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Updated to Box2D 2.2, added new joints, some other updates to match the API changes (still plenty more to go though)
--HG-- branch : box2d-update
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/**
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* Copyright (c) 2006-2011 LOVE Development Team
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*
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* This software is provided 'as-is', without any express or implied
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* warranty. In no event will the authors be held liable for any damages
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* arising from the use of this software.
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*
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* Permission is granted to anyone to use this software for any purpose,
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* including commercial applications, and to alter it and redistribute it
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* freely, subject to the following restrictions:
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*
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* 1. The origin of this software must not be misrepresented; you must not
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* claim that you wrote the original software. If you use this software
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* in a product, an acknowledgment in the product documentation would be
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* appreciated but is not required.
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* 2. Altered source versions must be plainly marked as such, and must not be
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* misrepresented as being the original software.
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* 3. This notice may not be removed or altered from any source distribution.
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**/
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#include "wrap_WeldJoint.h"
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namespace love
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{
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namespace physics
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{
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namespace box2d
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{
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WeldJoint * luax_checkweldjoint(lua_State * L, int idx)
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{
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return luax_checktype<WeldJoint>(L, idx, "WeldJoint", PHYSICS_WELD_JOINT_T);
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}
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static const luaL_Reg functions[] = {
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// From Joint.
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{ "getType", w_Joint_getType },
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{ "getAnchors", w_Joint_getAnchors },
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{ "getReactionForce", w_Joint_getReactionForce },
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{ "getReactionTorque", w_Joint_getReactionTorque },
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{ "getCollideConnected", w_Joint_getCollideConnected },
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{ "destroy", w_Joint_destroy },
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{ 0, 0 }
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};
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int luaopen_weldjoint(lua_State * L)
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{
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return luax_register_type(L, "WeldJoint", functions);
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}
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} // box2d
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} // physics
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} // love
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