Files
love/src/modules/physics/box2d/wrap_Body.h
T
Alex Szpakowski 9ab9a393d5 Added Contact:getFixtures and Body:getContactList (see issue #905).
The list of Contacts associated with bodies changes during World:update (potentially multiple times), so you might miss collisions if you don't use the World callbacks at all.
2014-07-07 15:24:24 -03:00

99 lines
3.4 KiB
C++

/**
* Copyright (c) 2006-2014 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 "common/runtime.h"
#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_getWorld(lua_State *L);
int w_Body_getFixtureList(lua_State *L);
int w_Body_getContactList(lua_State *L);
int w_Body_destroy(lua_State *L);
int w_Body_setUserData(lua_State *L);
int w_Body_getUserData(lua_State *L);
extern "C" int luaopen_body(lua_State *L);
} // box2d
} // physics
} // love
#endif // LOVE_PHYSICS_BOX2D_WRAP_BODY_H