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  1. /*===============================================
  2. This is a generated file, do not modify
  3. ===============================================*/
  4.  
  5. #include "Dynamics/GENERATED_b2Body.h"
  6.  
  7. DLLEXPORT b2Fixture* b2Body_METHOD_CreateFixture(b2Body* _this, const b2FixtureDef* def)
  8. {
  9. return _this->CreateFixture(def);
  10. }
  11.  
  12. DLLEXPORT b2Fixture* b2Body_METHOD_CreateFixture(b2Body* _this, const b2Shape* shape, float32 density)
  13. {
  14. return _this->CreateFixture(shape, density);
  15. }
  16.  
  17. DLLEXPORT void b2Body_METHOD_DestroyFixture(b2Body* _this, b2Fixture* fixture)
  18. {
  19. _this->DestroyFixture(fixture);
  20. }
  21.  
  22. DLLEXPORT void b2Body_METHOD_SetTransform(b2Body* _this, const b2Vec2& position, float32 angle)
  23. {
  24. _this->SetTransform(position, angle);
  25. }
  26.  
  27. DLLEXPORT const b2Transform& b2Body_METHOD_GetTransform(b2Body* _this)
  28. {
  29. return _this->GetTransform();
  30. }
  31.  
  32. DLLEXPORT const b2Vec2& b2Body_METHOD_GetPosition(b2Body* _this)
  33. {
  34. return _this->GetPosition();
  35. }
  36.  
  37. DLLEXPORT float32 b2Body_METHOD_GetAngle(b2Body* _this)
  38. {
  39. return _this->GetAngle();
  40. }
  41.  
  42. DLLEXPORT const b2Vec2& b2Body_METHOD_GetWorldCenter(b2Body* _this)
  43. {
  44. return _this->GetWorldCenter();
  45. }
  46.  
  47. DLLEXPORT const b2Vec2& b2Body_METHOD_GetLocalCenter(b2Body* _this)
  48. {
  49. return _this->GetLocalCenter();
  50. }
  51.  
  52. DLLEXPORT void b2Body_METHOD_SetLinearVelocity(b2Body* _this, const b2Vec2& v)
  53. {
  54. _this->SetLinearVelocity(v);
  55. }
  56.  
  57. DLLEXPORT const b2Vec2& b2Body_METHOD_GetLinearVelocity(b2Body* _this)
  58. {
  59. return _this->GetLinearVelocity();
  60. }
  61.  
  62. DLLEXPORT void b2Body_METHOD_SetAngularVelocity(b2Body* _this, float32 omega)
  63. {
  64. _this->SetAngularVelocity(omega);
  65. }
  66.  
  67. DLLEXPORT float32 b2Body_METHOD_GetAngularVelocity(b2Body* _this)
  68. {
  69. return _this->GetAngularVelocity();
  70. }
  71.  
  72. DLLEXPORT void b2Body_METHOD_ApplyForce(b2Body* _this, const b2Vec2& force, const b2Vec2& point, bool wake)
  73. {
  74. _this->ApplyForce(force, point, wake);
  75. }
  76.  
  77. DLLEXPORT void b2Body_METHOD_ApplyForceToCenter(b2Body* _this, const b2Vec2& force, bool wake)
  78. {
  79. _this->ApplyForceToCenter(force, wake);
  80. }
  81.  
  82. DLLEXPORT void b2Body_METHOD_ApplyTorque(b2Body* _this, float32 torque, bool wake)
  83. {
  84. _this->ApplyTorque(torque, wake);
  85. }
  86.  
  87. DLLEXPORT void b2Body_METHOD_ApplyLinearImpulse(b2Body* _this, const b2Vec2& impulse, const b2Vec2& point, bool wake)
  88. {
  89. _this->ApplyLinearImpulse(impulse, point, wake);
  90. }
  91.  
  92. DLLEXPORT void b2Body_METHOD_ApplyAngularImpulse(b2Body* _this, float32 impulse, bool wake)
  93. {
  94. _this->ApplyAngularImpulse(impulse, wake);
  95. }
  96.  
  97. DLLEXPORT float32 b2Body_METHOD_GetMass(b2Body* _this)
  98. {
  99. return _this->GetMass();
  100. }
  101.  
  102. DLLEXPORT float32 b2Body_METHOD_GetInertia(b2Body* _this)
  103. {
  104. return _this->GetInertia();
  105. }
  106.  
