Initial Mercurial commit.

This commit is contained in:
rude
2009-07-26 15:46:49 +02:00
commit dcb3dfd83d
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/**
* Copyright (c) 2006-2009 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.
**/
#include "wrap_Body.h"
namespace love
{
namespace physics
{
namespace box2d
{
Body * luax_checkbody(lua_State * L, int idx)
{
return luax_checktype<Body>(L, idx, "Body", LOVE_PHYSICS_BODY_BITS);
}
int _wrap_Body_getX(lua_State * L)
{
Body * t = luax_checkbody(L, 1);
lua_pushnumber(L, t->getX());
return 1;
}
int _wrap_Body_getY(lua_State * L)
{
Body * t = luax_checkbody(L, 1);
lua_pushnumber(L, t->getY());
return 1;
}
int _wrap_Body_getAngle(lua_State * L)
{
Body * t = luax_checkbody(L, 1);
lua_pushnumber(L, t->getAngle());
return 1;
}
int _wrap_Body_getPosition(lua_State * L)
{
Body * t = luax_checkbody(L, 1);
return t->getPosition(L);
}
int _wrap_Body_getVelocity(lua_State * L)
{
Body * t = luax_checkbody(L, 1);
return t->getVelocity(L);
}
int _wrap_Body_getWorldCenter(lua_State * L)
{
Body * t = luax_checkbody(L, 1);
return t->getWorldCenter(L);
}
int _wrap_Body_getLocalCenter(lua_State * L)
{
Body * t = luax_checkbody(L, 1);
return t->getLocalCenter(L);
}
int _wrap_Body_getSpin(lua_State * L)
{
Body * t = luax_checkbody(L, 1);
lua_pushnumber(L, t->getSpin());
return 1;
}
int _wrap_Body_getMass(lua_State * L)
{
Body * t = luax_checkbody(L, 1);
lua_pushnumber(L, t->getMass());
return 1;
}
int _wrap_Body_getInertia(lua_State * L)
{
Body * t = luax_checkbody(L, 1);
lua_pushnumber(L, t->getInertia());
return 1;
}
int _wrap_Body_getAngularDamping(lua_State * L)
{
Body * t = luax_checkbody(L, 1);
lua_pushnumber(L, t->getAngularDamping());
return 1;
}
int _wrap_Body_getDamping(lua_State * L)
{
Body * t = luax_checkbody(L, 1);
lua_pushnumber(L, t->getDamping());
return 1;
}
int _wrap_Body_applyImpulse(lua_State * L)
{
Body * t = luax_checkbody(L, 1);
float jx = (float)luaL_checknumber(L, 2);
float jy = (float)luaL_checknumber(L, 3);
float rx = (float)luaL_optnumber(L, 4, 0);
float ry = (float)luaL_optnumber(L, 5, 0);
t->applyImpulse(jx, jy, rx, ry);
return 0;
}
int _wrap_Body_applyTorque(lua_State * L)
{
Body * t = luax_checkbody(L, 1);
float arg = (float)luaL_checknumber(L, 2);
t->applyTorque(arg);
return 0;
}
int _wrap_Body_applyForce(lua_State * L)
{
Body * t = luax_checkbody(L, 1);
float fx = (float)luaL_checknumber(L, 2);
float fy = (float)luaL_checknumber(L, 3);
float rx = (float)luaL_optnumber(L, 4, 0);
float ry = (float)luaL_optnumber(L, 5, 0);
t->applyForce(fx, fy, rx, ry);
return 0;
}
int _wrap_Body_setX(lua_State * L)
{
Body * t = luax_checkbody(L, 1);
float arg1 = (float)luaL_checknumber(L, 2);
t->setX(arg1);
return 0;
}
int _wrap_Body_setY(lua_State * L)
{
Body * t = luax_checkbody(L, 1);
float arg1 = (float)luaL_checknumber(L, 2);
t->setY(arg1);
return 0;
}
int _wrap_Body_setVelocity(lua_State * L)
{
Body * t = luax_checkbody(L, 1);
float arg1 = (float)luaL_checknumber(L, 2);
float arg2 = (float)luaL_checknumber(L, 3);
t->setVelocity(arg1, arg2);
return 0;
}
int _wrap_Body_setAngle(lua_State * L)
{
Body * t = luax_checkbody(L, 1);
float arg1 = (float)luaL_checknumber(L, 2);
t->setAngle(arg1);
return 0;
}
int _wrap_Body_setSpin(lua_State * L)
{
Body * t = luax_checkbody(L, 1);
float arg1 = (float)luaL_checknumber(L, 2);
t->setSpin(arg1);
return 0;
}
int _wrap_Body_setPosition(lua_State * L)
{
Body * t = luax_checkbody(L, 1);
float arg1 = (float)luaL_checknumber(L, 2);
float arg2 = (float)luaL_checknumber(L, 3);
t->setPosition(arg1, arg2);
return 0;
}
int _wrap_Body_setMassFromShapes(lua_State * L)
{
Body * t = luax_checkbody(L, 1);
t->setMassFromShapes();
return 0;
}
int _wrap_Body_setMass(lua_State * L)
{
Body * t = luax_checkbody(L, 1);
float x = (float)luaL_checknumber(L, 2);
float y = (float)luaL_checknumber(L, 3);
float m = (float)luaL_checknumber(L, 4);
float i = (float)luaL_checknumber(L, 5);
