14#define TRANSFORM_ANIM_NODE3D_LUA_NAME "TransformAnimationNode3D"
15#define TRANSFORM_ANIM_NODE3D_LUA_FLAG "cfTransformAnimNode3D"
16#define CHECK_TRANSFORM_ANIM_NODE3D(L, arg) static_cast<TransformAnimationNode3D*>(CheckNodeLuaType(L, arg, TRANSFORM_ANIM_NODE3D_LUA_NAME, TRANSFORM_ANIM_NODE3D_LUA_FLAG));
18struct TransformAnimationNode3D_Lua
20 static int Play(lua_State* L);
21 static int Pause(lua_State* L);
22 static int Stop(lua_State* L);
23 static int SetAnimation(lua_State* L);
24 static int GetAnimation(lua_State* L);
25 static int SetKeyframes(lua_State* L);
26 static int SetTargetNode(lua_State* L);
27 static int GetTargetNode(lua_State* L);
28 static int ApplyKeyframe(lua_State* L);
29 static int SampleNow(lua_State* L);
30 static int SetTime(lua_State* L);
31 static int GetTime(lua_State* L);
32 static int GetDuration(lua_State* L);
35 static int GetProgress(lua_State* L);
36 static int SetLoop(lua_State* L);
37 static int IsLooping(lua_State* L);
38 static int SetPlayRate(lua_State* L);
39 static int GetPlayRate(lua_State* L);
40 static int SetPlayOnStart(lua_State* L);
41 static int GetPlayOnStart(lua_State* L);
bool IsPlaying()
Definition Engine.cpp:1502
bool IsPaused()
Definition Engine.cpp:1648