#ifndef LUA_PHYSICSCOLLISIONOBJECT_H_ #define LUA_PHYSICSCOLLISIONOBJECT_H_ namespace gameplay { // Lua bindings for PhysicsCollisionObject. int lua_PhysicsCollisionObject__gc(lua_State* state); int lua_PhysicsCollisionObject_addCollisionListener(lua_State* state); int lua_PhysicsCollisionObject_asCharacter(lua_State* state); int lua_PhysicsCollisionObject_asGhostObject(lua_State* state); int lua_PhysicsCollisionObject_asRigidBody(lua_State* state); int lua_PhysicsCollisionObject_asVehicle(lua_State* state); int lua_PhysicsCollisionObject_asVehicleWheel(lua_State* state); int lua_PhysicsCollisionObject_collidesWith(lua_State* state); int lua_PhysicsCollisionObject_getCollisionShape(lua_State* state); int lua_PhysicsCollisionObject_getNode(lua_State* state); int lua_PhysicsCollisionObject_getShapeType(lua_State* state); int lua_PhysicsCollisionObject_getType(lua_State* state); int lua_PhysicsCollisionObject_isDynamic(lua_State* state); int lua_PhysicsCollisionObject_isEnabled(lua_State* state); int lua_PhysicsCollisionObject_isKinematic(lua_State* state); int lua_PhysicsCollisionObject_isStatic(lua_State* state); int lua_PhysicsCollisionObject_removeCollisionListener(lua_State* state); int lua_PhysicsCollisionObject_setEnabled(lua_State* state); void luaRegister_PhysicsCollisionObject(); } #endif