Polyphase Game Engine
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SkeletalMesh3d_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 SKELETAL_MESH_3D_LUA_NAME "SkeletalMesh3D"
15#define SKELETAL_MESH_3D_LUA_FLAG "cfSkeletalMesh3D"
16#define CHECK_SKELETAL_MESH_3D(L, arg) static_cast<SkeletalMesh3D*>(CheckNodeLuaType(L, arg, SKELETAL_MESH_3D_LUA_NAME, SKELETAL_MESH_3D_LUA_FLAG));
17
18struct SkeletalMesh3D_Lua
19{
20 static int SetSkeletalMesh(lua_State* L);
21 static int GetSkeletalMesh(lua_State* L);
22 static int PlayAnimation(lua_State* L);
23 static int StopAnimation(lua_State* L);
24 static int StopAllAnimations(lua_State* L);
25 static int IsAnimationPlaying(lua_State* L);
26 static int QueueAnimation(lua_State* L);
27 static int CancelQueuedAnimation(lua_State* L);
28 static int CancelAllQueuedAnimations(lua_State* L);
29 static int SetInheritPose(lua_State* L);
30 static int IsInheritPoseEnabled(lua_State* L);
31 static int ResetAnimation(lua_State* L);
32 static int GetAnimationSpeed(lua_State* L);
33 static int SetAnimationSpeed(lua_State* L);
34 static int SetAnimationPaused(lua_State* L);
35 static int IsAnimationPaused(lua_State* L);
36 static int GetBonePosition(lua_State* L);
37 static int GetBoneRotation(lua_State* L);
38 static int GetBoneScale(lua_State* L);
39 static int SetBonePosition(lua_State* L);
40 static int SetBoneRotation(lua_State* L);
41 static int SetBoneScale(lua_State* L);
42 static int GetNumBones(lua_State* L);
43 static int SetAnimEventHandler(lua_State* L);
44 static int SetBoundsRadiusOverride(lua_State* L);
45 static int GetBoundsRadiusOverride(lua_State* L);
46
47 static void Bind();
48};
49
50#endif