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- <glue>
- <head><![CDATA[// Copyright (C) 2009-2020, Panagiotis Christopoulos Charitos and contributors.
- // All rights reserved.
- // Code licensed under the BSD License.
- // http://www.anki3d.org/LICENSE
- // WARNING: This file is auto generated.
- #include <anki/script/LuaBinder.h>
- #include <anki/script/ScriptManager.h>
- #include <anki/Scene.h>
- 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, std::forward<TArgs>(args)...);
- if(!err)
- {
- return ptr;
- }
- else
- {
- return nullptr;
- }
- }
- template<typename T, typename... TArgs>
- static T* newEvent(EventManager* eventManager, TArgs... args)
- {
- T* ptr;
- Error err = eventManager->template newEvent<T>(ptr, std::forward<TArgs>(args)...);
- if(!err)
- {
- return ptr;
- }
- else
- {
- return nullptr;
- }
- }
- static SceneGraph* getSceneGraph(lua_State* l)
- {
- LuaBinder* binder = nullptr;
- lua_getallocf(l, reinterpret_cast<void**>(&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<SceneNode*>;
- ]]></head>
- <classes>
- <!-- Other -->
- <class name="WeakArraySceneNodePtr">
- <methods>
- <method name="getSize">
- <return>U32</return>
- </method>
- <method name="getAt">
- <overrideCall><![CDATA[SceneNode* ret = (*self)[arg0];]]></overrideCall>
- <args><arg>U32</arg></args>
- <return>SceneNode*</return>
- </method>
- </methods>
- </class>
- <!-- Components -->
- <class name="MoveComponent">
- <methods>
- <method name="setLocalOrigin">
- <args>
- <arg>const Vec4&</arg>
- </args>
- </method>
- <method name="getLocalOrigin">
- <return>const Vec4&</return>
- </method>
- <method name="setLocalRotation">
- <args>
- <arg>const Mat3x4&</arg>
- </args>
- </method>
- <method name="getLocalRotation">
- <return>const Mat3x4&</return>
- </method>
- <method name="setLocalScale">
- <args>
- <arg>F32</arg>
- </args>
- </method>
- <method name="getLocalScale">
- <return>F32</return>
- </method>
- <method name="setLocalTransform">
- <args>
- <arg>const Transform&</arg>
- </args>
- </method>
- <method name="getLocalTransform">
- <return>const Transform&</return>
- </method>
- </methods>
- </class>
- <class name="LightComponent">
- <methods>
- <method name="setDiffuseColor">
- <args>
- <arg>const Vec4&</arg>
- </args>
- </method>
- <method name="getDiffuseColor">
- <return>const Vec4&</return>
- </method>
- <method name="setRadius">
- <args>
- <arg>F32</arg>
- </args>
- </method>
- <method name="getRadius">
- <return>F32</return>
- </method>
- <method name="setDistance">
- <args>
- <arg>F32</arg>
- </args>
- </method>
- <method name="getDistance">
- <return>F32</return>
- </method>
- <method name="setInnerAngle">
- <args>
- <arg>F32</arg>
- </args>
- </method>
- <method name="getInnerAngle">
- <return>F32</return>
- </method>
- <method name="setOuterAngle">
- <args>
- <arg>F32</arg>
- </args>
- </method>
- <method name="getOuterAngle">
- <return>F32</return>
- </method>
- <method name="setShadowEnabled">
- <args>
- <arg>Bool</arg>
- </args>
- </method>
- <method name="getShadowEnabled">
- <return>Bool</return>
- </method>
- </methods>
- </class>
- <class name="DecalComponent">
- <methods>
- <method name="setDiffuseDecal">
- <args>
- <arg>CString</arg>
- <arg>CString</arg>
- <arg>F32</arg>
- </args>
- <return>Error</return>
- </method>
- <method name="setSpecularRoughnessDecal">
- <args>
- <arg>CString</arg>
- <arg>CString</arg>
- <arg>F32</arg>
- </args>
- <return>Error</return>
- </method>
- <method name="updateShape">
- <args>
- <arg>F32</arg>
- <arg>F32</arg>
- <arg>F32</arg>
- </args>
- </method>
- </methods>
- </class>
- <class name="LensFlareComponent">
- <methods>
