static duk_ret_t RigidBody_Name(duk_context* ctx) { RigidBody* thisObj = GetThisWeakObject<RigidBody>(ctx); const String & ret = thisObj->Name(); duk_push_string(ctx, ret.CString()); return 1; }
void dump (const RigidBody& body) { printf ("Body '%s':\n", body.Name ()); printf (" mass %.2f\n", body.Mass ()); printf (" mass space inertia tensor "); dump (body.MassSpaceInertiaTensor ()); printf ("\n"); printf (" flags %08x\n", body.Flags ()); printf (" shape '%s'\n", body.Shape ().Name ()); printf (" material '%s'\n", body.Material ().Name ()); printf (" collision group '%s'\n", body.CollisionGroup ()); }