Example #1
0
// DECL: Vector3(float x, float y, float z);
value hx_Vector3_Construct_FltX3(value x, value y, value z)
{
    float _x = ValueToFloat(x);
    float _y = ValueToFloat(y);
    float _z = ValueToFloat(z);
    return ObjectToValue(new Vector3(_x, _y, _z));
}
Example #2
0
// DECL: Vector4(float x, float y, float z, float w);
value hx_Vector4_Construct_FltX4(value x, value y, value z, value w)
{
    float _x = ValueToFloat(x);
    float _y = ValueToFloat(y);
    float _z = ValueToFloat(z);
    float _w = ValueToFloat(w);
    return ObjectToValue(new Vector4(_x, _y, _z, _w));
}
Example #3
0
// DECL: Quaternion(float x, float y, float z, float w);
value hx_Quaternion_Construct_FltX4(value x, value y, value z, value w)
{
    float _x = ValueToFloat(x);
    float _y = ValueToFloat(y);
    float _z = ValueToFloat(z);
    float _w = ValueToFloat(w);
    return ObjectToValue(new Quaternion(_x, _y, _z, _w));
}
Example #4
0
// DECL: void setImageSize(float width, float height);
void hx_RadioButton_setImageSize(value thisObj, value width, value height)
{
    RadioButton *_thisObj;
    float _width = ValueToFloat(width);
    float _height = ValueToFloat(height);
    ValueToObject(thisObj, _thisObj);
    _thisObj->setImageSize(_width, _height);
}
Example #5
0
// DECL: void setAmbientColor(float red, float green, float blue);
void hx_Scene_setAmbientColor(value thisObj, value red, value green, value blue)
{
    Scene *_thisObj;
    float _red = ValueToFloat(red);
    float _green = ValueToFloat(green);
    float _blue = ValueToFloat(blue);
    ValueToObject(thisObj, _thisObj);
    _thisObj->setAmbientColor(_red, _green, _blue);
}
// DECL: void setPosition(float x, float y, float z);
void hx_AudioListener_setPosition_FltX3(value thisObj, value x, value y, value z)
{
    AudioListener *_thisObj;
    float _x = ValueToFloat(x);
    float _y = ValueToFloat(y);
    float _z = ValueToFloat(z);
    ValueToObject(thisObj, _thisObj);
    _thisObj->setPosition(_x, _y, _z);
}
Example #7
0
// DECL: void setScale(float sx, float sy, float sz);
void hx_Transform_setScale_FltX3(value thisObj, value sx, value sy, value sz)
{
    Transform *_thisObj;
    float _sx = ValueToFloat(sx);
    float _sy = ValueToFloat(sy);
    float _sz = ValueToFloat(sz);
    ValueToObject(thisObj, _thisObj);
    _thisObj->setScale(_sx, _sy, _sz);
}
Example #8
0
// DECL: void setOrigin(float x, float y, float z);
void hx_Ray_setOrigin_FltX3(value thisObj, value x, value y, value z)
{
    Ray *_thisObj;
    float _x = ValueToFloat(x);
    float _y = ValueToFloat(y);
    float _z = ValueToFloat(z);
    ValueToObject(thisObj, _thisObj);
    _thisObj->setOrigin(_x, _y, _z);
}
Example #9
0
// DECL: void set(float x, float y, float z);
void hx_Vector3_set_FltX3(value thisObj, value x, value y, value z)
{
    Vector3 *_thisObj;
    float _x = ValueToFloat(x);
    float _y = ValueToFloat(y);
    float _z = ValueToFloat(z);
    ValueToObject(thisObj, _thisObj);
    _thisObj->set(_x, _y, _z);
}
Example #10
0
// DECL: bool intersects(float x, float y, float z) const;
value hx_Frustum_intersects_FltX3(value thisObj, value x, value y, value z)
{
    Frustum *_thisObj;
    float _x = ValueToFloat(x);
    float _y = ValueToFloat(y);
    float _z = ValueToFloat(z);
    ValueToObject(thisObj, _thisObj);
    return alloc_bool(_thisObj->intersects(_x, _y, _z));
}
Example #11
0
// DECL: void smooth(const Vector3& target, float elapsedTime, float responseTime);
void hx_Vector3_smooth(value thisObj, value target, value elapsedTime, value responseTime)
{
    Vector3 *_thisObj, *_target;
    float _elapsedTime = ValueToFloat(elapsedTime);
    float _responseTime = ValueToFloat(responseTime);
    ValueToObject(thisObj, _thisObj);
    ValueToObject(target, _target);
    _thisObj->smooth(*_target, _elapsedTime, _responseTime);
}
Example #12
0
// DECL: void setVelocity(float x, float y, float z);
void hx_AudioSource_setVelocity_FltX3(value thisObj, value x, value y, value z)
{
    AudioSource *_thisObj;
    float _x = ValueToFloat(x);
    float _y = ValueToFloat(y);
    float _z = ValueToFloat(z);
    ValueToObject(thisObj, _thisObj);
