lua_PhysicsVehicle.h 2.6 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657
  1. #ifndef LUA_PHYSICSVEHICLE_H_
  2. #define LUA_PHYSICSVEHICLE_H_
  3. namespace gameplay
  4. {
  5. // Lua bindings for PhysicsVehicle.
  6. int lua_PhysicsVehicle_addCollisionListener(lua_State* state);
  7. int lua_PhysicsVehicle_addWheel(lua_State* state);
  8. int lua_PhysicsVehicle_asCharacter(lua_State* state);
  9. int lua_PhysicsVehicle_asGhostObject(lua_State* state);
  10. int lua_PhysicsVehicle_asRigidBody(lua_State* state);
  11. int lua_PhysicsVehicle_asVehicle(lua_State* state);
  12. int lua_PhysicsVehicle_asVehicleWheel(lua_State* state);
  13. int lua_PhysicsVehicle_collidesWith(lua_State* state);
  14. int lua_PhysicsVehicle_getBoostGain(lua_State* state);
  15. int lua_PhysicsVehicle_getBoostSpeed(lua_State* state);
  16. int lua_PhysicsVehicle_getBrakedownFull(lua_State* state);
  17. int lua_PhysicsVehicle_getBrakedownStart(lua_State* state);
  18. int lua_PhysicsVehicle_getBrakingForce(lua_State* state);
  19. int lua_PhysicsVehicle_getCollisionShape(lua_State* state);
  20. int lua_PhysicsVehicle_getDownforce(lua_State* state);
  21. int lua_PhysicsVehicle_getDrivedownFull(lua_State* state);
  22. int lua_PhysicsVehicle_getDrivedownStart(lua_State* state);
  23. int lua_PhysicsVehicle_getDrivingForce(lua_State* state);
  24. int lua_PhysicsVehicle_getNode(lua_State* state);
  25. int lua_PhysicsVehicle_getNumWheels(lua_State* state);
  26. int lua_PhysicsVehicle_getRigidBody(lua_State* state);
  27. int lua_PhysicsVehicle_getShapeType(lua_State* state);
  28. int lua_PhysicsVehicle_getSpeedKph(lua_State* state);
  29. int lua_PhysicsVehicle_getSpeedSmoothKph(lua_State* state);
  30. int lua_PhysicsVehicle_getSteerdownGain(lua_State* state);
  31. int lua_PhysicsVehicle_getSteerdownSpeed(lua_State* state);
  32. int lua_PhysicsVehicle_getSteeringGain(lua_State* state);
  33. int lua_PhysicsVehicle_getType(lua_State* state);
  34. int lua_PhysicsVehicle_getWheel(lua_State* state);
  35. int lua_PhysicsVehicle_isDynamic(lua_State* state);
  36. int lua_PhysicsVehicle_isEnabled(lua_State* state);
  37. int lua_PhysicsVehicle_isKinematic(lua_State* state);
  38. int lua_PhysicsVehicle_removeCollisionListener(lua_State* state);
  39. int lua_PhysicsVehicle_reset(lua_State* state);
  40. int lua_PhysicsVehicle_setBoost(lua_State* state);
  41. int lua_PhysicsVehicle_setBrakedown(lua_State* state);
  42. int lua_PhysicsVehicle_setBrakingForce(lua_State* state);
  43. int lua_PhysicsVehicle_setDownforce(lua_State* state);
  44. int lua_PhysicsVehicle_setDrivedown(lua_State* state);
  45. int lua_PhysicsVehicle_setDrivingForce(lua_State* state);
  46. int lua_PhysicsVehicle_setEnabled(lua_State* state);
  47. int lua_PhysicsVehicle_setSteerdown(lua_State* state);
  48. int lua_PhysicsVehicle_setSteeringGain(lua_State* state);
  49. int lua_PhysicsVehicle_update(lua_State* state);
  50. void luaRegister_PhysicsVehicle();
  51. }
  52. #endif