int w_Contact_setRestitution(lua_State *L) { Contact *t = luax_checkcontact(L, 1); float r = (float)luaL_checknumber(L, 2); t->setRestitution(r); return 0; }
int w_Contact_setEnabled(lua_State *L) { Contact *t = luax_checkcontact(L, 1); bool e = luax_toboolean(L, 2); t->setEnabled(e); return 0; }
int w_Contact_setTangentSpeed(lua_State *L) { Contact *t = luax_checkcontact(L, 1); float speed = (float) luaL_checknumber(L, 2); t->setTangentSpeed(speed); return 0; }
int w_Contact_setFriction(lua_State *L) { Contact *t = luax_checkcontact(L, 1); float f = (float)luaL_checknumber(L, 2); t->setFriction(f); return 0; }
int w_Contact_getChildren(lua_State *L) { Contact *t = luax_checkcontact(L, 1); int a, b; t->getChildren(a, b); lua_pushnumber(L, a + 1); lua_pushnumber(L, b + 1); return 2; }
int w_Contact_getFixtures(lua_State *L) { Contact *t = luax_checkcontact(L, 1); Fixture *a = nullptr; Fixture *b = nullptr; luax_catchexcept(L, [&](){ t->getFixtures(a, b); }); luax_pushtype(L, PHYSICS_FIXTURE_ID, a); luax_pushtype(L, PHYSICS_FIXTURE_ID, b); return 2; }
int _wrap_Contact_getRestitution(lua_State * L) { Contact * t = luax_checkcontact(L, 1); lua_pushnumber(L, t->getRestitution()); return 1; }
int _wrap_Contact_getNormal(lua_State * L) { Contact * t = luax_checkcontact(L, 1); return t->getNormal(L); }
int _wrap_Contact_getVelocity(lua_State * L) { Contact * t = luax_checkcontact(L, 1); return t->getVelocity(L); }
int _wrap_Contact_getPosition(lua_State * L) { Contact * t = luax_checkcontact(L, 1); return t->getPosition(L); }
int w_Contact_isTouching(lua_State *L) { Contact *t = luax_checkcontact(L, 1); lua_pushboolean(L, t->isTouching()); return 1; }
int w_Contact_isEnabled(lua_State *L) { Contact *t = luax_checkcontact(L, 1); lua_pushboolean(L, t->isEnabled()); return 1; }
int w_Contact_getFriction(lua_State *L) { Contact *t = luax_checkcontact(L, 1); lua_pushnumber(L, t->getFriction()); return 1; }
int w_Contact_getTangentSpeed(lua_State *L) { Contact *t = luax_checkcontact(L, 1); lua_pushnumber(L, t->getTangentSpeed()); return 1; }
int w_Contact_resetRestitution(lua_State *L) { Contact *t = luax_checkcontact(L, 1); t->resetRestitution(); return 0; }