mirror of
https://github.com/love2d/love.git
synced 2026-08-16 08:11:02 +02:00
CRLF to LF
This commit is contained in:
@@ -1,94 +1,94 @@
|
||||
/**
|
||||
* 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
|
||||
/**
|
||||
* 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
|
||||
|
||||
Reference in New Issue
Block a user