsSpringConstraint_setBreakingImpulse(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.
- float param1 = (float)luaL_checknumber(state, 2);
- PhysicsSpringConstraint* instance = getInstance(state);
- instance->setBreakingImpulse(param1);
-
- return 0;
- }
- lua_pushstring(state, "lua_PhysicsSpringConstraint_setBreakingImpulse - 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_PhysicsSpringConstraint_setEnabled(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_TBOOLEAN)
- {
- // Get parameter 1 off the stack.
- bool param1 = gameplay::ScriptUtil::luaCheckBool(state, 2);
- PhysicsSpringConstraint* instance = getInstance(state);
- instance->setEnabled(param1);
-
- return 0;
- }
- lua_pushstring(state, "lua_PhysicsSpringConstraint_setEnabled - 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_PhysicsSpringConstraint_setLinearDampingX(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.
- float param1 = (float)luaL_checknumber(state, 2);
- PhysicsSpringConstraint* instance = getInstance(state);
- instance->setLinearDampingX(param1);
-
- return 0;
- }
- lua_pushstring(state, "lua_PhysicsSpringConstraint_setLinearDampingX - 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_PhysicsSpringConstraint_setLinearDampingY(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.
- float param1 = (float)luaL_checknumber(state, 2);
- PhysicsSpringConstraint* instance = getInstance(state);
- instance->setLinearDampingY(param1);
-
- return 0;
- }
- lua_pushstring(state, "lua_PhysicsSpringConstraint_setLinearDampingY - 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_PhysicsSpringConstraint_setLinearDampingZ(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.
- float param1 = (float)luaL_checknumber(state, 2);
- PhysicsSpringConstraint* instance = getInstance(state);
- instance->setLinearDampingZ(param1);
-
- return 0;
- }
- lua_pushstring(state, "lua_PhysicsSpringConstraint_setLinearDampingZ - 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_PhysicsSpringConstraint_setLinearLowerLimit(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_TNIL))
- {
- // Get parameter 1 off the stack.
- bool param1Valid;
- gameplay::ScriptUtil::LuaArray<Vector3> param1 = gameplay::ScriptUtil::getObjectPointer<Vector3>(2, "Vector3", true, ¶m1Valid);
- if (!param1Valid)
- {
- lua_pushstring(state, "Failed to convert parameter 1 to type 'Vector3'.");
- lua_error(state);
- }
- PhysicsSpringConstraint* instance = getInstance(state);
- instance->setLinearLowerLimit(*param1);
-
- return 0;
- }
- lua_pushstring(state, "lua_PhysicsSpringConstraint_setLinearLowerLimit - 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_PhysicsSpringConstraint_setLinearStrengthX(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.
- float param1 = (float)luaL_checknumber(state, 2);
- PhysicsSpringConstraint* instance = getInstance(state);
- instance->setLinearStrengthX(param1);
-
- return 0;
- }
- lua_pushstring(state, "lua_PhysicsSpringConstraint_setLinearStrengthX - 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_PhysicsSpringConstraint_setLinearStrengthY(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.
- float param1 = (float)luaL_checknumber(state, 2);
- PhysicsSpringConstraint* instance = getInstance(state);
- instance->setLinearStrengthY(param1);
-
- return 0;
- }
- lua_pushstring(state, "lua_PhysicsSpringConstraint_setLinearStrengthY - 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_PhysicsSpringConstraint_setLinearStrengthZ(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.
- float param1 = (float)luaL_checknumber(state, 2);
- PhysicsSpringConstraint* instance = getInstance(state);
- instance->setLinearStrengthZ(param1);
-
- return 0;
- }
- lua_pushstring(state, "lua_PhysicsSpringConstraint_setLinearStrengthZ - 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_PhysicsSpringConstraint_setLinearUpperLimit(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_TNIL))
- {
- // Get parameter 1 off the stack.
- bool param1Valid;
- gameplay::ScriptUtil::LuaArray<Vector3> param1 = gameplay::ScriptUtil::getObjectPointer<Vector3>(2, "Vector3", true, ¶m1Valid);
- if (!param1Valid)
- {
- lua_pushstring(state, "Failed to convert parameter 1 to type 'Vector3'.");
- lua_error(state);
- }
- PhysicsSpringConstraint* instance = getInstance(state);
- instance->setLinearUpperLimit(*param1);
-
- return 0;
- }
- lua_pushstring(state, "lua_PhysicsSpringConstraint_setLinearUpperLimit - 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_PhysicsSpringConstraint_setRotationOffsetA(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_TNIL))
- {
- // Get parameter 1 off the stack.
- bool param1Valid;
- gameplay::ScriptUtil::LuaArray<Quaternion> param1 = gameplay::ScriptUtil::getObjectPointer<Quaternion>(2, "Quaternion", true, ¶m1Valid);
- if (!param1Valid)
- {
- lua_pushstring(state, "Failed to convert parameter 1 to type 'Quaternion'.");
- lua_error(state);
- }
- PhysicsSpringConstraint* instance = getInstance(state);
- instance->setRotationOffsetA(*param1);
-
- return 0;
- }
- lua_pushstring(state, "lua_PhysicsSpringConstraint_setRotationOffsetA - 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_PhysicsSpringConstraint_setRotationOffsetB(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_TNIL))
- {
- // Get parameter 1 off the stack.
