// ------------------------------------------------------------------------------------------------ #include "Entity/Object.hpp" #include "Entity/Player.hpp" #include "Base/Quaternion.hpp" #include "Base/Vector3.hpp" #include "Core.hpp" #include "Misc/Tasks.hpp" // ------------------------------------------------------------------------------------------------ namespace SqMod { // ------------------------------------------------------------------------------------------------ SQMODE_DECL_TYPENAME(Typename, _SC("SqObject")) // ------------------------------------------------------------------------------------------------ const Int32 CObject::Max = SQMOD_OBJECT_POOL; // ------------------------------------------------------------------------------------------------ SQInteger CObject::SqGetNull(HSQUIRRELVM vm) { sq_pushobject(vm, Core::Get().GetNullObject().GetObject()); return 1; } // ------------------------------------------------------------------------------------------------ LightObj & CObject::GetNull() { return Core::Get().GetNullObject(); } // ------------------------------------------------------------------------------------------------ CObject::CObject(Int32 id) : m_ID(VALID_ENTITYGETEX(id, SQMOD_OBJECT_POOL)) , m_Tag(ToStrF("%d", id)), m_Data(), m_CircularLocks(0) , mMoveToDuration(0) , mMoveByDuration(0) , mRotateToDuration(0) , mRotateByDuration(0) , mRotateToEulerDuration(0) , mRotateByEulerDuration(0) { /* ... */ } // ------------------------------------------------------------------------------------------------ CObject::~CObject() { /* ... */ } // ------------------------------------------------------------------------------------------------ const String & CObject::ToString() const { return m_Tag; } // ------------------------------------------------------------------------------------------------ const String & CObject::GetTag() const { return m_Tag; } // ------------------------------------------------------------------------------------------------ void CObject::SetTag(StackStrF & tag) { if (tag.mLen > 0) { m_Tag.assign(tag.mPtr, tag.mLen); } else { m_Tag.clear(); } } // ------------------------------------------------------------------------------------------------ CObject & CObject::ApplyTag(StackStrF & tag) { SetTag(tag); return *this; } // ------------------------------------------------------------------------------------------------ LightObj & CObject::GetData() { // Validate the managed identifier Validate(); // Return the requested information return m_Data; } // ------------------------------------------------------------------------------------------------ void CObject::SetData(LightObj & data) { // Validate the managed identifier Validate(); // Apply the specified value m_Data = data; } // ------------------------------------------------------------------------------------------------ bool CObject::Destroy(Int32 header, LightObj & payload) { // Validate the managed identifier Validate(); // Perform the requested operation return Core::Get().DelObject(m_ID, header, payload); } // ------------------------------------------------------------------------------------------------ LightObj & CObject::GetEvents() const { // Validate the managed identifier Validate(); // Return the associated event table return Core::Get().GetObject(m_ID).mEvents; } // ------------------------------------------------------------------------------------------------ void CObject::CustomEvent(Int32 header, LightObj & payload) const { // Validate the managed identifier Validate(); // Perfrom the requested action Core::Get().EmitObjectCustom(m_ID, header, payload); } // ------------------------------------------------------------------------------------------------ bool CObject::IsStreamedFor(CPlayer & player) const { // Is the specified player even valid? if (!player.IsActive()) { STHROWF("Invalid player argument: null"); } // Validate the managed identifier Validate(); // Return the requested information return _Func->IsObjectStreamedForPlayer(m_ID, player.GetID()); } // ------------------------------------------------------------------------------------------------ Int32 CObject::GetModel() const { // Validate the managed identifier Validate(); // Return the requested information return _Func->GetObjectModel(m_ID); } // ------------------------------------------------------------------------------------------------ Int32 