%{
#include <Box2D/Box2D.h>
%}
%module{Box2D};
%name{Box2D::b2FrictionJointDef} class b2FrictionJointDef :public %name{Box2D::b2JointDef} b2JointDef
{
b2FrictionJointDef();
%{
void
b2FrictionJointDef::Initialize( bodyA, bodyB, anchor )
b2Body* bodyA
b2Body* bodyB
b2Vec2* anchor
CODE:
THIS->Initialize( bodyA, bodyB, *anchor );
b2Vec2*
b2FrictionJointDef::localAnchorA( ... )
PREINIT:
const char* CLASS = "Box2D::b2Vec2";
CODE:
if ( items > 1 )
{
THIS->localAnchorA = *(b2Vec2*)SvUV( ST(1) );
}
RETVAL = &(THIS->localAnchorA);
OUTPUT:
RETVAL
b2Vec2*
b2FrictionJointDef::localAnchorB( ... )
PREINIT:
const char* CLASS = "Box2D::b2Vec2";
CODE:
if ( items > 1 )
{
THIS->localAnchorB = *(b2Vec2*)SvUV( ST(1) );
}
RETVAL = &(THIS->localAnchorB);
OUTPUT:
RETVAL
float32
b2FrictionJointDef::maxForce( ... )
CODE:
if ( items > 1 )
{
THIS->maxForce = (float32)SvNV( ST(1) );
}
RETVAL = THIS->maxForce;
OUTPUT:
RETVAL
float32
b2FrictionJointDef::maxTorque( ... )
CODE:
if ( items > 1 )
{
THIS->maxTorque = (float32)SvNV( ST(1) );
}
RETVAL = THIS->maxTorque;
OUTPUT:
RETVAL
%}
};