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Initial Mercurial commit.
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/**
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* Copyright (c) 2006-2009 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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#ifndef LOVE_PHYSICS_BOX2D_WRAP_BODY_H
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#define LOVE_PHYSICS_BOX2D_WRAP_BODY_H
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// LOVE
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#include <common/runtime.h>
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#include "Body.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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Body * luax_checkbody(lua_State * L, int idx);
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int _wrap_Body_getX(lua_State * L);
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int _wrap_Body_getY(lua_State * L);
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int _wrap_Body_getAngle(lua_State * L);
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int _wrap_Body_getPosition(lua_State * L);
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int _wrap_Body_getVelocity(lua_State * L);
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int _wrap_Body_getWorldCenter(lua_State * L);
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int _wrap_Body_getLocalCenter(lua_State * L);
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int _wrap_Body_getSpin(lua_State * L);
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int _wrap_Body_getMass(lua_State * L);
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int _wrap_Body_getInertia(lua_State * L);
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int _wrap_Body_getAngularDamping(lua_State * L);
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int _wrap_Body_getDamping(lua_State * L);
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int _wrap_Body_applyImpulse(lua_State * L);
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int _wrap_Body_applyTorque(lua_State * L);
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int _wrap_Body_applyForce(lua_State * L);
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int _wrap_Body_setX(lua_State * L);
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int _wrap_Body_setY(lua_State * L);
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int _wrap_Body_setVelocity(lua_State * L);
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int _wrap_Body_setAngle(lua_State * L);
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int _wrap_Body_setSpin(lua_State * L);
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int _wrap_Body_setPosition(lua_State * L);
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int _wrap_Body_setMassFromShapes(lua_State * L);
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int _wrap_Body_setMass(lua_State * L);
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int _wrap_Body_setAngularDamping(lua_State * L);
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int _wrap_Body_setDamping(lua_State * L);
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int _wrap_Body_getWorldPoint(lua_State * L);
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int _wrap_Body_getWorldVector(lua_State * L);
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int _wrap_Body_getLocalPoint(lua_State * L);
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int _wrap_Body_getLocalVector(lua_State * L);
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int _wrap_Body_getVelocityWorldPoint(lua_State * L);
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int _wrap_Body_getVelocityLocalPoint(lua_State * L);
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int _wrap_Body_isBullet(lua_State * L);
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int _wrap_Body_setBullet(lua_State * L);
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int _wrap_Body_isStatic(lua_State * L);
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int _wrap_Body_isDynamic(lua_State * L);
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int _wrap_Body_isFrozen(lua_State * L);
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int _wrap_Body_isSleeping(lua_State * L);
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int _wrap_Body_setAllowSleep(lua_State * L);
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int _wrap_Body_setSleep(lua_State * L);
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int wrap_Body_open(lua_State * L);
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} // box2d
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} // physics
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} // love
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#endif // LOVE_PHYSICS_BOX2D_WRAP_BODY_H
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