Polyphase Game Engine
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Primitive3d_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 PRIMITIVE_3D_LUA_NAME "Primitive3D"
15#define PRIMITIVE_3D_LUA_FLAG "cfPrimitive3D"
16#define CHECK_PRIMITIVE_3D(L, arg) static_cast<Primitive3D*>(CheckNodeLuaType(L, arg, PRIMITIVE_3D_LUA_NAME, PRIMITIVE_3D_LUA_FLAG));
17
18struct Primitive3D_Lua
19{
20 static int EnablePhysics(lua_State* L);
21 static int EnableCollision(lua_State* L);
22 static int EnableOverlaps(lua_State* L);
23 static int IsPhysicsEnabled(lua_State* L);
24 static int IsCollisionEnabled(lua_State* L);
25 static int AreOverlapsEnabled(lua_State* L);
26
27 static int GetMass(lua_State* L);
28 static int GetLinearDamping(lua_State* L);
29 static int GetAngularDamping(lua_State* L);
30 static int GetRestitution(lua_State* L);
31 static int GetFriction(lua_State* L);
32 static int GetRollingFriction(lua_State* L);
33 static int GetLinearFactor(lua_State* L);
34 static int GetAngularFactor(lua_State* L);
35 static int GetCollisionGroup(lua_State* L);
36 static int GetCollisionMask(lua_State* L);
37
38 static int SetMass(lua_State* L);
39 static int SetLinearDamping(lua_State* L);
40 static int SetAngularDamping(lua_State* L);
41 static int SetRestitution(lua_State* L);
42 static int SetFriction(lua_State* L);
43 static int SetRollingFriction(lua_State* L);
44 static int SetLinearFactor(lua_State* L);
45 static int SetAngularFactor(lua_State* L);
46 static int SetCollisionGroup(lua_State* L);
47 static int SetCollisionMask(lua_State* L);
48
49 static int GetLinearVelocity(lua_State* L);
50 static int GetAngularVelocity(lua_State* L);
51
52 static int AddLinearVelocity(lua_State* L);
53 static int AddAngularVelocity(lua_State* L);
54 static int SetLinearVelocity(lua_State* L);
55 static int SetAngularVelocity(lua_State* L);
56 static int AddForce(lua_State* L);
57 static int AddImpulse(lua_State* L);
58 static int ClearForces(lua_State* L);
59
60 static int EnableCastShadows(lua_State* L);
61 static int ShouldCastShadows(lua_State* L);
62
63 static int EnableReceiveShadows(lua_State* L);
64 static int ShouldReceiveShadows(lua_State* L);
65
66 static int EnableReceiveSimpleShadows(lua_State* L);
67 static int ShouldReceiveSimpleShadows(lua_State* L);
68
69 static int GetLightingChannels(lua_State* L);
70 static int SetLightingChannels(lua_State* L);
71
72 static int SweepToWorldPosition(lua_State* L);
73 static int SweepTest(lua_State* L);
74
75 static int GetBounds(lua_State* L);
76
77 static void Bind();
78};
79
80#endif