/* * Copyright (c) 2012-2016 Daniele Bartolini and individual contributors. * License: https://github.com/taylor001/crown/blob/master/LICENSE */ #include "color4.h" #include "console_server.h" #include "debug_gui.h" #include "debug_line.h" #include "device.h" #include "dynamic_string.h" #include "guid.h" #include "input_device.h" #include "input_manager.h" #include "intersection.h" #include "lua_environment.h" #include "lua_stack.h" #include "material.h" #include "math_types.h" #include "math_utils.h" #include "matrix4x4.h" #include "physics_world.h" #include "plane3.h" #include "profiler.h" #include "quaternion.h" #include "render_world.h" #include "resource_manager.h" #include "resource_package.h" #include "scene_graph.h" #include "sound_world.h" #include "string_stream.h" #include "temp_allocator.h" #include "unit_manager.h" #include "vector2.h" #include "vector3.h" #include "world.h" namespace crown { struct LightInfo { const char* name; LightType::Enum type; }; static LightInfo s_light[] = { { "directional", LightType::DIRECTIONAL }, { "omni", LightType::OMNI }, { "spot", LightType::SPOT } }; CE_STATIC_ASSERT(countof(s_light) == LightType::COUNT); struct ProjectionInfo { const char* name; ProjectionType::Enum type; }; static ProjectionInfo s_projection[] = { { "orthographic", ProjectionType::ORTHOGRAPHIC }, { "perspective", ProjectionType::PERSPECTIVE } }; CE_STATIC_ASSERT(countof(s_projection) == ProjectionType::COUNT); struct RaycastInfo { const char* name; RaycastMode::Enum mode; }; static RaycastInfo s_raycast[] = { { "closest", RaycastMode::CLOSEST }, { "all", RaycastMode::ALL } }; CE_STATIC_ASSERT(countof(s_raycast) == RaycastMode::COUNT); static LightType::Enum name_to_light_type(const char* name) { for (u32 i = 0; i < countof(s_light); ++i) { if (strcmp(s_light[i].name, name) == 0) return s_light[i].type; } return LightType::COUNT; } static ProjectionType::Enum name_to_projection_type(const char* name) { for (u32 i = 0; i < countof(s_projection); ++i) { if (strcmp(s_projection[i].name, name) == 0) return s_projection[i].type; } return ProjectionType::COUNT; } static RaycastMode::Enum name_to_raycast_mode(const char* name) { for (u32 i = 0; i < countof(s_raycast); ++i) { if (strcmp(s_raycast[i].name, name) == 0) return s_raycast[i].mode; } return RaycastMode::COUNT; } static int math_ray_plane_intersection(lua_State* L) { LuaStack stack(L); const Plane3 p = plane3::from_point_and_normal(stack.get_vector3(3) , stack.get_vector3(4) ); const f32 t = ray_plane_intersection(stack.get_vector3(1) , stack.get_vector3(2) , p ); stack.push_float(t); return 1; } static int math_ray_disc_intersection(lua_State* L) { LuaStack stack(L); const f32 t = ray_disc_intersection(stack.get_vector3(1) , stack.get_vector3(2) , stack.get_vector3(3) , stack.get_float(4) , stack.get_vector3(5) ); stack.push_float(t); return 1; } static int math_ray_sphere_intersection(lua_State* L) { LuaStack stack(L); Sphere s; s.c = stack.get_vector3(3); s.r = stack.get_float(4); const f32 t = ray_sphere_intersection(stack.get_vector3(1) , stack.get_vector3(2) , s ); stack.push_float(t); return 1; } static int math_ray_obb_intersection(lua_State* L) { LuaStack stack(L); const f32 t = ray_obb_intersection(stack.get_vector3(1) , stack.get_vector3(2) , stack.get_matrix4x4(3) , stack.get_vector3(4) ); stack.push_float(t); return 1; } static int math_ray_triangle_intersection(lua_State* L) { LuaStack stack(L); const f32 t = ray_triangle_intersection(stack.get_vector3(1) , stack.get_vector3(2) , stack.get_vector3(3) , stack.get_vector3(4) , stack.get_vector3(5) ); stack.push_float(t); return 1; } static int vector3_ctor(lua_State* L) { LuaStack stack(L); Vector3 v; v.x = stack.get_float(1 + 1); v.y = stack.get_float(2 + 1); v.z = stack.get_float(3 + 1); stack.push_vector3(v); return 1; } static int vector3_x(lua_State* L) { LuaStack stack(L); stack.push_float(stack.get_vector3(1).x); return 1; } static int vector3_y(lua_State* L) { LuaStack stack(L); stack.push_float(stack.get_vector3(1).y); return 1; } static int vector3_z(lua_State* L) { LuaStack stack(L); stack.push_float(stack.get_vector3(1).z); return 1; } static int vector3_set_x(lua_State* L) { LuaStack stack(L); stack.get_vector3(1).x = stack.get_float(2); return 0; } static int vector3_set_y(lua_State* L) { LuaStack stack(L); stack.get_vector3(1).y = stack.get_float(2); return 0; } static int vector3_set_z(lua_State* L) { LuaStack stack(L); stack.get_vector3(1).z = stack.get_float(2); return 0; } static int vector3_elements(lua_State* L) { LuaStack stack(L); Vector3& a = stack.get_vector3(1); stack.push_float(a.x); stack.push_float(a.y); stack.push_float(a.z); return 3; } static int vector3_add(lua_State* L) { LuaStack stack(L); stack.push_vector3(stack.get_vector3(1) + stack.get_vector3(2)); return 1; } static int vector3_subtract(lua_State* L) { LuaStack stack(L); stack.push_vector3(stack.get_vector3(1) - stack.get_vector3(2)); return 1; } static int vector3_multiply(lua_State* L) { LuaStack stack(L); stack.push_vector3(stack.get_vector3(1) * stack.get_float(2)); return 1; } static int vector3_dot(lua_State* L) { LuaStack stack(L); stack.push_float(dot(stack.get_vector3(1), stack.get_vector3(2))); return 1; } static int vector3_cross(lua_State* L) { LuaStack stack(L); stack.push_vector3(cross(stack.get_vector3(1), stack.get_vector3(2))); return 1; } static int vector3_equal(lua_State* L) { LuaStack stack(L); stack.push_bool(stack.get_vector3(1) == stack.get_vector3(2)); return 1; } static int vector3_length(lua_State* L) { LuaStack stack(L); stack.push_float(length(stack.get_vector3(1))); return 1; } static int vector3_length_squared(lua_State* L) { LuaStack stack(L); stack.push_float(length_squared(stack.get_vector3(1))); return 1; } static int vector3_set_length(lua_State* L) { LuaStack stack(L); set_length(stack.get_vector3(1), stack.get_float(2)); return 0; } static int vector3_normalize(lua_State* L) { LuaStack stack(L); stack.push_vector3(normalize(stack.get_vector3(1))); return 1; } static int vector3_distance(lua_State* L) { LuaStack stack(L); stack.push_float(distance(stack.get_vector3(1), stack.get_vector3(2))); return 1; } static int vector3_distance_squared(lua_State* L) { LuaStack stack(L); stack.push_float(distance_squared(stack.get_vector3(1), stack.get_vector3(2))); return 1; } static int vector3_angle(lua_State* L) { LuaStack stack(L); stack.push_float(angle(stack.get_vector3(1), stack.get_vector3(2))); return 1; } static int vector3_max(lua_State* L) { LuaStack stack(L); stack.push_vector3(max(stack.get_vector3(1), stack.get_vector3(2))); return 1; } static int vector3_min(lua_State* L) { LuaStack stack(L); stack.push_vector3(min(stack.get_vector3(1), stack.get_vector3(2))); return 1; } static int vector3_lerp(lua_State* L) { LuaStack stack(L); stack.push_vector3(lerp(stack.get_vector3(1), stack.get_vector3(2), stack.get_float(3))); return 1; } static int vector3_forward(lua_State* L) { LuaStack stack(L); stack.push_vector3(VECTOR3_FORWARD); return 1; } static int vector3_backward(lua_State* L) { LuaStack stack(L); stack.push_vector3(VECTOR3_BACKWARD); return 1; } static int vector3_left(lua_State* L) { LuaStack stack(L); stack.push_vector3(VECTOR3_LEFT); return 1; } static int vector3_right(lua_State* L) { LuaStack stack(L); stack.push_vector3(VECTOR3_RIGHT); return 1; } static int vector3_up(lua_State* L) { LuaStack stack(L); stack.push_vector3(VECTOR3_UP); return 1; } static int vector3_down(lua_State* L) { LuaStack stack(L); stack.push_vector3(VECTOR3_DOWN); return 1; } static int vector3_zero(lua_State* L) { LuaStack stack(L); stack.push_vector3(VECTOR3_ZERO); return 1; } static int vector3_to_string(lua_State* L) { LuaStack stack(L); const Vector3 v = stack.get_vector3(1); char buf[256]; snprintf(buf, sizeof(buf), "%.4f %.4f %.4f", v.x, v.y, v.z); stack.push_string(buf); return 1; } static int vector2_ctor(lua_State* L) { LuaStack stack(L); Vector2 v; v.x = stack.get_float(1 + 1); v.y = stack.get_float(2 + 1); stack.push_vector2(v); return 1; } static int vector3box_ctor(lua_State* L) { LuaStack stack(L); if (stack.num_args() == 0 + 1) { stack.push_vector3box(VECTOR3_ZERO); } else if (stack.num_args() == 1 + 1) { stack.push_vector3box(stack.get_vector3(1 + 1)); } else { Vector3 v; v.x = stack.get_float(1 + 1); v.y = stack.get_float(2 + 1); v.z = stack.get_float(3 + 1); stack.push_vector3box(v); } return 1; } static int vector3box_store(lua_State* L) { LuaStack stack(L); Vector3& v = stack.get_vector3box(1); if (stack.num_args() == 2) v = stack.get_vector3(2); else v = vector3(stack.get_float(2) , stack.get_float(3) , stack.get_float(4)); return 0; } static int vector3box_unbox(lua_State* L) { LuaStack stack(L); stack.push_vector3(stack.get_vector3box(1)); return 1; } static int vector3box_tostring(lua_State* L) { LuaStack stack(L); Vector3& v = stack.get_vector3box(1); stack.push_fstring("Vector3Box (%p)", &v); return 1; } static int matrix4x4_ctor(lua_State* L) { LuaStack stack(L); Matrix4x4 m; m.x.x = stack.get_float( 1 + 1); m.x.y = stack.get_float( 2 + 1); m.x.z = stack.get_float( 3 + 1); m.x.w = stack.get_float( 4 + 1); m.y.x = stack.get_float( 5 + 1); m.y.y = stack.get_float( 6 + 1); m.y.z = stack.get_float( 7 + 1); m.y.w = stack.get_float( 8 + 1); m.z.x = stack.get_float( 9 + 1); m.z.y = stack.get_float(10 + 1); m.z.z = stack.get_float(11 + 1); m.z.w = stack.get_float(12 + 1); m.t.x = stack.get_float(13 + 1); m.t.y = stack.get_float(14 + 1); m.t.z = stack.get_float(15 + 1); m.t.w = stack.get_float(16 + 1); stack.push_matrix4x4(m); return 1; } static int matrix4x4_from_quaternion(lua_State* L) { LuaStack stack(L); stack.push_matrix4x4(matrix4x4(stack.get_quaternion(1), VECTOR3_ZERO)); return 1; } static int matrix4x4_from_translation(lua_State* L) { LuaStack stack(L); stack.push_matrix4x4(matrix4x4(stack.get_vector3(1))); return 1; } static int matrix4x4_from_quaternion_translation(lua_State* L) { LuaStack stack(L); stack.push_matrix4x4(matrix4x4(stack.get_quaternion(1), stack.get_vector3(2))); return 1; } static int matrix4x4_from_axes(lua_State* L) { LuaStack stack(L); stack.push_matrix4x4(matrix4x4(stack.get_vector3(1), stack.get_vector3(2), stack.get_vector3(3), stack.get_vector3(4))); return 1; } static int matrix4x4_copy(lua_State* L) { LuaStack stack(L); stack.push_matrix4x4(stack.get_matrix4x4(1)); return 1; } static int matrix4x4_add(lua_State* L) { LuaStack stack(L); stack.push_matrix4x4(stack.get_matrix4x4(1) + stack.get_matrix4x4(2)); return 1; } static int matrix4x4_subtract(lua_State* L) { LuaStack stack(L); stack.push_matrix4x4(stack.get_matrix4x4(1) - stack.get_matrix4x4(2)); return 1; } static int matrix4x4_multiply(lua_State* L) { LuaStack stack(L); stack.push_matrix4x4(stack.get_matrix4x4(1) * stack.get_matrix4x4(2)); return 1; } static int matrix4x4_transpose(lua_State* L) { LuaStack stack(L); stack.push_matrix4x4(transpose(stack.get_matrix4x4(1))); return 1; } static int matrix4x4_determinant(lua_State* L) { LuaStack stack(L); stack.push_float(determinant(stack.get_matrix4x4(1))); return 1; } static int matrix4x4_invert(lua_State* L) { LuaStack stack(L); stack.push_matrix4x4(invert(stack.get_matrix4x4(1))); return 1; } static int matrix4x4_x(lua_State* L) { LuaStack stack(L); stack.push_vector3(x(stack.get_matrix4x4(1))); return 1; } static int matrix4x4_y(lua_State* L) { LuaStack