t->setMass(x, y, m, i);
return 0;
}
int _wrap_Body_setAngularDamping(lua_State * L)
{
Body * t = luax_checkbody(L, 1);
float arg1 = (float)luaL_checknumber(L, 2);
t->setAngularDamping(arg1);
return 0;
}
int _wrap_Body_setDamping(lua_State * L)
{
Body * t = luax_checkbody(L, 1);
float arg1 = (float)luaL_checknumber(L, 2);
t->setDamping(arg1);
return 0;
}
int _wrap_Body_getWorldPoint(lua_State * L)
{
Body * t = luax_checkbody(L, 1);
return t->getWorldPoint(L);
}
int _wrap_Body_getWorldVector(lua_State * L)
{
Body * t = luax_checkbody(L, 1);
return t->getWorldVector(L);
}
int _wrap_Body_getLocalPoint(lua_State * L)
{
Body * t = luax_checkbody(L, 1);
return t->getLocalPoint(L);
}
int _wrap_Body_getLocalVector(lua_State * L)
{
Body * t = luax_checkbody(L, 1);
return t->getLocalVector(L);
}
int _wrap_Body_getVelocityWorldPoint(lua_State * L)
{
Body * t = luax_checkbody(L, 1);
return t->getVelocityWorldPoint(L);
}
int _wrap_Body_getVelocityLocalPoint(lua_State * L)
{
Body * t = luax_checkbody(L, 1);
return t->getVelocityLocalPoint(L);
}
int _wrap_Body_isBullet(lua_State * L)
{
Body * t = luax_checkbody(L, 1);
luax_pushboolean(L, t->isBullet());
return 1;
}
int _wrap_Body_setBullet(lua_State * L)
{
Body * t = luax_checkbody(L, 1);
bool b = luax_toboolean(L, 2);
t->setBullet(b);
return 0;
}
int _wrap_Body_isStatic(lua_State * L)
{
Body * t = luax_checkbody(L, 1);
luax_pushboolean(L, t->isStatic());
return 1;
}
int _wrap_Body_isDynamic(lua_State * L)
{
Body * t = luax_checkbody(L, 1);
luax_pushboolean(L, t->isDynamic());
return 1;
}
int _wrap_Body_isFrozen(lua_State * L)
{
Body * t = luax_checkbody(L, 1);
luax_pushboolean(L, t->isFrozen());
return 1;
}
int _wrap_Body_isSleeping(lua_State * L)
{
Body * t = luax_checkbody(L, 1);
luax_pushboolean(L, t->isSleeping());
return 1;
}
int _wrap_Body_setAllowSleep(lua_State * L)
{
Body * t = luax_checkbody(L, 1);
bool b = luax_toboolean(L, 2);
t->setAllowSleep(b);
return 0;
}
int _wrap_Body_setSleep(lua_State * L)
{
Body * t = luax_checkbody(L, 1);
bool b = luax_toboolean(L, 2);
t->setSleep(b);
return 0;
}
static const luaL_Reg wrap_Body_functions[] = {
{ "getX", _wrap_Body_getX },
{ "getY", _wrap_Body_getY },
{ "getAngle", _wrap_Body_getAngle },
{ "getPosition", _wrap_Body_getPosition },
{ "getVelocity", _wrap_Body_getVelocity },
{ "getWorldCenter", _wrap_Body_getWorldCenter },
{ "getLocalCenter", _wrap_Body_getLocalCenter },
{ "getSpin", _wrap_Body_getSpin },
{ "getMass", _wrap_Body_getMass },
{ "getInertia", _wrap_Body_getInertia },
{ "getAngularDamping", _wrap_Body_getAngularDamping },
{ "getDamping", _wrap_Body_getDamping },
{ "applyImpulse", _wrap_Body_applyImpulse },
{ "applyTorque", _wrap_Body_applyTorque },
{ "applyForce", _wrap_Body_applyForce },
{ "setX", _wrap_Body_setX },
{ "setY", _wrap_Body_setY },
{ "setVelocity", _wrap_Body_setVelocity },
{ "setAngle", _wrap_Body_setAngle },
{ "setSpin", _wrap_Body_setSpin },
{ "setPosition", _wrap_Body_setPosition },
{ "setMassFromShapes", _wrap_Body_setMassFromShapes },
{ "setMass", _wrap_Body_setMass },
{ "setAngularDamping", _wrap_Body_setAngularDamping },
{ "setDamping", _wrap_Body_setDamping },
{ "getWorldPoint", _wrap_Body_getWorldPoint },
{ "getWorldVector", _wrap_Body_getWorldVector },
{ "getLocalPoint", _wrap_Body_getLocalPoint },
{ "getLocalVector", _wrap_Body_getLocalVector },
{ "getVelocityWorldPoint", _wrap_Body_getVelocityWorldPoint },
{ "getVelocityLocalPoint", _wrap_Body_getVelocityLocalPoint },
{ "isBullet", _wrap_Body_isBullet },
{ "setBullet", _wrap_Body_setBullet },
{ "isStatic", _wrap_Body_isStatic },
{ "isDynamic", _wrap_Body_isDynamic },
{ "isFrozen", _wrap_Body_isFrozen },
{ "isSleeping", _wrap_Body_isSleeping },
{ "setAllowSleep", _wrap_Body_setAllowSleep },
{ "setSleep", _wrap_Body_setSleep },
{ 0, 0 }
};
int wrap_Body_open(lua_State * L)
{
luax_register_type(L, "Body", wrap_Body_functions);
return 0;
}
} // box2d
} // physics
} // love