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Make WheelJoint/PrismaticJoint:getAxis return a world vector (refs #1176)
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@@ -140,8 +140,10 @@ int PrismaticJoint::getLimits(lua_State *L)
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int PrismaticJoint::getAxis(lua_State *L)
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int PrismaticJoint::getAxis(lua_State *L)
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{
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{
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lua_pushnumber(L, joint->GetLocalAxisA().x);
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b2Vec2 axis = joint->GetLocalAxisA();
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lua_pushnumber(L, joint->GetLocalAxisA().y);
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getBodyA()->getWorldVector(axis.x, axis.y, axis.x, axis.y);
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lua_pushnumber(L, axis.x);
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lua_pushnumber(L, axis.y);
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return 2;
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return 2;
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}
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}
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@@ -115,8 +115,10 @@ float WheelJoint::getSpringDampingRatio() const
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int WheelJoint::getAxis(lua_State *L)
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int WheelJoint::getAxis(lua_State *L)
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{
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{
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lua_pushnumber(L, joint->GetLocalAxisA().x);
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b2Vec2 axis = joint->GetLocalAxisA();
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lua_pushnumber(L, joint->GetLocalAxisA().y);
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getBodyA()->getWorldVector(axis.x, axis.y, axis.x, axis.y);
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lua_pushnumber(L, axis.x);
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lua_pushnumber(L, axis.y);
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return 2;
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return 2;
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}
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}
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