stack(L); stack.push_vector3(y(stack.get_matrix4x4(1))); return 1; } static int matrix4x4_z(lua_State* L) { LuaStack stack(L); stack.push_vector3(z(stack.get_matrix4x4(1))); return 1; } static int matrix4x4_set_x(lua_State* L) { LuaStack stack(L); set_x(stack.get_matrix4x4(1), stack.get_vector3(2)); return 0; } static int matrix4x4_set_y(lua_State* L) { LuaStack stack(L); set_y(stack.get_matrix4x4(1), stack.get_vector3(2)); return 0; } static int matrix4x4_set_z(lua_State* L) { LuaStack stack(L); set_z(stack.get_matrix4x4(1), stack.get_vector3(2)); return 0; } static int matrix4x4_translation(lua_State* L) { LuaStack stack(L); stack.push_vector3(translation(stack.get_matrix4x4(1))); return 1; } static int matrix4x4_set_translation(lua_State* L) { LuaStack stack(L); set_translation(stack.get_matrix4x4(1), stack.get_vector3(2)); return 0; } static int matrix4x4_rotation(lua_State* L) { LuaStack stack(L); stack.push_quaternion(rotation(stack.get_matrix4x4(1))); return 1; } static int matrix4x4_set_rotation(lua_State* L) { LuaStack stack(L); set_rotation(stack.get_matrix4x4(1), stack.get_quaternion(2)); return 0; } static int matrix4x4_identity(lua_State* L) { LuaStack stack(L); stack.push_matrix4x4(MATRIX4X4_IDENTITY); return 1; } static int matrix4x4_transform(lua_State* L) { LuaStack stack(L); stack.push_vector3(stack.get_vector3(2) * stack.get_matrix4x4(1)); return 1; } static int matrix4x4_to_string(lua_State* L) { LuaStack stack(L); Matrix4x4& a = stack.get_matrix4x4(1); char buf[1024]; snprintf(buf, sizeof(buf), "%.4f, %.4f, %.4f, %.4f\n" "%.4f, %.4f, %.4f, %.4f\n" "%.4f, %.4f, %.4f, %.4f\n" "%.4f, %.4f, %.4f, %.4f" , a.x.x, a.x.y, a.x.z, a.y.w , a.y.x, a.y.y, a.y.z, a.y.w , a.z.x, a.z.y, a.z.z, a.z.w , a.t.x, a.t.y, a.t.z, a.t.w ); stack.push_string(buf); return 1; } static int matrix4x4box_ctor(lua_State* L) { LuaStack stack(L); if (stack.num_args() == 0 + 1) stack.push_matrix4x4(MATRIX4X4_IDENTITY); else stack.push_matrix4x4box(stack.get_matrix4x4(1 + 1)); return 1; } static int matrix4x4box_store(lua_State* L) { LuaStack stack(L); stack.get_matrix4x4box(1) = stack.get_matrix4x4(2); return 0; } static int matrix4x4box_unbox(lua_State* L) { LuaStack stack(L); stack.push_matrix4x4(stack.get_matrix4x4box(1)); return 1; } static int matrix4x4box_tostring(lua_State* L) { LuaStack stack(L); Matrix4x4& m = stack.get_matrix4x4box(1); stack.push_fstring("Matrix4x4Box (%p)", &m); return 1; } static int quaternion_from_axis_angle(lua_State* L) { LuaStack stack(L); stack.push_quaternion(quaternion(stack.get_vector3(1), stack.get_float(2))); return 1; } static int quaternion_ctor(lua_State* L) { LuaStack stack(L); stack.push_quaternion(quaternion(stack.get_vector3(1 + 1), stack.get_float(2 + 1))); return 1; } static int quaternion_from_elements(lua_State* L) { LuaStack stack(L); stack.push_quaternion(quaternion(stack.get_float(1), stack.get_float(2), stack.get_float(3), stack.get_float(4))); return 1; } static int quaternion_negate(lua_State* L) { LuaStack stack(L); stack.push_quaternion(-stack.get_quaternion(1)); return 1; } static int quaternion_identity(lua_State* L) { LuaStack stack(L); stack.push_quaternion(QUATERNION_IDENTITY); return 1; } static int quaternion_dot(lua_State* L) { LuaStack stack(L); stack.push_float(dot(stack.get_quaternion(1), stack.get_quaternion(2))); return 1; } static int quaternion_length(lua_State* L) { LuaStack stack(L); stack.push_float(length(stack.get_quaternion(1))); return 1; } static int quaternion_normalize(lua_State* L) { LuaStack stack(L); stack.push_quaternion(normalize(stack.get_quaternion(1))); return 1; } static int quaternion_conjugate(lua_State* L) { LuaStack stack(L); stack.push_quaternion(conjugate(stack.get_quaternion(1))); return 1; } static int quaternion_inverse(lua_State* L) { LuaStack stack(L); stack.push_quaternion(inverse(stack.get_quaternion(1))); return 1; } static int quaternion_multiply(lua_State* L) { LuaStack stack(L); stack.push_quaternion(stack.get_quaternion(1) * stack.get_quaternion(2)); return 1; } static int quaternion_multiply_by_scalar(lua_State* L) { LuaStack stack(L); stack.push_quaternion(stack.get_quaternion(1) * stack.get_float(2)); return 1; } static int quaternion_power(lua_State* L) { LuaStack stack(L); stack.push_quaternion(power(stack.get_quaternion(1), stack.get_float(2))); return 1; } static int quaternion_elements(lua_State* L) { LuaStack stack(L); const Quaternion& q = stack.get_quaternion(1); stack.push_float(q.x); stack.push_float(q.y); stack.push_float(q.z); stack.push_float(q.w); return 4; } static int quaternion_look(lua_State* L) { LuaStack stack(L); const Vector3 up = stack.num_args() == 2 ? stack.get_vector3(2) : VECTOR3_YAXIS; stack.push_quaternion(look(stack.get_vector3(1), up)); return 1; } static int quaternion_right(lua_State* L) { LuaStack stack(L); stack.push_vector3(right(stack.get_quaternion(1))); return 1; } static int quaternion_up(lua_State* L) { LuaStack stack(L); stack.push_vector3(up(stack.get_quaternion(1))); return 1; } static int quaternion_forward(lua_State* L) { LuaStack stack(L); stack.push_vector3(forward(stack.get_quaternion(1))); return 1; } static int quaternion_lerp(lua_State* L) { LuaStack stack(L); stack.push_quaternion(lerp(stack.get_quaternion(1), stack.get_quaternion(2), stack.get_float(3))); return 1; } static int quaternion_to_string(lua_State* L) { LuaStack stack(L); const Quaternion q = stack.get_quaternion(1); char buf[256]; snprintf(buf, sizeof(buf), "%.4f %.4f %.4f %.4f", q.x, q.y, q.z, q.w); stack.push_string(buf); return 1; } static int quaternionbox_ctor(lua_State* L) { LuaStack stack(L); if (stack.num_args() == 0 + 1) { stack.push_quaternionbox(QUATERNION_IDENTITY); } else if (stack.num_args() == 1 + 1) { stack.push_quaternionbox(stack.get_quaternion(1 + 1)); } else { Quaternion q = quaternion(stack.get_float(1 + 1) , stack.get_float(2 + 1) , stack.get_float(3 + 1) , stack.get_float(4 + 1) ); stack.push_quaternionbox(q); } return 1; } static int quaternionbox_store(lua_State* L) { LuaStack stack(L); Quaternion& q = stack.get_quaternionbox(1); if (stack.num_args() == 2) q = stack.get_quaternion(2); else q = quaternion(stack.get_float(2) , stack.get_float(3) , stack.get_float(4) , stack.get_float(5)); return 0; } static int quaternionbox_unbox(lua_State* L) { LuaStack stack(L); Quaternion& q = stack.get_quaternionbox(1); stack.push_quaternion(q); return 1; } static int quaternionbox_tostring(lua_State* L) { LuaStack stack(L); Quaternion& q = stack.get_quaternionbox(1); stack.push_fstring("QuaternionBox (%p)", &q); return 1; } static int color4_ctor(lua_State* L) { LuaStack stack(L); u8 r = (u8)stack.get_int(1 + 1); u8 g = (u8)stack.get_int(2 + 1); u8 b = (u8)stack.get_int(3 + 1); u8 a = (u8)stack.get_int(4 + 1); stack.push_color4(from_rgba(r, g, b, a)); return 1; } static int color4_lerp(lua_State* L) { LuaStack stack(L); stack.push_color4(lerp(stack.get_color4(1), stack.get_color4(2), stack.get_float(3))); return 1; } static int color4_black(lua_State* L) { LuaStack stack(L); stack.push_color4(COLOR4_BLACK); return 1; } static int color4_white(lua_State* L) { LuaStack stack(L); stack.push_color4(COLOR4_WHITE); return 1; } static int color4_red(lua_State* L) { LuaStack stack(L); stack.push_color4(COLOR4_RED); return 1; } static int color4_green(lua_State* L) { LuaStack stack(L); stack.push_color4(COLOR4_GREEN); return 1; } static int color4_blue(lua_State* L) { LuaStack stack(L); stack.push_color4(COLOR4_BLUE); return 1; } static int color4_yellow(lua_State* L) { LuaStack stack(L); stack.push_color4(COLOR4_YELLOW); return 1; } static int color4_orange(lua_State* L) { LuaStack stack(L); stack.push_color4(COLOR4_ORANGE); return 1; } static int lightuserdata_add(lua_State* L) { LuaStack stack(L); const Vector3& a = stack.get_vector3(1); const Vector3& b = stack.get_vector3(2); stack.push_vector3(a + b); return 1; } static int lightuserdata_sub(lua_State* L) { LuaStack stack(L); const Vector3& a = stack.get_vector3(1); const Vector3& b = stack.get_vector3(2); stack.push_vector3(a - b); return 1; } static int lightuserdata_mul(lua_State* L) { LuaStack stack(L); const int i = stack.is_number(1) ? 1 : 2; stack.push_vector3(stack.get_float(i) * stack.get_vector3(3-i)); return 1; } static int lightuserdata_unm(lua_State* L) { LuaStack stack(L); stack.push_vector3(-stack.get_vector3(1)); return 1; } static int lightuserdata_index(lua_State* L) { LuaStack stack(L); Vector3& v = stack.get_vector3(1); const char* s = stack.get_string(2); switch (s[0]) { case 'x': stack.push_float(v.x); return 1; case 'y': stack.push_float(v.y); return 1; case 'z': stack.push_float(v.z); return 1; default: LUA_ASSERT(false, stack, "Bad index: '%c'", s[0]); break; } return 0; } static int lightuserdata_newindex(lua_State* L) { LuaStack stack(L); Vector3& v = stack.get_vector3(1); const char* s = stack.get_string(2); const f32 value = stack.get_float(3); switch (s[0]) { case 'x': v.x = value; break; case 'y': v.y = value; break; case 'z': v.z = value; break; default: LUA_ASSERT(false, stack, "Bad index: '%c'", s[0]); break; } return 0; } static int input_device_name(lua_State* L, InputDevice& id) { LuaStack stack(L); stack.push_string(id.name()); return 1; } static int input_device_connected(lua_State* L, InputDevice& id) { LuaStack stack(L); stack.push_bool(id.connected()); return 1; } static int input_device_num_buttons(lua_State* L, InputDevice& id) { LuaStack stack(L); stack.push_int(id.num_buttons()); return 1; } static int input_device_num_axes(lua_State* L, InputDevice& id) { LuaStack stack(L); stack.push_int(id.num_axes()); return 1; } static int input_device_pressed(lua_State* L, InputDevice& id) { LuaStack stack(L); stack.push_bool(id.pressed(stack.get_int(1))); return 1; } static int input_device_released(lua_State* L, InputDevice& id) { LuaStack stack(L); stack.push_bool(id.released(stack.get_int(1))); return 1; } static int input_device_any_pressed(lua_State* L, InputDevice& id) { LuaStack stack(L); stack.push_bool(id.any_pressed()); return 1; } static int input_device_any_released(lua_State* L, InputDevice& id) { LuaStack stack(L); stack.push_bool(id.any_released()); return 1; } static int input_device_axis(lua_State* L, InputDevice& id) { LuaStack stack(L); stack.push_vector3(id.axis(stack.get_int(1))); return 1; } static int input_device_button_name(lua_State* L, InputDevice& id) { LuaStack stack(L); stack.push_string(id.button_name(stack.get_int(1))); return 1; } static int input_device_axis_name(lua_State* L, InputDevice& id) { LuaStack stack(L); stack.push_string(id.axis_name(stack.get_int(1))); return 1; } static int input_device_button_id(lua_State* L, InputDevice& id) { LuaStack stack(L); stack.push_int(id.button_id(stack.get_string_id_32(1))); return 1; } static int input_device_axis_id(lua_State* L, InputDevice& id) { LuaStack stack(L); stack.push_int(id.axis_id(stack.get_string_id_32(1))); return 1; } #define KEYBOARD_FN(name) keyboard_##name #define MOUSE_FN(name) mouse_##name #define TOUCH_FN(name) touch_##name #define JOYPAD_FN(index, name) joypad_##name##index #define KEYBOARD(name) static int KEYBOARD_FN(name)(lua_State* L)\ { return input_device_##name(L, *device()->input_manager()->keyboard()); } #define MOUSE(name) static int MOUSE_FN(name)(lua_State* L)\ { return input_device_##name(L, *device()->input_manager()->mouse()); } #define TOUCH(name) static