#include #include namespace anki { template static T* newSceneNode(SceneGraph* scene, CString name, TArgs... args) { T* ptr; Error err = scene->template newSceneNode(name, ptr, std::forward(args)...); if(!err) { return ptr; } else { return nullptr; } } template static T* newEvent(EventManager* eventManager, TArgs... args) { T* ptr; Error err = eventManager->template newEvent(ptr, std::forward(args)...); if(!err) { return ptr; } else { return nullptr; } } static SceneGraph* getSceneGraph(lua_State* l) { LuaBinder* binder = nullptr; lua_getallocf(l, reinterpret_cast(&binder)); SceneGraph* scene = binder->getOtherSystems().m_sceneGraph; ANKI_ASSERT(scene); return scene; } static EventManager* getEventManager(lua_State* l) { return &getSceneGraph(l)->getEventManager(); } using WeakArraySceneNodePtr = WeakArray; ]]> U32 U32 SceneNode* const Vec4& const Vec4& const Mat3x4& const Mat3x4& F32 F32 const Transform& const Transform& const Vec4& const Vec4& F32 F32 F32 F32 F32 F32 F32 F32 Bool Bool CString CString F32 Error CString CString F32 Error F32 F32 F32 const Vec2& const Vec4& WeakArraySceneNodePtr const Vec4& const Vec4& F32 F32 F32 F32 F32 F32 F32 F32 F32 const Vec4& const Vec4& Vec4 Vec4 F32 F32 F32 F32 CString SceneNode* MoveComponent* LightComponent* LensFlareComponent* DecalComponent* TriggerComponent* FogDensityComponent* FrustumComponent* GlobalIlluminationProbeComponent* SceneNode& ret = *self; SceneNode& SceneNode& ret = *self; SceneNode& SceneNode& ret = *self; SceneNode& const CString& Error SceneNode& ret = *self; SceneNode& SceneNode& ret = *self; SceneNode& SceneNode& ret = *self; SceneNode& SceneNode& ret = *self; SceneNode& SceneNode& ret = *self; SceneNode& SceneNode& ret = *self; SceneNode& SceneNode& ret = *self; SceneNode& SceneNode& ret = *self; SceneNode& SceneNode& ret = *self; SceneNode& SceneNode& ret = *self; SceneNode& SceneNode& ret = *self; SceneNode& (self, arg0);]]> const CString& PerspectiveCameraNode* (self, arg0, arg1);]]> const CString& const CString& ModelNode* (self, arg0);]]> const CString& PointLightNode* (self, arg0);]]> const CString& SpotLightNode* (self, arg0);]]> const CString& DirectionalLightNode* (self, arg0, arg1, arg2);]]> const CString& const CString& const Transform& StaticCollisionNode* (self, arg0, arg1);]]> const CString& const CString& ParticleEmitterNode* (self, arg0, arg1);]]> const CString& const CString& GpuParticleEmitterNode* (self, arg0, arg1, arg2);]]> const CString& const Vec4& const Vec4& ReflectionProbeNode* (self, arg0, arg1);]]> const CString& const CString& OccluderNode* (self, arg0);]]> const CString& DecalNode* (self, arg0, arg1);]]> const CString& F32 TriggerNode* (self, arg0);]]> const CString& GlobalIlluminationProbeNode* SceneNode* WeakArraySceneNodePtr const Vec4& F32 F32 (self, arg0, arg1, arg2);]]> F32 F32 SceneNode* LightEvent* SceneGraph* ret = getSceneGraph(l); SceneGraph* EventManager* ret = getEventManager(l); EventManager*