%{
#include <Box2D/Box2D.h>
%}
%module{Box2D};
%name{Box2D::b2RevoluteJointDef} class b2RevoluteJointDef :public %name{Box2D::b2JointDef} b2JointDef
{
b2RevoluteJointDef();
%{
void
b2RevoluteJointDef::Initialize( bodyA, bodyB, anchor )
b2Body* bodyA
b2Body* bodyB
b2Vec2* anchor
CODE:
THIS->Initialize( bodyA, bodyB, *anchor );
b2Vec2*
b2RevoluteJointDef::localAnchorA( ... )
PREINIT:
const char* CLASS = "Box2D::b2Vec2";
CODE:
if ( items > 1 )
{
THIS->localAnchorA = *(b2Vec2*)SvUV( ST(1) );
}
RETVAL = &(THIS->localAnchorA);
OUTPUT:
RETVAL
b2Vec2*
b2RevoluteJointDef::localAnchorB( ... )
PREINIT:
const char* CLASS = "Box2D::b2Vec2";
CODE:
if ( items > 1 )
{
THIS->localAnchorB = *(b2Vec2*)SvUV( ST(1) );
}
RETVAL = &(THIS->localAnchorB);
OUTPUT:
RETVAL
float32
b2RevoluteJointDef::referenceAngle( ... )
CODE:
if ( items > 1 )
{
THIS->referenceAngle = (float32)SvNV( ST(1) );
}
RETVAL = THIS->referenceAngle;
OUTPUT:
RETVAL
bool
b2RevoluteJointDef::enableLimit( ... )
CODE:
if ( items > 1 )
{
THIS->enableLimit = (float32)SvNV( ST(1) );
}
RETVAL = THIS->enableLimit;
OUTPUT:
RETVAL
float32
b2RevoluteJointDef::upperAngle( ... )
CODE:
if ( items > 1 )
{
THIS->upperAngle = (float32)SvNV( ST(1) );
}
RETVAL = THIS->upperAngle;
OUTPUT:
RETVAL
float32
b2RevoluteJointDef::lowerAngle( ... )
CODE:
if ( items > 1 )
{
THIS->lowerAngle = (float32)SvNV( ST(1) );
}
RETVAL = THIS->lowerAngle;
OUTPUT:
RETVAL
bool
b2RevoluteJointDef::enableMotor( ... )
CODE:
if ( items > 1 )
{
THIS->enableMotor = (float32)SvNV( ST(1) );
}
RETVAL = THIS->enableMotor;
OUTPUT:
RETVAL
float32
b2RevoluteJointDef::motorSpeed( ... )
CODE:
if ( items > 1 )
{
THIS->motorSpeed = (float32)SvNV( ST(1) );
}
RETVAL = THIS->motorSpeed;
OUTPUT:
RETVAL
float32
b2RevoluteJointDef::maxMotorTorque( ... )
CODE:
if ( items > 1 )
{
THIS->maxMotorTorque = (float32)SvNV( ST(1) );
}
RETVAL = THIS->maxMotorTorque;
OUTPUT:
RETVAL
%}
};