#include void w_cpvslerp(cpVect v1, cpVect v2, cpFloat t, cpVect *out) { *out = cpvslerp(v1, v2, t); } void w_cpvslerpconst(cpVect v1, cpVect v2, cpFloat a, cpVect *out) { *out = cpvslerpconst(v1, v2, a); } void w_cpBodyGetPosition(const cpBody *body, cpVect *out) { *out = cpBodyGetPosition(body); } void w_cpBodyGetCenterOfGravity(const cpBody *body, cpVect *out) { *out = cpBodyGetCenterOfGravity(body); } void w_cpBodyGetVelocity(const cpBody *body, cpVect *out) { *out = cpBodyGetVelocity(body); } void w_cpBodyGetForce(const cpBody *body, cpVect *out) { *out = cpBodyGetForce(body); } void w_cpBodyGetRotation(const cpBody *body, cpVect *out) { *out = cpBodyGetRotation(body); } void w_cpBodyLocalToWorld(const cpBody *body, cpVect point, cpVect *out) { *out = cpBodyLocalToWorld(body, point); } void w_cpBodyWorldToLocal(const cpBody *body, cpVect point, cpVect *out) { *out = cpBodyWorldToLocal(body, point); } void w_cpBodyGetVelocityAtWorldPoint(const cpBody *body, cpVect point, cpVect *out) { *out = cpBodyGetVelocityAtWorldPoint(body, point); } void w_cpBodyGetVelocityAtLocalPoint(const cpBody *body, cpVect point, cpVect *out) { *out = cpBodyGetVelocityAtLocalPoint(body, point); } void w_cpShapeGetBB(const cpShape *shape, cpBB *out) { *out = cpShapeGetBB(shape); } void w_cpShapeGetSurfaceVelocity(const cpShape *shape, cpVect *out) { *out = cpShapeGetSurfaceVelocity(shape); } void w_cpShapeGetFilter(const cpShape *shape, cpShapeFilter *out) { *out = cpShapeGetFilter(shape); } void w_cpShapeCacheBB(cpShape *shape, cpBB *out) { *out = cpShapeCacheBB(shape); } void w_cpShapeUpdate(cpShape *shape, cpTransform transform, cpBB *out) { *out = cpShapeUpdate(shape, transform); } void w_cpCentroidForPoly(int count, const cpVect *vects, cpVect *out) { *out = cpCentroidForPoly(count, vects); } cpFloat w_cpBBSegmentQuery(cpBB bb, cpVect a, cpVect b) { return cpBBSegmentQuery(bb, a, b); } cpBool w_cpBBIntersectsSegment(cpBB bb, cpVect a, cpVect b) { return cpBBIntersectsSegment(bb, a, b); } void w_cpSpaceGetGravity(cpSpace *space, cpVect *out) { *out = cpSpaceGetGravity(space); } void w_cpPinJointGetAnchorA(const cpConstraint *constraint, cpVect *out) { *out = cpPinJointGetAnchorA(constraint); } void w_cpPinJointGetAnchorB(const cpConstraint *constraint, cpVect *out) { *out = cpPinJointGetAnchorB(constraint); } void w_cpSlideJointGetAnchorA(const cpConstraint *constraint, cpVect *out) { *out = cpSlideJointGetAnchorA(constraint); } void w_cpSlideJointGetAnchorB(const cpConstraint *constraint, cpVect *out) { *out = cpSlideJointGetAnchorB(constraint); } void w_cpPivotJointGetAnchorA(const cpConstraint *constraint, cpVect *out) { *out = cpPivotJointGetAnchorA(constraint); } void w_cpPivotJointGetAnchorB(const cpConstraint *constraint, cpVect *out) { *out = cpPivotJointGetAnchorB(constraint); } void w_cpGrooveJointGetGrooveA(const cpConstraint *constraint, cpVect *out) { *out = cpGrooveJointGetGrooveA(constraint); } void w_cpGrooveJointGetGrooveB(const cpConstraint *constraint, cpVect *out) { *out = cpGrooveJointGetGrooveB(constraint); } void w_cpGrooveJointGetAnchorB(const cpConstraint *constraint, cpVect *out) { *out = cpGrooveJointGetAnchorB(constraint); } void w_cpDampedSpringGetAnchorA(const cpConstraint *constraint, cpVect *out) { *out = cpDampedSpringGetAnchorA(constraint); } void w_cpDampedSpringGetAnchorB(const cpConstraint *constraint, cpVect *out) { *out = cpDampedSpringGetAnchorB(constraint); } void w_cpArbiterGetSurfaceVelocity(cpArbiter *arbiter, cpVect *out) { *out = cpArbiterGetSurfaceVelocity(arbiter); } void w_cpArbiterGetNormal(const cpArbiter *arbiter, cpVect *out) { *out = cpArbiterGetNormal(arbiter); } void w_cpArbiterGetPointA(const cpArbiter *arbiter, int i, cpVect *out) { *out = cpArbiterGetPointA(arbiter, i); } void w_cpArbiterGetPointB(const cpArbiter *arbiter, int i, cpVect *out) { *out = cpArbiterGetPointB(arbiter, i); }