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@@ -1,291 +0,0 @@
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-/*
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- * Copyright (c) 2012-2015 Daniele Bartolini and individual contributors.
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- * License: https://github.com/taylor001/crown/blob/master/LICENSE
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- */
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-
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-#include "lua_stack.h"
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-#include "lua_environment.h"
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-#include "actor.h"
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-
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-namespace crown
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-{
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-
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-static int actor_world_position(lua_State* L)
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-{
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- LuaStack stack(L);
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- stack.push_vector3(stack.get_actor(1)->world_position());
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- return 1;
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-}
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-
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-static int actor_world_rotation(lua_State* L)
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-{
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- LuaStack stack(L);
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- stack.push_quaternion(stack.get_actor(1)->world_rotation());
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- return 1;
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-}
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-
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-static int actor_world_pose(lua_State* L)
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-{
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- LuaStack stack(L);
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- stack.push_matrix4x4(stack.get_actor(1)->world_pose());
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- return 1;
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-}
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-
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-static int actor_teleport_world_position(lua_State* L)
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-{
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- LuaStack stack(L);
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- stack.get_actor(1)->teleport_world_position(stack.get_vector3(2));
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- return 0;
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-}
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-
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-static int actor_teleport_world_rotation(lua_State* L)
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-{
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- LuaStack stack(L);
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- stack.get_actor(1)->teleport_world_rotation(stack.get_quaternion(2));
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- return 0;
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-}
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-
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-static int actor_teleport_world_pose(lua_State* L)
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-{
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- LuaStack stack(L);
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- stack.get_actor(1)->teleport_world_pose(stack.get_matrix4x4(2));
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- return 0;
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-}
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-
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-static int actor_center_of_mass(lua_State* L)
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-{
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- LuaStack stack(L);
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- stack.push_vector3(stack.get_actor(1)->center_of_mass());
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- return 1;
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-}
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-
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-static int actor_enable_gravity(lua_State* L)
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-{
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- LuaStack stack(L);
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- stack.get_actor(1)->enable_gravity();
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- return 0;
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-}
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-
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-static int actor_disable_gravity(lua_State* L)
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-{
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- LuaStack stack(L);
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- stack.get_actor(1)->disable_gravity();
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- return 0;
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-}
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-
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-static int actor_enable_collision(lua_State* L)
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-{
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- LuaStack stack(L);
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- stack.get_actor(1)->enable_collision();
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- return 0;
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-}
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-
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-static int actor_disable_collision(lua_State* L)
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-{
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- LuaStack stack(L);
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- stack.get_actor(1)->disable_collision();
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- return 0;
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-}
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-
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-static int actor_set_collision_filter(lua_State* L)
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-{
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- LuaStack stack(L);
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- stack.get_actor(1)->set_collision_filter(stack.get_string(2));
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- return 0;
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-}
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-
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-static int actor_set_kinematic(lua_State* L)
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-{
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- LuaStack stack(L);
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- stack.get_actor(1)->set_kinematic(stack.get_bool(2));
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- return 0;
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-}
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-
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-static int actor_move(lua_State* L)
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-{
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- LuaStack stack(L);
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- stack.get_actor(1)->move(stack.get_vector3(2));
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- return 0;
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-}
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-
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-static int actor_is_static(lua_State* L)
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-{
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- LuaStack stack(L);
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- stack.push_bool(stack.get_actor(1)->is_static());
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- return 1;
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-}
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-
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-static int actor_is_dynamic(lua_State* L)
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-{
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- LuaStack stack(L);
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- stack.push_bool(stack.get_actor(1)->is_dynamic());
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- return 1;
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-}
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-
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-static int actor_is_kinematic(lua_State* L)
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-{
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- LuaStack stack(L);
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- stack.push_bool(stack.get_actor(1)->is_kinematic());
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- return 1;
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-}
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-
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-static int actor_is_nonkinematic(lua_State* L)
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-{
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- LuaStack stack(L);
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- stack.push_bool(stack.get_actor(1)->is_nonkinematic());
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- return 1;
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-}
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-
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-
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-static int actor_linear_damping(lua_State* L)
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-{
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- LuaStack stack(L);
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- stack.push_float(stack.get_actor(1)->linear_damping());
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- return 1;
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-}
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-
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-static int actor_set_linear_damping(lua_State* L)
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-{
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- LuaStack stack(L);
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- stack.get_actor(1)->set_linear_damping(stack.get_float(2));
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- return 0;
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-}
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-
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-static int actor_angular_damping(lua_State* L)
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-{
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- LuaStack stack(L);
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- stack.push_float(stack.get_actor(1)->angular_damping());
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- return 1;
