// DECL: void destroyAnimation(const char* id = NULL); void hx_AnimationTarget_destroyAnimation(value thisObj, value id) { AnimationTarget *_thisObj; const char *_id = ValueToString(id); ValueToObject(thisObj, _thisObj); _thisObj->destroyAnimation(_id); }
// DECL: Pass* getPass(const char* id) const; value hx_Technique_getPass(value thisObj, value id) { Technique *_thisObj; const char *_id = ValueToString(id); ValueToObject(thisObj, _thisObj); return ReferenceToValue(_thisObj->getPass(_id), true); }
// DECL: Pass* getPassByIndex(unsigned int index) const; value hx_Technique_getPassByIndex(value thisObj, value index) { Technique *_thisObj; unsigned int _index = ValueToUint(index); ValueToObject(thisObj, _thisObj); return ReferenceToValue(_thisObj->getPassByIndex(_index), true); }
// DECL: void setEnabled(bool enable); void hx_PhysicsCollisionObject_setEnabled(value thisObj, value enable) { PhysicsCollisionObject *_thisObj; bool _enable = val_get_bool(enable); ValueToObject(thisObj, _thisObj); _thisObj->setEnabled(_enable); }
value hx_Quaternion_property_z_set(value thisObj, value _value) { Quaternion *_thisObj; float _flt = ValueToFloat(_value); ValueToObject(thisObj, _thisObj); return alloc_float(_thisObj->z = _flt); }
// DECL: Quaternion(const Vector3& axis, float angle); value hx_Quaternion_Construct_V3_Flt(value axis, value angle) { Vector3 *_axis; float _angle = ValueToFloat(angle); ValueToObject(axis, _axis); return ObjectToValue(new Quaternion(*_axis, _angle)); }
// DECL: Animation* getAnimation(const char* id = NULL) const; value hx_AnimationTarget_getAnimation(value thisObj, value id) { AnimationTarget *_thisObj; const char *_id = ValueToString(id); ValueToObject(thisObj, _thisObj); return ReferenceToValue(_thisObj->getAnimation(_id), true, true); }
// DECL: MaterialParameter* getParameter(const char* name) const; value hx_RenderState_getParameter(value thisObj, value name) { RenderState *_thisObj; const char *_name = ValueToString(name); ValueToObject(thisObj, _thisObj); return ReferenceToValue(_thisObj->getParameter(_name), true, true); }
// DECL: void setGain(float gain); void hx_AudioListener_setGain(value thisObj, value gain) { AudioListener *_thisObj; float _gain = ValueToFloat(gain); ValueToObject(thisObj, _thisObj); _thisObj->setGain(_gain); }
// DECL: void setPitch(float pitch); void hx_AudioSource_setPitch(value thisObj, value pitch) { AudioSource *_thisObj; float _pitch = ValueToFloat(pitch); ValueToObject(thisObj, _thisObj); _thisObj->setPitch(_pitch); }
// DECL: void setLooped(bool looped); void hx_AudioSource_setLooped(value thisObj, value looped) { AudioSource *_thisObj; bool _looped = val_get_bool(looped); ValueToObject(thisObj, _thisObj); _thisObj->setLooped(_looped); }
// DECL: void setGain(float gain); void hx_AudioSource_setGain(value thisObj, value gain) { AudioSource *_thisObj; float _gain = ValueToFloat(gain); ValueToObject(thisObj, _thisObj); _thisObj->setGain(_gain); }
// DECL: Animation* createAnimation(const char* id, int propertyId, unsigned int keyCount, unsigned int* keyTimes, float* keyValues, float* keyInValue, float* keyOutValue, Curve::InterpolationType type); value hx_AnimationTarget_createAnimation_Str_IntX2_DatX4_Int(value *args, int nargs) { const value& thisObj = *args++; const value& id = *args++; const value& propertyId = *args++; const value& keyCount = *args++; const value& keyTimes = *args++; const value& keyValues = *args++; const value& keyInValue = *args++; const value& keyOutValue = *args++; const value& type = *args; AnimationTarget *_thisObj; const char *_id = ValueToString(id); int _propertyId = val_get_int(propertyId); unsigned int _keyCount = ValueToUint(keyCount); unsigned int *_keyTimes; float *_keyValues; float *_keyInValue; float *_keyOutValue; Curve::InterpolationType _type; ValueToObject(thisObj, _thisObj); ValueToBuffer(keyTimes, _keyTimes); ValueToBuffer(keyValues, _keyValues); ValueToBuffer(keyInValue, _keyInValue); ValueToBuffer(keyOutValue, _keyOutValue); ValueToEnum(type, _type); return ReferenceToValue(_thisObj->createAnimation(_id, _propertyId, _keyCount, _keyTimes, _keyValues, _keyInValue, _keyOutValue, _type)); }
// DECL: AIState* setState(const char* id); value hx_AIStateMachine_setState_Str(value thisObj, value id) { AIStateMachine *_thisObj; const char *_id = ValueToString(id); ValueToObject(thisObj, _thisObj); return ReferenceToValue(_thisObj->setState(_id), true); }
