static int l_physics_getShapeElasticity(lua_State* state) { l_physics_Shape* shape = (l_physics_Shape*)lua_touserdata(state, 1); lua_pushnumber(state, cpShapeGetElasticity(shape->shape)); return 1; }
float CCPhysicsShape::getElasticity(void) { return cpShapeGetElasticity(m_shape); }
void RigidBody2D::CopyShapeData(cpShape* from, cpShape* to) { cpShapeSetElasticity(to, cpShapeGetElasticity(from)); cpShapeSetFriction(to, cpShapeGetFriction(from)); cpShapeSetSurfaceVelocity(to, cpShapeGetSurfaceVelocity(from)); }
float Nz::RigidBody2D::GetElasticity(std::size_t shapeIndex) const { assert(shapeIndex < m_shapes.size()); return float(cpShapeGetElasticity(m_shapes[shapeIndex])); }
GLMFloat worldShape_elasticity(WorldShape_t *aEntity) { return cpShapeGetElasticity(aEntity->cpShape); }
cpFloat shape::elasticity( void ) { return cpShapeGetElasticity( this->m_shape ); }