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%{

#include <Box2D/Box2D.h>
#include "../src/helper.h"

%}

%module{Box2D};


%name{Box2D::b2FixtureDef} class b2FixtureDef
{

%{

b2FixtureDef*
b2FixtureDef::new( )
	CODE:
		RETVAL = new b2FixtureDef();
	OUTPUT:
		RETVAL

b2Shape *
b2FixtureDef::shape( ... )
	PREINIT:
		const char* CLASS = "Box2D::b2Shape";
	CODE:
		if( items > 1 )
		{

			THIS->shape = (b2Shape *) stack_to_object( ST(1) );

		}

		RETVAL = (b2Shape *)THIS->shape;
	OUTPUT:
		RETVAL

float32
b2FixtureDef::density( ... )
	CODE:
		if( items > 1 )
		{
			THIS->density = (float32)SvNV( ST(1) );
		}
		RETVAL = THIS->density;
	OUTPUT:
		RETVAL


float32
b2FixtureDef::friction( ... )
	CODE:
		if( items > 1 )
		{
			THIS->friction = (float32)SvNV( ST(1) );
		}
		RETVAL = THIS->friction;
	OUTPUT:
		RETVAL

float32
b2FixtureDef::restitution( ... )
	CODE:
		if( items > 1 )
		{
			THIS->restitution = (float32)SvNV( ST(1) );
		}
		RETVAL = THIS->restitution;
	OUTPUT:
		RETVAL

b2Filter*
b2FixtureDef::filter( ... )
	PREINIT:
		const char* CLASS = "Box2D::b2Filter";
	CODE:
		if ( items > 1 )
		{
			THIS->filter = *(b2Filter *)stack_to_object( ST(1) );
		}
		RETVAL = &(THIS->filter);
	OUTPUT:
		RETVAL

%}

};