Polyphase Game Engine
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Particle3d_Lua.h
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1#pragma once
2
3#include "EngineTypes.h"
4#include "Log.h"
5#include "Engine.h"
6
8
11
12#if LUA_ENABLED
13
14#define PARTICLE_3D_LUA_NAME "Particle3D"
15#define PARTICLE_3D_LUA_FLAG "cfParticle3D"
16#define CHECK_PARTICLE_3D(L, arg) static_cast<Particle3D*>(CheckNodeLuaType(L, arg, PARTICLE_3D_LUA_NAME, PARTICLE_3D_LUA_FLAG));
17
18struct Particle3D_Lua
19{
20 static int Reset(lua_State* L);
21 static int EnableEmission(lua_State* L);
22 static int IsEmissionEnabled(lua_State* L);
23 static int EnableSimulation(lua_State* L);
24 static int IsSimulationEnabled(lua_State* L);
25 static int EnableAutoEmit(lua_State* L);
26 static int IsAutoEmitEnabled(lua_State* L);
27 static int GetElapsedTime(lua_State* L);
28 static int SetParticleSystem(lua_State* L);
29 static int GetParticleSystem(lua_State* L);
30 static int SetMaterialOverride(lua_State* L);
31 static int GetMaterial(lua_State* L);
32 static int GetMaterialOverride(lua_State* L);
33 static int SetTimeMultiplier(lua_State* L);
34 static int GetTimeMultiplier(lua_State* L);
35 static int SetUseLocalSpace(lua_State* L);
36 static int GetUseLocalSpace(lua_State* L);
37 static int GetNumParticles(lua_State* L);
38
39 static int GetParticleData(lua_State* L);
40 static int SetParticleData(lua_State* L);
41
42 static int SetParticleOrientation(lua_State* L);
43 static int GetParticleOrientation(lua_State* L);
44
45 static int EnableAutoDestroy(lua_State* L);
46
47 static int InstantiateParticleSystem(lua_State* L);
48
49 static void Bind();
50};
51
52#endif