// 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)); }
// 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)); }
// 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)); }
// 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 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); }
// 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); }
// 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); }
// 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); }
// 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)); }
// 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); }
// 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); }
// 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); }
// 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); }
// 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); }
// 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); }
// 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)); }
// 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); }
// 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)); }
// 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); }
// 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); }
// 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); }
// 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); }