/** * Copyright (c) 2006-2011 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_World.h" namespace love { namespace physics { namespace box2d { World * luax_checkworld(lua_State * L, int idx) { return luax_checktype(L, idx, "World", PHYSICS_WORLD_T); } int w_World_update(lua_State * L) { World * t = luax_checkworld(L, 1); float dt = (float)luaL_checknumber(L, 2); t->update(dt); return 0; } int w_World_setCallbacks(lua_State * L) { World * t = luax_checkworld(L, 1); lua_remove(L, 1); return t->setCallbacks(L); } int w_World_getCallbacks(lua_State * L) { World * t = luax_checkworld(L, 1); lua_remove(L, 1); return t->getCallbacks(L); } int w_World_setContactFilter(lua_State * L) { World * t = luax_checkworld(L, 1); lua_remove(L, 1); return t->setContactFilter(L); } int w_World_getContactFilter(lua_State * L) { World * t = luax_checkworld(L, 1); lua_remove(L, 1); return t->getContactFilter(L); } int w_World_setGravity(lua_State * L) { World * t = luax_checkworld(L, 1); float arg1 = (float)luaL_checknumber(L, 2); float arg2 = (float)luaL_checknumber(L, 3); t->setGravity(arg1, arg2); return 0; } int w_World_getGravity(lua_State * L) { World * t = luax_checkworld(L, 1); lua_remove(L, 1); return t->getGravity(L); } int w_World_setAllowSleeping(lua_State * L) { World * t = luax_checkworld(L, 1); bool b = luax_toboolean(L, 2); t->setAllowSleeping(b); return 0; } int w_World_getAllowSleeping(lua_State * L) { World * t = luax_checkworld(L, 1); luax_pushboolean(L, t->getAllowSleeping()); return 1; } int w_World_isLocked(lua_State * L) { World * t = luax_checkworld(L, 1); luax_pushboolean(L, t->isLocked()); return 1; } int w_World_getBodyCount(lua_State * L) { World * t = luax_checkworld(L, 1); lua_pushinteger(L, t->getBodyCount()); return 1; } int w_World_getJointCount(lua_State * L) { World * t = luax_checkworld(L, 1); lua_pushinteger(L, t->getJointCount()); return 1; } int w_World_getContactCount(lua_State * L) { World * t = luax_checkworld(L, 1); lua_pushinteger(L, t->getContactCount()); return 1; } int w_World_getBodyList(lua_State * L) { World * t = luax_checkworld(L, 1); lua_remove(L, 1); return t->getBodyList(L); } int w_World_getJointList(lua_State * L) { World * t = luax_checkworld(L, 1); lua_remove(L, 1); return t->getJointList(L); } int w_World_getContactList(lua_State * L) { World * t = luax_checkworld(L, 1); lua_remove(L, 1); return t->getContactList(L); } int w_World_queryBoundingBox(lua_State * L) { World * t = luax_checkworld(L, 1); lua_remove(L, 1); return t->queryBoundingBox(L); } int w_World_rayCast(lua_State * L) { World * t = luax_checkworld(L, 1); lua_remove(L, 1); return t->rayCast(L); } static const luaL_Reg functions[] = { { "update", w_World_update }, { "setCallbacks", w_World_setCallbacks }, { "getCallbacks", w_World_getCallbacks }, { "setContactFilter", w_World_setContactFilter }, { "getContactFilter", w_World_getContactFilter }, { "setGravity", w_World_setGravity }, { "getGravity", w_World_getGravity }, { "setAllowSleeping", w_World_setAllowSleeping }, { "getAllowSleeping", w_World_getAllowSleeping }, { "isLocked", w_World_isLocked }, { "getBodyCount", w_World_getBodyCount }, { "getJointCount", w_World_getJointCount }, { "getContactCount", w_World_getContactCount }, { "getBodyList", w_World_getBodyList }, { "getJointList", w_World_getJointList }, { "getContactList", w_World_getContactList }, { "queryBoundingBox", w_World_queryBoundingBox }, { "rayCast", w_World_rayCast }, { 0, 0 } }; int luaopen_world(lua_State * L) { return luax_register_type(L, "World", functions); } } // box2d } // physics } // love