int w_Body_getFixtureList(lua_State *L) { Body *t = luax_checkbody(L, 1); lua_remove(L, 1); int n = 0; luax_catchexcept(L, [&](){ n = t->getFixtureList(L); }); return n; }
void Render::DrawBodies(list<Body*> bodies) { list<Body*>::iterator bIter; for (bIter = bodies.begin(); bIter != bodies.end(); ++bIter) { Body* b = *bIter; const b2Transform& xf = b->getBody()->GetTransform(); list<Fixture*> fixtures = b->getFixtureList(); list<Fixture*>::iterator fIter; for (fIter = fixtures.begin(); fIter != fixtures.end(); ++fIter) { Fixture* f = *fIter; DrawShape(f->getFixture(), xf, f->getColor()); } } }