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@@ -96,6 +96,18 @@ CE_EXPORT int actor_clear_kinematic(lua_State* L)
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return 0;
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}
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+//-----------------------------------------------------------------------------
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+CE_EXPORT int actor_move(lua_State* L)
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+{
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+ LuaStack stack(L);
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+ Actor* actor = stack.get_actor(1);
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+ Matrix4x4 pose = stack.get_matrix4x4(2);
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+
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+ actor->move(pose);
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+
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+ return 0;
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+}
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+
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//-----------------------------------------------------------------------------
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CE_EXPORT int actor_is_static(lua_State* L)
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{
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@@ -118,6 +130,17 @@ CE_EXPORT int actor_is_dynamic(lua_State* L)
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return 1;
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}
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+//-----------------------------------------------------------------------------
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+CE_EXPORT int actor_is_kinematic(lua_State* L)
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+{
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+ LuaStack stack(L);
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+
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+ Actor* actor = stack.get_actor(1);
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+
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+ stack.push_bool(actor->is_kinematic());
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+ return 1;
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+}
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+
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//-----------------------------------------------------------------------------
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CE_EXPORT int actor_linear_damping(lua_State* L)
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{
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@@ -282,8 +305,10 @@ void load_actor(LuaEnvironment& env)
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env.load_module_function("Actor", "disable_collision", actor_disable_collision);
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env.load_module_function("Actor", "set_kinematic", actor_set_kinematic);
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env.load_module_function("Actor", "clear_kinematic", actor_clear_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", "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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@@ -299,4 +324,4 @@ void load_actor(LuaEnvironment& env)
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env.load_module_function("Actor", "wake_up", actor_wake_up);
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}
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-} // namespace crown
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+} // namespace crown
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