CObject::GetWorld() const { // Validate the managed identifier Validate(); // Return the requested information return _Func->GetObjectWorld(m_ID); } // ------------------------------------------------------------------------------------------------ void CObject::SetWorld(Int32 world) { // Validate the managed identifier Validate(); // Grab the current value for this property const Int32 current = _Func->GetObjectWorld(m_ID); // Don't even bother if it's the same value if (current == world) { return; } // Avoid property unwind from a recursive call _Func->SetObjectWorld(m_ID, world); // Avoid infinite recursive event loops if (!(m_CircularLocks & OBJECTCL_EMIT_OBJECT_WORLD)) { // Prevent this event from triggering while executed BitGuardU32 bg(m_CircularLocks, OBJECTCL_EMIT_OBJECT_WORLD); // Now forward the event call Core::Get().EmitObjectWorld(m_ID, current, world); } } // ------------------------------------------------------------------------------------------------ Int32 CObject::GetAlpha() const { // Validate the managed identifier Validate(); // Return the requested information return _Func->GetObjectAlpha(m_ID); } // ------------------------------------------------------------------------------------------------ void CObject::SetAlpha(Int32 alpha) { SetAlphaEx(alpha, 0); } // ------------------------------------------------------------------------------------------------ void CObject::SetAlphaEx(Int32 alpha, Uint32 time) { // Validate the managed identifier Validate(); // Grab the current value for this property const Int32 current = _Func->GetObjectAlpha(m_ID); // Don't even bother if it's the same value if (current == alpha) { return; } // Avoid property unwind from a recursive call _Func->SetObjectAlpha(m_ID, alpha, time); // Avoid infinite recursive event loops if (!(m_CircularLocks & OBJECTCL_EMIT_OBJECT_ALPHA)) { // Prevent this event from triggering while executed BitGuardU32 bg(m_CircularLocks, OBJECTCL_EMIT_OBJECT_ALPHA); // Now forward the event call Core::Get().EmitObjectAlpha(m_ID, current, alpha, time); } } // ------------------------------------------------------------------------------------------------ void CObject::MoveTo(const Vector3 & pos, Uint32 time) const { // Validate the managed identifier Validate(); // Perform the requested operation _Func->MoveObjectTo(m_ID, pos.x, pos.y, pos.z, time); } // ------------------------------------------------------------------------------------------------ void CObject::MoveToEx(Float32 x, Float32 y, Float32 z, Uint32 time) const { // Validate the managed identifier Validate(); // Perform the requested operation _Func->MoveObjectTo(m_ID, x, y, z, time); } // ------------------------------------------------------------------------------------------------ void CObject::MoveBy(const Vector3 & pos, Uint32 time) const { // Validate the managed identifier Validate(); // Perform the requested operation _Func->MoveObjectBy(m_ID, pos.x, pos.y, pos.z, time); } // ------------------------------------------------------------------------------------------------ void CObject::MoveByEx(Float32 x, Float32 y, Float32 z, Uint32 time) const { // Validate the managed identifier Validate(); // Perform the requested operation _Func->MoveObjectBy(m_ID, x, y, z, time); } // ------------------------------------------------------------------------------------------------ Vector3 CObject::GetPosition() { // Validate the managed identifier Validate(); // Create a default vector instance Vector3 vec; // Query the server for the values _Func->GetObjectPosition(m_ID, &vec.x, &vec.y, &vec.z); // Return the requested information return vec; } // ------------------------------------------------------------------------------------------------ void CObject::SetPosition(const Vector3 & pos) const { // Validate the managed identifier Validate(); // Perform the requested operation _Func->SetObjectPosition(m_ID, pos.x, pos.y, pos.z); } // ------------------------------------------------------------------------------------------------ void CObject::SetPositionEx(Float32 x, Float32 y, Float32 z) const { // Validate the managed identifier Validate(); // Perform the requested operation _Func->SetObjectPosition(m_ID, x, y, z); } // ------------------------------------------------------------------------------------------------ void