/**
 * Copyright (c) 2006-2012 LOVE Development Team
 *
 * This software is provided 'as-is', without any express or implied
 * warranty.  In no event will the authors be held liable for any damages
 * arising from the use of this software.
 *
 * Permission is granted to anyone to use this software for any purpose,
 * including commercial applications, and to alter it and redistribute it
 * freely, subject to the following restrictions:
 *
 * 1. The origin of this software must not be misrepresented; you must not
 *    claim that you wrote the original software. If you use this software
 *    in a product, an acknowledgment in the product documentation would be
 *    appreciated but is not required.
 * 2. Altered source versions must be plainly marked as such, and must not be
 *    misrepresented as being the original software.
 * 3. This notice may not be removed or altered from any source distribution.
 **/

#ifndef LOVE_PHYSICS_BOX2D_WRAP_BODY_H
#define LOVE_PHYSICS_BOX2D_WRAP_BODY_H

// LOVE
#include "common/runtime.h"
#include "Body.h"

namespace love
{
namespace physics
{
namespace box2d
{

Body *luax_checkbody(lua_State *L, int idx);
int w_Body_getX(lua_State *L);
int w_Body_getY(lua_State *L);
int w_Body_getAngle(lua_State *L);
int w_Body_getPosition(lua_State *L);
int w_Body_getLinearVelocity(lua_State *L);
int w_Body_getWorldCenter(lua_State *L);
int w_Body_getLocalCenter(lua_State *L);
int w_Body_getAngularVelocity(lua_State *L);
int w_Body_getMass(lua_State *L);
int w_Body_getInertia(lua_State *L);
int w_Body_getMassData(lua_State *L);
int w_Body_getAngularDamping(lua_State *L);
int w_Body_getLinearDamping(lua_State *L);
int w_Body_getGravityScale(lua_State *L);
int w_Body_getType(lua_State *L);
int w_Body_applyLinearImpulse(lua_State *L);
int w_Body_applyAngularImpulse(lua_State *L);
int w_Body_applyTorque(lua_State *L);
int w_Body_applyForce(lua_State *L);
int w_Body_setX(lua_State *L);
int w_Body_setY(lua_State *L);
int w_Body_setLinearVelocity(lua_State *L);
int w_Body_setAngle(lua_State *L);
int w_Body_setAngularVelocity(lua_State *L);
int w_Body_setPosition(lua_State *L);
int w_Body_resetMassData(lua_State *L);
int w_Body_setMassData(lua_State *L);
int w_Body_setMass(lua_State *L);
int w_Body_setInertia(lua_State *L);
int w_Body_setAngularDamping(lua_State *L);
int w_Body_setLinearDamping(lua_State *L);
int w_Body_setGravityScale(lua_State *L);
int w_Body_setType(lua_State *L);
int w_Body_getWorldPoint(lua_State *L);
int w_Body_getWorldVector(lua_State *L);
int w_Body_getWorldPoints(lua_State *L);
int w_Body_getLocalPoint(lua_State *L);
int w_Body_getLocalVector(lua_State *L);
int w_Body_getLinearVelocityFromWorldPoint(lua_State *L);
int w_Body_getLinearVelocityFromLocalPoint(lua_State *L);
int w_Body_isBullet(lua_State *L);
int w_Body_setBullet(lua_State *L);
int w_Body_isActive(lua_State *L);
int w_Body_isAwake(lua_State *L);
int w_Body_setSleepingAllowed(lua_State *L);
int w_Body_isSleepingAllowed(lua_State *L);
int w_Body_setActive(lua_State *L);
int w_Body_setAwake(lua_State *L);
int w_Body_setFixedRotation(lua_State *L);
int w_Body_isFixedRotation(lua_State *L);
int w_Body_getFixtureList(lua_State *L);
int w_Body_destroy(lua_State *L);
extern "C" int luaopen_body(lua_State *L);

} // box2d
} // physics
} // love

#endif // LOVE_PHYSICS_BOX2D_WRAP_BODY_H