int TOUCH_FN(name)(lua_State* L)\ { return input_device_##name(L, *device()->input_manager()->touch()); } #define JOYPAD(index, name) static int JOYPAD_FN(index, name)(lua_State* L)\ { return input_device_##name(L, *device()->input_manager()->joypad(index)); } KEYBOARD(name) KEYBOARD(connected) KEYBOARD(num_buttons) KEYBOARD(num_axes) KEYBOARD(pressed) KEYBOARD(released) KEYBOARD(any_pressed) KEYBOARD(any_released) // KEYBOARD(axis) KEYBOARD(button_name) // KEYBOARD(axis_name) KEYBOARD(button_id) // KEYBOARD(axis_id) MOUSE(name) MOUSE(connected) MOUSE(num_buttons) MOUSE(num_axes) MOUSE(pressed) MOUSE(released) MOUSE(any_pressed) MOUSE(any_released) MOUSE(axis) MOUSE(button_name) MOUSE(axis_name) MOUSE(button_id) MOUSE(axis_id) TOUCH(name) TOUCH(connected) TOUCH(num_buttons) TOUCH(num_axes) TOUCH(pressed) TOUCH(released) TOUCH(any_pressed) TOUCH(any_released) TOUCH(axis) TOUCH(button_name) TOUCH(axis_name) TOUCH(button_id) TOUCH(axis_id) JOYPAD(0, name) JOYPAD(0, connected) JOYPAD(0, num_buttons) JOYPAD(0, num_axes) JOYPAD(0, pressed) JOYPAD(0, released) JOYPAD(0, any_pressed) JOYPAD(0, any_released) JOYPAD(0, axis) JOYPAD(0, button_name) JOYPAD(0, axis_name) JOYPAD(0, button_id) JOYPAD(0, axis_id) JOYPAD(1, name) JOYPAD(1, connected) JOYPAD(1, num_buttons) JOYPAD(1, num_axes) JOYPAD(1, pressed) JOYPAD(1, released) JOYPAD(1, any_pressed) JOYPAD(1, any_released) JOYPAD(1, axis) JOYPAD(1, button_name) JOYPAD(1, axis_name) JOYPAD(1, button_id) JOYPAD(1, axis_id) JOYPAD(2, name) JOYPAD(2, connected) JOYPAD(2, num_buttons) JOYPAD(2, num_axes) JOYPAD(2, pressed) JOYPAD(2, released) JOYPAD(2, any_pressed) JOYPAD(2, any_released) JOYPAD(2, axis) JOYPAD(2, button_name) JOYPAD(2, axis_name) JOYPAD(2, button_id) JOYPAD(2, axis_id) JOYPAD(3, name) JOYPAD(3, connected) JOYPAD(3, num_buttons) JOYPAD(3, num_axes) JOYPAD(3, pressed) JOYPAD(3, released) JOYPAD(3, any_pressed) JOYPAD(3, any_released) JOYPAD(3, axis) JOYPAD(3, button_name) JOYPAD(3, axis_name) JOYPAD(3, button_id) JOYPAD(3, axis_id) static int world_spawn_unit(lua_State* L) { LuaStack stack(L); const int nargs = stack.num_args(); const StringId64 name = stack.get_resource_id(2); const Vector3& pos = nargs > 2 ? stack.get_vector3(3) : VECTOR3_ZERO; const Quaternion& rot = nargs > 3 ? stack.get_quaternion(4) : QUATERNION_IDENTITY; LUA_ASSERT(device()->resource_manager()->can_get(RESOURCE_TYPE_UNIT, name), stack, "Unit not found"); stack.push_unit(stack.get_world(1)->spawn_unit(name, pos, rot)); return 1; } static int world_spawn_empty_unit(lua_State* L) { LuaStack stack(L); stack.push_unit(stack.get_world(1)->spawn_empty_unit()); return 1; } static int world_destroy_unit(lua_State* L) { LuaStack stack(L); stack.get_world(1)->destroy_unit(stack.get_unit(2)); return 0; } static int world_num_units(lua_State* L) { LuaStack stack(L); stack.push_int(stack.get_world(1)->num_units()); return 1; } static int world_units(lua_State* L) { LuaStack stack(L); TempAllocator1024 alloc; Array units(alloc); stack.get_world(1)->units(units); const u32 num = array::size(units); stack.push_table(num); for (u32 i = 0; i < num; ++i) { stack.push_key_begin((s32) i + 1); stack.push_unit(units[i]); stack.push_key_end(); } return 1; } static int world_camera(lua_State* L) { LuaStack stack(L); stack.push_camera(stack.get_world(1)->camera(stack.get_unit(2))); return 1; } static int camera_set_projection_type(lua_State* L) { LuaStack stack(L); const char* name = stack.get_string(3); const ProjectionType::Enum pt = name_to_projection_type(name); LUA_ASSERT(pt != ProjectionType::COUNT, stack, "Unknown projection type: '%s'", name); stack.get_world(1)->camera_set_projection_type(stack.get_camera(2), pt); return 0; } static int camera_projection_type(lua_State* L) { LuaStack stack(L); ProjectionType::Enum type = stack.get_world(1)->camera_projection_type(stack.get_camera(2)); stack.push_string(s_projection[type].name); return 1; } static int camera_fov(lua_State* L) { LuaStack stack(L); stack.push_float(stack.get_world(1)->camera_fov(stack.get_camera(2))); return 1; } static int camera_set_fov(lua_State* L) { LuaStack stack(L); stack.get_world(1)->camera_set_fov(stack.get_camera(2), stack.get_float(3)); return 0; } static int camera_near_clip_distance(lua_State* L) { LuaStack stack(L); stack.push_float(stack.get_world(1)->camera_near_clip_distance(stack.get_camera(2))); return 1; } static int camera_set_near_clip_distance(lua_State* L) { LuaStack stack(L); stack.get_world(1)->camera_set_near_clip_distance(stack.get_camera(2), stack.get_float(3)); return 0; } static int camera_far_clip_distance(lua_State* L) { LuaStack stack(L); stack.push_float(stack.get_world(1)->camera_far_clip_distance(stack.get_camera(2))); return 1; } static int camera_set_far_clip_distance(lua_State* L) { LuaStack stack(L); stack.get_world(1)->camera_set_far_clip_distance(stack.get_camera(2), stack.get_float(3)); return 0; } static int camera_set_orthographic_metrics(lua_State* L) { LuaStack stack(L); stack.get_world(1)->camera_set_orthographic_metrics(stack.get_camera(2), stack.get_float(3), stack.get_float(4), stack.get_float(5), stack.get_float(6)); return 0; } static int camera_screen_to_world(lua_State* L) { LuaStack stack(L); stack.push_vector3(stack.get_world(1)->camera_screen_to_world(stack.get_camera(2), stack.get_vector3(3))); return 1; } static int camera_world_to_screen(lua_State* L) { LuaStack stack(L); stack.push_vector3(stack.get_world(1)->camera_world_to_screen(stack.get_camera(2), stack.get_vector3(3))); return 1; } static int world_update_animations(lua_State* L) { LuaStack stack(L); stack.get_world(1)->update_animations(stack.get_float(2)); return 0; } static int world_update_scene(lua_State* L) { LuaStack stack(L); stack.get_world(1)->update_scene(stack.get_float(2)); return 0; } static int world_update(lua_State* L) { LuaStack stack(L); stack.get_world(1)->update(stack.get_float(2)); return 0; } static int world_play_sound(lua_State* L) { LuaStack stack(L); const s32 nargs = stack.num_args(); World* world = stack.get_world(1); const StringId64 name = stack.get_resource_id(2); const bool loop = nargs > 2 ? stack.get_bool(3) : false; const f32 volume = nargs > 3 ? stack.get_float(4) : 1.0f; const Vector3& pos = nargs > 4 ? stack.get_vector3(5) : VECTOR3_ZERO; const f32 range = nargs > 5 ? stack.get_float(6) : 1000.0f; LUA_ASSERT(device()->resource_manager()->can_get(RESOURCE_TYPE_SOUND, name), stack, "Sound not found"); stack.push_sound_instance_id(world->play_sound(name, loop, volume, pos, range)); return 1; } static int world_stop_sound(lua_State* L) { LuaStack stack(L); stack.get_world(1)->stop_sound(stack.get_sound_instance_id(2)); return 0; } static int world_link_sound(lua_State* L) { LuaStack stack(L); stack.get_world(1)->link_sound(stack.get_sound_instance_id(2) , stack.get_unit(3) , stack.get_int(4) ); return 0; } static int world_set_listener_pose(lua_State* L) { LuaStack stack(L); stack.get_world(1)->set_listener_pose(stack.get_matrix4x4(2)); return 0; } static int world_set_sound_position(lua_State* L) { LuaStack stack(L); stack.get_world(1)->set_sound_position(stack.get_sound_instance_id(2), stack.get_vector3(3)); return 0; } static int world_set_sound_range(lua_State* L) { LuaStack stack(L); stack.get_world(1)->set_sound_range(stack.get_sound_instance_id(2), stack.get_float(3)); return 0; } static int world_set_sound_volume(lua_State* L) { LuaStack stack(L); stack.get_world(1)->set_sound_volume(stack.get_sound_instance_id(2), stack.get_float(3)); return 0; } static int world_create_debug_line(lua_State* L) { LuaStack stack(L); stack.push_debug_line(stack.get_world(1)->create_debug_line(stack.get_bool(2))); return 1; } static int world_destroy_debug_line(lua_State* L) { LuaStack stack(L); stack.get_world(1)->destroy_debug_line(*stack.get_debug_line(2)); return 0; } static int world_create_screen_debug_gui(lua_State* L) { LuaStack stack(L); stack.push_debug_gui(stack.get_world(1)->create_screen_debug_gui(stack.get_float(2), stack.get_float(3))); return 1; } static int world_destroy_gui(lua_State* L) { LuaStack stack(L); stack.get_world(1)->destroy_gui(*stack.get_debug_gui(2)); return 0; } static int world_load_level(lua_State* L) { LuaStack stack(L); const int nargs = stack.num_args(); const StringId64 name = stack.get_resource_id(2); const Vector3& pos = nargs > 2 ? stack.get_vector3(3) : VECTOR3_ZERO; const Quaternion& rot = nargs > 3 ? stack.get_quaternion(4) : QUATERNION_IDENTITY; LUA_ASSERT(device()->resource_manager()->can_get(RESOURCE_TYPE_LEVEL, name), stack, "Level not found"); stack.push_level(stack.get_world(1)->load_level(name, pos, rot)); return 1; } static int world_scene_graph(lua_State* L) { LuaStack stack(L); stack.push_scene_graph(stack.get_world(1)->scene_graph()); return 1; } static int world_render_world(lua_State* L) { LuaStack stack(L); stack.push_render_world(stack.get_world(1)->render_world()); return 1; } static int world_physics_world(lua_State* L) { LuaStack stack(L); stack.push_physics_world(stack.get_world(1)->physics_world()); return 1; } static int world_sound_world(lua_State* L) { LuaStack stack(L); stack.push_sound_world(stack.get_world(1)->sound_world()); return 1; } static int world_tostring(lua_State* L) { LuaStack stack(L); World* w = stack.get_world(1); stack.push_fstring("World (%p)", w); return 1; } static int scene_graph_create(lua_State* L) { LuaStack stack(L); TransformInstance ti = stack.get_scene_graph(1)->create(stack.get_unit(2) , stack.get_vector3(3) , stack.get_quaternion(4) , stack.get_vector3(5) ); stack.push_transform(ti); return 1; } static int scene_graph_destroy(lua_State* L) { LuaStack stack(L); stack.get_scene_graph(1)->destroy(stack.get_transform(2)); return 0; } static int scene_graph_transform_instances(lua_State* L) { LuaStack stack(L); SceneGraph* sg = stack.get_scene_graph(1); TransformInstance ti = sg->get(stack.get_unit(2)); if (sg->is_valid(ti)) stack.push_transform(ti); else stack.push_nil(); return 1; } static int scene_graph_local_position(lua_State* L) { LuaStack stack(L); stack.push_vector3(stack.get_scene_graph(1)->local_position(stack.get_transform(2))); return 1; } static int scene_graph_local_rotation(lua_State* L) { LuaStack stack(L); stack.push_quaternion(stack.get_scene_graph(1)->local_rotation(stack.get_transform(2))); return 1; } static int scene_graph_local_scale(lua_State* L) { LuaStack stack(L); stack.push_vector3(stack.get_scene_graph(1)->local_scale(stack.get_transform(2))); return 1; } static int scene_graph_local_pose(lua_State* L) { LuaStack stack(L); stack.push_matrix4x4(stack.get_scene_graph(1)->local_pose(stack.get_transform(2))); return 1; } static int scene_graph_world_position(lua_State* L) { LuaStack stack(L); stack.push_vector3(stack.get_scene_graph(1)->world_position(stack.get_transform(2))); return 1; } static int scene_graph_world_rotation(lua_State* L) { LuaStack stack(L); stack.push_quaternion(stack.get_scene_graph(1)->world_rotation(stack.get_transform(2))); return 1; } static int scene_graph_world_pose(lua_State* L) { LuaStack stack(L); stack.push_matrix4x4(stack.get_scene_graph(1)->world_pose(stack.get_transform(2))); return 1; } static int scene_graph_set_local_position(lua_State* L) { LuaStack stack(L); stack.get_scene_graph(1)->set_local_position(stack.get_transform(2), stack.get_vector3(3)); return 0; } static int