CObject::RotateTo(const Quaternion & rot, Uint32 time) const { // Validate the managed identifier Validate(); // Perform the requested operation _Func->RotateObjectTo(m_ID, rot.x, rot.y, rot.z, rot.w, time); } // ------------------------------------------------------------------------------------------------ void CObject::RotateToEx(Float32 x, Float32 y, Float32 z, Float32 w, Uint32 time) const { // Validate the managed identifier Validate(); // Perform the requested operation _Func->RotateObjectTo(m_ID, x, y, z, w, time); } // ------------------------------------------------------------------------------------------------ void CObject::RotateToEuler(const Vector3 & rot, Uint32 time) const { // Validate the managed identifier Validate(); // Perform the requested operation _Func->RotateObjectToEuler(m_ID, rot.x, rot.y, rot.z, time); } // ------------------------------------------------------------------------------------------------ void CObject::RotateToEulerEx(Float32 x, Float32 y, Float32 z, Uint32 time) const { // Validate the managed identifier Validate(); // Perform the requested operation _Func->RotateObjectToEuler(m_ID, x, y, z, time); } // ------------------------------------------------------------------------------------------------ void CObject::RotateBy(const Quaternion & rot, Uint32 time) const { // Validate the managed identifier Validate(); // Perform the requested operation _Func->RotateObjectBy(m_ID, rot.x, rot.y, rot.z, rot.w, time); } // ------------------------------------------------------------------------------------------------ void CObject::RotateByEx(Float32 x, Float32 y, Float32 z, Float32 w, Uint32 time) const { // Validate the managed identifier Validate(); // Perform the requested operation _Func->RotateObjectBy(m_ID, x, y, z, w, time); } // ------------------------------------------------------------------------------------------------ void CObject::RotateByEuler(const Vector3 & rot, Uint32 time) const { // Validate the managed identifier Validate(); // Perform the requested operation _Func->RotateObjectByEuler(m_ID, rot.x, rot.y, rot.z, time); } // ------------------------------------------------------------------------------------------------ void CObject::RotateByEulerEx(Float32 x, Float32 y, Float32 z, Uint32 time) const { // Validate the managed identifier Validate(); // Perform the requested operation _Func->RotateObjectByEuler(m_ID, x, y, z, time); } // ------------------------------------------------------------------------------------------------ Quaternion CObject::GetRotation() { // Validate the managed identifier Validate(); // Create a default quaternion instance Quaternion quat; // Query the server for the values _Func->GetObjectRotation(m_ID, &quat.x, &quat.y, &quat.z, &quat.w); // Return the requested information return quat; } // ------------------------------------------------------------------------------------------------ Vector3 CObject::GetRotationEuler() { // Validate the managed identifier Validate(); // Create a default vector instance Vector3 vec; // Query the server for the values _Func->GetObjectRotationEuler(m_ID, &vec.x, &vec.y, &vec.z); // Return the requested information return vec; } // ------------------------------------------------------------------------------------------------ bool CObject::GetShotReport() const { // Validate the managed identifier Validate(); // Return the requested information return _Func->IsObjectShotReportEnabled(m_ID); } // ------------------------------------------------------------------------------------------------ void CObject::SetShotReport(bool toggle) { // Validate the managed identifier Validate(); // Grab the current value for this property const bool current = _Func->IsObjectShotReportEnabled(m_ID); // Don't even bother if it's the same value if (current == toggle) { return; } // Avoid property unwind from a recursive call _Func->SetObjectShotReportEnabled(m_ID, toggle); // Avoid infinite recursive event loops if (!