    _thisObj->setVelocity(_x, _y, _z);
}
Example #13
0
// DECL: void translate(float tx, float ty, float tz);
void hx_Transform_translate_FltX3(value thisObj, value tx, value ty, value tz)
{
    Transform *_thisObj;
    float _tx = ValueToFloat(tx);
    float _ty = ValueToFloat(ty);
    float _tz = ValueToFloat(tz);
    ValueToObject(thisObj, _thisObj);
    _thisObj->translate(_tx, _ty, _tz);
}
Example #14
0
// DECL: void translateSmooth(const Vector3& target, float elapsedTime, float responseTime);
void hx_Transform_translateSmooth(value thisObj, value target, value elapsedTime, value responseTime)
{
    Transform *_thisObj;
    Vector3 *_target;
    float _elapsedTime = ValueToFloat(elapsedTime);
    float _responseTime = ValueToFloat(responseTime);
    ValueToObject(thisObj, _thisObj);
    ValueToObject(target, _target);
    _thisObj->translateSmooth(*_target, _elapsedTime, _responseTime);
}
Example #15
0
// DECL: void setRotation(float qx, float qy, float qz, float qw);
void hx_Transform_setRotation_FltX4(value thisObj, value qx, value qy, value qz, value qw)
{
    Transform *_thisObj;
    float _qx = ValueToFloat(qx);
    float _qy = ValueToFloat(qy);
    float _qz = ValueToFloat(qz);
    float _qw = ValueToFloat(qw);
    ValueToObject(thisObj, _thisObj);
    _thisObj->setRotation(_qx, _qy, _qz, _qw);
}
Example #16
0
// DECL: void set(float x, float y, float z, float w);
void hx_Quaternion_set_FltX4(value thisObj, value x, value y, value z, value w)
{
    Quaternion *_thisObj;
    float _x = ValueToFloat(x);
    float _y = ValueToFloat(y);
    float _z = ValueToFloat(z);
    float _w = ValueToFloat(w);
    ValueToObject(thisObj, _thisObj);
    _thisObj->set(_x, _y, _z, _w);
}
Example #17
0
// DECL: Vector3(const float* array);
value hx_Vector3_Construct_ArrFlt(value array)
{
    float values[] =
            {
                ValueToFloat(val_array_i(array, 0)),
                ValueToFloat(val_array_i(array, 1)),
                ValueToFloat(val_array_i(array, 2))
            };
    return ObjectToValue(new Vector3(values));
}
Example #18
0
// DECL: void draw(float x, float y, float z, float width, float height, float u1, float v1, float u2, float v2, const Vector4& color, bool positionIsCenter = false);
void hx_SpriteBatch_draw_FltX9_V4_Bool(value *args, int nargs)
{
    const value& thisObj = *args++;
    const value& x = *args++;
    const value& y = *args++;
    const value& z = *args++;
    const value& width = *args++;
    const value& height = *args++;
    const value& u1 = *args++;
    const value& v1 = *args++;
    const value& u2 = *args++;
    const value& v2 = *args++;
    const value& color = *args++;
    const value& positionIsCenter = *args;

    SpriteBatch *_thisObj;
    float _x = ValueToFloat(x);
    float _y = ValueToFloat(y);
    float _z = ValueToFloat(z);
    float _width = ValueToFloat(width);
    float _height = ValueToFloat(height);
    float _u1 = ValueToFloat(u1);
    float _v1 = ValueToFloat(v1);
    float _u2 = ValueToFloat(u2);
    float _v2 = ValueToFloat(v2);
    Vector4 *_color;
    bool _positionIsCenter = val_get_bool(positionIsCenter);
    ValueToObject(thisObj, _thisObj);
    ValueToObject(color, _color);
    _thisObj->draw(_x, _y, _z, _width, _height, _u1, _v1, _u2, _v2, *_color, _positionIsCenter);
}
Example #19
0
// DECL: Quaternion(float* array);
value hx_Quaternion_Construct_ArrFlt(value array)
{
    float values[] =
            {
                ValueToFloat(val_array_i(array, 0)),
                ValueToFloat(val_array_i(array, 1)),
                ValueToFloat(val_array_i(array, 2)),
                ValueToFloat(val_array_i(array, 3))
            };
    return ObjectToValue(new Quaternion(values));
}
Example #20
0
// DECL: void set(const float* array);
void hx_Vector3_set_ArrFlt(value thisObj, value array)
{
    Vector3 *_thisObj;
    float values[] =
            {
                ValueToFloat(val_array_i(array, 0)),
                ValueToFloat(val_array_i(array, 1)),
                ValueToFloat(val_array_i(array, 2))
            };
    ValueToObject(thisObj, _thisObj);
    _thisObj->set(values);
}
Example #21
0
