Files
WickedEngine/WickedEngine/wiLoader_BindLua.h
T
turanszkij f010960d2e mega-update
2016-01-15 00:02:13 +01:00

291 lines
6.2 KiB
C++

#pragma once
#include "wiLua.h"
#include "wiLuna.h"
#include "wiLoader.h"
namespace wiLoader_BindLua
{
void Bind();
}
class Node_BindLua
{
public:
Node* node;
static const char className[];
static Luna<Node_BindLua>::FunctionType methods[];
static Luna<Node_BindLua>::PropertyType properties[];
Node_BindLua(Node* node = nullptr);
Node_BindLua(lua_State *L);
~Node_BindLua();
int GetName(lua_State* L);
int SetName(lua_State* L);
static void Bind();
};
class Transform_BindLua : public Node_BindLua
{
public:
Transform* transform;
static const char className[];
static Luna<Transform_BindLua>::FunctionType methods[];
static Luna<Transform_BindLua>::PropertyType properties[];
Transform_BindLua(Transform* transform = nullptr);
Transform_BindLua(lua_State *L);
~Transform_BindLua();
int AttachTo(lua_State* L);
int Detach(lua_State* L);
int DetachChild(lua_State* L);
int ApplyTransform(lua_State* L);
int Scale(lua_State* L);
int Rotate(lua_State* L);
int Translate(lua_State* L);
int MatrixTransform(lua_State* L);
int GetMatrix(lua_State* L);
int ClearTransform(lua_State* L);
int SetTransform(lua_State* L);
int GetPosition(lua_State* L);
int GetRotation(lua_State* L);
int GetScale(lua_State* L);
static void Bind();
};
class Cullable_BindLua
{
public:
Cullable* cullable;
static const char className[];
static Luna<Cullable_BindLua>::FunctionType methods[];
static Luna<Cullable_BindLua>::PropertyType properties[];
Cullable_BindLua(Cullable* cullable = nullptr);
Cullable_BindLua(lua_State *L);
~Cullable_BindLua();
int Intersects(lua_State *L);
int GetAABB(lua_State* L);
int SetAABB(lua_State* L);
static void Bind();
};
class Object_BindLua : public Cullable_BindLua, public Transform_BindLua
{
public:
Object* object;
static const char className[];
static Luna<Object_BindLua>::FunctionType methods[];
static Luna<Object_BindLua>::PropertyType properties[];
Object_BindLua(Object* object = nullptr);
Object_BindLua(lua_State *L);
~Object_BindLua();
int EmitTrail(lua_State *L);
int SetTrailDistortTex(lua_State *L);
int SetTrailTex(lua_State *L);
int SetTransparency(lua_State *L);
int GetTransparency(lua_State *L);
int SetColor(lua_State *L);
int GetColor(lua_State *L);
int GetEmitter(lua_State *L);
int IsValid(lua_State *L);
static void Bind();
};
class Armature_BindLua : public Transform_BindLua
{
public:
Armature* armature;
static const char className[];
static Luna<Armature_BindLua>::FunctionType methods[];
static Luna<Armature_BindLua>::PropertyType properties[];
Armature_BindLua(Armature* armature = nullptr);
Armature_BindLua(lua_State* L);
~Armature_BindLua();
int GetAction(lua_State* L);
int GetActions(lua_State* L);
int GetBones(lua_State* L);
int GetBone(lua_State* L);
int GetFrame(lua_State* L);
int GetFrameCount(lua_State* L);
int IsValid(lua_State *L);
int ChangeAction(lua_State* L);
int StopAction(lua_State* L);
int PauseAction(lua_State* L);
int PlayAction(lua_State* L);
int ResetAction(lua_State* L);
int AddAnimLayer(lua_State* L);
int DeleteAnimLayer(lua_State* L);
int SetAnimLayerWeight(lua_State* L);
int SetAnimLayerLooped(lua_State* L);
static void Bind();
};
class Decal_BindLua : public Cullable_BindLua, public Transform_BindLua
{
public:
Decal* decal;
static const char className[];
static Luna<Decal_BindLua>::FunctionType methods[];
static Luna<Decal_BindLua>::PropertyType properties[];
Decal_BindLua(Decal* decal);
Decal_BindLua(lua_State* L);
~Decal_BindLua();
int SetTexture(lua_State* L);
int SetNormal(lua_State* L);
int SetLife(lua_State* L);
int GetLife(lua_State* L);
int SetFadeStart(lua_State* L);
int GetFadeStart(lua_State* L);
static void Bind();
};
class Ray_BindLua
{
public:
RAY ray;
static const char className[];
static Luna<Ray_BindLua>::FunctionType methods[];
static Luna<Ray_BindLua>::PropertyType properties[];
Ray_BindLua(const RAY& ray);
Ray_BindLua(lua_State* L);
~Ray_BindLua();
int GetOrigin(lua_State* L);
int GetDirection(lua_State* L);
static void Bind();
};
class AABB_BindLua
{
public:
AABB aabb;
static const char className[];
static Luna<AABB_BindLua>::FunctionType methods[];
static Luna<AABB_BindLua>::PropertyType properties[];
AABB_BindLua(const AABB& ray);
AABB_BindLua(lua_State* L);
~AABB_BindLua();
int Intersects(lua_State* L);
int Transform(lua_State* L);
int GetMin(lua_State* L);
int GetMax(lua_State* L);
static void Bind();
};
class EmittedParticle_BindLua
{
public:
wiEmittedParticle* ps;
static const char className[];
static Luna<EmittedParticle_BindLua>::FunctionType methods[];
static Luna<EmittedParticle_BindLua>::PropertyType properties[];
EmittedParticle_BindLua(wiEmittedParticle* ps);
EmittedParticle_BindLua(lua_State* L);
~EmittedParticle_BindLua();
int GetName(lua_State* L);
int SetName(lua_State* L);
int GetMotionBlur(lua_State* L);
int SetMotionBlur(lua_State* L);
int Burst(lua_State* L);
int IsValid(lua_State* L);
static void Bind();
};
class Material_BindLua
{
public:
Material* material;
static const char className[];
static Luna<Material_BindLua>::FunctionType methods[];
static Luna<Material_BindLua>::PropertyType properties[];
Material_BindLua(Material* material);
Material_BindLua(lua_State* L);
~Material_BindLua();
int GetName(lua_State* L);
int SetName(lua_State* L);
int GetColor(lua_State* L);
int SetColor(lua_State* L);
int GetAlpha(lua_State* L);
int SetAlpha(lua_State* L);
int GetRefractionIndex(lua_State* L);
int SetRefractionIndex(lua_State* L);
static void Bind();
};
class Camera_BindLua : public Transform_BindLua
{
public:
Camera* cam;
static const char className[];
static Luna<Camera_BindLua>::FunctionType methods[];
static Luna<Camera_BindLua>::PropertyType properties[];
Camera_BindLua(Camera* cam);
Camera_BindLua(lua_State* L);
~Camera_BindLua();
int GetFarPlane(lua_State* L);
int SetFarPlane(lua_State* L);
int GetNearPlane(lua_State* L);
int SetNearPlane(lua_State* L);
static void Bind();
};
class Model_BindLua :public Transform_BindLua
{
public:
Model* model;
static const char className[];
static Luna<Model_BindLua>::FunctionType methods[];
static Luna<Model_BindLua>::PropertyType properties[];
Model_BindLua(Model* model);
Model_BindLua(lua_State* L);
~Model_BindLua();
static void Bind();
};