scene_graph_set_local_rotation(lua_State* L) { LuaStack stack(L); stack.get_scene_graph(1)->set_local_rotation(stack.get_transform(2), stack.get_quaternion(3)); return 0; } static int scene_graph_set_local_scale(lua_State* L) { LuaStack stack(L); stack.get_scene_graph(1)->set_local_scale(stack.get_transform(2), stack.get_vector3(3)); return 0; } static int scene_graph_set_local_pose(lua_State* L) { LuaStack stack(L); stack.get_scene_graph(1)->set_local_pose(stack.get_transform(2), stack.get_matrix4x4(3)); return 0; } static int scene_graph_link(lua_State* L) { LuaStack stack(L); stack.get_scene_graph(1)->link(stack.get_transform(2), stack.get_transform(3)); return 0; } static int scene_graph_unlink(lua_State* L) { LuaStack stack(L); stack.get_scene_graph(1)->unlink(stack.get_transform(2)); return 0; } static int unit_manager_create(lua_State* L) { LuaStack stack(L); if (stack.num_args() == 1) stack.push_unit(device()->unit_manager()->create(*stack.get_world(1))); else stack.push_unit(device()->unit_manager()->create()); return 1; } static int unit_manager_alive(lua_State* L) { LuaStack stack(L); stack.push_bool(device()->unit_manager()->alive(stack.get_unit(1))); return 1; } static int render_world_mesh_create(lua_State* L) { LuaStack stack(L); RenderWorld* rw = stack.get_render_world(1); UnitId unit = stack.get_unit(2); MeshRendererDesc desc; desc.mesh_resource = stack.get_resource_id(3); desc.geometry_name = stack.get_string_id_32(4); desc.material_resource = stack.get_resource_id(5); desc.visible = stack.get_bool(6); Matrix4x4 pose = stack.get_matrix4x4(7); stack.push_mesh_instance(rw->mesh_create(unit, desc, pose)); return 1; } static int render_world_mesh_destroy(lua_State* L) { LuaStack stack(L); stack.get_render_world(1)->mesh_destroy(stack.get_mesh_instance(2)); return 0; } static int render_world_mesh_instances(lua_State* L) { LuaStack stack(L); RenderWorld* rw = stack.get_render_world(1); UnitId unit = stack.get_unit(2); TempAllocator512 ta; Array inst(ta); rw->mesh_instances(unit, inst); stack.push_table(array::size(inst)); for (u32 i = 0; i < array::size(inst); ++i) { stack.push_key_begin(i+1); stack.push_mesh_instance(inst[i]); stack.push_key_end(); } return 1; } static int render_world_mesh_obb(lua_State* L) { LuaStack stack(L); OBB obb = stack.get_render_world(1)->mesh_obb(stack.get_mesh_instance(2)); stack.push_matrix4x4(obb.tm); stack.push_vector3(obb.half_extents); return 2; } static int render_world_mesh_raycast(lua_State* L) { LuaStack stack(L); RenderWorld* rw = stack.get_render_world(1); float t = rw->mesh_raycast(stack.get_mesh_instance(2) , stack.get_vector3(3) , stack.get_vector3(4) ); stack.push_float(t); return 1; } static int render_world_mesh_set_visible(lua_State* L) { LuaStack stack(L); stack.get_render_world(1)->mesh_set_visible(stack.get_mesh_instance(2), stack.get_bool(3)); return 0; } static int render_world_sprite_create(lua_State* L) { LuaStack stack(L); RenderWorld* rw = stack.get_render_world(1); UnitId unit = stack.get_unit(2); SpriteRendererDesc desc; desc.sprite_resource = stack.get_resource_id(3); desc.material_resource = stack.get_resource_id(4); desc.visible = stack.get_bool(5); Matrix4x4 pose = stack.get_matrix4x4(6); stack.push_sprite_instance(rw->sprite_create(unit, desc, pose)); return 1; } static int render_world_sprite_destroy(lua_State* L) { LuaStack stack(L); stack.get_render_world(1)->sprite_destroy(stack.get_sprite_instance(2)); return 0; } static int render_world_sprite_instances(lua_State* L) { LuaStack stack(L); RenderWorld* rw = stack.get_render_world(1); UnitId unit = stack.get_unit(2); TempAllocator512 ta; Array inst(ta); rw->sprite_instances(unit, inst); stack.push_table(array::size(inst)); for (u32 i = 0; i < array::size(inst); ++i) { stack.push_key_begin(i+1); stack.push_sprite_instance(inst[i]); stack.push_key_end(); } return 1; } static int render_world_sprite_set_visible(lua_State* L) { LuaStack stack(L); stack.get_render_world(1)->sprite_set_visible(stack.get_sprite_instance(2), stack.get_bool(3)); return 0; } static int render_world_sprite_set_frame(lua_State* L) { LuaStack stack(L); stack.get_render_world(1)->sprite_set_frame(stack.get_sprite_instance(2), stack.get_int(3)); return 0; } static int render_world_light_create(lua_State* L) { LuaStack stack(L); const char* name = stack.get_string(3); const LightType::Enum lt = name_to_light_type(name); LUA_ASSERT(lt != LightType::COUNT, stack, "Unknown light type: '%s'", name); LightDesc ld; ld.type = lt; ld.range = stack.get_float(4); ld.intensity = stack.get_float(5); ld.spot_angle = stack.get_float(6); ld.color = stack.get_vector3(7); Matrix4x4 pose = stack.get_matrix4x4(8); stack.push_light_instance(stack.get_render_world(1)->light_create(stack.get_unit(2), ld, pose)); return 1; } static int render_world_light_destroy(lua_State* L) { LuaStack stack(L); stack.get_render_world(1)->light_destroy(stack.get_light_instance(2)); return 0; } static int render_world_light_instances(lua_State* L) { LuaStack stack(L); stack.push_light_instance(stack.get_render_world(1)->light(stack.get_unit(2))); return 1; } static int render_world_light_type(lua_State* L) { LuaStack stack(L); LightType::Enum type = stack.get_render_world(1)->light_type(stack.get_light_instance(2)); stack.push_string(s_light[type].name); return 1; } static int render_world_light_color(lua_State* L) { LuaStack stack(L); stack.push_color4(stack.get_render_world(1)->light_color(stack.get_light_instance(2))); return 1; } static int render_world_light_range(lua_State* L) { LuaStack stack(L); stack.push_float(stack.get_render_world(1)->light_range(stack.get_light_instance(2))); return 1; } static int render_world_light_intensity(lua_State* L) { LuaStack stack(L); stack.push_float(stack.get_render_world(1)->light_intensity(stack.get_light_instance(2))); return 1; } static int render_world_light_spot_angle(lua_State* L) { LuaStack stack(L); stack.push_float(stack.get_render_world(1)->light_spot_angle(stack.get_light_instance(2))); return 1; } static int render_world_light_debug_draw(lua_State* L) { LuaStack stack(L); stack.get_render_world(1)->light_debug_draw(stack.get_light_instance(2), *stack.get_debug_line(3)); return 0; } static int render_world_light_set_type(lua_State* L) { LuaStack stack(L); const char* name = stack.get_string(3); const LightType::Enum lt = name_to_light_type(name); LUA_ASSERT(lt != LightType::COUNT, stack, "Unknown light type: '%s'", name); stack.get_render_world(1)->light_set_type(stack.get_light_instance(2), lt); return 0; } static int render_world_light_set_color(lua_State* L) { LuaStack stack(L); stack.get_render_world(1)->light_set_color(stack.get_light_instance(2), stack.get_color4(3)); return 0; } static int render_world_light_set_range(lua_State* L) { LuaStack stack(L); stack.get_render_world(1)->light_set_range(stack.get_light_instance(2), stack.get_float(3)); return 0; } static int render_world_light_set_intensity(lua_State* L) { LuaStack stack(L); stack.get_render_world(1)->light_set_intensity(stack.get_light_instance(2), stack.get_float(3)); return 0; } static int render_world_light_set_spot_angle(lua_State* L) { LuaStack stack(L); stack.get_render_world(1)->light_set_spot_angle(stack.get_light_instance(2), stack.get_float(3)); return 0; } static int render_world_enable_debug_drawing(lua_State* L) { LuaStack stack(L); stack.get_render_world(1)->enable_debug_drawing(stack.get_bool(2)); return 0; } static int physics_world_actor_instances(lua_State* L) { LuaStack stack(L); ActorInstance inst = stack.get_physics_world(1)->actor(stack.get_unit(2)); if (inst.i == UINT32_MAX) stack.push_nil(); else stack.push_actor(inst); return 1; } static int physics_world_actor_world_position(lua_State* L) { LuaStack stack(L); stack.push_vector3(stack.get_physics_world(1)->actor_world_position(stack.get_actor(2))); return 1; } static int physics_world_actor_world_rotation(lua_State* L) { LuaStack stack(L); stack.push_quaternion(stack.get_physics_world(1)->actor_world_rotation(stack.get_actor(2))); return 1; } static int physics_world_actor_world_pose(lua_State* L) { LuaStack stack(L); stack.push_matrix4x4(stack.get_physics_world(1)->actor_world_pose(stack.get_actor(2))); return 1; } static int physics_world_actor_teleport_world_position(lua_State* L) { LuaStack stack(L); stack.get_physics_world(1)->actor_teleport_world_position(stack.get_actor(2), stack.get_vector3(3)); return 0; } static int physics_world_actor_teleport_world_rotation(lua_State* L) { LuaStack stack(L); stack.get_physics_world(1)->actor_teleport_world_rotation(stack.get_actor(2), stack.get_quaternion(3)); return 0; } static int physics_world_actor_teleport_world_pose(lua_State* L) { LuaStack stack(L); stack.get_physics_world(1)->actor_teleport_world_pose(stack.get_actor(2), stack.get_matrix4x4(3)); return 0; } static int physics_world_actor_center_of_mass(lua_State* L) { LuaStack stack(L); stack.push_vector3(stack.get_physics_world(1)->actor_center_of_mass(stack.get_actor(2))); return 1; } static int physics_world_actor_enable_gravity(lua_State* L) { LuaStack stack(L); stack.get_physics_world(1)->actor_enable_gravity(stack.get_actor(2)); return 0; } static int physics_world_actor_disable_gravity(lua_State* L) { LuaStack stack(L); stack.get_physics_world(1)->actor_disable_gravity(stack.get_actor(2)); return 0; } static int physics_world_actor_enable_collision(lua_State* L) { LuaStack stack(L); stack.get_physics_world(1)->actor_enable_collision(stack.get_actor(2)); return 0; } static int physics_world_actor_disable_collision(lua_State* L) { LuaStack stack(L); stack.get_physics_world(1)->actor_disable_collision(stack.get_actor(2)); return 0; } static int physics_world_actor_set_collision_filter(lua_State* L) { LuaStack stack(L); stack.get_physics_world(1)->actor_set_collision_filter(stack.get_actor(2), stack.get_string_id_32(3)); return 0; } static int physics_world_actor_set_kinematic(lua_State* L) { LuaStack stack(L); stack.get_physics_world(1)->actor_set_kinematic(stack.get_actor(2), stack.get_bool(3)); return 0; } static int physics_world_actor_move(lua_State* L) { LuaStack stack(L); stack.get_physics_world(1)->actor_move(stack.get_actor(2), stack.get_vector3(3)); return 0; } static int physics_world_actor_is_static(lua_State* L) { LuaStack stack(L); stack.push_bool(stack.get_physics_world(1)->actor_is_static(stack.get_actor(2))); return 1; } static int physics_world_actor_is_dynamic(lua_State* L) { LuaStack stack(L); stack.push_bool(stack.get_physics_world(1)->actor_is_dynamic(stack.get_actor(2))); return 1; } static int physics_world_actor_is_kinematic(lua_State* L) { LuaStack stack(L); stack.push_bool(stack.get_physics_world(1)->actor_is_kinematic(stack.get_actor(2))); return 1; } static int physics_world_actor_is_nonkinematic(lua_State* L) { LuaStack stack(L); stack.push_bool(stack.get_physics_world(1)->actor_is_nonkinematic(stack.get_actor(2))); return 1; } static int physics_world_actor_linear_damping(lua_State* L) { LuaStack stack(L); stack.push_float(stack.get_physics_world(1)->actor_linear_damping(stack.get_actor(2))); return 1; } static int physics_world_actor_set_linear_damping(lua_State* L) { LuaStack stack(L); stack.get_physics_world(1)->actor_set_linear_damping(stack.get_actor(2), stack.get_float(3)); return 0; } static int physics_world_actor_angular_damping(lua_State* L) { LuaStack