  107. DLLEXPORT void b2Body_METHOD_GetMassData(b2Body* _this, b2MassData* data)
  108. {
  109. _this->GetMassData(data);
  110. }
  111.  
  112. DLLEXPORT void b2Body_METHOD_SetMassData(b2Body* _this, const b2MassData* data)
  113. {
  114. _this->SetMassData(data);
  115. }
  116.  
  117. DLLEXPORT void b2Body_METHOD_ResetMassData(b2Body* _this)
  118. {
  119. _this->ResetMassData();
  120. }
  121.  
  122. DLLEXPORT b2Vec2 b2Body_METHOD_GetWorldPoint(b2Body* _this, const b2Vec2& localPoint)
  123. {
  124. return _this->GetWorldPoint(localPoint);
  125. }
  126.  
  127. DLLEXPORT b2Vec2 b2Body_METHOD_GetWorldVector(b2Body* _this, const b2Vec2& localVector)
  128. {
  129. return _this->GetWorldVector(localVector);
  130. }
  131.  
  132. DLLEXPORT b2Vec2 b2Body_METHOD_GetLocalPoint(b2Body* _this, const b2Vec2& worldPoint)
  133. {
  134. return _this->GetLocalPoint(worldPoint);
  135. }
  136.  
  137. DLLEXPORT b2Vec2 b2Body_METHOD_GetLocalVector(b2Body* _this, const b2Vec2& worldVector)
  138. {
  139. return _this->GetLocalVector(worldVector);
  140. }
  141.  
  142. DLLEXPORT b2Vec2 b2Body_METHOD_GetLinearVelocityFromWorldPoint(b2Body* _this, const b2Vec2& worldPoint)
  143. {
  144. return _this->GetLinearVelocityFromWorldPoint(worldPoint);
  145. }
  146.  
  147. DLLEXPORT b2Vec2 b2Body_METHOD_GetLinearVelocityFromLocalPoint(b2Body* _this, const b2Vec2& localPoint)
  148. {
  149. return _this->GetLinearVelocityFromLocalPoint(localPoint);
  150. }
  151.  
  152. DLLEXPORT float32 b2Body_METHOD_GetLinearDamping(b2Body* _this)
  153. {
  154. return _this->GetLinearDamping();
  155. }
  156.  
  157. DLLEXPORT void b2Body_METHOD_SetLinearDamping(b2Body* _this, float32 linearDamping)
  158. {
  159. _this->SetLinearDamping(linearDamping);
  160. }
  161.  
  162. DLLEXPORT float32 b2Body_METHOD_GetAngularDamping(b2Body* _this)
  163. {
  164. return _this->GetAngularDamping();
  165. }
  166.  
  167. DLLEXPORT void b2Body_METHOD_SetAngularDamping(b2Body* _this, float32 angularDamping)
  168. {
  169. _this->SetAngularDamping(angularDamping);
  170. }
  171.  
  172. DLLEXPORT float32 b2Body_METHOD_GetGravityScale(b2Body* _this)
  173. {
  174. return _this->GetGravityScale();
  175. }
  176.  
  177. DLLEXPORT void b2Body_METHOD_SetGravityScale(b2Body* _this, float32 scale)
  178. {
  179. _this->SetGravityScale(scale);
  180. }
  181.  
  182. DLLEXPORT void b2Body_METHOD_SetType(b2Body* _this, b2BodyType type)
  183. {
  184. _this->SetType(type);
  185. }
  186.  
  187. DLLEXPORT int b2Body_METHOD_GetType(b2Body* _this)
  188. {
  189. return _this->GetType();
  190. }
  191.  
  192. DLLEXPORT void b2Body_METHOD_SetBullet(b2Body* _this, bool flag)
  193. {
  194. _this->SetBullet(flag);
  195. }
  196.  
  197. DLLEXPORT bool b2Body_METHOD_IsBullet(b2Body* _this)
  198. {
  199. return _this->IsBullet();
  200. }
  201.  
  202. DLLEXPORT void b2Body_METHOD_SetSleepingAllowed(b2Body* _this, bool flag)
  203. {
  204. _this->SetSleepingAllowed(flag);
  205. }
  206.  
  207. DLLEXPORT bool b2Body_METHOD_IsSleepingAllowed(b2Body* _this)
  208. {
  209. return _this->IsSleepingAllowed();
  210. }
  211.  
