#include #include namespace anki { template static T* newSceneNode(SceneGraph* scene, CString name, TArgs... args) { return scene->template newSceneNode(name, std::forward(args)...); } template static T* newEvent(EventManager* eventManager, TArgs... args) { return eventManager->template newEvent(std::forward(args)...); } static SceneGraph* getSceneGraph(lua_State* l) { LuaBinder* binder = nullptr; lua_getallocf(l, reinterpret_cast(&binder)); SceneGraph* scene = &SceneGraph::getSingleton(); ANKI_ASSERT(scene); return scene; } static EventManager* getEventManager(lua_State* l) { return &getSceneGraph(l)->getEventManager(); } using WeakArraySceneNodePtr = WeakArray; ]]> U32 U32 SceneNode* LightComponentType const Vec4& const Vec4& F32 F32 F32 F32 F32 F32 F32 F32 Bool Bool CString DecalComponent& CString F32 DecalComponent& F32 CString DecalComponent& CString F32 DecalComponent& F32 CString const Vec2& const Vec4& BodyComponentCollisionShapeType Vec3 const Vec3& F32 F32 WeakArraySceneNodePtr WeakArraySceneNodePtr F32 F32 F32 F32 F32 F32 F32 F32 F32 F32 CString ParticleEmitter2Component& CString ParticleGeometryType ParticleEmitter2Component& ParticleGeometryType CString MeshComponent& CString MaterialComponent& U32 MaterialComponent& CString SkinComponent& Vec3 CString F32 F32 F32 F32 Vec3 Vec3 Vec3 CString SceneNode* const Vec3& Vec3 const Mat3& Mat3 const Vec3& Vec3 const Transform& const Transform& LightComponent* LensFlareComponent* DecalComponent* TriggerComponent* FogDensityComponent* CameraComponent* GlobalIlluminationProbeComponent* ReflectionProbeComponent* BodyComponent* ParticleEmitter2Component* MeshComponent* MaterialComponent* SkinComponent* SkyboxComponent* LightComponent& LensFlareComponent& DecalComponent& TriggerComponent& FogDensityComponent& CameraComponent& GlobalIlluminationProbeComponent& ReflectionProbeComponent& BodyComponent& MeshComponent& MaterialComponent& SkinComponent& SkyboxComponent& (self, arg0);]]> CString SceneNode* SceneNode* CString SceneNode* WeakArraySceneNodePtr const Vec4& F32 F32 Vec3 Vec3 (self, arg0, arg1, arg2);]]> F32 F32 SceneNode* LightEvent* (self, arg0, arg1, arg2);]]> F32 F32 CString ScriptEvent* (self, arg0, arg1, arg2);]]> F32 F32 SceneNode* JitterMoveEvent* (self, arg0, arg1, arg2);]]> CString CString SceneNode* AnimationEvent* SceneGraph* ret = getSceneGraph(l); SceneGraph* EventManager* ret = getEventManager(l); EventManager*