Przeglądaj źródła

Reworked LUA binding. Forgot to commit the XMLs

Panagiotis Christopoulos Charitos 11 lat temu
rodzic
commit
53d1b175ab
4 zmienionych plików z 515 dodań i 0 usunięć
  1. 2 0
      .gitignore
  2. 364 0
      src/script/Math.xml
  3. 32 0
      src/script/Renderer.xml
  4. 117 0
      src/script/Scene.xml

+ 2 - 0
.gitignore

@@ -6,4 +6,6 @@
 !*.hpp
 !*.hpp
 !*.h
 !*.h
 !*.glsl
 !*.glsl
+!*.py
+!*.xml
 build/*
 build/*

+ 364 - 0
src/script/Math.xml

@@ -0,0 +1,364 @@
+<glue>
+	<head><![CDATA[// Copyright (C) 2014, Panagiotis Christopoulos Charitos.
+// All rights reserved.
+// Code licensed under the BSD License.
+// http://www.anki3d.org/LICENSE
+
+// WARNING: The file is auto generated.
+
+#include "anki/script/LuaBinder.h"
+#include "anki/Math.h"
+
+namespace anki {]]></head>
+
+	<classes>
+		<class name="Vec2">
+			<constructor></constructor>
+			<methods>
+				<method name="getX">
+					<overrideCall>F32 ret = (*self).x();</overrideCall>
+					<return>F32</return>
+				</method>
+				<method name="getY">
+					<overrideCall>F32 ret = (*self).y();</overrideCall>
+					<return>F32</return>
+				</method>
+				<method name="setX">
+					<overrideCall>(*self).x() = arg0;</overrideCall>
+					<args>
+						<arg>F32</arg>
+					</args>
+				</method>
+				<method name="setY">
+					<overrideCall>(*self).y() = arg0;</overrideCall>
+					<args>
+						<arg>F32</arg>
+					</args>
+				</method>
+				<method name="getAt">
+					<overrideCall>F32 ret = (*self)[arg0];</overrideCall>
+					<args>
+						<arg>U</arg>
+					</args>
+					<return>F32</return>
+				</method>
+				<method name="setAt">
+					<overrideCall>(*self)[arg0] = arg1;</overrideCall>
+					<args>
+						<arg>U</arg>
+						<arg>F32</arg>
+					</args>
+				</method>
+				<method name="operator=">
+					<args>
+						<arg>const Vec2&amp;</arg>
+					</args>
+				</method>
+				<method name="operator+">
+					<args>
+						<arg>const Vec2&amp;</arg>
+					</args>
+					<return>Vec2</return>
+				</method>
+				<method name="operator-">
+					<args>
+						<arg>const Vec2&amp;</arg>
+					</args>
+					<return>Vec2</return>
+				</method>
+				<method name="operator*">
+					<args>
+						<arg>const Vec2&amp;</arg>
+					</args>
+					<return>Vec2</return>
+				</method>
+				<method name="operator/">
+					<args>
+						<arg>const Vec2&amp;</arg>
+					</args>
+					<return>Vec2</return>
+				</method>
+				<method name="operator==">
+					<args>
+						<arg>const Vec2&amp;</arg>
+					</args>
+					<return>Bool</return>
+				</method>
+				<method name="getLength">
+					<return>F32</return>
+				</method>
+				<method name="getNormalized">
+					<return>Vec2</return>
+				</method>
+				<method name="normalize"></method>
+				<method name="dot">
+					<args>
+						<arg>const Vec2&amp;</arg>
+					</args>
+					<return>F32</return>
+				</method>
+			</methods>
+		</class>
+		<class name="Vec3">
+			<constructor></constructor>
+			<methods>
+				<method name="getX">
+					<overrideCall>F32 ret = (*self).x();</overrideCall>
+					<return>F32</return>
+				</method>
+				<method name="getY">
+					<overrideCall>F32 ret = (*self).y();</overrideCall>
+					<return>F32</return>
+				</method>
+				<method name="getZ">
+					<overrideCall>F32 ret = (*self).z();</overrideCall>
+					<return>F32</return>
+				</method>
+				<method name="setX">
+					<overrideCall>(*self).x() = arg0;</overrideCall>
+					<args>
+						<arg>F32</arg>
+					</args>
+				</method>
+				<method name="setY">
+					<overrideCall>(*self).y() = arg0;</overrideCall>
+					<args>
+						<arg>F32</arg>
+					</args>
+				</method>
+				<method name="setZ">
+					<overrideCall>(*self).z() = arg0;</overrideCall>
+					<args>
+						<arg>F32</arg>
+					</args>
+				</method>
+				<method name="getAt">
+					<overrideCall>F32 ret = (*self)[arg0];</overrideCall>
+					<args>
+						<arg>U</arg>
+					</args>
+					<return>F32</return>
+				</method>
+				<method name="setAt">
+					<overrideCall>(*self)[arg0] = arg1;</overrideCall>
+					<args>
+						<arg>U</arg>
+						<arg>F32</arg>
+					</args>
+				</method>
+				<method name="operator=">
+					<args>
+						<arg>const Vec3&amp;</arg>
+					</args>
+				</method>
+				<method name="operator+">
+					<args>
+						<arg>const Vec3&amp;</arg>
+					</args>
+					<return>Vec3</return>
+				</method>
+				<method name="operator-">
+					<args>
+						<arg>const Vec3&amp;</arg>
+					</args>
+					<return>Vec3</return>
+				</method>
+				<method name="operator*">
+					<args>
+						<arg>const Vec3&amp;</arg>