void hx_Vector3_scale(value thisObj, value scalar) { Vector3 *_thisObj; float _scalar = ValueToFloat(scalar); ValueToObject(thisObj, _thisObj); _thisObj->scale(_scalar); }
value hx_Vector3_property_z_set(value thisObj, value _value) { Vector3 *_thisObj; float _flt = ValueToFloat(_value); ValueToObject(thisObj, _thisObj); return alloc_float(_thisObj->z = _flt); }
// DECL: bool contains(const char* id) const; value hx_Bundle_contains(value thisObj, value id) { Bundle *_thisObj; const char *_id = ValueToString(id); ValueToObject(thisObj, _thisObj); return alloc_bool(_thisObj->contains(_id)); }
// DECL: virtual unsigned int getAnimationPropertyComponentCount(int propertyId) const = 0; value hx_AnimationTarget_getAnimationPropertyComponentCount(value thisObj, value propertyId) { AnimationTarget *_thisObj; int _propertyId = val_get_int(propertyId); ValueToObject(thisObj, _thisObj); return alloc_int(_thisObj->getAnimationPropertyComponentCount(_propertyId)); }
// DECL: Vector3& normalize(); value hx_Vector3_normalize(value thisObj) { Vector3 *_thisObj; ValueToObject(thisObj, _thisObj); _thisObj->normalize(); return thisObj; }
// DECL: void getWheelAxle(Vector3* wheelAxle) const; void hx_PhysicsVehicleWheel_getWheelAxle(value thisObj, value wheelAxle) { PhysicsVehicleWheel *_thisObj; Vector3 _wheelAxle; ValueToObject(thisObj, _thisObj); _thisObj->getWheelAxle(&_wheelAxle); SetOutParameterValue(wheelAxle, ObjectToValue(new Vector3(_wheelAxle))); }
// DECL: void getStrutConnectionOffset(Vector3* strutConnectionOffset) const; void hx_PhysicsVehicleWheel_getStrutConnectionOffset(value thisObj, value strutConnectionOffset) { PhysicsVehicleWheel *_thisObj; Vector3 _strutConnectionOffset; ValueToObject(thisObj, _thisObj); _thisObj->getStrutConnectionOffset(&_strutConnectionOffset); SetOutParameterValue(strutConnectionOffset, ObjectToValue(new Vector3(_strutConnectionOffset))); }
// DECL: void getWheelDirection(Vector3* wheelDirection) const; void hx_PhysicsVehicleWheel_getWheelDirection(value thisObj, value wheelDirection) { PhysicsVehicleWheel *_thisObj; Vector3 _wheelDirection; ValueToObject(thisObj, _thisObj); _thisObj->getWheelDirection(&_wheelDirection); SetOutParameterValue(wheelDirection, ObjectToValue(new Vector3(_wheelDirection))); }
// DECL: void unregisterGesture(Gesture::GestureEvent evt); void hx_Game_unregisterGesture(value thisObj, value evt) { Game *_thisObj; Gesture::GestureEvent _evt; ValueToObject(thisObj, _thisObj); ValueToEnum(evt, _evt); _thisObj->unregisterGesture(_evt); }
// DECL: void schedule(float timeOffset, const char* function); void hx_Game_schedule_Flt_Str(value thisObj, value timeOffset, value function) { Game *_thisObj; float _timeOffset = ValueToFloat(timeOffset); const char *_function = ValueToString(function); ValueToObject(thisObj, _thisObj); _thisObj->schedule(_timeOffset, _function); }
// DECL: bool isGestureSupported(Gesture::GestureEvent evt); value hx_Game_isGestureSupported(value thisObj, value evt) { Game *_thisObj; Gesture::GestureEvent _evt; ValueToObject(thisObj, _thisObj); ValueToEnum(evt, _evt); return alloc_bool(_thisObj->isGestureSupported(_evt)); }
// DECL: void visit(T* instance, bool (T::*visitMethod)(Node*)); void hx_Scene_visit_Func(value thisObj, value visitMethod) { Scene *_thisObj; ValueToObject(thisObj, _thisObj); MethodWrapper wrapper; wrapper.visit(_thisObj, visitMethod); }
// 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); }
// DECL: void setParameterAutoBinding(const char* name, const char* autoBinding); void hx_RenderState_setParameterAutoBinding_StrX2(value thisObj, value name, value autoBinding) { RenderState *_thisObj; const char *_name = ValueToString(name); const char *_autoBinding = ValueToString(autoBinding); ValueToObject(thisObj, _thisObj); _thisObj->setParameterAutoBinding(_name, _autoBinding); }
// DECL: bool isButtonDown(ButtonMapping button) const; value hx_Gamepad_isButtonDown(value thisObj, value button) { Gamepad *_thisObj; Gamepad::ButtonMapping _button; ValueToObject(thisObj, _thisObj); ValueToEnum(button, _button); return alloc_bool(_thisObj->isButtonDown(_button)); }
// DECL: Animation* createAnimation(const char* id, const char* url); value hx_AnimationTarget_createAnimation_StrX2(value thisObj, value id, value url) { AnimationTarget *_thisObj; const char *_id = ValueToString(id); const char *_url = ValueToString(url); ValueToObject(thisObj, _thisObj); return ReferenceToValue(_thisObj->createAnimation(_id, _url)); }