(m_CircularLocks & OBJECTCL_EMIT_OBJECT_REPORT)) { // Prevent this event from triggering while executed BitGuardU32 bg(m_CircularLocks, OBJECTCL_EMIT_OBJECT_REPORT); // Now forward the event call Core::Get().EmitObjectReport(m_ID, current, toggle, false); } } // ------------------------------------------------------------------------------------------------ bool CObject::GetTouchedReport() const { // Validate the managed identifier Validate(); // Return the requested information return _Func->IsObjectTouchedReportEnabled(m_ID); } // ------------------------------------------------------------------------------------------------ void CObject::SetTouchedReport(bool toggle) { // Validate the managed identifier Validate(); // Grab the current value for this property const bool current = _Func->IsObjectTouchedReportEnabled(m_ID); // Don't even bother if it's the same value if (current == toggle) { return; } // Avoid property unwind from a recursive call _Func->SetObjectTouchedReportEnabled(m_ID, toggle); // Avoid infinite recursive event loops if (!(m_CircularLocks & OBJECTCL_EMIT_OBJECT_REPORT)) { // Prevent this event from triggering while executed BitGuardU32 bg(m_CircularLocks, OBJECTCL_EMIT_OBJECT_REPORT); // Now forward the event call Core::Get().EmitObjectReport(m_ID, current, toggle, true); } } // ------------------------------------------------------------------------------------------------ Float32 CObject::GetPositionX() const { // Validate the managed identifier Validate(); // Clear previous information, if any Float32 x = 0.0f, dummy; // Query the server for the requested component value _Func->GetObjectPosition(m_ID, &x, &dummy, &dummy); // Return the requested information return x; } // ------------------------------------------------------------------------------------------------ Float32 CObject::GetPositionY() const { // Validate the managed identifier Validate(); // Clear previous information, if any Float32 y = 0.0f, dummy; // Query the server for the requested component value _Func->GetObjectPosition(m_ID, &dummy, &y, &dummy); // Return the requested information return y; } // ------------------------------------------------------------------------------------------------ Float32 CObject::GetPositionZ() const { // Validate the managed identifier Validate(); // Clear previous information, if any Float32 z = 0.0f, dummy; // Query the server for the requested component value _Func->GetObjectPosition(m_ID, &dummy, &dummy, &z); // Return the requested information return z; } // ------------------------------------------------------------------------------------------------ void CObject::SetPositionX(Float32 x) const { // Validate the managed identifier Validate(); // Reserve some temporary floats to retrieve the missing components Float32 y, z, dummy; // Retrieve the current values for unchanged components _Func->GetObjectPosition(m_ID, &dummy, &y, &z); // Perform the requested operation _Func->SetObjectPosition(m_ID, x, y, z); } // ------------------------------------------------------------------------------------------------ void CObject::SetPositionY(Float32 y) const { // Validate the managed identifier Validate(); // Reserve some temporary floats to retrieve the missing components Float32 x, z, dummy; // Retrieve the current values for unchanged components _Func->GetObjectPosition(m_ID, &x, &dummy, &z); // Perform the requested operation _Func->SetObjectPosition(m_ID, x, y, z); } // ------------------------------------------------------------------------------------------------ void CObject::SetPositionZ(Float32 z) const { // Validate the managed identifier Validate(); // Reserve some temporary floats to retrieve the missing components Float32 x, y, dummy; // Retrieve the current values for unchanged components _Func->GetObjectPosition(m_ID, &x, &y, &dummy); // Perform the requested operation _Func->SetObjectPosition(m_ID, z, y, z); } // ------------------------------------------------------------------------------------------------ Float32 CObject::GetRotationX() const { // Validate the managed identifier Validate(); // Clear previous information, if any Float32 x = 0.0f, dummy; // Query the server for the requested component value _Func->GetObjectRotation(m_ID, &x, &dummy, &dummy, &dummy); // Return the requested information return x; } // ------------------------------------------------------------------------------------------------ Float32 CObject::GetRotationY() const { // Validate the managed identifier Validate(); // Clear previous information, if any Float32 y = 0.0f, dummy; // Query the server for the requested component value _Func->GetObjectRotation(m_ID, &dummy, &y, &dummy, &dummy); // Return the requested