- <method name="setFirstFlareSize">
- <args>
- <arg>const Vec2&</arg>
- </args>
- </method>
- <method name="setColorMultiplier">
- <args>
- <arg>const Vec4&</arg>
- </args>
- </method>
- </methods>
- </class>
- <class name="TriggerComponent">
- <methods>
- <method name="getContactSceneNodes">
- <return>WeakArraySceneNodePtr</return>
- </method>
- </methods>
- </class>
- <class name="FogDensityComponent">
- <methods>
- <method name="setAabb">
- <args>
- <arg>const Vec4&</arg>
- <arg>const Vec4&</arg>
- </args>
- </method>
- <method name="setSphere">
- <args>
- <arg>F32</arg>
- </args>
- </method>
- <method name="setDensity">
- <args>
- <arg>F32</arg>
- </args>
- </method>
- <method name="getDensity">
- <return>F32</return>
- </method>
- </methods>
- </class>
- <class name="FrustumComponent">
- <methods>
- <method name="setPerspective">
- <args>
- <arg>F32</arg>
- <arg>F32</arg>
- <arg>F32</arg>
- <arg>F32</arg>
- </args>
- </method>
- <method name="setShadowCascadesDistancePower">
- <args>
- <arg>F32</arg>
- </args>
- </method>
- <method name="setEffectiveShadowDistance">
- <args>
- <arg>F32</arg>
- </args>
- </method>
- </methods>
- </class>
- <class name="GlobalIlluminationProbeComponent">
- <methods>
- <method name="setBoundingBox">
- <args>
- <arg>const Vec4&</arg>
- <arg>const Vec4&</arg>
- </args>
- </method>
- <method name="getAlignedBoundingBoxMin">
- <return>Vec4</return>
- </method>
- <method name="getAlignedBoundingBoxMax">
- <return>Vec4</return>
- </method>
- <method name="setCellSize">
- <args>
- <arg>F32</arg>
- </args>
- </method>
- <method name="getCellSize">
- <return>F32</return>
- </method>
- <method name="setFadeDistance">
- <args>
- <arg>F32</arg>
- </args>
- </method>
- <method name="getFadeDistance">
- <return>F32</return>
- </method>
- </methods>
- </class>
- <!-- Nodes -->
- <class name="SceneNode">
- <methods>
- <method name="getName">
- <return>CString</return>
- </method>
- <method name="addChild">
- <args>
- <arg>SceneNode*</arg>
- </args>
- </method>
- <method name="setMarkedForDeletion"></method>
- <method name="tryGetComponent<MoveComponent>" alias="getMoveComponent">
- <return>MoveComponent*</return>
- </method>
- <method name="tryGetComponent<LightComponent>" alias="getLightComponent">
- <return>LightComponent*</return>
- </method>
- <method name="tryGetComponent<LensFlareComponent>" alias="getLensFlareComponent">
- <return>LensFlareComponent*</return>
- </method>
- <method name="tryGetComponent<DecalComponent>" alias="getDecalComponent">
- <return>DecalComponent*</return>
- </method>
- <method name="tryGetComponent<TriggerComponent>" alias="getTriggerComponent">
- <return>TriggerComponent*</return>
- </method>
- <method name="tryGetComponent<FogDensityComponent>" alias="getFogDensityComponent">
- <return>FogDensityComponent*</return>
- </method>
- <method name="tryGetComponent<FrustumComponent>" alias="getFrustumComponent">
- <return>FrustumComponent*</return>
- </method>
- <method name="tryGetComponent<GlobalIlluminationProbeComponent>" alias="getGlobalIlluminationProbeComponent">
- <return>GlobalIlluminationProbeComponent*</return>
- </method>
- </methods>
- </class>
- <class name="ModelNode">
- <methods>
- <method name="getSceneNodeBase">
- <overrideCall>SceneNode& ret = *self;</overrideCall>
- <return>SceneNode&</return>
- </method>
- </methods>
- </class>
- <class name="PerspectiveCameraNode">
- <methods>
- <method name="getSceneNodeBase">
- <overrideCall>SceneNode& ret = *self;</overrideCall>
- <return>SceneNode&</return>
- </method>
- </methods>
- </class>
- <class name="PointLightNode">
- <methods>
- <method name="getSceneNodeBase">
- <overrideCall>SceneNode& ret = *self;</overrideCall>