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-}
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-
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-static int actor_set_angular_damping(lua_State* L)
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-{
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- LuaStack stack(L);
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- stack.get_actor(1)->set_angular_damping(stack.get_float(2));
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- return 0;
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-}
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-
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-static int actor_linear_velocity(lua_State* L)
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-{
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- LuaStack stack(L);
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- stack.push_vector3(stack.get_actor(1)->linear_velocity());
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- return 1;
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-}
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-
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-static int actor_set_linear_velocity(lua_State* L)
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-{
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- LuaStack stack(L);
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- stack.get_actor(1)->set_linear_velocity(stack.get_vector3(2));
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- return 0;
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-}
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-
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-static int actor_angular_velocity(lua_State* L)
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-{
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- LuaStack stack(L);
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- stack.push_vector3(stack.get_actor(1)->angular_velocity());
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- return 1;
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-}
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-
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-static int actor_set_angular_velocity(lua_State* L)
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-{
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- LuaStack stack(L);
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- stack.get_actor(1)->set_angular_velocity(stack.get_vector3(2));
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- return 0;
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-}
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-
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-static int actor_add_impulse(lua_State* L)
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-{
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- LuaStack stack(L);
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- stack.get_actor(1)->add_impulse(stack.get_vector3(2));
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- return 0;
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-}
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-
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-static int actor_add_impulse_at(lua_State* L)
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-{
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- LuaStack stack(L);
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- stack.get_actor(1)->add_impulse_at(stack.get_vector3(2), stack.get_vector3(3));
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- return 0;
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-}
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-
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-static int actor_add_torque_impulse(lua_State* L)
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-{
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- LuaStack stack(L);
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- stack.get_actor(1)->add_torque_impulse(stack.get_vector3(2));
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- return 0;
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-}
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-
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-static int actor_push(lua_State* L)
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-{
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- LuaStack stack(L);
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- stack.get_actor(1)->push(stack.get_vector3(2), stack.get_float(3));
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- return 0;
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-}
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-
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-static int actor_push_at(lua_State* L)
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-{
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- LuaStack stack(L);
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- stack.get_actor(1)->push_at(stack.get_vector3(2), stack.get_float(2), stack.get_vector3(3));
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- return 0;
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-}
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-
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-static int actor_is_sleeping(lua_State* L)
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-{
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- LuaStack stack(L);
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- stack.push_bool(stack.get_actor(1)->is_sleeping());
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- return 1;
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-}
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-
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-static int actor_wake_up(lua_State* L)
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-{
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- LuaStack stack(L);
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- stack.get_actor(1)->wake_up();
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- return 0;
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-}
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-
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-static int actor_unit(lua_State* L)
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-{
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- LuaStack stack(L);
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- Unit* unit = stack.get_actor(1)->unit();
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- unit == NULL ? stack.push_nil() : stack.push_unit(unit);
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- return 1;
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-}
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-
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-void load_actor(LuaEnvironment& env)
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-{
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- env.load_module_function("Actor", "world_position", actor_world_position);
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- env.load_module_function("Actor", "world_rotation", actor_world_rotation);
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- env.load_module_function("Actor", "world_pose", actor_world_pose);
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- env.load_module_function("Actor", "teleport_world_position", actor_teleport_world_position);
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- env.load_module_function("Actor", "teleport_world_rotation", actor_teleport_world_rotation);
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- env.load_module_function("Actor", "teleport_world_pose", actor_teleport_world_pose);
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- env.load_module_function("Actor", "center_of_mass", actor_center_of_mass);
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- env.load_module_function("Actor", "enable_gravity", actor_enable_gravity);
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- env.load_module_function("Actor", "disable_gravity", actor_disable_gravity);
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- env.load_module_function("Actor", "enable_collision", actor_enable_collision);
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- env.load_module_function("Actor", "disable_collision", actor_disable_collision);
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- env.load_module_function("Actor", "set_collision_filter", actor_set_collision_filter);
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- env.load_module_function("Actor", "set_kinematic", actor_set_kinematic);
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- env.load_module_function("Actor", "move", actor_move);
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- env.load_module_function("Actor", "is_static", actor_is_static);
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- env.load_module_function("Actor", "is_dynamic", actor_is_dynamic);
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- env.load_module_function("Actor", "is_kinematic", actor_is_kinematic);
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- env.load_module_function("Actor", "is_nonkinematic", actor_is_nonkinematic);
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- env.load_module_function("Actor", "linear_damping", actor_linear_damping);
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- env.load_module_function("Actor", "set_linear_damping", actor_set_linear_damping);
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- env.load_module_function("Actor", "angular_damping", actor_angular_damping);
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- env.load_module_function("Actor", "set_angular_damping", actor_set_angular_damping);
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- env.load_module_function("Actor", "linear_velocity", actor_linear_velocity);
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- env.load_module_function("Actor", "set_linear_velocity", actor_set_linear_velocity);
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- env.load_module_function("Actor", "angular_velocity", actor_angular_velocity);
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- env.load_module_function("Actor", "set_angular_velocity", actor_set_angular_velocity);
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- env.load_module_function("Actor", "add_impulse", actor_add_impulse);
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- env.load_module_function("Actor", "add_impulse_at", actor_add_impulse_at);
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- env.load_module_function("Actor", "add_torque_impulse", actor_add_torque_impulse);
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- env.load_module_function("Actor", "push", actor_push);
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- env.load_module_function("Actor", "push_at", actor_push_at);
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- env.load_module_function("Actor", "is_sleeping", actor_is_sleeping);
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- env.load_module_function("Actor", "wake_up", actor_wake_up);
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- env.load_module_function("Actor", "unit", actor_unit);
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-}
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-
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-} // namespace crown
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