void btMultiBody_setupFixed2(btMultiBody* obj, int linkIndex, btScalar mass, const btVector3* inertia, int parent, const btQuaternion* rotParentToThis, const btVector3* parentComToThisPivotOffset, const btVector3* thisPivotToThisComOffset, bool deprecatedDisableParentCollision) { BTVECTOR3_IN(inertia); BTQUATERNION_IN(rotParentToThis); BTVECTOR3_IN(parentComToThisPivotOffset); BTVECTOR3_IN(thisPivotToThisComOffset); obj->setupFixed(linkIndex, mass, BTVECTOR3_USE(inertia), parent, BTQUATERNION_USE(rotParentToThis), BTVECTOR3_USE(parentComToThisPivotOffset), BTVECTOR3_USE(thisPivotToThisComOffset), deprecatedDisableParentCollision); }
void btMultiBody_setupRevolute(btMultiBody* obj, int linkIndex, btScalar mass, const btVector3* inertia, int parentIndex, const btQuaternion* rotParentToThis, const btVector3* jointAxis, const btVector3* parentComToThisPivotOffset, const btVector3* thisPivotToThisComOffset) { BTVECTOR3_IN(inertia); BTQUATERNION_IN(rotParentToThis); BTVECTOR3_IN(jointAxis); BTVECTOR3_IN(parentComToThisPivotOffset); BTVECTOR3_IN(thisPivotToThisComOffset); obj->setupRevolute(linkIndex, mass, BTVECTOR3_USE(inertia), parentIndex, BTQUATERNION_USE(rotParentToThis), BTVECTOR3_USE(jointAxis), BTVECTOR3_USE(parentComToThisPivotOffset), BTVECTOR3_USE(thisPivotToThisComOffset)); }
btScalar btTranslationalLimitMotor_solveLinearAxis(btTranslationalLimitMotor* obj, btScalar timeStep, btScalar jacDiagABInv, btRigidBody* body1, const btVector3* pointInA, btRigidBody* body2, const btVector3* pointInB, int limit_index, const btVector3* axis_normal_on_a, const btVector3* anchorPos) { BTVECTOR3_IN(pointInA); BTVECTOR3_IN(pointInB); BTVECTOR3_IN(axis_normal_on_a); BTVECTOR3_IN(anchorPos); return obj->solveLinearAxis(timeStep, jacDiagABInv, *body1, BTVECTOR3_USE(pointInA), *body2, BTVECTOR3_USE(pointInB), limit_index, BTVECTOR3_USE(axis_normal_on_a), BTVECTOR3_USE(anchorPos)); }
void btGeneric6DofConstraint_getInfo2NonVirtual(btGeneric6DofConstraint* obj, btTypedConstraint_btConstraintInfo2* info, const btTransform* transA, const btTransform* transB, const btVector3* linVelA, const btVector3* linVelB, const btVector3* angVelA, const btVector3* angVelB) { BTTRANSFORM_IN(transA); BTTRANSFORM_IN(transB); BTVECTOR3_IN(linVelA); BTVECTOR3_IN(linVelB); BTVECTOR3_IN(angVelA); BTVECTOR3_IN(angVelB); obj->getInfo2NonVirtual(info, BTTRANSFORM_USE(transA), BTTRANSFORM_USE(transB), BTVECTOR3_USE(linVelA), BTVECTOR3_USE(linVelB), BTVECTOR3_USE(angVelA), BTVECTOR3_USE(angVelB)); }
void btMultiBody_setupPrismatic(btMultiBody* obj, int i, btScalar mass, const btVector3* inertia, int parent, const btQuaternion* rotParentToThis, const btVector3* jointAxis, const btVector3* parentComToThisPivotOffset, const btVector3* thisPivotToThisComOffset, bool disableParentCollision) { BTVECTOR3_IN(inertia); BTQUATERNION_IN(rotParentToThis); BTVECTOR3_IN(jointAxis); BTVECTOR3_IN(parentComToThisPivotOffset); BTVECTOR3_IN(thisPivotToThisComOffset); obj->setupPrismatic(i, mass, BTVECTOR3_USE(inertia), parent, BTQUATERNION_USE(rotParentToThis), BTVECTOR3_USE(jointAxis), BTVECTOR3_USE(parentComToThisPivotOffset), BTVECTOR3_USE(thisPivotToThisComOffset), disableParentCollision); }
void btCollisionShape_calculateTemporalAabb(btCollisionShape* obj, const btTransform* curTrans, const btVector3* linvel, const btVector3* angvel, btScalar timeStep, btVector3* temporalAabbMin, btVector3* temporalAabbMax) { BTTRANSFORM_IN(curTrans); BTVECTOR3_IN(linvel); BTVECTOR3_IN(angvel); BTVECTOR3_DEF(temporalAabbMin); BTVECTOR3_DEF(temporalAabbMax); obj->calculateTemporalAabb(BTTRANSFORM_USE(curTrans), BTVECTOR3_USE(linvel), BTVECTOR3_USE(angvel), timeStep, BTVECTOR3_USE(temporalAabbMin), BTVECTOR3_USE(temporalAabbMax)); BTVECTOR3_DEF_OUT(temporalAabbMin); BTVECTOR3_DEF_OUT(temporalAabbMax); }