information return y; } // ------------------------------------------------------------------------------------------------ Float32 CObject::GetRotationZ() const { // Validate the managed identifier Validate(); // Clear previous information, if any Float32 z = 0.0f, dummy; // Query the server for the requested component value _Func->GetObjectRotation(m_ID, &dummy, &dummy, &z, &dummy); // Return the requested information return z; } // ------------------------------------------------------------------------------------------------ Float32 CObject::GetRotationW() const { // Validate the managed identifier Validate(); // Clear previous information, if any Float32 w = 0.0f, dummy; // Query the server for the requested component value _Func->GetObjectRotation(m_ID, &dummy, &dummy, &dummy, &w); // Return the requested information return w; } // ------------------------------------------------------------------------------------------------ Float32 CObject::GetEulerRotationX() const { // Validate the managed identifier Validate(); // Clear previous information, if any Float32 x = 0.0f, dummy; // Query the server for the requested component value _Func->GetObjectRotationEuler(m_ID, &x, &dummy, &dummy); // Return the requested information return x; } // ------------------------------------------------------------------------------------------------ Float32 CObject::GetEulerRotationY() const { // Validate the managed identifier Validate(); // Clear previous information, if any Float32 y = 0.0f, dummy; // Query the server for the requested component value _Func->GetObjectRotationEuler(m_ID, &dummy, &y, &dummy); // Return the requested information return y; } // ------------------------------------------------------------------------------------------------ Float32 CObject::GetEulerRotationZ() const { // Validate the managed identifier Validate(); // Clear previous information, if any Float32 z = 0.0f, dummy; // Query the server for the requested component value _Func->GetObjectRotationEuler(m_ID, &dummy, &dummy, &z); // Return the requested information return z; } // ------------------------------------------------------------------------------------------------ void CObject::MoveToX(Float32 x) const { // Validate the managed identifier Validate(); // Reserve some temporary floats to retrieve the missing components Float32 y, z, dummy; // Retrieve the current values for unchanged components _Func->GetObjectPosition(m_ID, &dummy, &y, &z); // Perform the requested operation _Func->MoveObjectTo(m_ID, x, y, z, mMoveToDuration); } // ------------------------------------------------------------------------------------------------ void CObject::MoveToY(Float32 y) const { // Validate the managed identifier Validate(); // Reserve some temporary floats to retrieve the missing components Float32 x, z, dummy; // Retrieve the current values for unchanged components _Func->GetObjectPosition(m_ID, &x, &dummy, &z); // Perform the requested operation _Func->MoveObjectTo(m_ID, x, y, z, mMoveToDuration); } // ------------------------------------------------------------------------------------------------ void CObject::MoveToZ(Float32 z) const { // Validate the managed identifier Validate(); // Reserve some temporary floats to retrieve the missing components Float32 x, y, dummy; // Retrieve the current values for unchanged components _Func->GetObjectPosition(m_ID, &x, &y, &dummy); // Perform the requested operation _Func->MoveObjectTo(m_ID, z, y, z, mMoveToDuration); } // ------------------------------------------------------------------------------------------------ void CObject::MoveByX(Float32 x) const { // Validate the managed identifier Validate(); // Perform the requested operation _Func->MoveObjectBy(m_ID, x, 0.0f, 0.0f, mMoveByDuration); } // ------------------------------------------------------------------------------------------------ void CObject::MoveByY(Float32 y) const { // Validate the managed identifier Validate(); // Perform the requested operation _Func->MoveObjectBy(m_ID, 0.0f, y, 0.0f, mMoveByDuration); } // ------------------------------------------------------------------------------------------------ void CObject::MoveByZ(Float32 z) const { // Validate the managed identifier Validate(); // Perform the requested operation _Func->MoveObjectBy(m_ID, 0.0f, 