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- // Autogenerated by gameplay-luagen
- #include "Base.h"
- #include "ScriptController.h"
- #include "lua_BoundingBox.h"
- #include "Base.h"
- #include "BoundingBox.h"
- #include "BoundingSphere.h"
- #include "Plane.h"
- namespace gameplay
- {
- void luaRegister_BoundingBox()
- {
- const luaL_Reg lua_members[] =
- {
- {"getCenter", lua_BoundingBox_getCenter},
- {"getCorners", lua_BoundingBox_getCorners},
- {"intersects", lua_BoundingBox_intersects},
- {"isEmpty", lua_BoundingBox_isEmpty},
- {"max", lua_BoundingBox_max},
- {"merge", lua_BoundingBox_merge},
- {"min", lua_BoundingBox_min},
- {"set", lua_BoundingBox_set},
- {"transform", lua_BoundingBox_transform},
- {NULL, NULL}
- };
- const luaL_Reg lua_statics[] =
- {
- {"empty", lua_BoundingBox_static_empty},
- {NULL, NULL}
- };
- std::vector<std::string> scopePath;
- gameplay::ScriptUtil::registerClass("BoundingBox", lua_members, lua_BoundingBox__init, lua_BoundingBox__gc, lua_statics, scopePath);
- }
- static BoundingBox* getInstance(lua_State* state)
- {
- void* userdata = luaL_checkudata(state, 1, "BoundingBox");
- luaL_argcheck(state, userdata != NULL, 1, "'BoundingBox' expected.");
- return (BoundingBox*)((gameplay::ScriptUtil::LuaObject*)userdata)->instance;
- }
- int lua_BoundingBox__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, "BoundingBox");
- luaL_argcheck(state, userdata != NULL, 1, "'BoundingBox' expected.");
- gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)userdata;
- if (object->owns)
- {
- BoundingBox* instance = (BoundingBox*)object->instance;
- SAFE_DELETE(instance);
- }
-
- return 0;
- }
- lua_pushstring(state, "lua_BoundingBox__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_BoundingBox__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 BoundingBox());
- 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, "BoundingBox");
- lua_setmetatable(state, -2);
- }
- else
- {
- lua_pushnil(state);
- }
- return 1;
- break;
- }
- case 1:
- {
- do
- {
- if ((lua_type(state, 1) == LUA_TUSERDATA || lua_type(state, 1) == LUA_TNIL))
- {
- // Get parameter 1 off the stack.
- bool param1Valid;
- gameplay::ScriptUtil::LuaArray<BoundingBox> param1 = gameplay::ScriptUtil::getObjectPointer<BoundingBox>(1, "BoundingBox", true, ¶m1Valid);
- if (!param1Valid)
- break;
- void* returnPtr = ((void*)new BoundingBox(*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, "BoundingBox");
- lua_setmetatable(state, -2);
- }
- else
- {
- lua_pushnil(state);
- }
- return 1;
- }
- } while (0);
- lua_pushstring(state, "lua_BoundingBox__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_TUSERDATA || 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<Vector3> param1 = gameplay::ScriptUtil::getObjectPointer<Vector3>(1, "Vector3", true, ¶m1Valid);
- if (!param1Valid)
- break;
- // Get parameter 2 off the stack.
- bool param2Valid;
- gameplay::ScriptUtil::LuaArray<Vector3> param2 = gameplay::ScriptUtil::getObjectPointer<Vector3>(2, "Vector3", true, ¶m2Valid);
- if (!param2Valid)
- break;
- void* returnPtr = ((void*)new BoundingBox(*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, "BoundingBox");
- lua_setmetatable(state, -2);
- }
- else
- {
- lua_pushnil(state);
- }
- return 1;
- }
- } while (0);
- lua_pushstring(state, "lua_BoundingBox__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_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);
- // Get parameter 6 off the stack.
