$#include "RigidBody.h" enum CollisionEventMode { COLLISION_NEVER = 0, COLLISION_ACTIVE, COLLISION_ALWAYS }; class RigidBody : public Component { void SetMass(float mass); void SetPosition(const Vector3& position); void SetRotation(const Quaternion& rotation); void SetTransform(const Vector3& position, const Quaternion& rotation); void SetLinearVelocity(const Vector3& velocity); void SetLinearFactor(const Vector3& factor); void SetLinearRestThreshold(float threshold); void SetLinearDamping(float damping); void SetAngularVelocity(const Vector3& angularVelocity); void SetAngularFactor(const Vector3& factor); void SetAngularRestThreshold(float threshold); void SetAngularDamping(float factor); void SetFriction(float friction); void SetAnisotropicFriction(const Vector3& friction); void SetRollingFriction(float friction); void SetRestitution(float restitution); void SetContactProcessingThreshold(float threshold); void SetCcdRadius(float radius); void SetCcdMotionThreshold(float threshold); void SetUseGravity(bool enable); void SetGravityOverride(const Vector3& gravity); void SetKinematic(bool enable); void SetTrigger(bool enable); void SetCollisionLayer(unsigned layer); void SetCollisionMask(unsigned mask); void SetCollisionLayerAndMask(unsigned layer, unsigned mask); void SetCollisionEventMode(CollisionEventMode mode); void DisableMassUpdate(); void EnableMassUpdate(); void ApplyForce(const Vector3& force); void ApplyForce(const Vector3& force, const Vector3& position); void ApplyTorque(const Vector3& torque); void ApplyImpulse(const Vector3& impulse); void ApplyImpulse(const Vector3& impulse, const Vector3& position); void ApplyTorqueImpulse(const Vector3& torque); void ResetForces(); void Activate(); void ReAddBodyToWorld(); PhysicsWorld* GetPhysicsWorld() const; float GetMass() const; Vector3 GetPosition() const; Quaternion GetRotation() const; Vector3 GetLinearVelocity() const; Vector3 GetLinearFactor() const; Vector3 GetVelocityAtPoint(const Vector3& position) const; float GetLinearRestThreshold() const; float GetLinearDamping() const; Vector3 GetAngularVelocity() const; Vector3 GetAngularFactor() const; float GetAngularRestThreshold() const; float GetAngularDamping() const; float GetFriction() const; Vector3 GetAnisotropicFriction() const; float GetRollingFriction() const; float GetRestitution() const; float GetContactProcessingThreshold() const; float GetCcdRadius() const; float GetCcdMotionThreshold() const; bool GetUseGravity() const; const Vector3& GetGravityOverride() const; const Vector3& GetCenterOfMass() const; bool IsKinematic() const; bool IsTrigger() const; bool IsActive() const; unsigned GetCollisionLayer() const; unsigned GetCollisionMask() const; CollisionEventMode GetCollisionEventMode() const; tolua_readonly tolua_property__get_set PhysicsWorld* physicsWorld; tolua_property__get_set float mass; tolua_property__get_set Vector3 position; tolua_property__get_set Quaternion rotation; tolua_property__get_set Vector3 linearVelocity; tolua_property__get_set Vector3 linearFactor; tolua_property__get_set float linearRestThreshold; tolua_property__get_set float linearDamping; tolua_property__get_set Vector3 angularVelocity; tolua_property__get_set Vector3 angularFactor; tolua_property__get_set float angularRestThreshold; tolua_property__get_set float angularDamping; tolua_property__get_set float friction; tolua_property__get_set Vector3 anisotropicFriction; tolua_property__get_set float rollingFriction; tolua_property__get_set float restitution; tolua_property__get_set float contactProcessingThreshold; tolua_property__get_set float ccdRadius; tolua_property__get_set float ccdMotionThreshold; tolua_property__get_set bool useGravity; tolua_property__get_set Vector3& gravityOverride; tolua_readonly tolua_property__get_set Vector3& centerOfMass; tolua_property__is_set bool kinematic; tolua_property__is_set bool trigger; tolua_readonly tolua_property__is_set bool active; tolua_property__get_set unsigned collisionLayer; tolua_property__get_set unsigned collisionMask; tolua_property__get_set CollisionEventMode collisionEventMode; };