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Imported some of the dynamiccore branch from love-experiments:
- Type names for love's Lua objects are specified as an argument to luax_register_type, rather than being statically defined in an array. - luax_register_type takes a variable number of method array arguments, for registering superclass methods without copying them into the subclass' method array. Also removed most of the header declarations for wrapper functions.
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@@ -33,64 +33,6 @@ namespace box2d
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{
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Body *luax_checkbody(lua_State *L, int idx);
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int w_Body_getX(lua_State *L);
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int w_Body_getY(lua_State *L);
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int w_Body_getAngle(lua_State *L);
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int w_Body_getPosition(lua_State *L);
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int w_Body_getLinearVelocity(lua_State *L);
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int w_Body_getWorldCenter(lua_State *L);
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int w_Body_getLocalCenter(lua_State *L);
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int w_Body_getAngularVelocity(lua_State *L);
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int w_Body_getMass(lua_State *L);
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int w_Body_getInertia(lua_State *L);
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int w_Body_getMassData(lua_State *L);
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int w_Body_getAngularDamping(lua_State *L);
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int w_Body_getLinearDamping(lua_State *L);
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int w_Body_getGravityScale(lua_State *L);
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int w_Body_getType(lua_State *L);
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int w_Body_applyLinearImpulse(lua_State *L);
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int w_Body_applyAngularImpulse(lua_State *L);
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int w_Body_applyTorque(lua_State *L);
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int w_Body_applyForce(lua_State *L);
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int w_Body_setX(lua_State *L);
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int w_Body_setY(lua_State *L);
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int w_Body_setLinearVelocity(lua_State *L);
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int w_Body_setAngle(lua_State *L);
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int w_Body_setAngularVelocity(lua_State *L);
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int w_Body_setPosition(lua_State *L);
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int w_Body_resetMassData(lua_State *L);
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int w_Body_setMassData(lua_State *L);
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int w_Body_setMass(lua_State *L);
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int w_Body_setInertia(lua_State *L);
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int w_Body_setAngularDamping(lua_State *L);
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int w_Body_setLinearDamping(lua_State *L);
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int w_Body_setGravityScale(lua_State *L);
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int w_Body_setType(lua_State *L);
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int w_Body_getWorldPoint(lua_State *L);
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int w_Body_getWorldVector(lua_State *L);
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int w_Body_getWorldPoints(lua_State *L);
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int w_Body_getLocalPoint(lua_State *L);
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int w_Body_getLocalVector(lua_State *L);
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int w_Body_getLinearVelocityFromWorldPoint(lua_State *L);
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int w_Body_getLinearVelocityFromLocalPoint(lua_State *L);
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int w_Body_isBullet(lua_State *L);
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int w_Body_setBullet(lua_State *L);
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int w_Body_isActive(lua_State *L);
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int w_Body_isAwake(lua_State *L);
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int w_Body_setSleepingAllowed(lua_State *L);
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int w_Body_isSleepingAllowed(lua_State *L);
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int w_Body_setActive(lua_State *L);
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int w_Body_setAwake(lua_State *L);
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int w_Body_setFixedRotation(lua_State *L);
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int w_Body_isFixedRotation(lua_State *L);
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int w_Body_getWorld(lua_State *L);
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int w_Body_getFixtureList(lua_State *L);
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int w_Body_getJointList(lua_State *L);
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int w_Body_getContactList(lua_State *L);
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int w_Body_destroy(lua_State *L);
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int w_Body_isDestroyed(lua_State *L);
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int w_Body_setUserData(lua_State *L);
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int w_Body_getUserData(lua_State *L);
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extern "C" int luaopen_body(lua_State *L);
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} // box2d
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