// DECL: void set(float* array);
void hx_Quaternion_set_ArrFlt(value thisObj, value array)
{
    Quaternion *_thisObj;
    float values[] =
            {
                ValueToFloat(val_array_i(array, 0)),
                ValueToFloat(val_array_i(array, 1)),
                ValueToFloat(val_array_i(array, 2)),
                ValueToFloat(val_array_i(array, 3))
            };
    ValueToObject(thisObj, _thisObj);
    _thisObj->set(values);
}
Example #22
0
// DECL: void draw(float x, float y, float width, float height, float u1, float v1, float u2, float v2, const Vector4& color, const Rectangle& clip);
void hx_SpriteBatch_draw_FltX8_V4_Rct(value *args, int nargs)
{
    const value& thisObj = *args++;
    const value& x = *args++;
    const value& y = *args++;
    const value& width = *args++;
    const value& height = *args++;
    const value& u1 = *args++;
    const value& v1 = *args++;
    const value& u2 = *args++;
    const value& v2 = *args++;
    const value& color = *args++;
    const value& clip = *args;

    SpriteBatch *_thisObj;
    float _x = ValueToFloat(x);
    float _y = ValueToFloat(y);
    float _width = ValueToFloat(width);
    float _height = ValueToFloat(height);
    float _u1 = ValueToFloat(u1);
    float _v1 = ValueToFloat(v1);
    float _u2 = ValueToFloat(u2);
    float _v2 = ValueToFloat(v2);
    Vector4 *_color;
    Rectangle *_clip;
    ValueToObject(thisObj, _thisObj);
    ValueToObject(color, _color);
    ValueToObject(clip, _clip);
    _thisObj->draw(_x, _y, _width, _height, _u1, _v1, _u2, _v2, *_color, *_clip);
}
Example #23
0
// DECL: void update(float elapsedTime);
void hx_Gamepad_update(value thisObj, value elapsedTime)
{
    Gamepad *_thisObj;
    float _elapsedTime = ValueToFloat(elapsedTime);
    ValueToObject(thisObj, _thisObj);
    _thisObj->update(_elapsedTime);
}
// DECL: void setWheelRadius(float wheelRadius);
void hx_PhysicsVehicleWheel_setWheelRadius(value thisObj, value wheelRadius)
{
    PhysicsVehicleWheel *_thisObj;
    float _wheelRadius = ValueToFloat(wheelRadius);
    ValueToObject(thisObj, _thisObj);
    _thisObj->setWheelRadius(_wheelRadius);
}
// DECL: void setFrictionBreakout(float frictionBreakout);
void hx_PhysicsVehicleWheel_setFrictionBreakout(value thisObj, value frictionBreakout)
{
    PhysicsVehicleWheel *_thisObj;
    float _frictionBreakout = ValueToFloat(frictionBreakout);
    ValueToObject(thisObj, _thisObj);
    _thisObj->setFrictionBreakout(_frictionBreakout);
}
// DECL: void setStrutTravelMax(float strutTravelMax);
void hx_PhysicsVehicleWheel_setStrutTravelMax(value thisObj, value strutTravelMax)
{
    PhysicsVehicleWheel *_thisObj;
    float _strutTravelMax = ValueToFloat(strutTravelMax);
    ValueToObject(thisObj, _thisObj);
    _thisObj->setStrutTravelMax(_strutTravelMax);
}
// DECL: void setStrutStiffness(float strutStiffness);
void hx_PhysicsVehicleWheel_setStrutStiffness(value thisObj, value strutStiffness)
{
    PhysicsVehicleWheel *_thisObj;
    float _strutStiffness = ValueToFloat(strutStiffness);
    ValueToObject(thisObj, _thisObj);
    _thisObj->setStrutStiffness(_strutStiffness);
}
// DECL: void setStrutRestLength(float strutRestLength);
void hx_PhysicsVehicleWheel_setStrutRestLength(value thisObj, value strutRestLength)
{
    PhysicsVehicleWheel *_thisObj;
    float _strutRestLength = ValueToFloat(strutRestLength);
    ValueToObject(thisObj, _thisObj);
    _thisObj->setStrutRestLength(_strutRestLength);
}
// DECL: void setStrutDampingRelaxation(float strutDampingRelaxation);
void hx_PhysicsVehicleWheel_setStrutDampingRelaxation(value thisObj, value strutDampingRelaxation)
{
    PhysicsVehicleWheel *_thisObj;
    float _strutDampingRelaxation = ValueToFloat(strutDampingRelaxation);
    ValueToObject(thisObj, _thisObj);
    _thisObj->setStrutDampingRelaxation(_strutDampingRelaxation);
}
// DECL: void setRollInfluence(float rollInfluence);
void hx_PhysicsVehicleWheel_setRollInfluence(value thisObj, value rollInfluence)
{
    PhysicsVehicleWheel *_thisObj;
    float _rollInfluence = ValueToFloat(rollInfluence);
    ValueToObject(thisObj, _thisObj);
    _thisObj->setRollInfluence(_rollInfluence);
}