+					</args>
+					<return>Vec3</return>
+				</method>
+				<method name="operator/">
+					<args>
+						<arg>const Vec3&amp;</arg>
+					</args>
+					<return>Vec3</return>
+				</method>
+				<method name="operator==">
+					<args>
+						<arg>const Vec3&amp;</arg>
+					</args>
+					<return>Bool</return>
+				</method>
+				<method name="getLength">
+					<return>F32</return>
+				</method>
+				<method name="getNormalized">
+					<return>Vec3</return>
+				</method>
+				<method name="normalize"></method>
+				<method name="dot">
+					<args>
+						<arg>const Vec3&amp;</arg>
+					</args>
+					<return>F32</return>
+				</method>
+				
+			</methods>
+		</class>
+		<class name="Vec4">
+			<constructor></constructor>
+			<methods>
+				<method name="getX">
+					<overrideCall>F32 ret = (*self).x();</overrideCall>
+					<return>F32</return>
+				</method>
+				<method name="getY">
+					<overrideCall>F32 ret = (*self).y();</overrideCall>
+					<return>F32</return>
+				</method>
+				<method name="getZ">
+					<overrideCall>F32 ret = (*self).z();</overrideCall>
+					<return>F32</return>
+				</method>
+				<method name="getW">
+					<overrideCall>F32 ret = (*self).w();</overrideCall>
+					<return>F32</return>
+				</method>
+				<method name="setX">
+					<overrideCall>(*self).x() = arg0;</overrideCall>
+					<args>
+						<arg>F32</arg>
+					</args>
+				</method>
+				<method name="setY">
+					<overrideCall>(*self).y() = arg0;</overrideCall>
+					<args>
+						<arg>F32</arg>
+					</args>
+				</method>
+				<method name="setZ">
+					<overrideCall>(*self).z() = arg0;</overrideCall>
+					<args>
+						<arg>F32</arg>
+					</args>
+				</method>
+				<method name="setW">
+					<overrideCall>(*self).w() = arg0;</overrideCall>
+					<args>
+						<arg>F32</arg>
+					</args>
+				</method>
+				<method name="getAt">
+					<overrideCall>F32 ret = (*self)[arg0];</overrideCall>
+					<args>
+						<arg>U</arg>
+					</args>
+					<return>F32</return>
+				</method>
+				<method name="setAt">
+					<overrideCall>(*self)[arg0] = arg1;</overrideCall>
+					<args>
+						<arg>U</arg>
+						<arg>F32</arg>
+					</args>
+				</method>
+				<method name="operator=">
+					<args>
+						<arg>const Vec4&amp;</arg>
+					</args>
+				</method>
+				<method name="operator+">
+					<args>
+						<arg>const Vec4&amp;</arg>
+					</args>
+					<return>Vec4</return>
+				</method>
+				<method name="operator-">
+					<args>
+						<arg>const Vec4&amp;</arg>
+					</args>
+					<return>Vec4</return>
+				</method>
+				<method name="operator*">
+					<args>
+						<arg>const Vec4&amp;</arg>
+					</args>
+					<return>Vec4</return>
+				</method>
+				<method name="operator/">
+					<args>
+						<arg>const Vec4&amp;</arg>
+					</args>
+					<return>Vec4</return>
+				</method>
+				<method name="operator==">
+					<args>
+						<arg>const Vec4&amp;</arg>
+					</args>
+					<return>Bool</return>
+				</method>
+				<method name="getLength">
+					<return>F32</return>
+				</method>
+				<method name="getNormalized">
+					<return>Vec4</return>
+				</method>
+				<method name="normalize"></method>
+				<method name="dot">
+					<args>
+						<arg>const Vec4&amp;</arg>
+					</args>
+					<return>F32</return>
+				</method>
+				
+			</methods>
+		</class>
+		<class name="Mat3">
+			<constructor></constructor>
+			<methods>
+				<method name="operator=">
+					<args>
+						<arg>const Mat3&amp;</arg>
+					</args>
+				</method>
+				<method name="getAt">
+					<overrideCall>F32 ret = (*self)(arg0, arg1);</overrideCall>
+					<args>
+						<arg>U</arg>
+						<arg>U</arg>
+					</args>
+					<return>F32</return>
+				</method>
+				<method name="setAt">
+					<overrideCall>(*self)(arg0, arg1) = arg2;</overrideCall>
+					<args>
+						<arg>U</arg>
+						<arg>U</arg>
+						<arg>F32</arg>
+					</args>
+				</method>
+			</methods>
+		</class>
+		<class name="Mat3x4">
+			<constructor></constructor>
+			<methods>
+				<method name="operator=">
+					<args>
+						<arg>const Mat3x4&amp;</arg>
+					</args>
+				</method>
+				<method name="getAt">
+					<overrideCall>F32 ret = (*self)(arg0, arg1);</overrideCall>
+					<args>
+						<arg>U</arg>
+						<arg>U</arg>
+					</args>
+					<return>F32</return>
+				</method>
+				<method name="setAt">
+					<overrideCall>(*self)(arg0, arg1) = arg2;</overrideCall>
+					<args>
+						<arg>U</arg>
+						<arg>U</arg>
+						<arg>F32</arg>
+					</args>
+				</method>
+			</methods>
+		</class>
+	</classes>
+
+	<tail><![CDATA[} // end namespace anki]]></tail>
+</glue>
+