0.0f, z, mMoveByDuration); } // ------------------------------------------------------------------------------------------------ void CObject::RotateToX(Float32 x) const { // Validate the managed identifier Validate(); // Reserve some temporary floats to retrieve the missing components Float32 y, z, w, dummy; // Retrieve the current values for unchanged components _Func->GetObjectRotation(m_ID, &dummy, &y, &z, &w); // Perform the requested operation _Func->RotateObjectTo(m_ID, x, y, z, w, mRotateToDuration); } // ------------------------------------------------------------------------------------------------ void CObject::RotateToY(Float32 y) const { // Validate the managed identifier Validate(); // Reserve some temporary floats to retrieve the missing components Float32 x, z, w, dummy; // Retrieve the current values for unchanged components _Func->GetObjectRotation(m_ID, &x, &dummy, &z, &w); // Perform the requested operation _Func->RotateObjectTo(m_ID, x, y, z, w, mRotateToDuration); } // ------------------------------------------------------------------------------------------------ void CObject::RotateToZ(Float32 z) const { // Validate the managed identifier Validate(); // Reserve some temporary floats to retrieve the missing components Float32 x, y, w, dummy; // Retrieve the current values for unchanged components _Func->GetObjectRotation(m_ID, &x, &y, &dummy, &w); // Perform the requested operation _Func->RotateObjectTo(m_ID, x, y, z, w, mRotateToDuration); } // ------------------------------------------------------------------------------------------------ void CObject::RotateToW(Float32 w) const { // Validate the managed identifier Validate(); // Reserve some temporary floats to retrieve the missing components Float32 x, y, z, dummy; // Retrieve the current values for unchanged components _Func->GetObjectRotation(m_ID, &x, &y, &z, &dummy); // Perform the requested operation _Func->RotateObjectTo(m_ID, x, y, z, w, mRotateToDuration); } // ------------------------------------------------------------------------------------------------ void CObject::RotateByX(Float32 x) const { // Validate the managed identifier Validate(); // Perform the requested operation _Func->RotateObjectBy(m_ID, x, 0.0f, 0.0f, 0.0f, mRotateByDuration); } // ------------------------------------------------------------------------------------------------ void CObject::RotateByY(Float32 y) const { // Validate the managed identifier Validate(); // Perform the requested operation _Func->RotateObjectBy(m_ID, 0.0f, y, 0.0f, 0.0f, mRotateByDuration); } // ------------------------------------------------------------------------------------------------ void CObject::RotateByZ(Float32 z) const { // Validate the managed identifier Validate(); // Perform the requested operation _Func->RotateObjectBy(m_ID, 0.0f, 0.0f, z, 0.0f, mRotateByDuration); } // ------------------------------------------------------------------------------------------------ void CObject::RotateByW(Float32 w) const { // Validate the managed identifier Validate(); // Perform the requested operation _Func->RotateObjectBy(m_ID, 0.0f, 0.0f, 0.0f, w, mRotateByDuration); } // ------------------------------------------------------------------------------------------------ void CObject::RotateToEulerX(Float32 x) const { // Validate the managed identifier Validate(); // Reserve some temporary floats to retrieve the missing components Float32 y, z, dummy; // Retrieve the current values for unchanged components _Func->GetObjectRotationEuler(m_ID, &dummy, &y, &z); // Perform the requested operation _Func->RotateObjectToEuler(m_ID, x, y, z, mRotateToEulerDuration); } // ------------------------------------------------------------------------------------------------ void CObject::RotateToEulerY(Float32 y) const { // Validate the managed identifier Validate(); // Reserve some temporary floats to retrieve the missing components Float32 x, z, dummy; // Retrieve the current values for unchanged components _Func->GetObjectRotationEuler(m_ID, &x, &dummy, &z); // Perform the requested operation _Func->RotateObjectToEuler(m_ID, x, y, z, mRotateToEulerDuration); } // ------------------------------------------------------------------------------------------------ void CObject::RotateToEulerZ(Float32 z) const { // Validate the managed identifier Validate(); // Reserve some temporary floats to retrieve the