%{
#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
%}
};