+ 32 - 0
src/script/Renderer.xml

@@ -0,0 +1,32 @@
+<glue>
+	<head><![CDATA[// Copyright (C) 2014, Panagiotis Christopoulos Charitos.
+// All rights reserved.
+// Code licensed under the BSD License.
+// http://www.anki3d.org/LICENSE
+
+// WARNING: The file is auto generated.
+
+#include "anki/script/LuaBinder.h"
+#include "anki/Renderer.h"
+
+namespace anki {]]></head>
+
+	<classes>
+		<class name="Dbg">
+			<methods>
+				<method name="getEnabled">
+					<return>Bool</return>
+				</method>
+				<method name="setEnabled">
+					<args>
+						<arg>Bool</arg>
+					</args>
+				</method>
+			</methods>
+		</class>
+	</classes>
+
+	<tail><![CDATA[} // end namespace anki]]></tail>
+</glue>
+
+

+ 117 - 0
src/script/Scene.xml

@@ -0,0 +1,117 @@
+<glue>
+	<head><![CDATA[// Copyright (C) 2014, Panagiotis Christopoulos Charitos.
+// All rights reserved.
+// Code licensed under the BSD License.
+// http://www.anki3d.org/LICENSE
+
+// WARNING: The file is auto generated.
+
+#include "anki/script/LuaBinder.h"
+#include "anki/Scene.h"
+#include <utility>
+
+namespace anki {
+
+//==============================================================================
+template<typename T, typename... TArgs>
+static T* newSceneNode(SceneGraph* scene, CString name, TArgs... args)
+{
+	T* ptr;
+	Error err = scene->template newSceneNode<T>(
+		name, ptr, args...);
+
+	if(!err)
+	{
+		return ptr;
+	}
+	else
+	{
+		return nullptr;
+	}
+}]]></head>
+
+	<classes>
+		<class name="MoveComponent">
+			<methods>
+				<method name="setLocalOrigin">
+					<args>
+						<arg>const Vec4&amp;</arg>
+					</args>
+				</method>
+				<method name="getLocalOrigin">
+					<return>const Vec4&amp;</return>
+				</method>
+				<method name="setLocalRotation">
+					<args>
+						<arg>const Mat3x4&amp;</arg>
+					</args>
+				</method>
+				<method name="getLocalRotation">
+					<return>const Mat3x4&amp;</return>
+				</method>
+				<method name="setLocalScale">
+					<args>
+						<arg>F32</arg>
+					</args>
+				</method>
+				<method name="getLocalScale">
+					<return>F32</return>
+				</method>
+			</methods>
+		</class>
+		<class name="SceneNode">
+			<methods>
+				<method name="getName">
+					<return>CString</return>
+				</method>
+				<method name="addChild">
+					<args>
+						<arg>SceneNode*</arg>
+					</args>
+					<return>Error</return>
+				</method>
+				<method name="getComponent&lt;MoveComponent&gt;" alias="getMoveComponent">
+					<return>MoveComponent&amp;</return>
+				</method>
+			</methods>
+		</class>
+		<class name="ModelNode">
+			<methods>
+				<method name="getSceneNodeBase">
+					<overrideCall>SceneNode&amp; ret = *self;</overrideCall>
+					<return>SceneNode&amp;</return>
+				</method>
+			</methods>
+		</class>
+		<class name="InstanceNode">
+			<methods>
+				<method name="getSceneNodeBase">
+					<overrideCall>SceneNode&amp; ret = *self;</overrideCall>
+					<return>SceneNode&amp;</return>
+				</method>
+			</methods>
+		</class>
+		<class name="SceneGraph">
+			<methods>
+				<method name="newModelNode">
+					<overrideCall><![CDATA[ModelNode* ret = newSceneNode<ModelNode>(self, arg0, arg1);]]></overrideCall>
+					<args>
+						<arg>const CString&amp;</arg>
+						<arg>const CString&amp;</arg>
+					</args>
+					<return zeroAsError="1">ModelNode*</return>
+				</method>
+				<method name="newInstanceNode">
+					<overrideCall><![CDATA[InstanceNode* ret = newSceneNode<InstanceNode>(self, arg0);]]></overrideCall>
+					<args>
+						<arg>const CString&amp;</arg>
+					</args>
+					<return zeroAsError="1">InstanceNode*</return>
+				</method>
+			</methods>
+		</class>
+	</classes>
+
+	<tail><![CDATA[} // end namespace anki]]></tail>
+</glue>
+