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 PlayAnimationMasked(lua_State* L);
24 static int PlayAnimationAdditive(lua_State* L);
25 static int SetSlotMask(lua_State* L);
26 static int SetSlotWeight(lua_State* L);
27 static int SetSlotLayerMode(lua_State* L);
28 static int FadeSlotWeight(lua_State* L);
29 static int StopAnimation(lua_State* L);
30 static int StopAllAnimations(lua_State* L);
31 static int IsAnimationPlaying(lua_State* L);
32 static int QueueAnimation(lua_State* L);
33 static int CancelQueuedAnimation(lua_State* L);
34 static int CancelAllQueuedAnimations(lua_State* L);
35 static int SetInheritPose(lua_State* L);
36 static int IsInheritPoseEnabled(lua_State* L);
37 static int ResetAnimation(lua_State* L);
38 static int GetAnimationSpeed(lua_State* L);
39 static int SetAnimationSpeed(lua_State* L);
40 static int SetAnimationPaused(lua_State* L);
41 static int IsAnimationPaused(lua_State* L);
42 static int GetBonePosition(lua_State* L);
43 static int GetBoneRotation(lua_State* L);
44 static int GetBoneScale(lua_State* L);
45 static int SetBonePosition(lua_State* L);
46 static int SetBoneRotation(lua_State* L);
47 static int SetBoneScale(lua_State* L);
48 static int GetNumBones(lua_State* L);
49 static int GetNumSockets(lua_State* L);
50 static int GetSocketName(lua_State* L);
51 static int GetSocketPosition(lua_State* L);
52 static int GetSocketRotation(lua_State* L);
53
54 static int GetAnimationTime(lua_State* L);
55 static int GetAnimationNormalizedTime(lua_State* L);
56 static int SetAnimationTime(lua_State* L);
57 static int SetAnimationNormalizedTime(lua_State* L);
58
59 static int AddAnimationNotify(lua_State* L);
60 static int RemoveAnimationNotify(lua_State* L);
61 static int ClearAnimationNotifies(lua_State* L);
62
63 static int SetAnimEventHandler(lua_State* L);
64 static int SetBoundsRadiusOverride(lua_State* L);
65 static int GetBoundsRadiusOverride(lua_State* L);
66
67 static int GetNumMaterialSlots(lua_State* L);
68 static int GetMaterialSlot(lua_State* L);
69 static int SetMaterialSlot(lua_State* L);
70 static int FindMaterialSlot(lua_State* L);
71
72 static void Bind();
73};
74
75#endif