- bool param1Valid;
- gameplay::ScriptUtil::LuaArray<Quaternion> param1 = gameplay::ScriptUtil::getObjectPointer<Quaternion>(2, "Quaternion", true, ¶m1Valid);
- if (!param1Valid)
- {
- lua_pushstring(state, "Failed to convert parameter 1 to type 'Quaternion'.");
- lua_error(state);
- }
- PhysicsSpringConstraint* instance = getInstance(state);
- instance->setRotationOffsetB(*param1);
-
- return 0;
- }
- lua_pushstring(state, "lua_PhysicsSpringConstraint_setRotationOffsetB - 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_PhysicsSpringConstraint_setTranslationOffsetA(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_TNIL))
- {
- // Get parameter 1 off the stack.
- bool param1Valid;
- gameplay::ScriptUtil::LuaArray<Vector3> param1 = gameplay::ScriptUtil::getObjectPointer<Vector3>(2, "Vector3", true, ¶m1Valid);
- if (!param1Valid)
- {
- lua_pushstring(state, "Failed to convert parameter 1 to type 'Vector3'.");
- lua_error(state);
- }
- PhysicsSpringConstraint* instance = getInstance(state);
- instance->setTranslationOffsetA(*param1);
-
- return 0;
- }
- lua_pushstring(state, "lua_PhysicsSpringConstraint_setTranslationOffsetA - 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_PhysicsSpringConstraint_setTranslationOffsetB(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_TNIL))
- {
- // Get parameter 1 off the stack.
- bool param1Valid;
- gameplay::ScriptUtil::LuaArray<Vector3> param1 = gameplay::ScriptUtil::getObjectPointer<Vector3>(2, "Vector3", true, ¶m1Valid);
- if (!param1Valid)
- {
- lua_pushstring(state, "Failed to convert parameter 1 to type 'Vector3'.");
- lua_error(state);
- }
- PhysicsSpringConstraint* instance = getInstance(state);
- instance->setTranslationOffsetB(*param1);
-
- return 0;
- }
- lua_pushstring(state, "lua_PhysicsSpringConstraint_setTranslationOffsetB - 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_PhysicsSpringConstraint_static_centerOfMassMidpoint(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, 1) == LUA_TTABLE || lua_type(state, 1) == LUA_TNIL) &&
- (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>(1, "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>(2, "Node", false, ¶m2Valid);
- if (!param2Valid)
- {
- lua_pushstring(state, "Failed to convert parameter 2 to type 'Node'.");
- lua_error(state);
- }
- void* returnPtr = (void*)new Vector3(PhysicsSpringConstraint::centerOfMassMidpoint(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, "Vector3");
- lua_setmetatable(state, -2);
- }
- else
- {
- lua_pushnil(state);
- }
- return 1;
- }
- lua_pushstring(state, "lua_PhysicsSpringConstraint_static_centerOfMassMidpoint - 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_PhysicsSpringConstraint_static_getRotationOffset(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, 1) == LUA_TTABLE || lua_type(state, 1) == LUA_TNIL) &&
- (lua_type(state, 2) == LUA_TUSERDATA || lua_type(state, 2) == LUA_TNIL))
- {
- // Get parameter 1 off the stack.
- bool param1Valid;
- gameplay::ScriptUtil::LuaArray<Node> param1 = gameplay::ScriptUtil::getObjectPointer<Node>(1, "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<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);
- }
- void* returnPtr = (void*)new Quaternion(PhysicsSpringConstraint::getRotationOffset(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, "Quaternion");
- lua_setmetatable(state, -2);
- }
- else
- {
- lua_pushnil(state);
- }
- return 1;
- }
- lua_pushstring(state, "lua_PhysicsSpringConstraint_static_getRotationOffset - 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_PhysicsSpringConstraint_static_getTranslationOffset(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, 1) == LUA_TTABLE || lua_type(state, 1) == LUA_TNIL) &&
- (lua_type(state, 2) == LUA_TUSERDATA || lua_type(state, 2) == LUA_TNIL))
- {
- // Get parameter 1 off the stack.
- bool param1Valid;
- gameplay::ScriptUtil::LuaArray<Node> param1 = gameplay::ScriptUtil::getObjectPointer<Node>(1, "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<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);
- }
- void* returnPtr = (void*)new Vector3(PhysicsSpringConstraint::getTranslationOffset(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, "Vector3");
- lua_setmetatable(state, -2);
- }
- else
- {
- lua_pushnil(state);
- }
- return 1;
- }
- lua_pushstring(state, "lua_PhysicsSpringConstraint_static_getTranslationOffset - 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;
- }
- }
|