void Model::setMaterialNodeBinding(Material *material) { GP_ASSERT(material); if (_node) { material->setNodeBinding(_node); unsigned int techniqueCount = material->getTechniqueCount(); for (unsigned int i = 0; i < techniqueCount; ++i) { Technique* technique = material->getTechniqueByIndex(i); GP_ASSERT(technique); technique->setNodeBinding(_node); unsigned int passCount = technique->getPassCount(); for (unsigned int j = 0; j < passCount; ++j) { Pass* pass = technique->getPassByIndex(j); GP_ASSERT(pass); pass->setNodeBinding(_node); } } } }
static int lua_Technique_setNodeBinding(lua_State* state) { // Get the number of parameters. int paramCount = lua_gettop(state); // Attempt to match the parameters to a valid binding. switch (paramCount) { case 2: { if ((lua_type(state, 1) == LUA_TUSERDATA) && (lua_type(state, 2) == LUA_TUSERDATA || lua_type(state, 2) == LUA_TTABLE || lua_type(state, 2) == LUA_TNIL)) { // Get parameter 1 off the stack. bool param1Valid; gameplay::ScriptUtil::LuaArray<Node> param1 = gameplay::ScriptUtil::getObjectPointer<Node>(2, "Node", false, ¶m1Valid); if (!param1Valid) { lua_pushstring(state, "Failed to convert parameter 1 to type 'Node'."); lua_error(state); } Technique* instance = getInstance(state); instance->setNodeBinding(param1); return 0; } lua_pushstring(state, "lua_Technique_setNodeBinding - Failed to match the given parameters to a valid function signature."); lua_error(state); break; } default: { lua_pushstring(state, "Invalid number of parameters (expected 2)."); lua_error(state); break; } } return 0; }
void Model::setMaterialNodeBinding(Material *material) { if (_node) { material->setNodeBinding(_node); unsigned int techniqueCount = material->getTechniqueCount(); for (unsigned int i = 0; i < techniqueCount; ++i) { Technique* technique = material->getTechnique(i); technique->setNodeBinding(_node); unsigned int passCount = technique->getPassCount(); for (unsigned int j = 0; j < passCount; ++j) { Pass* pass = technique->getPass(j); pass->setNodeBinding(_node); } } } }