Polyphase Game Engine
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Spline3d_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/Spline3d.h"
8
11
12#if LUA_ENABLED
13
14#define SPLINE_3D_LUA_NAME "Spline3D"
15#define SPLINE_3D_LUA_FLAG "cfSpline3D"
16#define CHECK_SPLINE_3D(L, arg) static_cast<Spline3D*>(CheckNodeLuaType(L, arg, SPLINE_3D_LUA_NAME, SPLINE_3D_LUA_FLAG));
17
18struct Spline3D_Lua
19{
20 static int AddPoint(lua_State* L);
21 static int ClearPoints(lua_State* L);
22 static int GetPointCount(lua_State* L);
23 static int GetPoint(lua_State* L);
24 static int SetPoint(lua_State* L);
25 static int GetPositionAt(lua_State* L);
26 static int GetTangentAt(lua_State* L);
27 static int Play(lua_State* L);
28 static int Stop(lua_State* L);
29 static int SetPaused(lua_State* L);
30 static int IsPaused(lua_State* L);
31 static int SetFollowLinkEnabled(lua_State* L);
32 static int IsFollowLinkEnabled(lua_State* L);
33 static int IsNearLinkFrom(lua_State* L);
34 static int IsNearLinkTo(lua_State* L);
35 static int IsLinkDirectionForward(lua_State* L);
36 static int TriggerLink(lua_State* L);
37 static int CancelActiveLink(lua_State* L);
38
39 static void Bind();
40};
41
42#endif
void SetPaused(bool paused)
Definition Engine.cpp:1468
bool IsPaused()
Definition Engine.cpp:1473