Polyphase Game Engine
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World_Lua.h
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1#pragma once
2
3#include "EngineTypes.h"
4#include "Log.h"
5#include "Engine.h"
6#include "World.h"
7
9
10#if LUA_ENABLED
11
12#define WORLD_LUA_NAME "World"
13#define CHECK_WORLD(L, arg) static_cast<World*>(CheckLuaType<World_Lua>(L, arg, WORLD_LUA_NAME)->mWorld);
14
15struct World_Lua
16{
17 World* mWorld = nullptr;
18
19 static int Create(lua_State* L, World* world);
20
21 static int GetActiveCamera(lua_State* L);
22 static int GetAudioReceiver(lua_State* L);
23
24 static int SetActiveCamera(lua_State* L);
25 static int SetAudioReceiver(lua_State* L);
26
27 static int SpawnNode(lua_State* L);
28 static int SpawnScene(lua_State* L);
29 static int DespawnScene(lua_State* L);
30 static int GetRootNode(lua_State* L);
31 static int SetRootNode(lua_State* L);
32 static int DestroyRootNode(lua_State* L);
33 static int FindNode(lua_State* L);
34 static int FindNodesWithTag(lua_State* L);
35 static int FindNodesWithName(lua_State* L);
36
37 static int SetAmbientLightColor(lua_State* L);
38 static int GetAmbientLightColor(lua_State* L);
39 static int SetShadowColor(lua_State* L);
40 static int GetShadowColor(lua_State* L);
41 static int SetFogSettings(lua_State* L);
42 static int GetFogSettings(lua_State* L);
43
44 static int SetGravity(lua_State* L);
45 static int GetGravity(lua_State* L);
46
47 static int RayTest(lua_State* L);
48 static int RayTestMulti(lua_State* L);
49 static int SweepTest(lua_State* L);
50
51 static int LoadScene(lua_State* L);
52 static int QueueRootNode(lua_State* L);
53
54 static int EnableInternalEdgeSmoothing(lua_State* L);
55 static int IsInternalEdgeSmoothingEnabled(lua_State* L);
56
57 static int SpawnParticle(lua_State* L);
58
59 static int FindNavPath(lua_State* L);
60 static int FindRandomNavPoint(lua_State* L);
61 static int FindClosestNavPoint(lua_State* L);
62 static int BuildNavData(lua_State* L);
63 static int EnableAutoNavRebuild(lua_State* L);
64
65 static void Bind();
66};
67
68#endif
Definition World.h:24