lua_PhysicsRigidBody.h 2.7 KB

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  1. #ifndef LUA_PHYSICSRIGIDBODY_H_
  2. #define LUA_PHYSICSRIGIDBODY_H_
  3. namespace gameplay
  4. {
  5. // Lua bindings for PhysicsRigidBody.
  6. int lua_PhysicsRigidBody_addCollisionListener(lua_State* state);
  7. int lua_PhysicsRigidBody_applyForce(lua_State* state);
  8. int lua_PhysicsRigidBody_applyImpulse(lua_State* state);
  9. int lua_PhysicsRigidBody_applyTorque(lua_State* state);
  10. int lua_PhysicsRigidBody_applyTorqueImpulse(lua_State* state);
  11. int lua_PhysicsRigidBody_asCharacter(lua_State* state);
  12. int lua_PhysicsRigidBody_asGhostObject(lua_State* state);
  13. int lua_PhysicsRigidBody_asRigidBody(lua_State* state);
  14. int lua_PhysicsRigidBody_asVehicle(lua_State* state);
  15. int lua_PhysicsRigidBody_asVehicleWheel(lua_State* state);
  16. int lua_PhysicsRigidBody_collidesWith(lua_State* state);
  17. int lua_PhysicsRigidBody_getAngularDamping(lua_State* state);
  18. int lua_PhysicsRigidBody_getAngularFactor(lua_State* state);
  19. int lua_PhysicsRigidBody_getAngularVelocity(lua_State* state);
  20. int lua_PhysicsRigidBody_getAnisotropicFriction(lua_State* state);
  21. int lua_PhysicsRigidBody_getCollisionShape(lua_State* state);
  22. int lua_PhysicsRigidBody_getFriction(lua_State* state);
  23. int lua_PhysicsRigidBody_getGravity(lua_State* state);
  24. int lua_PhysicsRigidBody_getHeight(lua_State* state);
  25. int lua_PhysicsRigidBody_getLinearDamping(lua_State* state);
  26. int lua_PhysicsRigidBody_getLinearFactor(lua_State* state);
  27. int lua_PhysicsRigidBody_getLinearVelocity(lua_State* state);
  28. int lua_PhysicsRigidBody_getMass(lua_State* state);
  29. int lua_PhysicsRigidBody_getNode(lua_State* state);
  30. int lua_PhysicsRigidBody_getRestitution(lua_State* state);
  31. int lua_PhysicsRigidBody_getShapeType(lua_State* state);
  32. int lua_PhysicsRigidBody_getType(lua_State* state);
  33. int lua_PhysicsRigidBody_isDynamic(lua_State* state);
  34. int lua_PhysicsRigidBody_isEnabled(lua_State* state);
  35. int lua_PhysicsRigidBody_isKinematic(lua_State* state);
  36. int lua_PhysicsRigidBody_isStatic(lua_State* state);
  37. int lua_PhysicsRigidBody_removeCollisionListener(lua_State* state);
  38. int lua_PhysicsRigidBody_setAngularFactor(lua_State* state);
  39. int lua_PhysicsRigidBody_setAngularVelocity(lua_State* state);
  40. int lua_PhysicsRigidBody_setAnisotropicFriction(lua_State* state);
  41. int lua_PhysicsRigidBody_setDamping(lua_State* state);
  42. int lua_PhysicsRigidBody_setEnabled(lua_State* state);
  43. int lua_PhysicsRigidBody_setFriction(lua_State* state);
  44. int lua_PhysicsRigidBody_setGravity(lua_State* state);
  45. int lua_PhysicsRigidBody_setKinematic(lua_State* state);
  46. int lua_PhysicsRigidBody_setLinearFactor(lua_State* state);
  47. int lua_PhysicsRigidBody_setLinearVelocity(lua_State* state);
  48. int lua_PhysicsRigidBody_setRestitution(lua_State* state);
  49. void luaRegister_PhysicsRigidBody();
  50. }
  51. #endif