  212. DLLEXPORT void b2Body_METHOD_SetAwake(b2Body* _this, bool flag)
  213. {
  214. _this->SetAwake(flag);
  215. }
  216.  
  217. DLLEXPORT bool b2Body_METHOD_IsAwake(b2Body* _this)
  218. {
  219. return _this->IsAwake();
  220. }
  221.  
  222. DLLEXPORT void b2Body_METHOD_SetActive(b2Body* _this, bool flag)
  223. {
  224. _this->SetActive(flag);
  225. }
  226.  
  227. DLLEXPORT bool b2Body_METHOD_IsActive(b2Body* _this)
  228. {
  229. return _this->IsActive();
  230. }
  231.  
  232. DLLEXPORT void b2Body_METHOD_SetFixedRotation(b2Body* _this, bool flag)
  233. {
  234. _this->SetFixedRotation(flag);
  235. }
  236.  
  237. DLLEXPORT bool b2Body_METHOD_IsFixedRotation(b2Body* _this)
  238. {
  239. return _this->IsFixedRotation();
  240. }
  241.  
  242. DLLEXPORT b2Fixture* b2Body_METHOD_GetFixtureList(b2Body* _this)
  243. {
  244. return _this->GetFixtureList();
  245. }
  246.  
  247. /* Cant have a const overloaded version of two functions function
  248. DLLEXPORT const b2Fixture* b2Body_METHOD_GetFixtureList(b2Body* _this)
  249. {
  250. return _this->GetFixtureList();
  251. }
  252. */
  253.  
  254. DLLEXPORT b2JointEdge* b2Body_METHOD_GetJointList(b2Body* _this)
  255. {
  256. return _this->GetJointList();
  257. }
  258.  
  259. /* Cant have a const overloaded version of two functions function
  260. DLLEXPORT const b2JointEdge* b2Body_METHOD_GetJointList(b2Body* _this)
  261. {
  262. return _this->GetJointList();
  263. }
  264. */
  265.  
  266. DLLEXPORT b2ContactEdge* b2Body_METHOD_GetContactList(b2Body* _this)
  267. {
  268. return _this->GetContactList();
  269. }
  270.  
  271. /* Cant have a const overloaded version of two functions function
  272. DLLEXPORT const b2ContactEdge* b2Body_METHOD_GetContactList(b2Body* _this)
  273. {
  274. return _this->GetContactList();
  275. }
  276. */
  277.  
  278. DLLEXPORT b2Body* b2Body_METHOD_GetNext(b2Body* _this)
  279. {
  280. return _this->GetNext();
  281. }
  282.  
  283. /* Cant have a const overloaded version of two functions function
  284. DLLEXPORT const b2Body* b2Body_METHOD_GetNext(b2Body* _this)
  285. {
  286. return _this->GetNext();
  287. }
  288. */
  289.  
  290. DLLEXPORT void* b2Body_METHOD_GetUserData(b2Body* _this)
  291. {
  292. return _this->GetUserData();
  293. }
  294.  
  295. DLLEXPORT void b2Body_METHOD_SetUserData(b2Body* _this, void* data)
  296. {
  297. _this->SetUserData(data);
  298. }
  299.  
  300. DLLEXPORT b2World* b2Body_METHOD_GetWorld(b2Body* _this)
  301. {
  302. return _this->GetWorld();
  303. }
  304.  
  305. /* Cant have a const overloaded version of two functions function
  306. DLLEXPORT const b2World* b2Body_METHOD_GetWorld(b2Body* _this)
  307. {
  308. return _this->GetWorld();
  309. }
  310. */
  311.  
  312. DLLEXPORT void b2Body_METHOD_Dump(b2Body* _this)
  313. {
  314. _this->Dump();
  315. }
  316.  
  317. DLLEXPORT float32 b2Body_METHOD_GetPositionX(b2Body* _this)
  318. {
  319. return _this->GetPositionX();
  320. }
  321.  
  322. DLLEXPORT float32 b2Body_METHOD_GetPositionY(b2Body* _this)
  323. {
  324. return _this->GetPositionY();
  325. }
  326.  
  327. DLLEXPORT void b2Body_METHOD_SetTransform(b2Body* _this, float32 positionX, float32 positionY, float32 angle)
  328. {
  329. _this->SetTransform(positionX, positionY, angle);
  330. }
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