- <return>SceneNode&</return>
- </method>
- <method name="loadLensFlare">
- <args>
- <arg>const CString&</arg>
- </args>
- <return>Error</return>
- </method>
- </methods>
- </class>
- <class name="SpotLightNode">
- <methods>
- <method name="getSceneNodeBase">
- <overrideCall>SceneNode& ret = *self;</overrideCall>
- <return>SceneNode&</return>
- </method>
- </methods>
- </class>
- <class name="DirectionalLightNode">
- <methods>
- <method name="getSceneNodeBase">
- <overrideCall>SceneNode& ret = *self;</overrideCall>
- <return>SceneNode&</return>
- </method>
- </methods>
- </class>
- <class name="StaticCollisionNode">
- <methods>
- <method name="getSceneNodeBase">
- <overrideCall>SceneNode& ret = *self;</overrideCall>
- <return>SceneNode&</return>
- </method>
- </methods>
- </class>
- <class name="ParticleEmitterNode">
- <methods>
- <method name="getSceneNodeBase">
- <overrideCall>SceneNode& ret = *self;</overrideCall>
- <return>SceneNode&</return>
- </method>
- </methods>
- </class>
- <class name="GpuParticleEmitterNode">
- <methods>
- <method name="getSceneNodeBase">
- <overrideCall>SceneNode& ret = *self;</overrideCall>
- <return>SceneNode&</return>
- </method>
- </methods>
- </class>
- <class name="ReflectionProbeNode">
- <methods>
- <method name="getSceneNodeBase">
- <overrideCall>SceneNode& ret = *self;</overrideCall>
- <return>SceneNode&</return>
- </method>
- </methods>
- </class>
- <class name="OccluderNode">
- <methods>
- <method name="getSceneNodeBase">
- <overrideCall>SceneNode& ret = *self;</overrideCall>
- <return>SceneNode&</return>
- </method>
- </methods>
- </class>
- <class name="DecalNode">
- <methods>
- <method name="getSceneNodeBase">
- <overrideCall>SceneNode& ret = *self;</overrideCall>
- <return>SceneNode&</return>
- </method>
- </methods>
- </class>
- <class name="TriggerNode">
- <methods>
- <method name="getSceneNodeBase">
- <overrideCall>SceneNode& ret = *self;</overrideCall>
- <return>SceneNode&</return>
- </method>
- </methods>
- </class>
- <class name="FogDensityNode">
- <methods>
- <method name="getSceneNodeBase">
- <overrideCall>SceneNode& ret = *self;</overrideCall>
- <return>SceneNode&</return>
- </method>
- </methods>
- </class>
- <class name="GlobalIlluminationProbeNode">
- <methods>
- <method name="getSceneNodeBase">
- <overrideCall>SceneNode& ret = *self;</overrideCall>
- <return>SceneNode&</return>
- </method>
- </methods>
- </class>
- <class name="SceneGraph">
- <methods>
- <method name="newPerspectiveCameraNode">
- <overrideCall><![CDATA[PerspectiveCameraNode* ret = newSceneNode<PerspectiveCameraNode>(self, arg0);]]></overrideCall>
- <args>
- <arg>const CString&</arg>
- </args>
- <return>PerspectiveCameraNode*</return>
- </method>
- <method name="newModelNode">
- <overrideCall><![CDATA[ModelNode* ret = newSceneNode<ModelNode>(self, arg0, arg1);]]></overrideCall>
- <args>
- <arg>const CString&</arg>
- <arg>const CString&</arg>
- </args>
- <return>ModelNode*</return>
- </method>
- <method name="newPointLightNode">
- <overrideCall><![CDATA[PointLightNode* ret = newSceneNode<PointLightNode>(self, arg0);]]></overrideCall>
- <args>
- <arg>const CString&</arg>
- </args>
- <return>PointLightNode*</return>
- </method>
- <method name="newSpotLightNode">
- <overrideCall><![CDATA[SpotLightNode* ret = newSceneNode<SpotLightNode>(self, arg0);]]></overrideCall>
- <args>
- <arg>const CString&</arg>
- </args>
- <return>SpotLightNode*</return>
- </method>
- <method name="newDirectionalLightNode">
- <overrideCall><![CDATA[DirectionalLightNode* ret = newSceneNode<DirectionalLightNode>(self, arg0);]]></overrideCall>
- <args>
- <arg>const CString&</arg>
- </args>
