/** * Copyright (c) 2006-2012 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. **/ #ifndef LOVE_PHYSICS_BOX2D_WRAP_BODY_H #define LOVE_PHYSICS_BOX2D_WRAP_BODY_H // LOVE #include #include "Body.h" namespace love { namespace physics { namespace box2d { Body * luax_checkbody(lua_State * L, int idx); int w_Body_getX(lua_State * L); int w_Body_getY(lua_State * L); int w_Body_getAngle(lua_State * L); int w_Body_getPosition(lua_State * L); int w_Body_getLinearVelocity(lua_State * L); int w_Body_getWorldCenter(lua_State * L); int w_Body_getLocalCenter(lua_State * L); int w_Body_getAngularVelocity(lua_State * L); int w_Body_getMass(lua_State * L); int w_Body_getInertia(lua_State * L); int w_Body_getMassData(lua_State * L); int w_Body_getAngularDamping(lua_State * L); int w_Body_getLinearDamping(lua_State * L); int w_Body_getGravityScale(lua_State * L); int w_Body_getType(lua_State * L); int w_Body_applyLinearImpulse(lua_State * L); int w_Body_applyAngularImpulse(lua_State * L); int w_Body_applyTorque(lua_State * L); int w_Body_applyForce(lua_State * L); int w_Body_setX(lua_State * L); int w_Body_setY(lua_State * L); int w_Body_setLinearVelocity(lua_State * L); int w_Body_setAngle(lua_State * L); int w_Body_setAngularVelocity(lua_State * L); int w_Body_setPosition(lua_State * L); int w_Body_resetMassData(lua_State * L); int w_Body_setMassData(lua_State * L); int w_Body_setMass(lua_State * L); int w_Body_setInertia(lua_State * L); int w_Body_setAngularDamping(lua_State * L); int w_Body_setLinearDamping(lua_State * L); int w_Body_setGravityScale(lua_State * L); int w_Body_setType(lua_State * L); int w_Body_getWorldPoint(lua_State * L); int w_Body_getWorldVector(lua_State * L); int w_Body_getWorldPoints(lua_State * L); int w_Body_getLocalPoint(lua_State * L); int w_Body_getLocalVector(lua_State * L); int w_Body_getLinearVelocityFromWorldPoint(lua_State * L); int w_Body_getLinearVelocityFromLocalPoint(lua_State * L); int w_Body_isBullet(lua_State * L); int w_Body_setBullet(lua_State * L); int w_Body_isActive(lua_State * L); int w_Body_isAwake(lua_State * L); int w_Body_setSleepingAllowed(lua_State * L); int w_Body_isSleepingAllowed(lua_State * L); int w_Body_setActive(lua_State * L); int w_Body_setAwake(lua_State * L); int w_Body_setFixedRotation(lua_State * L); int w_Body_isFixedRotation(lua_State * L); int w_Body_getFixtureList(lua_State * L); int w_Body_destroy(lua_State * L); extern "C" int luaopen_body(lua_State * L); } // box2d } // physics } // love #endif // LOVE_PHYSICS_BOX2D_WRAP_BODY_H