stack(L); stack.push_float(stack.get_physics_world(1)->actor_angular_damping(stack.get_actor(2))); return 1; } static int physics_world_actor_set_angular_damping(lua_State* L) { LuaStack stack(L); stack.get_physics_world(1)->actor_set_angular_damping(stack.get_actor(2), stack.get_float(3)); return 0; } static int physics_world_actor_linear_velocity(lua_State* L) { LuaStack stack(L); stack.push_vector3(stack.get_physics_world(1)->actor_linear_velocity(stack.get_actor(2))); return 1; } static int physics_world_actor_set_linear_velocity(lua_State* L) { LuaStack stack(L); stack.get_physics_world(1)->actor_set_linear_velocity(stack.get_actor(2), stack.get_vector3(3)); return 0; } static int physics_world_actor_angular_velocity(lua_State* L) { LuaStack stack(L); stack.push_vector3(stack.get_physics_world(1)->actor_angular_velocity(stack.get_actor(2))); return 1; } static int physics_world_actor_set_angular_velocity(lua_State* L) { LuaStack stack(L); stack.get_physics_world(1)->actor_set_angular_velocity(stack.get_actor(2), stack.get_vector3(3)); return 0; } static int physics_world_actor_add_impulse(lua_State* L) { LuaStack stack(L); stack.get_physics_world(1)->actor_add_impulse(stack.get_actor(2), stack.get_vector3(3)); return 0; } static int physics_world_actor_add_impulse_at(lua_State* L) { LuaStack stack(L); stack.get_physics_world(1)->actor_add_impulse_at(stack.get_actor(2), stack.get_vector3(3), stack.get_vector3(4)); return 0; } static int physics_world_actor_add_actor_torque_impulse(lua_State* L) { LuaStack stack(L); stack.get_physics_world(1)->actor_add_torque_impulse(stack.get_actor(2), stack.get_vector3(3)); return 0; } static int physics_world_actor_push(lua_State* L) { LuaStack stack(L); stack.get_physics_world(1)->actor_push(stack.get_actor(2), stack.get_vector3(3), stack.get_float(4)); return 0; } static int physics_world_actor_push_at(lua_State* L) { LuaStack stack(L); stack.get_physics_world(1)->actor_push_at(stack.get_actor(2), stack.get_vector3(3), stack.get_float(4), stack.get_vector3(5)); return 0; } static int physics_world_actor_is_sleeping(lua_State* L) { LuaStack stack(L); stack.push_bool(stack.get_physics_world(1)->actor_is_sleeping(stack.get_actor(2))); return 1; } static int physics_world_actor_wake_up(lua_State* L) { LuaStack stack(L); stack.get_physics_world(1)->actor_wake_up(stack.get_actor(2)); return 0; } static int physics_world_controller_instances(lua_State* L) { LuaStack stack(L); stack.push_controller(stack.get_physics_world(1)->controller(stack.get_unit(2))); return 1; } static int physics_world_controller_move(lua_State* L) { LuaStack stack(L); stack.get_physics_world(1)->controller_move(stack.get_controller(2), stack.get_vector3(3)); return 0; } static int physics_world_joint_create(lua_State* L) { LuaStack stack(L); JointDesc jd; jd.type = JointType::SPRING; jd.anchor_0 = vector3(0, -2, 0); jd.anchor_1 = vector3(0, 2, 0); jd.break_force = 999999.0f; jd.hinge.axis = vector3(1, 0, 0); jd.hinge.lower_limit = -3.14f / 4.0f; jd.hinge.upper_limit = 3.14f / 4.0f; jd.hinge.bounciness = 12.0f; stack.get_physics_world(1)->joint_create(stack.get_actor(2), stack.get_actor(3), jd); return 0; } static int physics_world_gravity(lua_State* L) { LuaStack stack(L); stack.push_vector3(stack.get_physics_world(1)->gravity()); return 1; } static int physics_world_set_gravity(lua_State* L) { LuaStack stack(L); stack.get_physics_world(1)->set_gravity(stack.get_vector3(2)); return 0; } static int physics_world_raycast(lua_State* L) { LuaStack stack(L); PhysicsWorld* world = stack.get_physics_world(1); const char* name = stack.get_string(5); const RaycastMode::Enum mode = name_to_raycast_mode(name); LUA_ASSERT(mode != RaycastMode::COUNT, stack, "Unknown raycast mode: '%s'", name); TempAllocator1024 ta; Array hits(ta); world->raycast(stack.get_vector3(2) , stack.get_vector3(3) , stack.get_float(4) , mode , hits ); stack.push_table(); for (u32 i = 0; i < array::size(hits); ++i) { stack.push_key_begin(i+1); stack.push_actor(hits[i].actor); stack.push_key_end(); } return 1; } static int physics_world_enable_debug_drawing(lua_State* L) { LuaStack stack(L); stack.get_physics_world(1)->enable_debug_drawing(stack.get_bool(2)); return 0; } static int physics_world_tostring(lua_State* L) { LuaStack stack(L); PhysicsWorld* pw = stack.get_physics_world(1); stack.push_fstring("PhysicsWorld (%p)", pw); return 1; } static int sound_world_stop_all(lua_State* L) { LuaStack stack(L); stack.get_sound_world(1)->stop_all(); return 0; } static int sound_world_pause_all(lua_State* L) { LuaStack stack(L); stack.get_sound_world(1)->pause_all(); return 0; } static int sound_world_resume_all(lua_State* L) { LuaStack stack(L); stack.get_sound_world(1)->resume_all(); return 0; } static int sound_world_is_playing(lua_State* L) { LuaStack stack(L); stack.push_bool(stack.get_sound_world(1)->is_playing(stack.get_sound_instance_id(2))); return 1; } static int sound_world_tostring(lua_State* L) { LuaStack stack(L); SoundWorld* sw = stack.get_sound_world(1); stack.push_fstring("SoundWorld (%p)", sw); return 1; } static int device_argv(lua_State* L) { LuaStack stack(L); const int argc = device()->argc(); const char** argv = device()->argv(); stack.push_table(argc); for (int i = 0; i < argc; ++i) { stack.push_key_begin(i + 1); stack.push_string(argv[i]); stack.push_key_end(); } return 1; } static int device_platform(lua_State* L) { LuaStack stack(L); stack.push_string(device()->platform()); return 1; } static int device_architecture(lua_State* L) { LuaStack stack(L); stack.push_string(device()->architecture()); return 1; } static int device_version(lua_State* L) { LuaStack stack(L); stack.push_string(device()->version()); return 1; } static int device_last_delta_time(lua_State* L) { LuaStack stack(L); stack.push_float(device()->last_delta_time()); return 1; } static int device_quit(lua_State* /*L*/) { device()->quit(); return 0; } static int device_resolution(lua_State* L) { LuaStack stack(L); u16 w, h; device()->resolution(w, h); stack.push_int(w); stack.push_int(h); return 2; } static int device_create_world(lua_State* L) { LuaStack stack(L); stack.push_world(device()->create_world()); return 1; } static int device_destroy_world(lua_State* L) { LuaStack stack(L); device()->destroy_world(*stack.get_world(1)); return 0; } static int device_render(lua_State* L) { LuaStack stack(L); device()->render(*stack.get_world(1), stack.get_camera(2)); return 0; } static int device_create_resource_package(lua_State* L) { LuaStack stack(L); stack.push_resource_package(device()->create_resource_package(stack.get_resource_id(1))); return 1; } static int device_destroy_resource_package(lua_State* L) { LuaStack stack(L); device()->destroy_resource_package(*stack.get_resource_package(1)); return 0; } static void lua_dump_table(lua_State* L, int i, StringStream& json) { LuaStack stack(L); bool comma = false; int array_index = 1; json << "{"; stack.push_nil(); while (stack.next(i) != 0) { if (comma) json << ","; comma = true; json << "\""; if (stack.is_string(-2) && !stack.is_number(-2)) json << stack.get_string(-2); else json << array_index++; json << "\":"; if (stack.is_nil(i + 2)) { json << "null"; } else if (stack.is_bool(i + 2)) { const bool b = stack.get_bool(i + 2); json << (b ? "true" : "false"); } else if (stack.is_number(i + 2)) { json << stack.get_float(i + 2); } else if (stack.is_string(i + 2)) { const char* str = stack.get_string(i + 2); json << "\""; for (; *str; ++str) { if (*str == '"' || *str == '\\') json << '\\'; json << *str; } json << "\""; } else if (stack.is_vector3(i + 2)) { const Vector3 v = stack.get_vector3(i + 2); json << "[" << v.x << "," << v.y << "," << v.z << "]" ; } else if (stack.is_quaternion(i + 2)) { const Quaternion q = stack.get_quaternion(i + 2); json << "[" << q.x << "," << q.y << "," << q.z << "," << q.w << "]" ; } else if (stack.is_matrix4x4(i + 2)) { const Matrix4x4 m = stack.get_matrix4x4(i + 2); json << "[" << m.x.x << "," << m.x.y << "," << m.x.z << "," << m.x.w << "," << m.y.x << "," << m.y.y << "," << m.y.z << "," << m.y.w << "," << m.z.x << "," << m.z.y << "," << m.z.z << "," << m.z.w << "," << m.t.x << "," << m.t.y << "," << m.t.z << "," << m.t.w << "]" ; } else if (stack.is_table(i + 2)) { lua_dump_table(L, i + 2, json); } else { LUA_ASSERT(false, stack, "Unsupported key value"); } stack.pop(1); } json << "}"; } static int device_console_send(lua_State* L) { LuaStack stack(L); LUA_ASSERT(stack.is_table(1), stack, "Table expected"); TempAllocator1024 alloc; StringStream json(alloc); lua_dump_table(L, 1, json); device()->console_server()->send(string_stream::c_str(json)); return 0; } static int device_can_get(lua_State* L) { LuaStack stack(L); const StringId64 type(stack.get_string(1)); stack.push_bool(device()->resource_manager()->can_get(type, stack.get_resource_id(2))); return 1; } static int device_enable_resource_autoload(lua_State* L) { LuaStack stack(L); device()->resource_manager()->enable_autoload(stack.get_bool(1)); return 0; } static int device_temp_count(lua_State* L) { LuaStack stack(L); u32 nv, nq, nm; device()->lua_environment()->temp_count(nv, nq, nm); stack.push_int(nv); stack.push_int(nq); stack.push_int(nm); return 3; } static int device_set_temp_count(lua_State* L) { LuaStack stack(L); u32 nv = stack.get_int(1); u32 nq = stack.get_int(2); u32 nm = stack.get_int(3); device()->lua_environment()->set_temp_count(nv, nq, nm); return 0; } static int device_guid(lua_State* L) { LuaStack stack(L); TempAllocator64 ta; DynamicString str(ta); Guid guid = guid::new_guid(); guid::to_string(guid, str); stack.push_string(str.c_str()); return 1; } static int profiler_enter_scope(lua_State* L) { LuaStack stack(L); profiler::enter_profile_scope(stack.get_string(1)); return 0; } static int profiler_leave_scope(lua_State* L) { LuaStack stack(L); profiler::leave_profile_scope(); return 0; } static int profiler_record(lua_State* L) { LuaStack stack(L); const char* name = stack.get_string(1); if (stack.is_number(2)) profiler::record_float(name, stack.get_float(2)); else profiler::record_vector3(name, stack.get_vector3(2)); return 0; } static int debug_line_add_line(lua_State* L) { LuaStack stack(L); stack.get_debug_line(1)->add_line(stack.get_vector3(2) , stack.get_vector3(3) , stack.get_color4(4) ); return 0; } static int debug_line_add_axes(lua_State* L) { LuaStack stack(L); const f32 len = stack.num_args() == 3 ? stack.get_float(3) : 1.0f ; stack.get_debug_line(1)->add_axes(stack.get_matrix4x4(2), len); return 0; } static int debug_line_add_circle(lua_State* L) { LuaStack stack(L); const u32 segments = stack.num_args() >= 6 ? stack.get_int(6) : DebugLine::NUM_SEGMENTS ; stack.get_debug_line(1)->add_circle(stack.get_vector3(2) , stack.get_float(3) , stack.get_vector3(4) , stack.get_color4(5) , segments ); return 0; } static int debug_line_add_cone(lua_State* L) { LuaStack stack(L); const u32 segments = stack.num_args() >= 6 ? stack.get_int(6) : DebugLine::NUM_SEGMENTS ; stack.get_debug_line(1)->add_cone(stack.get_vector3(2) , stack.get_vector3(3) , stack.get_float(4) , stack.get_color4(5) , segments ); return 0; } static int debug_line_add_sphere(lua_State* L) { LuaStack stack(L); const u32 segments = stack.num_args() >= 5 ? stack.get_int(5) : DebugLine::NUM_SEGMENTS ; stack.get_debug_line(1)->add_sphere(stack.get_vector3(2) , stack.get_float(3) , stack.get_color4(4) , segments ); return 0; } static int