12#define WORLD_LUA_NAME "World"
13#define CHECK_WORLD(L, arg) static_cast<World*>(CheckLuaType<World_Lua>(L, arg, WORLD_LUA_NAME)->mWorld);
17 World* mWorld =
nullptr;
19 static int Create(lua_State* L,
World* world);
21 static int GetActiveCamera(lua_State* L);
22 static int GetAudioReceiver(lua_State* L);
24 static int SetActiveCamera(lua_State* L);
25 static int IsSeenByCamera(lua_State* L);
26 static int GetSeenByCamera(lua_State* L);
27 static int SetAudioReceiver(lua_State* L);
29 static int SpawnNode(lua_State* L);
30 static int SpawnScene(lua_State* L);
31 static int DespawnScene(lua_State* L);
32 static int GetRootNode(lua_State* L);
33 static int SetRootNode(lua_State* L);
34 static int DestroyRootNode(lua_State* L);
35 static int FindNode(lua_State* L);
36 static int FindNodesWithTag(lua_State* L);
37 static int FindNodesWithName(lua_State* L);
39 static int SetAmbientLightColor(lua_State* L);
40 static int GetAmbientLightColor(lua_State* L);
41 static int SetShadowColor(lua_State* L);
42 static int GetShadowColor(lua_State* L);
43 static int SetFogSettings(lua_State* L);
44 static int GetFogSettings(lua_State* L);
46 static int SetGravity(lua_State* L);
47 static int GetGravity(lua_State* L);
49 static int RayTest(lua_State* L);
50 static int RayTestMulti(lua_State* L);
51 static int SweepTest(lua_State* L);
53 static int LoadScene(lua_State* L);
54 static int GetLoadedSceneName(lua_State* L);
55 static int GetLoadedSceneNames(lua_State* L);
56 static int QueueRootNode(lua_State* L);
58 static int EnableInternalEdgeSmoothing(lua_State* L);
59 static int IsInternalEdgeSmoothingEnabled(lua_State* L);
61 static int SpawnParticle(lua_State* L);
63 static int FindNavPath(lua_State* L);
64 static int FindRandomNavPoint(lua_State* L);
65 static int FindClosestNavPoint(lua_State* L);
66 static int BuildNavData(lua_State* L);
67 static int EnableAutoNavRebuild(lua_State* L);