Polyphase Game Engine
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Node3d_Lua.h
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1#pragma once
2
3#include "EngineTypes.h"
4#include "Log.h"
5#include "Engine.h"
6
7#include "Nodes/3D/Node3d.h"
8
10
11#if LUA_ENABLED
12
13#define NODE_3D_LUA_NAME "Node3D"
14#define NODE_3D_LUA_FLAG "cfNode3D"
15#define CHECK_NODE_3D(L, arg) static_cast<Node3D*>(CheckNodeLuaType(L, arg, NODE_3D_LUA_NAME, NODE_3D_LUA_FLAG));
16
17struct Node3D_Lua
18{
19 static int AttachToBone(lua_State* L);
20 static int UpdateTransform(lua_State* L);
21
22 static int GetPosition(lua_State* L);
23 static int GetRotationEuler(lua_State* L);
24 static int GetRotationQuat(lua_State* L);
25 static int GetScale(lua_State* L);
26
27 static int SetPosition(lua_State* L);
28 static int SetRotationEuler(lua_State* L);
29 static int SetRotationQuat(lua_State* L);
30 static int SetScale(lua_State* L);
31
32 static int RotateAround(lua_State* L);
33
34 static int GetWorldPosition(lua_State* L);
35 static int GetWorldRotationEuler(lua_State* L);
36 static int GetWorldRotationQuat(lua_State* L);
37 static int GetWorldScale(lua_State* L);
38
39 static int SetWorldPosition(lua_State* L);
40 static int SetWorldRotationEuler(lua_State* L);
41 static int SetWorldRotationQuat(lua_State* L);
42 static int SetWorldScale(lua_State* L);
43
44 static int AddRotationEuler(lua_State* L);
45 static int AddRotationQuat(lua_State* L);
46 static int AddWorldRotationEuler(lua_State* L);
47 static int AddWorldRotationQuat(lua_State* L);
48
49 static int LookAt(lua_State* L);
50 static int GetForwardVector(lua_State* L);
51 static int GetRightVector(lua_State* L);
52 static int GetUpVector(lua_State* L);
53
54 static int GetInheritTransform(lua_State* L);
55 static int SetInheritTransform(lua_State* L);
56
57 static void Bind();
58};
59
60#endif
void LookAt(const float *eye, const float *at, const float *up, float *m16)
Definition ImGuizmo.cpp:154