// DECL: inline void getAccelerometerValues(float* pitch, float* roll); void hx_Game_getAccelerometerValues(value thisObj, value pitch, value roll) { Game *_thisObj; float _pitch; float _roll; ValueToObject(thisObj, _thisObj); _thisObj->getAccelerometerValues(&_pitch, &_roll); SetOutParameterValue(pitch, alloc_float(_pitch)); SetOutParameterValue(roll, alloc_float(_roll)); }
// 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 getCorners(Vector3* corners) const; void hx_Frustum_getCorners(value thisObj, value corners) { Frustum *_thisObj; ValueToObject(thisObj, _thisObj); Vector3 points[8]; _thisObj->getCorners(points); value _corners = alloc_array(8); for (int index = 0; index < 8; index++) val_array_set_i(_corners, index, ObjectToValue(new Vector3(points[index]))); SetOutParameterValue(corners, _corners); }
// DECL: unsigned int findNodes(const char* id, std::vector<Node*>& nodes, bool recursive = true, bool exactMatch = true) const; value hx_Scene_findNodes(value thisObj, value id, value nodes, value recursive, value exactMatch) { Scene *_thisObj; const char *_id = ValueToString(id); std::vector<Node*> _nodes; bool _recursive = val_get_bool(recursive); bool _exactMatch = val_get_bool(exactMatch); ValueToObject(thisObj, _thisObj); _thisObj->findNodes(_id, _nodes, _recursive, _exactMatch); const value& result = alloc_array(_nodes.size()); for (int index = 0; index < _nodes.size(); index++) val_array_set_i(result, index, ReferenceToValue(_nodes[index], true)); SetOutParameterValue(nodes, result); return alloc_int(_nodes.size()); }