#ifndef LUA_PHYSICSFIXEDCONSTRAINT_H_ #define LUA_PHYSICSFIXEDCONSTRAINT_H_ namespace gameplay { // Lua bindings for PhysicsFixedConstraint. int lua_PhysicsFixedConstraint_getBreakingImpulse(lua_State* state); int lua_PhysicsFixedConstraint_getRotationOffsetA(lua_State* state); int lua_PhysicsFixedConstraint_getRotationOffsetB(lua_State* state); int lua_PhysicsFixedConstraint_getTranslationOffsetA(lua_State* state); int lua_PhysicsFixedConstraint_getTranslationOffsetB(lua_State* state); int lua_PhysicsFixedConstraint_isEnabled(lua_State* state); int lua_PhysicsFixedConstraint_setBreakingImpulse(lua_State* state); int lua_PhysicsFixedConstraint_setEnabled(lua_State* state); int lua_PhysicsFixedConstraint_setRotationOffsetA(lua_State* state); int lua_PhysicsFixedConstraint_setRotationOffsetB(lua_State* state); int lua_PhysicsFixedConstraint_setTranslationOffsetA(lua_State* state); int lua_PhysicsFixedConstraint_setTranslationOffsetB(lua_State* state); int lua_PhysicsFixedConstraint_static_centerOfMassMidpoint(lua_State* state); int lua_PhysicsFixedConstraint_static_getRotationOffset(lua_State* state); int lua_PhysicsFixedConstraint_static_getTranslationOffset(lua_State* state); void luaRegister_PhysicsFixedConstraint(); } #endif