missing components Float32 x, y, dummy; // Retrieve the current values for unchanged components _Func->GetObjectRotationEuler(m_ID, &x, &y, &dummy); // Perform the requested operation _Func->RotateObjectToEuler(m_ID, z, y, z, mRotateToEulerDuration); } // ------------------------------------------------------------------------------------------------ void CObject::RotateByEulerX(Float32 x) const { // Validate the managed identifier Validate(); // Perform the requested operation _Func->RotateObjectByEuler(m_ID, x, 0.0f, 0.0f, mRotateByEulerDuration); } // ------------------------------------------------------------------------------------------------ void CObject::RotateByEulerY(Float32 y) const { // Validate the managed identifier Validate(); // Perform the requested operation _Func->RotateObjectByEuler(m_ID, 0.0f, y, 0.0f, mRotateByEulerDuration); } // ------------------------------------------------------------------------------------------------ void CObject::RotateByEulerZ(Float32 z) const { // Validate the managed identifier Validate(); // Perform the requested operation _Func->RotateObjectByEuler(m_ID, 0.0f, 0.0f, z, mRotateByEulerDuration); } // ------------------------------------------------------------------------------------------------ static LightObj & Object_CreateEx(Int32 model, Int32 world, Float32 x, Float32 y, Float32 z, Int32 alpha) { return Core::Get().NewObject(model, world, x, y, z, alpha, SQMOD_CREATE_DEFAULT, NullLightObj()); } static LightObj & Object_CreateEx(Int32 model, Int32 world, Float32 x, Float32 y, Float32 z, Int32 alpha, Int32 header, LightObj & payload) { return Core::Get().NewObject(model, world, x, y, z, alpha, header, payload); } // ------------------------------------------------------------------------------------------------ static LightObj & Object_Create(Int32 model, Int32 world, const Vector3 & pos, Int32 alpha) { return Core::Get().NewObject(model, world, pos.x, pos.y, pos.z, alpha, SQMOD_CREATE_DEFAULT, NullLightObj()); } static LightObj & Object_Create(Int32 model, Int32 world, const Vector3 & pos, Int32 alpha, Int32 header, LightObj & payload) { return Core::Get().NewObject(model, world, pos.x, pos.y, pos.z, alpha, header, payload); } // ================================================================================================ void Register_CObject(HSQUIRRELVM vm) { RootTable(vm).Bind(Typename::Str, Class< CObject, NoConstructor< CObject > >(vm, Typename::Str) // Meta-methods .SquirrelFunc(_SC("_typename"), &Typename::Fn) .Func(_SC("_tostring"), &CObject::ToString) // Static Values .SetStaticValue(_SC("MaxID"), CObject::Max) // Member Variables .Var(_SC("MoveToDuration"), &CObject::mMoveToDuration) .Var(_SC("MoveByDuration"), &CObject::mMoveByDuration) .Var(_SC("RotateToDuration"), &CObject::mRotateToDuration) .Var(_SC("RotateByDuration"), &CObject::mRotateByDuration) .Var(_SC("RotateToEulerDuration"), &CObject::mRotateToEulerDuration) .Var(_SC("RotateByEulerDuration"), &CObject::mRotateByEulerDuration) // Core Properties .Prop(_SC("On"), &CObject::GetEvents) .Prop(_SC("ID"), &CObject::GetID) .Prop(_SC("Tag"), &CObject::GetTag, &CObject::SetTag) .Prop(_SC("Data"), &CObject::GetData, &CObject::SetData) .Prop(_SC("Active"), &CObject::IsActive) // Core Methods .FmtFunc(_SC("SetTag"), &CObject::ApplyTag) .Func(_SC("CustomEvent"), &CObject::CustomEvent) // Core Overloads .Overload< bool (CObject::*)(void) >(_SC("Destroy"), &CObject::Destroy) .Overload< bool (CObject::*)(Int32) >(_SC("Destroy"), &CObject::Destroy) .Overload< bool (CObject::*)(Int32, LightObj &) >(_SC("Destroy"), &CObject::Destroy) // Properties .Prop(_SC("Model"), &CObject::GetModel) .Prop(_SC("World"), &CObject::GetWorld, &CObject::SetWorld) .Prop(_SC("Alpha"), &CObject::GetAlpha, &CObject::SetAlpha) .Prop(_SC("Pos"), &CObject::GetPosition, &CObject::SetPosition) .Prop(_SC("Position"), &CObject::GetPosition, &CObject::SetPosition) .Prop(_SC("Rot"), &CObject::GetRotation) .Prop(_SC("Rotation"), &CObject::GetRotation) .Prop(_SC("EulerRot"), &CObject::GetRotationEuler) .Prop(_SC("EulerRotation"), &CObject::GetRotationEuler) .Prop(_SC("ShotReport"), &CObject::GetShotReport, &CObject::SetShotReport) .Prop(_SC("BumpReport"), &CObject::GetTouchedReport, &CObject::SetTouchedReport) .Prop(_SC("TouchedReport"), &CObject::GetTouchedReport, &CObject::SetTouchedReport) .Prop(_SC("PosX"), &CObject::GetPositionX, &CObject::SetPositionX) .Prop(_SC("PosY"), &CObject::GetPositionY, &CObject::SetPositionY) .Prop(_SC("PosZ"), &CObject::GetPositionZ, &CObject::SetPositionZ) .Prop(_SC("RotX"), &CObject::GetRotationX) .Prop(_SC("RotY"), &CObject::GetRotationY) .Prop(_SC("RotZ"), &CObject::GetRotationZ) .Prop(_SC("RotW"), &CObject::GetRotationW) .Prop(_SC("EulerRotX"), &CObject::GetEulerRotationX) .Prop(_SC("EulerRotY"), &CObject::GetEulerRotationY) .Prop(_SC("EulerRotZ"), &CObject::GetEulerRotationZ) .Prop(_SC("MoveToX"), &CObject::GetPositionX, &CObject::MoveToX) .Prop(_SC("MoveToY"), &CObject::GetPositionY, &CObject::MoveToY) .Prop(_SC("MoveToZ"), &CObject::GetPositionZ, &CObject::MoveToZ) .Prop(_SC("MoveByX"), &CObject::GetPositionX, &CObject::MoveByX) .Prop(_SC("MoveByY"), &CObject::GetPositionY, &CObject::MoveByY) .Prop(_SC("MoveByZ"), &CObject::GetPositionZ, &CObject::MoveByZ) .Prop(_SC("RotateToX"), &CObject::GetRotationX, &CObject::RotateToX) .Prop(_SC("RotateToY"), &CObject::GetRotationY, &CObject::RotateToY) .Prop(_SC("RotateToZ"), &CObject::GetRotationZ, &CObject::RotateToZ) .Prop(_SC("RotateToW"), &CObject::GetRotationW, &CObject::RotateToW) .Prop(_SC("RotateByX"), &CObject::GetRotationX, &CObject::RotateByX) .Prop(_SC("RotateByY"), &CObject::GetRotationY, &CObject::RotateByY) .Prop(_SC("RotateByZ"), &CObject::GetRotationZ, &CObject::RotateByZ) .Prop(_SC("RotateByW"), &CObject::GetRotationW, &CObject::RotateByW) .Prop(_SC("RotateToEulerX"), &CObject::GetEulerRotationX, &CObject::RotateToEulerX) .Prop(_SC("RotateToEulerY"), &CObject::GetEulerRotationY, &CObject::RotateToEulerY) .Prop(_SC("RotateToEulerZ"), &CObject::GetEulerRotationZ, &CObject::RotateToEulerZ) .Prop(_SC("RotateByEulerX"), &CObject::GetEulerRotationX, &CObject::RotateByEulerX) .Prop(_SC("RotateByEulerY"), &CObject::GetEulerRotationY, &CObject::RotateByEulerY) .Prop(_SC("RotateByEulerZ"), &CObject::GetEulerRotationZ, &CObject::RotateByEulerZ) // Member Methods .Func(_SC("StreamedFor"), &CObject::IsStreamedFor) .Func(_SC("SetAlpha"), &CObject::SetAlphaEx) .Func(_SC("SetPosition"), &CObject::SetPositionEx) // Member Overloads .Overload< void (CObject::*)(const Vector3 &, Uint32) const > (_SC("MoveTo"), &CObject::MoveTo) .Overload< void (CObject::*)(Float32, Float32, Float32, Uint32) const > (_SC("MoveTo"), &CObject::MoveToEx) .Overload< void (CObject::*)(const Vector3 &, Uint32) const > (_SC("MoveBy"), &CObject::MoveBy) .Overload< void (CObject::*)(Float32, Float32, Float32, Uint32) const > (_SC("MoveBy"), &CObject::MoveByEx) .Overload< void (CObject::*)(const Quaternion &, Uint32) const > (_SC("RotateTo"), &CObject::RotateTo) .Overload< void (CObject::*)(Float32, Float32, Float32, Float32, Uint32) const > (_SC("RotateTo"), &CObject::RotateToEx) .Overload< void (CObject::*)(const Vector3 &, Uint32) const > (_SC("RotateToEuler"), &CObject::RotateToEuler) .Overload< void (CObject::*)(Float32, Float32, Float32, Uint32) const > (_SC("RotateToEuler"), &CObject::RotateToEulerEx) .Overload< void (CObject::*)(const Quaternion &, Uint32) const > (_SC("RotateBy"), &CObject::RotateBy) .Overload< void (CObject::*)(Float32, Float32, Float32, Float32, Uint32) const > (_SC("RotateBy"), &CObject::RotateByEx) .Overload< void (CObject::*)(const Vector3 &, Uint32) const > (_SC("RotateByEuler"), &CObject::RotateByEuler) .Overload< void (CObject::*)(Float32, Float32, Float32, Uint32) const > (_SC("RotateByEuler"), &CObject::RotateByEulerEx) // Static Overloads .StaticOverload< LightObj & (*)(Int32, Int32, Float32, Float32, Float32, Int32) > (_SC("CreateEx"), &Object_CreateEx) .StaticOverload< LightObj & (*)(Int32, Int32, Float32, Float32, Float32, Int32, Int32, LightObj &) > (_SC("CreateEx"), &Object_CreateEx) .StaticOverload< LightObj & (*)(Int32, Int32, const Vector3 &, Int32) > (_SC("Create"), &Object_Create) .StaticOverload< LightObj & (*)(Int32, Int32, const Vector3 &, Int32, Int32, LightObj &) > (_SC("Create"), &Object_Create) // Raw Squirrel Methods .SquirrelFunc(_SC("NullInst"), &CObject::SqGetNull) .SquirrelFunc(_SC("MakeTask"), &Tasks::MakeTask< CObject, ENT_OBJECT >) .SquirrelFunc(_SC("DropTask"), &Tasks::DropTask< CObject, ENT_OBJECT >) .SquirrelFunc(_SC("DoesTask"), &Tasks::DoesTask< CObject, ENT_OBJECT >) .SquirrelFunc(_SC("FindTask"), &Tasks::FindTask< CObject, ENT_OBJECT >) ); } } // Namespace:: SqMod