%{
#include <Box2D/Box2D.h>
#include "../src/helper.h"
%}
%module{Box2D};
%name{Box2D::b2Fixture} class b2Fixture
{
%{
b2Shape *
b2Fixture::GetShape()
PREINIT:
const char* CLASS = "Box2D::b2Shape";
CODE:
RETVAL = (b2Shape*)THIS->GetShape();
OUTPUT:
RETVAL
void
b2Fixture::SetSensor( sensor )
bool sensor
CODE:
THIS->SetSensor( sensor );
bool
b2Fixture::IsSensor()
CODE:
RETVAL = THIS->IsSensor();
OUTPUT:
RETVAL
b2Body *
b2Fixture::GetBody()
PREINIT:
const char* CLASS = "Box2D::b2Body";
CODE:
RETVAL = (b2Body*)THIS->GetBody();
OUTPUT:
RETVAL
b2Fixture *
b2Fixture::GetNext()
PREINIT:
const char* CLASS = "Box2D::b2Fixture";
CODE:
RETVAL = (b2Fixture*)THIS->GetNext();
OUTPUT:
RETVAL
SV*
b2Fixture::GetUserData ( )
PPCODE:
void* userData = THIS->GetUserData();
if (!userData)
XSRETURN_EMPTY;
ST(0) = (SV *)userData;
XSRETURN(1);
void
b2Fixture::SetUserData ( ... )
PPCODE:
if ( items > 1)
THIS->SetUserData( (void *)new_data( ST(1) ) );
bool
b2Fixture::TestPoint( p )
b2Vec2 * p
CODE:
RETVAL = THIS->TestPoint(*p);
OUTPUT:
RETVAL
float32
b2Fixture::GetDensity( )
CODE:
RETVAL = THIS->GetDensity();
OUTPUT:
RETVAL
void
b2Fixture::SetDensity( val )
float32 val
CODE:
THIS->SetDensity( val );
float32
b2Fixture::GetFriction( )
CODE:
RETVAL = THIS->GetFriction();
OUTPUT:
RETVAL
void
b2Fixture::SetFriction( val )
float32 val
CODE:
THIS->SetFriction( val );
float32
b2Fixture::GetRestitution( )
CODE:
RETVAL = THIS->GetRestitution();
OUTPUT:
RETVAL
void
b2Fixture::SetRestitution( val )
float32 val
CODE:
THIS->SetRestitution( val );
%}
};