debug_line_add_obb(lua_State* L) { LuaStack stack(L); stack.get_debug_line(1)->add_obb(stack.get_matrix4x4(2) , stack.get_vector3(3) , stack.get_color4(4) ); return 0; } static int debug_line_add_unit(lua_State* L) { LuaStack stack(L); stack.get_debug_line(1)->add_unit(*device()->resource_manager() , stack.get_matrix4x4(2) , stack.get_resource_id(3) , stack.get_color4(4) ); return 0; } static int debug_line_reset(lua_State* L) { LuaStack stack(L); stack.get_debug_line(1)->reset(); return 0; } static int debug_line_submit(lua_State* L) { LuaStack stack(L); stack.get_debug_line(1)->submit(); return 0; } static int debug_line_tostring(lua_State* L) { LuaStack stack(L); stack.push_fstring("DebugLine (%p)", stack.get_debug_line(1)); return 1; } static int resource_package_load(lua_State* L) { LuaStack stack(L); stack.get_resource_package(1)->load(); return 0; } static int resource_package_unload(lua_State* L) { LuaStack stack(L); stack.get_resource_package(1)->unload(); return 0; } static int resource_package_flush(lua_State* L) { LuaStack stack(L); stack.get_resource_package(1)->flush(); return 0; } static int resource_package_has_loaded(lua_State* L) { LuaStack stack(L); stack.push_bool(stack.get_resource_package(1)->has_loaded()); return 1; } static int resource_package_tostring(lua_State* L) { LuaStack stack(L); ResourcePackage* package = stack.get_resource_package(1); stack.push_fstring("ResourcePackage (%p)", package); return 1; } static int material_set_float(lua_State* L) { LuaStack stack(L); stack.get_material(1)->set_float(stack.get_string_id_32(2), stack.get_float(3)); return 0; } static int material_set_vector2(lua_State* L) { LuaStack stack(L); stack.get_material(1)->set_vector2(stack.get_string_id_32(2), stack.get_vector2(3)); return 0; } static int material_set_vector3(lua_State* L) { LuaStack stack(L); stack.get_material(1)->set_vector3(stack.get_string_id_32(2), stack.get_vector3(3)); return 0; } static int gui_resolution(lua_State* L) { LuaStack stack(L); const Vector2 resolution = stack.get_debug_gui(1)->resolution(); stack.push_int((s32)resolution.x); stack.push_int((s32)resolution.y); return 2; } static int gui_move(lua_State* L) { LuaStack stack(L); stack.get_debug_gui(1)->move(stack.get_vector2(2)); return 0; } static int gui_screen_to_gui(lua_State* L) { LuaStack stack(L); stack.push_vector2(stack.get_debug_gui(1)->screen_to_gui(stack.get_vector2(2))); return 1; } static int gui_rect(lua_State* L) { LuaStack stack(L); stack.get_debug_gui(1)->rect(stack.get_vector2(2) , stack.get_vector2(3) , stack.get_resource_id(4) , stack.get_color4(5) ); return 0; } static int gui_image(lua_State* L) { LuaStack stack(L); stack.get_debug_gui(1)->image(stack.get_vector2(2) , stack.get_vector2(3) , stack.get_resource_id(4) , stack.get_color4(5) ); return 0; } static int gui_image_uv(lua_State* L) { LuaStack stack(L); stack.get_debug_gui(1)->image_uv(stack.get_vector2(2) , stack.get_vector2(3) , stack.get_vector2(4) , stack.get_vector2(5) , stack.get_resource_id(6) , stack.get_color4(7) ); return 0; } static int gui_text(lua_State* L) { LuaStack stack(L); stack.get_debug_gui(1)->text(stack.get_vector2(2) , stack.get_int(3) , stack.get_string(4) , stack.get_resource_id(5) , stack.get_resource_id(6) , stack.get_color4(7) ); return 0; } static int display_modes(lua_State* L) { LuaStack stack(L); TempAllocator1024 ta; Array modes(ta); device()->display()->modes(modes); stack.push_table(array::size(modes)); for (u32 i = 0; i < array::size(modes); ++i) { stack.push_key_begin(i+1); stack.push_table(3); { stack.push_key_begin("id"); stack.push_int(modes[i].id); stack.push_key_end(); stack.push_key_begin("width"); stack.push_int(modes[i].width); stack.push_key_end(); stack.push_key_begin("height"); stack.push_int(modes[i].height); stack.push_key_end(); } stack.push_key_end(); } return 1; } static int display_set_mode(lua_State* L) { LuaStack stack(L); device()->display()->set_mode(stack.get_int(1)); return 0; } static int window_show(lua_State* L) { LuaStack stack(L); device()->window()->show(); return 0; } static int window_hide(lua_State* L) { LuaStack stack(L); device()->window()->hide(); return 0; } static int window_resize(lua_State* L) { LuaStack stack(L); device()->window()->resize(stack.get_int(1), stack.get_int(2)); return 0; } static int window_move(lua_State* L) { LuaStack stack(L); device()->window()->move(stack.get_int(1), stack.get_int(2)); return 0; } static int window_minimize(lua_State* /*L*/) { device()->window()->minimize(); return 0; } static int window_restore(lua_State* /*L*/) { device()->window()->restore(); return 0; } static int window_title(lua_State* L) { LuaStack stack(L); stack.push_string(device()->window()->title()); return 1; } static int window_set_title(lua_State* L) { LuaStack stack(L); device()->window()->set_title(stack.get_string(1)); return 0; } static int window_show_cursor(lua_State* L) { LuaStack stack(L); device()->window()->show_cursor(stack.get_bool(1)); return 0; } void load_api(LuaEnvironment& env) { env.add_module_function("Math", "ray_plane_intersection", math_ray_plane_intersection); env.add_module_function("Math", "ray_disc_intersection", math_ray_disc_intersection); env.add_module_function("Math", "ray_sphere_intersection", math_ray_sphere_intersection); env.add_module_function("Math", "ray_obb_intersection", math_ray_obb_intersection); env.add_module_function("Math", "ray_triangle_intersection", math_ray_triangle_intersection); env.add_module_function("Vector3", "x", vector3_x); env.add_module_function("Vector3", "y", vector3_y); env.add_module_function("Vector3", "z", vector3_z); env.add_module_function("Vector3", "set_x", vector3_set_x); env.add_module_function("Vector3", "set_y", vector3_set_y); env.add_module_function("Vector3", "set_z", vector3_set_z); env.add_module_function("Vector3", "elements", vector3_elements); env.add_module_function("Vector3", "add", vector3_add); env.add_module_function("Vector3", "subtract", vector3_subtract); env.add_module_function("Vector3", "multiply", vector3_multiply); env.add_module_function("Vector3", "dot", vector3_dot); env.add_module_function("Vector3", "cross", vector3_cross); env.add_module_function("Vector3", "equal", vector3_equal); env.add_module_function("Vector3", "length", vector3_length); env.add_module_function("Vector3", "length_squared", vector3_length_squared); env.add_module_function("Vector3", "set_length", vector3_set_length); env.add_module_function("Vector3", "normalize", vector3_normalize); env.add_module_function("Vector3", "distance", vector3_distance); env.add_module_function("Vector3", "distance_squared", vector3_distance_squared); env.add_module_function("Vector3", "angle", vector3_angle); env.add_module_function("Vector3", "max", vector3_max); env.add_module_function("Vector3", "min", vector3_min); env.add_module_function("Vector3", "lerp", vector3_lerp); env.add_module_function("Vector3", "forward", vector3_forward); env.add_module_function("Vector3", "backward", vector3_backward); env.add_module_function("Vector3", "left", vector3_left); env.add_module_function("Vector3", "right", vector3_right); env.add_module_function("Vector3", "up", vector3_up); env.add_module_function("Vector3", "down", vector3_down); env.add_module_function("Vector3", "zero", vector3_zero); env.add_module_function("Vector3", "to_string", vector3_to_string); env.set_module_constructor("Vector3", vector3_ctor); env.set_module_constructor("Vector2", vector2_ctor); env.add_module_function("Vector3Box", "store", vector3box_store); env.add_module_function("Vector3Box", "unbox", vector3box_unbox); env.add_module_function("Vector3Box", "__index", "Vector3Box"); env.add_module_function("Vector3Box", "__tostring", vector3box_tostring); env.set_module_constructor("Vector3Box", vector3box_ctor); env.add_module_function("Matrix4x4", "from_quaternion", matrix4x4_from_quaternion); env.add_module_function("Matrix4x4", "from_translation", matrix4x4_from_translation); env.add_module_function("Matrix4x4", "from_quaternion_translation", matrix4x4_from_quaternion_translation); env.add_module_function("Matrix4x4", "from_axes", matrix4x4_from_axes); env.add_module_function("Matrix4x4", "copy", matrix4x4_copy); env.add_module_function("Matrix4x4", "add", matrix4x4_add); env.add_module_function("Matrix4x4", "subtract", matrix4x4_subtract); env.add_module_function("Matrix4x4", "multiply", matrix4x4_multiply); env.add_module_function("Matrix4x4", "transpose", matrix4x4_transpose); env.add_module_function("Matrix4x4", "determinant", matrix4x4_determinant); env.add_module_function("Matrix4x4", "invert", matrix4x4_invert); env.add_module_function("Matrix4x4", "x", matrix4x4_x); env.add_module_function("Matrix4x4", "y", matrix4x4_y); env.add_module_function("Matrix4x4", "z", matrix4x4_z); env.add_module_function("Matrix4x4", "set_x", matrix4x4_set_x); env.add_module_function("Matrix4x4", "set_y", matrix4x4_set_y); env.add_module_function("Matrix4x4", "set_z", matrix4x4_set_z); env.add_module_function("Matrix4x4", "translation", matrix4x4_translation); env.add_module_function("Matrix4x4", "set_translation", matrix4x4_set_translation); env.add_module_function("Matrix4x4", "rotation", matrix4x4_rotation); env.add_module_function("Matrix4x4", "set_rotation", matrix4x4_set_rotation); env.add_module_function("Matrix4x4", "identity", matrix4x4_identity); env.add_module_function("Matrix4x4", "transform", matrix4x4_transform); env.add_module_function("Matrix4x4", "to_string", matrix4x4_to_string); env.set_module_constructor("Matrix4x4", matrix4x4_ctor); env.add_module_function("Matrix4x4Box", "store", matrix4x4box_store); env.add_module_function("Matrix4x4Box", "unbox", matrix4x4box_unbox); env.add_module_function("Matrix4x4Box", "__index", "Matrix4x4Box"); env.add_module_function("Matrix4x4Box", "__tostring", matrix4x4box_tostring); env.set_module_constructor("Matrix4x4Box", matrix4x4box_ctor); env.add_module_function("Quaternion", "from_axis_angle", quaternion_from_axis_angle); env.add_module_function("Quaternion", "from_elements", quaternion_from_elements); env.add_module_function("Quaternion", "negate", quaternion_negate); env.add_module_function("Quaternion", "identity", quaternion_identity); env.add_module_function("Quaternion", "multiply", quaternion_multiply); env.add_module_function("Quaternion", "multiply_by_scalar", quaternion_multiply_by_scalar); env.add_module_function("Quaternion", "dot", quaternion_dot); env.add_module_function("Quaternion", "length", quaternion_length); env.add_module_function("Quaternion", "normalize", quaternion_normalize); env.add_module_function("Quaternion", "conjugate", quaternion_conjugate); env.add_module_function("Quaternion", "inverse", quaternion_inverse); env.add_module_function("Quaternion", "power", quaternion_power); env.add_module_function("Quaternion", "elements", quaternion_elements); env.add_module_function("Quaternion", "look", quaternion_look); env.add_module_function("Quaternion", "right", quaternion_right); env.add_module_function("Quaternion", "up", quaternion_up); env.add_module_function("Quaternion", "forward", quaternion_forward); env.add_module_function("Quaternion", "lerp", quaternion_lerp); env.add_module_function("Quaternion", "to_string", quaternion_to_string); env.set_module_constructor("Quaternion", quaternion_ctor); env.add_module_function("QuaternionBox", "store", quaternionbox_store); env.add_module_function("QuaternionBox", "unbox", quaternionbox_unbox); env.add_module_function("QuaternionBox", "__index", "QuaternionBox"); env.add_module_function("QuaternionBox", "__tostring", quaternionbox_tostring); env.set_module_constructor("QuaternionBox", quaternionbox_ctor); env.add_module_function("Color4", "lerp", color4_lerp); env.add_module_function("Color4", "black", color4_black); env.add_module_function("Color4", "white", color4_white); env.add_module_function("Color4", "red", color4_red); env.add_module_function("Color4", "green", color4_green); env.add_module_function("Color4", "blue", color4_blue); env.add_module_function("Color4", "yellow", color4_yellow); env.add_module_function("Color4", "orange", color4_orange); env.add_module_function("Color4", "to_string", quaternion_to_string); env.set_module_constructor("Color4", color4_ctor); env.add_module_function("Lightuserdata_mt", "__add", lightuserdata_add); env.add_module_function("Lightuserdata_mt", "__sub", lightuserdata_sub); env.add_module_function("Lightuserdata_mt", "__mul", lightuserdata_mul); env.add_module_function("Lightuserdata_mt", "__unm", lightuserdata_unm); env.add_module_function("Lightuserdata_mt", "__index", lightuserdata_index); env.add_module_function("Lightuserdata_mt", "__newindex", lightuserdata_newindex); env.add_module_function("Keyboard", "name", KEYBOARD_FN(name)); env.add_module_function("Keyboard", "connected", KEYBOARD_FN(connected)); env.add_module_function("Keyboard", "num_buttons", KEYBOARD_FN(num_buttons)); env.add_module_function("Keyboard", "num_axes", KEYBOARD_FN(num_axes)); env.add_module_function("Keyboard", "pressed", KEYBOARD_FN(pressed)); env.add_module_function("Keyboard", "released", KEYBOARD_FN(released)); env.add_module_function("Keyboard", "any_pressed", KEYBOARD_FN(any_pressed)); env.add_module_function("Keyboard", "any_released", KEYBOARD_FN(any_released)); env.add_module_function("Keyboard", "button_name", KEYBOARD_FN(button_name)); env.add_module_function("Keyboard", "button_id", KEYBOARD_FN(button_id)); env.add_module_function("Mouse", "name", MOUSE_FN(name)); env.add_module_function("Mouse", "connected", MOUSE_FN(connected)); env.add_module_function("Mouse", "num_buttons", MOUSE_FN(num_buttons)); env.add_module_function("Mouse", "num_axes", MOUSE_FN(num_axes)); env.add_module_function("Mouse", "pressed", MOUSE_FN(pressed)); env.add_module_function("Mouse", "released", MOUSE_FN(released)); env.add_module_function("Mouse", "any_pressed", MOUSE_FN(any_pressed)); env.add_module_function("Mouse", "any_released", MOUSE_FN(any_released)); env.add_module_function("Mouse", "axis", MOUSE_FN(axis)); env.add_module_function("Mouse", "button_name", MOUSE_FN(button_name)); env.add_module_function("Mouse", "axis_name", MOUSE_FN(axis_name)); env.add_module_function("Mouse", "button_id", MOUSE_FN(button_id)); env.add_module_function("Mouse", "axis_id", MOUSE_FN(axis_id)); env.add_module_function("Touch", "name", TOUCH_FN(name)); env.add_module_function("Touch", "connected", TOUCH_FN(connected)); env.add_module_function("Touch", "num_buttons", TOUCH_FN(num_buttons)); env.add_module_function("Touch", "num_axes", TOUCH_FN(num_axes)); env.add_module_function("Touch", "pressed", TOUCH_FN(pressed)); env.add_module_function("Touch", "released", TOUCH_FN(released)); env.add_module_function("Touch", "any_pressed", TOUCH_FN(any_pressed)); env.add_module_function("Touch", "any_released", TOUCH_FN(any_released)); env.add_module_function("Touch", "axis", TOUCH_FN(axis)); env.add_module_function("Touch", "button_name", TOUCH_FN(button_name)); env.add_module_function("Touch", "axis_name", TOUCH_FN(axis_name)); env.add_module_function("Touch", "button_id", TOUCH_FN(button_id)); env.add_module_function("Touch", "axis_id", TOUCH_FN(axis_id)); env.add_module_function("Pad1", "name", JOYPAD_FN(0, name)); env.add_module_function("Pad1", "connected", JOYPAD_FN(0, connected)); env.add_module_function("Pad1", "num_buttons", JOYPAD_FN(0, num_buttons)); env.add_module_function("Pad1", "num_axes", JOYPAD_FN(0, num_axes)); env.add_module_function("Pad1", "pressed", JOYPAD_FN(0, pressed)); env.add_module_function("Pad1", "released", JOYPAD_FN(0, released)); env.add_module_function("Pad1", "any_pressed", JOYPAD_FN(0, any_pressed)); env.add_module_function("Pad1", "any_released", JOYPAD_FN(0, any_released)); env.add_module_function("Pad1", "axis", JOYPAD_FN(0, axis)); env.add_module_function("Pad1", "button_name", JOYPAD_FN(0, button_name)); env.add_module_function("Pad1", "axis_name", JOYPAD_FN(0, axis_name)); env.add_module_function("Pad1", "button_id", JOYPAD_FN(0, button_id)); env.add_module_function("Pad1", "axis_id", JOYPAD_FN(0, axis_id)); env.add_module_function("Pad2", "name", JOYPAD_FN(1, name)); env.add_module_function("Pad2", "connected", JOYPAD_FN(1, connected)); env.add_module_function("Pad2", "num_buttons", JOYPAD_FN(1, num_buttons)); env.add_module_function("Pad2", "num_axes", JOYPAD_FN(1, num_axes)); env.add_module_function("Pad2", "pressed", JOYPAD_FN(1, pressed)); env.add_module_function("Pad2", "released", JOYPAD_FN(1, released)); env.add_module_function("Pad2", "any_pressed", JOYPAD_FN(1, any_pressed)); env.add_module_function("Pad2", "any_released", JOYPAD_FN(1, any_released)); env.add_module_function("Pad2", "axis", JOYPAD_FN(1, axis)); env.add_module_function("Pad2", "button_name", JOYPAD_FN(1, button_name)); env.add_module_function("Pad2", "axis_name", JOYPAD_FN(1, axis_name)); env.add_module_function("Pad2", "button_id", JOYPAD_FN(1, button_id)); env.add_module_function("Pad2", "axis_id", JOYPAD_FN(1, axis_id)); env.add_module_function("Pad3", "name", JOYPAD_FN(2, name)); env.add_module_function("Pad3", "connected", JOYPAD_FN(2, connected)); env.add_module_function("Pad3", "num_buttons", JOYPAD_FN(2, num_buttons)); env.add_module_function("Pad3", "num_axes", JOYPAD_FN(2, num_axes)); env.add_module_function("Pad3", "pressed", JOYPAD_FN(2, pressed)); env.add_module_function("Pad3", "released", JOYPAD_FN(2, released)); env.add_module_function("Pad3", "any_pressed", JOYPAD_FN(2, any_pressed)); env.add_module_function("Pad3", "any_released", JOYPAD_FN(2, any_released)); env.add_module_function("Pad3", "axis", JOYPAD_FN(2, axis)); env.add_module_function("Pad3", "button_name", JOYPAD_FN(2, button_name)); env.add_module_function("Pad3", "axis_name", JOYPAD_FN(2, axis_name)); env.add_module_function("Pad3", "button_id", JOYPAD_FN(2, button_id)); env.add_module_function("Pad3", "axis_id", JOYPAD_FN(2, axis_id)); env.add_module_function("Pad4", "name", JOYPAD_FN(3, name)); env.add_module_function("Pad4", "connected", JOYPAD_FN(3, connected)); env.add_module_function("Pad4", "num_buttons", JOYPAD_FN(3, num_buttons)); env.add_module_function("Pad4", "num_axes", JOYPAD_FN(3, num_axes)); env.add_module_function("Pad4", "pressed", JOYPAD_FN(3, pressed)); env.add_module_function("Pad4", "released", JOYPAD_FN(3, released)); env.add_module_function("Pad4", "any_pressed", JOYPAD_FN(3, any_pressed)); env.add_module_function("Pad4", "any_released", JOYPAD_FN(3, any_released)); env.add_module_function("Pad4", "axis", JOYPAD_FN(3, axis)); env.add_module_function("Pad4", "button_name", JOYPAD_FN(3, button_name)); env.add_module_function("Pad4", "axis_name", JOYPAD_FN(3, axis_name)); env.add_module_function("Pad4", "button_id", JOYPAD_FN(3, button_id)); env.add_module_function("Pad4", "axis_id", JOYPAD_FN(3, axis_id)); env.add_module_function("World", "spawn_unit", world_spawn_unit); env.add_module_function("World", "spawn_empty_unit", world_spawn_empty_unit); env.add_module_function("World", "destroy_unit", world_destroy_unit); env.add_module_function("World", "num_units", world_num_units); env.add_module_function("World", "units", world_units); env.add_module_function("World", "camera", world_camera); env.add_module_function("World", "camera_set_projection_type", camera_set_projection_type); env.add_module_function("World", "camera_projection_type", camera_projection_type); env.add_module_function("World", "camera_fov", camera_fov); env.add_module_function("World", "camera_set_fov", camera_set_fov); env.add_module_function("World", "camera_near_clip_distance", camera_near_clip_distance); env.add_module_function("World", "camera_set_near_clip_distance", camera_set_near_clip_distance); env.add_module_function("World", "camera_far_clip_distance", camera_far_clip_distance); env.add_module_function("World", "camera_set_far_clip_distance", camera_set_far_clip_distance); env.add_module_function("World", "camera_set_orthographic_metrics", camera_set_orthographic_metrics); env.add_module_function("World", "camera_screen_to_world", camera_screen_to_world); env.add_module_function("World", "camera_world_to_screen", camera_world_to_screen); env.add_module_function("World", "update_animations", world_update_animations); env.add_module_function("World", "update_scene", world_update_scene); env.add_module_function("World", "update", world_update); env.add_module_function("World", "play_sound", world_play_sound); env.add_module_function("World", "stop_sound", world_stop_sound); env.add_module_function("World", "link_sound", world_link_sound); env.add_module_function("World", "set_listener_pose", world_set_listener_pose); env.add_module_function("World", "set_sound_position", world_set_sound_position); env.add_module_function("World", "set_sound_range", world_set_sound_range); env.add_module_function("World", "set_sound_volume", world_set_sound_volume); env.add_module_function("World", "create_debug_line", world_create_debug_line); env.add_module_function("World", "destroy_debug_line", world_destroy_debug_line); env.add_module_function("World", "create_screen_debug_gui", world_create_screen_debug_gui); env.add_module_function("World", "destroy_gui", world_destroy_gui); env.add_module_function("World", "load_level", world_load_level); env.add_module_function("World", "scene_graph", world_scene_graph); env.add_module_function("World", "render_world", world_render_world); env.add_module_function("World", "physics_world", world_physics_world); env.add_module_function("World", "sound_world", world_sound_world); env.add_module_function("World", "__index", "World"); env.add_module_function("World", "__tostring", world_tostring); env.add_module_function("SceneGraph", "create", scene_graph_create); env.add_module_function("SceneGraph", "destroy", scene_graph_destroy); env.add_module_function("SceneGraph", "transform_instances", scene_graph_transform_instances); env.add_module_function("SceneGraph", "local_position", scene_graph_local_position); env.add_module_function("SceneGraph", "local_rotation", scene_graph_local_rotation); env.add_module_function("SceneGraph", "local_scale", scene_graph_local_scale); env.add_module_function("SceneGraph", "local_pose", scene_graph_local_pose); env.add_module_function("SceneGraph", "world_position", scene_graph_world_position); env.add_module_function("SceneGraph", "world_rotation", scene_graph_world_rotation); env.add_module_function("SceneGraph", "world_pose", scene_graph_world_pose); env.add_module_function("SceneGraph", "set_local_position", scene_graph_set_local_position); env.add_module_function("SceneGraph", "set_local_rotation", scene_graph_set_local_rotation); env.add_module_function("SceneGraph", "set_local_scale", scene_graph_set