- float param6 = (float)luaL_checknumber(state, 6);
- void* returnPtr = ((void*)new BoundingBox(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, "BoundingBox");
- lua_setmetatable(state, -2);
- }
- else
- {
- lua_pushnil(state);
- }
- return 1;
- }
- } while (0);
- lua_pushstring(state, "lua_BoundingBox__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 or 6).");
- lua_error(state);
- break;
- }
- }
- return 0;
- }
- int lua_BoundingBox_getCenter(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:
- {
- do
- {
- if ((lua_type(state, 1) == LUA_TUSERDATA))
- {
- BoundingBox* instance = getInstance(state);
- void* returnPtr = (void*)new Vector3(instance->getCenter());
- 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;
- }
- } while (0);
- lua_pushstring(state, "lua_BoundingBox_getCenter - Failed to match the given parameters to a valid function signature.");
- lua_error(state);
- break;
- }
- case 2:
- {
- do
- {
- 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<Vector3> param1 = gameplay::ScriptUtil::getObjectPointer<Vector3>(2, "Vector3", false, ¶m1Valid);
- if (!param1Valid)
- break;
- BoundingBox* instance = getInstance(state);
- instance->getCenter(param1);
-
- return 0;
- }
- } while (0);
- lua_pushstring(state, "lua_BoundingBox_getCenter - 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 or 2).");
- lua_error(state);
- break;
- }
- }
- return 0;
- }
- int lua_BoundingBox_getCorners(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<Vector3> param1 = gameplay::ScriptUtil::getObjectPointer<Vector3>(2, "Vector3", false, ¶m1Valid);
- if (!param1Valid)
- {
- lua_pushstring(state, "Failed to convert parameter 1 to type 'Vector3'.");
- lua_error(state);
- }
- BoundingBox* instance = getInstance(state);
- instance->getCorners(param1);
-
- return 0;
- }
- lua_pushstring(state, "lua_BoundingBox_getCorners - 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_BoundingBox_intersects(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:
- {
- do
- {
- 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<BoundingBox> param1 = gameplay::ScriptUtil::getObjectPointer<BoundingBox>(2, "BoundingBox", true, ¶m1Valid);
- if (!param1Valid)
- break;
- BoundingBox* instance = getInstance(state);
- bool result = instance->intersects(*param1);
- // Push the return value onto the stack.
- lua_pushboolean(state, result);
- return 1;
- }
- } while (0);
- do
- {
- 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<BoundingSphere> param1 = gameplay::ScriptUtil::getObjectPointer<BoundingSphere>(2, "BoundingSphere", true, ¶m1Valid);
- if (!param1Valid)
- break;
- BoundingBox* instance = getInstance(state);
- bool result = instance->intersects(*param1);
- // Push the return value onto the stack.
- lua_pushboolean(state, result);
- return 1;
- }
- } while (0);
- do
- {
- 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<Frustum> param1 = gameplay::ScriptUtil::getObjectPointer<Frustum>(2, "Frustum", true, ¶m1Valid);
- if (!param1Valid)
- break;
- BoundingBox* instance = getInstance(state);
- bool result = instance->intersects(*param1);
- // Push the return value onto the stack.
- lua_pushboolean(state, result);
- return 1;
- }
- } while (0);
- do
- {
- 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<Plane> param1 = gameplay::ScriptUtil::getObjectPointer<Plane>(2, "Plane", true, ¶m1Valid);
- if (!param1Valid)
- break;
- BoundingBox* instance = getInstance(state);
- float result = instance->intersects(*param1);
- // Push the return value onto the stack.
- lua_pushnumber(state, result);
- return 1;
- }
- } while (0);
- do
- {
- 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<Ray> param1 = gameplay::ScriptUtil::getObjectPointer<Ray>(2, "Ray", true, ¶m1Valid);
- if (!param1Valid)
- break;
- BoundingBox* instance = getInstance(state);
- float result = instance->intersects(*param1);
- // Push the return value onto the stack.
- lua_pushnumber(state, result);
- return 1;
- }
- } while (0);
- lua_pushstring(state, "lua_BoundingBox_intersects - 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_BoundingBox_isEmpty(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))
- {
- BoundingBox* instance = getInstance(state);
- bool result = instance->isEmpty();
- // Push the return value onto the stack.
