Implement Fixture class properly.

--HG--
branch : box2d-update
This commit is contained in:
Bill Meltsner
2011-09-23 18:01:40 -04:00
parent 95f6047417
commit 71abae06c7
11 changed files with 745 additions and 62 deletions
+67
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/**
* Copyright (c) 2006-2011 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_FIXTURE_H
#define LOVE_PHYSICS_BOX2D_WRAP_FIXTURE_H
// LOVE
#include <common/runtime.h>
#include "Fixture.h"
namespace love
{
namespace physics
{
namespace box2d
{
Fixture * luax_checkfixture(lua_State * L, int idx);
int w_Fixture_getType(lua_State * L);
int w_Fixture_setFriction(lua_State * L);
int w_Fixture_setRestitution(lua_State * L);
int w_Fixture_setDensity(lua_State * L);
int w_Fixture_setSensor(lua_State * L);
int w_Fixture_getFriction(lua_State * L);
int w_Fixture_getRestitution(lua_State * L);
int w_Fixture_getDensity(lua_State * L);
int w_Fixture_isSensor(lua_State * L);
int w_Fixture_getBody(lua_State * L);
int w_Fixture_getShape(lua_State * L);
int w_Fixture_testPoint(lua_State * L);
int w_Fixture_rayCast(lua_State * L);
int w_Fixture_setFilterData(lua_State * L);
int w_Fixture_getFilterData(lua_State * L);
int w_Fixture_setCategory(lua_State * L);
int w_Fixture_getCategory(lua_State * L);
int w_Fixture_setMask(lua_State * L);
int w_Fixture_getMask(lua_State * L);
int w_Fixture_setUserData(lua_State * L);
int w_Fixture_getUserData(lua_State * L);
int w_Fixture_getBoundingBox(lua_State * L);
int w_Fixture_getMassData(lua_State * L);
int w_Fixture_getGroupIndex(lua_State * L);
int w_Fixture_setGroupIndex(lua_State * L);
int w_Fixture_destroy(lua_State * L);
int luaopen_fixture(lua_State * L);
} // box2d
} // physics
} // love
#endif // LOVE_PHYSICS_BOX2D_WRAP_FIXTURE_H