_local_scale); env.add_module_function("SceneGraph", "set_local_pose", scene_graph_set_local_pose); env.add_module_function("SceneGraph", "link", scene_graph_link); env.add_module_function("SceneGraph", "unlink", scene_graph_unlink); env.add_module_function("UnitManager", "create", unit_manager_create); env.add_module_function("UnitManager", "alive", unit_manager_alive); env.add_module_function("RenderWorld", "mesh_create", render_world_mesh_create); env.add_module_function("RenderWorld", "mesh_destroy", render_world_mesh_destroy); env.add_module_function("RenderWorld", "mesh_instances", render_world_mesh_instances); env.add_module_function("RenderWorld", "mesh_obb", render_world_mesh_obb); env.add_module_function("RenderWorld", "mesh_raycast", render_world_mesh_raycast); env.add_module_function("RenderWorld", "mesh_set_visible", render_world_mesh_set_visible); env.add_module_function("RenderWorld", "sprite_create", render_world_sprite_create); env.add_module_function("RenderWorld", "sprite_destroy", render_world_sprite_destroy); env.add_module_function("RenderWorld", "sprite_instances", render_world_sprite_instances); env.add_module_function("RenderWorld", "sprite_set_frame", render_world_sprite_set_frame); env.add_module_function("RenderWorld", "sprite_set_visible", render_world_sprite_set_visible); env.add_module_function("RenderWorld", "light_create", render_world_light_create); env.add_module_function("RenderWorld", "light_destroy", render_world_light_destroy); env.add_module_function("RenderWorld", "light_instances", render_world_light_instances); env.add_module_function("RenderWorld", "light_type", render_world_light_type); env.add_module_function("RenderWorld", "light_color", render_world_light_color); env.add_module_function("RenderWorld", "light_range", render_world_light_range); env.add_module_function("RenderWorld", "light_intensity", render_world_light_intensity); env.add_module_function("RenderWorld", "light_spot_angle", render_world_light_spot_angle); env.add_module_function("RenderWorld", "light_debug_draw", render_world_light_debug_draw); env.add_module_function("RenderWorld", "light_set_type", render_world_light_set_type); env.add_module_function("RenderWorld", "light_set_color", render_world_light_set_color); env.add_module_function("RenderWorld", "light_set_range", render_world_light_set_range); env.add_module_function("RenderWorld", "light_set_intensity", render_world_light_set_intensity); env.add_module_function("RenderWorld", "light_set_spot_angle", render_world_light_set_spot_angle); env.add_module_function("RenderWorld", "enable_debug_drawing", render_world_enable_debug_drawing); env.add_module_function("PhysicsWorld", "actor_instances", physics_world_actor_instances); env.add_module_function("PhysicsWorld", "actor_world_position", physics_world_actor_world_position); env.add_module_function("PhysicsWorld", "actor_world_rotation", physics_world_actor_world_rotation); env.add_module_function("PhysicsWorld", "actor_world_pose", physics_world_actor_world_pose); env.add_module_function("PhysicsWorld", "actor_teleport_world_position", physics_world_actor_teleport_world_position); env.add_module_function("PhysicsWorld", "actor_teleport_world_rotation", physics_world_actor_teleport_world_rotation); env.add_module_function("PhysicsWorld", "actor_teleport_world_pose", physics_world_actor_teleport_world_pose); env.add_module_function("PhysicsWorld", "actor_center_of_mass", physics_world_actor_center_of_mass); env.add_module_function("PhysicsWorld", "actor_enable_gravity", physics_world_actor_enable_gravity); env.add_module_function("PhysicsWorld", "actor_disable_gravity", physics_world_actor_disable_gravity); env.add_module_function("PhysicsWorld", "actor_enable_collision", physics_world_actor_enable_collision); env.add_module_function("PhysicsWorld", "actor_disable_collision", physics_world_actor_disable_collision); env.add_module_function("PhysicsWorld", "actor_set_collision_filter", physics_world_actor_set_collision_filter); env.add_module_function("PhysicsWorld", "actor_set_kinematic", physics_world_actor_set_kinematic); env.add_module_function("PhysicsWorld", "actor_move", physics_world_actor_move); env.add_module_function("PhysicsWorld", "actor_is_static", physics_world_actor_is_static); env.add_module_function("PhysicsWorld", "actor_is_dynamic", physics_world_actor_is_dynamic); env.add_module_function("PhysicsWorld", "actor_is_kinematic", physics_world_actor_is_kinematic); env.add_module_function("PhysicsWorld", "actor_is_nonkinematic", physics_world_actor_is_nonkinematic); env.add_module_function("PhysicsWorld", "actor_linear_damping", physics_world_actor_linear_damping); env.add_module_function("PhysicsWorld", "actor_set_linear_damping", physics_world_actor_set_linear_damping); env.add_module_function("PhysicsWorld", "actor_angular_damping", physics_world_actor_angular_damping); env.add_module_function("PhysicsWorld", "actor_set_angular_damping", physics_world_actor_set_angular_damping); env.add_module_function("PhysicsWorld", "actor_linear_velocity", physics_world_actor_linear_velocity); env.add_module_function("PhysicsWorld", "actor_set_linear_velocity", physics_world_actor_set_linear_velocity); env.add_module_function("PhysicsWorld", "actor_angular_velocity", physics_world_actor_angular_velocity); env.add_module_function("PhysicsWorld", "actor_set_angular_velocity", physics_world_actor_set_angular_velocity); env.add_module_function("PhysicsWorld", "actor_add_impulse", physics_world_actor_add_impulse); env.add_module_function("PhysicsWorld", "actor_add_impulse_at", physics_world_actor_add_impulse_at); env.add_module_function("PhysicsWorld", "actor_add_actor_torque_impulse",physics_world_actor_add_actor_torque_impulse); env.add_module_function("PhysicsWorld", "actor_push", physics_world_actor_push); env.add_module_function("PhysicsWorld", "actor_push_at", physics_world_actor_push_at); env.add_module_function("PhysicsWorld", "actor_is_sleeping", physics_world_actor_is_sleeping); env.add_module_function("PhysicsWorld", "actor_wake_up", physics_world_actor_wake_up); env.add_module_function("PhysicsWorld", "controller_instances", physics_world_controller_instances); env.add_module_function("PhysicsWorld", "controller_move", physics_world_controller_move); env.add_module_function("PhysicsWorld", "joint_create", physics_world_joint_create); env.add_module_function("PhysicsWorld", "gravity", physics_world_gravity); env.add_module_function("PhysicsWorld", "set_gravity", physics_world_set_gravity); env.add_module_function("PhysicsWorld", "raycast", physics_world_raycast); env.add_module_function("PhysicsWorld", "enable_debug_drawing", physics_world_enable_debug_drawing); env.add_module_function("PhysicsWorld", "__index", "PhysicsWorld"); env.add_module_function("PhysicsWorld", "__tostring", physics_world_tostring); env.add_module_function("SoundWorld", "stop_all", sound_world_stop_all); env.add_module_function("SoundWorld", "pause_all", sound_world_pause_all); env.add_module_function("SoundWorld", "resume_all", sound_world_resume_all); env.add_module_function("SoundWorld", "is_playing", sound_world_is_playing); env.add_module_function("SoundWorld", "__index", "SoundWorld"); env.add_module_function("SoundWorld", "__tostring", sound_world_tostring); env.add_module_function("Device", "argv", device_argv); env.add_module_function("Device", "platform", device_platform); env.add_module_function("Device", "architecture", device_architecture); env.add_module_function("Device", "version", device_version); env.add_module_function("Device", "last_delta_time", device_last_delta_time); env.add_module_function("Device", "quit", device_quit); env.add_module_function("Device", "resolution", device_resolution); env.add_module_function("Device", "create_world", device_create_world); env.add_module_function("Device", "destroy_world", device_destroy_world); env.add_module_function("Device", "render", device_render); env.add_module_function("Device", "create_resource_package", device_create_resource_package); env.add_module_function("Device", "destroy_resource_package", device_destroy_resource_package); env.add_module_function("Device", "console_send", device_console_send); env.add_module_function("Device", "can_get", device_can_get); env.add_module_function("Device", "enable_resource_autoload", device_enable_resource_autoload); env.add_module_function("Device", "temp_count", device_temp_count); env.add_module_function("Device", "set_temp_count", device_set_temp_count); env.add_module_function("Device", "guid", device_guid); env.add_module_function("Profiler", "enter_scope", profiler_enter_scope); env.add_module_function("Profiler", "leave_scope", profiler_leave_scope); env.add_module_function("Profiler", "record", profiler_record); env.add_module_function("DebugLine", "add_line", debug_line_add_line); env.add_module_function("DebugLine", "add_axes", debug_line_add_axes); env.add_module_function("DebugLine", "add_circle", debug_line_add_circle); env.add_module_function("DebugLine", "add_cone", debug_line_add_cone); env.add_module_function("DebugLine", "add_sphere", debug_line_add_sphere); env.add_module_function("DebugLine", "add_obb", debug_line_add_obb); env.add_module_function("DebugLine", "add_unit", debug_line_add_unit); env.add_module_function("DebugLine", "reset", debug_line_reset); env.add_module_function("DebugLine", "submit", debug_line_submit); env.add_module_function("DebugLine", "__index", "DebugLine"); env.add_module_function("DebugLine", "__tostring", debug_line_tostring); env.add_module_function("ResourcePackage", "load", resource_package_load); env.add_module_function("ResourcePackage", "unload", resource_package_unload); env.add_module_function("ResourcePackage", "flush", resource_package_flush); env.add_module_function("ResourcePackage", "has_loaded", resource_package_has_loaded); env.add_module_function("ResourcePackage", "__index", "ResourcePackage"); env.add_module_function("ResourcePackage", "__tostring", resource_package_tostring); env.add_module_function("Material", "set_float", material_set_float); env.add_module_function("Material", "set_vector2", material_set_vector2); env.add_module_function("Material", "set_vector3", material_set_vector3); env.add_module_function("DebugGui", "resolution", gui_resolution); env.add_module_function("DebugGui", "move", gui_move); env.add_module_function("DebugGui", "screen_to_gui", gui_screen_to_gui); env.add_module_function("DebugGui", "rect", gui_rect); env.add_module_function("DebugGui", "image", gui_image); env.add_module_function("DebugGui", "image_uv", gui_image_uv); env.add_module_function("DebugGui", "text", gui_text); env.add_module_function("Display", "modes", display_modes); env.add_module_function("Display", "set_mode", display_set_mode); env.add_module_function("Window", "show", window_show); env.add_module_function("Window", "hide", window_hide); env.add_module_function("Window", "resize", window_resize); env.add_module_function("Window", "move", window_move); env.add_module_function("Window", "minimize", window_minimize); env.add_module_function("Window", "restore", window_restore); env.add_module_function("Window", "title", window_title); env.add_module_function("Window", "set_title", window_set_title); env.add_module_function("Window", "show_cursor", window_show_cursor); } } // namespace crown