- lua_pushboolean(state, result);
- return 1;
- }
- lua_pushstring(state, "lua_BoundingBox_isEmpty - 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_BoundingBox_max(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);
- }
- BoundingBox* 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->max = *param2;
- return 0;
- }
- else
- {
- void* returnPtr = (void*)new Vector3(instance->max);
- 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_BoundingBox_merge(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:
- {
- do
- {
- 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<BoundingSphere> param1 = gameplay::ScriptUtil::getObjectPointer<BoundingSphere>(2, "BoundingSphere", true, ¶m1Valid);
- if (!param1Valid)
- break;
- BoundingBox* instance = getInstance(state);
- instance->merge(*param1);
-
- return 0;
- }
- } while (0);
- do
- {
- 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<BoundingBox> param1 = gameplay::ScriptUtil::getObjectPointer<BoundingBox>(2, "BoundingBox", true, ¶m1Valid);
- if (!param1Valid)
- break;
- BoundingBox* instance = getInstance(state);
- instance->merge(*param1);
-
- return 0;
- }
- } while (0);
- lua_pushstring(state, "lua_BoundingBox_merge - 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_BoundingBox_min(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);
- }
- BoundingBox* 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->min = *param2;
- return 0;
- }
- else
- {
- void* returnPtr = (void*)new Vector3(instance->min);
- 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_BoundingBox_set(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:
- {
- do
- {
- 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<BoundingBox> param1 = gameplay::ScriptUtil::getObjectPointer<BoundingBox>(2, "BoundingBox", true, ¶m1Valid);
- if (!param1Valid)
- break;
- BoundingBox* instance = getInstance(state);
- instance->set(*param1);
-
- return 0;
- }
- } while (0);
- do
- {
- 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<BoundingSphere> param1 = gameplay::ScriptUtil::getObjectPointer<BoundingSphere>(2, "BoundingSphere", true, ¶m1Valid);
- if (!param1Valid)
- break;
- BoundingBox* instance = getInstance(state);
- instance->set(*param1);
-
- return 0;
- }
- } while (0);
- lua_pushstring(state, "lua_BoundingBox_set - Failed to match the given parameters to a valid function signature.");
- lua_error(state);
- break;
- }
- case 3:
- {
- do
- {
- if ((lua_type(state, 1) == LUA_TUSERDATA) &&
- (lua_type(state, 2) == LUA_TUSERDATA || lua_type(state, 2) == LUA_TNIL) &&
- (lua_type(state, 3) == LUA_TUSERDATA || lua_type(state, 3) == 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)
- break;
- // Get parameter 2 off the stack.
- bool param2Valid;
- gameplay::ScriptUtil::LuaArray<Vector3> param2 = gameplay::ScriptUtil::getObjectPointer<Vector3>(3, "Vector3", true, ¶m2Valid);
- if (!param2Valid)
- break;
- BoundingBox* instance = getInstance(state);
- instance->set(*param1, *param2);
-
- return 0;
- }
- } while (0);
- lua_pushstring(state, "lua_BoundingBox_set - Failed to match the given parameters to a valid function signature.");
- lua_error(state);
- break;
- }
- case 7:
- {
- do
- {
- if ((lua_type(state, 1) == LUA_TUSERDATA) &&
- 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_TNUMBER &&
- lua_type(state, 7) == LUA_TNUMBER)
- {
- // Get parameter 1 off the stack.
- float param1 = (float)luaL_checknumber(state, 2);
- // Get parameter 2 off the stack.
- float param2 = (float)luaL_checknumber(state, 3);
- // Get parameter 3 off the stack.
- float param3 = (float)luaL_checknumber(state, 4);
- // Get parameter 4 off the stack.
- float param4 = (float)luaL_checknumber(state, 5);
- // Get parameter 5 off the stack.
- float param5 = (float)luaL_checknumber(state, 6);
- // Get parameter 6 off the stack.
- float param6 = (float)luaL_checknumber(state, 7);
- BoundingBox* instance = getInstance(state);
- instance->set(param1, param2, param3, param4, param5, param6);
-
- return 0;
- }
- } while (0);
- lua_pushstring(state, "lua_BoundingBox_set - 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, 3 or 7).");
- lua_error(state);
- break;
- }
- }
- return 0;
- }
- int lua_BoundingBox_static_empty(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*)&(BoundingBox::empty());
- 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, "BoundingBox");
- 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_BoundingBox_transform(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<Matrix> param1 = gameplay::ScriptUtil::getObjectPointer<Matrix>(2, "Matrix", true, ¶m1Valid);
- if (!param1Valid)
- {
- lua_pushstring(state, "Failed to convert parameter 1 to type 'Matrix'.");
- lua_error(state);
- }
- BoundingBox* instance = getInstance(state);
- instance->transform(*param1);
-
- return 0;
- }
- lua_pushstring(state, "lua_BoundingBox_transform - 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;
- }
- }
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