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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.
99 lines
3.4 KiB
C++
99 lines
3.4 KiB
C++
/**
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* Copyright (c) 2006-2014 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 w_Body_getX(lua_State *L);
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int w_Body_getY(lua_State *L);
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int w_Body_getAngle(lua_State *L);
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int w_Body_getPosition(lua_State *L);
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int w_Body_getLinearVelocity(lua_State *L);
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int w_Body_getWorldCenter(lua_State *L);
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int w_Body_getLocalCenter(lua_State *L);
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int w_Body_getAngularVelocity(lua_State *L);
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int w_Body_getMass(lua_State *L);
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int w_Body_getInertia(lua_State *L);
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int w_Body_getMassData(lua_State *L);
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int w_Body_getAngularDamping(lua_State *L);
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int w_Body_getLinearDamping(lua_State *L);
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int w_Body_getGravityScale(lua_State *L);
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int w_Body_getType(lua_State *L);
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int w_Body_applyLinearImpulse(lua_State *L);
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int w_Body_applyAngularImpulse(lua_State *L);
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int w_Body_applyTorque(lua_State *L);
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int w_Body_applyForce(lua_State *L);
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int w_Body_setX(lua_State *L);
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int w_Body_setY(lua_State *L);
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int w_Body_setLinearVelocity(lua_State *L);
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int w_Body_setAngle(lua_State *L);
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int w_Body_setAngularVelocity(lua_State *L);
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int w_Body_setPosition(lua_State *L);
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int w_Body_resetMassData(lua_State *L);
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int w_Body_setMassData(lua_State *L);
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int w_Body_setMass(lua_State *L);
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int w_Body_setInertia(lua_State *L);
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int w_Body_setAngularDamping(lua_State *L);
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int w_Body_setLinearDamping(lua_State *L);
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int w_Body_setGravityScale(lua_State *L);
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int w_Body_setType(lua_State *L);
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int w_Body_getWorldPoint(lua_State *L);
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int w_Body_getWorldVector(lua_State *L);
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int w_Body_getWorldPoints(lua_State *L);
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int w_Body_getLocalPoint(lua_State *L);
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int w_Body_getLocalVector(lua_State *L);
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int w_Body_getLinearVelocityFromWorldPoint(lua_State *L);
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int w_Body_getLinearVelocityFromLocalPoint(lua_State *L);
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int w_Body_isBullet(lua_State *L);
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int w_Body_setBullet(lua_State *L);
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int w_Body_isActive(lua_State *L);
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int w_Body_isAwake(lua_State *L);
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int w_Body_setSleepingAllowed(lua_State *L);
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int w_Body_isSleepingAllowed(lua_State *L);
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int w_Body_setActive(lua_State *L);
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int w_Body_setAwake(lua_State *L);
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int w_Body_setFixedRotation(lua_State *L);
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int w_Body_isFixedRotation(lua_State *L);
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int w_Body_getWorld(lua_State *L);
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int w_Body_getFixtureList(lua_State *L);
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int w_Body_getContactList(lua_State *L);
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int w_Body_destroy(lua_State *L);
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int w_Body_setUserData(lua_State *L);
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int w_Body_getUserData(lua_State *L);
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extern "C" int luaopen_body(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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