- <return>DirectionalLightNode*</return>
- </method>
- <method name="newStaticCollisionNode">
- <overrideCall><![CDATA[StaticCollisionNode* ret = newSceneNode<StaticCollisionNode>(self, arg0, arg1, arg2);]]></overrideCall>
- <args>
- <arg>const CString&</arg>
- <arg>const CString&</arg>
- <arg>const Transform&</arg>
- </args>
- <return>StaticCollisionNode*</return>
- </method>
- <method name="newParticleEmitterNode">
- <overrideCall><![CDATA[ParticleEmitterNode* ret = newSceneNode<ParticleEmitterNode>(self, arg0, arg1);]]></overrideCall>
- <args>
- <arg>const CString&</arg>
- <arg>const CString&</arg>
- </args>
- <return>ParticleEmitterNode*</return>
- </method>
- <method name="newGpuParticleEmitterNode">
- <overrideCall><![CDATA[GpuParticleEmitterNode* ret = newSceneNode<GpuParticleEmitterNode>(self, arg0, arg1);]]></overrideCall>
- <args>
- <arg>const CString&</arg>
- <arg>const CString&</arg>
- </args>
- <return>GpuParticleEmitterNode*</return>
- </method>
- <method name="newReflectionProbeNode">
- <overrideCall><![CDATA[ReflectionProbeNode* ret = newSceneNode<ReflectionProbeNode>(self, arg0, arg1, arg2);]]></overrideCall>
- <args>
- <arg>const CString&</arg>
- <arg>const Vec4&</arg>
- <arg>const Vec4&</arg>
- </args>
- <return>ReflectionProbeNode*</return>
- </method>
- <method name="newOccluderNode">
- <overrideCall><![CDATA[OccluderNode* ret = newSceneNode<OccluderNode>(self, arg0, arg1);]]></overrideCall>
- <args>
- <arg>const CString&</arg>
- <arg>const CString&</arg>
- </args>
- <return>OccluderNode*</return>
- </method>
- <method name="newDecalNode">
- <overrideCall><![CDATA[DecalNode* ret = newSceneNode<DecalNode>(self, arg0);]]></overrideCall>
- <args>
- <arg>const CString&</arg>
- </args>
- <return>DecalNode*</return>
- </method>
- <method name="newTriggerNode">
- <overrideCall><![CDATA[TriggerNode* ret = newSceneNode<TriggerNode>(self, arg0, arg1);]]></overrideCall>
- <args>
- <arg>const CString&</arg>
- <arg>F32</arg>
- </args>
- <return>TriggerNode*</return>
- </method>
- <method name="newGlobalIlluminationProbeNode">
- <overrideCall><![CDATA[GlobalIlluminationProbeNode* ret = newSceneNode<GlobalIlluminationProbeNode>(self, arg0);]]></overrideCall>
- <args>
- <arg>const CString&</arg>
- </args>
- <return>GlobalIlluminationProbeNode*</return>
- </method>
- <method name="setActiveCameraNode">
- <args>
- <arg>SceneNode*</arg>
- </args>
- </method>
- </methods>
- </class>
- <!-- Events -->
- <class name="Event">
- <methods>
- <method name="getAssociatedSceneNodes">
- <return>WeakArraySceneNodePtr</return>
- </method>
- </methods>
- </class>
- <class name="LightEvent">
- <methods>
- <method name="setIntensityMultiplier">
- <args><arg>const Vec4&</arg></args>
- </method>
- <method name="setFrequency">
- <args>
- <arg>F32</arg>
- <arg>F32</arg>
- </args>
- </method>
- </methods>
- </class>
- <class name="EventManager">
- <methods>
- <method name="newLightEvent">
- <overrideCall><![CDATA[LightEvent* ret = newEvent<LightEvent>(self, arg0, arg1, arg2);]]></overrideCall>
- <args>
- <arg>F32</arg>
- <arg>F32</arg>
- <arg>SceneNode*</arg>
- </args>
- <return>LightEvent*</return>
- </method>
- </methods>
- </class>
- </classes>
- <functions>
- <function name="getSceneGraph">
- <overrideCall>SceneGraph* ret = getSceneGraph(l);</overrideCall>
- <return>SceneGraph*</return>
- </function>
- </functions>
- <functions>
- <function name="getEventManager">
- <overrideCall>EventManager* ret = getEventManager(l);</overrideCall>
- <return>EventManager*</return>
- </function>
- </functions>
- <tail><![CDATA[} // end namespace anki]]></tail>
- </glue>
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