btKinematicCharacterController* btKinematicCharacterController_new2(btPairCachingGhostObject* ghostObject, btConvexShape* convexShape, btScalar stepHeight, const btVector3* up) { BTVECTOR3_IN(up); return new btKinematicCharacterController(ghostObject, convexShape, stepHeight, BTVECTOR3_USE(up)); }
btDbvtAabbMm* btDbvtAabbMm_FromCR(const btVector3* c, btScalar r) { btDbvtAabbMm* ret = new btDbvtAabbMm; BTVECTOR3_IN(c); *ret = btDbvtAabbMm::FromCR(BTVECTOR3_USE(c), r); return ret; }
btMultiBody* btMultiBody_new2(int n_links, btScalar mass, const btVector3* inertia, bool fixedBase, bool canSleep, bool deprecatedMultiDof) { BTVECTOR3_IN(inertia); return new btMultiBody(n_links, mass, BTVECTOR3_USE(inertia), fixedBase, canSleep, deprecatedMultiDof); }
btScalar btRotationalLimitMotor_solveAngularLimits(btRotationalLimitMotor* obj, btScalar timeStep, btVector3* axis, btScalar jacDiagABInv, btRigidBody* body0, btRigidBody* body1) { BTVECTOR3_IN(axis); return obj->solveAngularLimits(timeStep, BTVECTOR3_USE(axis), jacDiagABInv, body0, body1); }
int btGeneric6DofConstraint_get_limit_motor_info2(btGeneric6DofConstraint* obj, btRotationalLimitMotor* limot, const btTransform* transA, const btTransform* transB, const btVector3* linVelA, const btVector3* linVelB, const btVector3* angVelA, const btVector3* angVelB, btTypedConstraint_btConstraintInfo2* info, int row, btVector3* ax1, int rotational) { BTTRANSFORM_IN(transA); BTTRANSFORM_IN(transB); BTVECTOR3_IN(linVelA); BTVECTOR3_IN(linVelB); BTVECTOR3_IN(angVelA); BTVECTOR3_IN(angVelB); BTVECTOR3_IN(ax1); int ret = obj->get_limit_motor_info2(limot, BTTRANSFORM_USE(transA), BTTRANSFORM_USE(transB), BTVECTOR3_USE(linVelA), BTVECTOR3_USE(linVelB), BTVECTOR3_USE(angVelA), BTVECTOR3_USE(angVelB), info, row, BTVECTOR3_USE(ax1), rotational); BTVECTOR3_DEF_OUT(ax1); return ret; }
void btKinematicCharacterController_applyImpulse(btKinematicCharacterController* obj, const btVector3* v) { BTVECTOR3_IN(v); obj->applyImpulse(BTVECTOR3_USE(v)); }
void btMultiBody_setBaseVel(btMultiBody* obj, const btVector3* vel) { BTVECTOR3_IN(vel); obj->setBaseVel(BTVECTOR3_USE(vel)); }
void btMultiBody_setBaseOmega(btMultiBody* obj, const btVector3* omega) { BTVECTOR3_IN(omega); obj->setBaseOmega(BTVECTOR3_USE(omega)); }
void btMultiBody_setBasePos(btMultiBody* obj, const btVector3* pos) { BTVECTOR3_IN(pos); obj->setBasePos(BTVECTOR3_USE(pos)); }
void btMultiBody_addBaseTorque(btMultiBody* obj, const btVector3* t) { BTVECTOR3_IN(t); obj->addBaseTorque(BTVECTOR3_USE(t)); }
void btMultiBody_setBaseInertia(btMultiBody* obj, const btVector3* inertia) { BTVECTOR3_IN(inertia); obj->setBaseInertia(BTVECTOR3_USE(inertia)); }
void btKinematicCharacterController_setAngularVelocity(btKinematicCharacterController* obj, const btVector3* velocity) { BTVECTOR3_IN(velocity); obj->setAngularVelocity(BTVECTOR3_USE(velocity)); }
void btMultiBody_addBaseForce(btMultiBody* obj, const btVector3* f) { BTVECTOR3_IN(f); obj->addBaseForce(BTVECTOR3_USE(f)); }
void btKinematicCharacterController_setGravity(btKinematicCharacterController* obj, const btVector3* gravity) { BTVECTOR3_IN(gravity); obj->setGravity(BTVECTOR3_USE(gravity)); }
btScalar btDbvtAabbMm_ProjectMinimum(btDbvtAabbMm* obj, const btVector3* v, unsigned int signs) { BTVECTOR3_IN(v); return obj->ProjectMinimum(BTVECTOR3_USE(v), signs); }
void btMultiBody_worldPosToLocal(btMultiBody* obj, int i, const btVector3* vec, btVector3* value) { BTVECTOR3_IN(vec); ATTRIBUTE_ALIGNED16(btVector3) temp = obj->worldPosToLocal(i, BTVECTOR3_USE(vec)); BTVECTOR3_SET(value, temp); }
void btKinematicCharacterController_setUp(btKinematicCharacterController* obj, const btVector3* up) { BTVECTOR3_IN(up); obj->setUp(BTVECTOR3_USE(up)); }
void btDbvtAabbMm_Expand(btDbvtAabbMm* obj, const btVector3* e) { BTVECTOR3_IN(e); obj->Expand(BTVECTOR3_USE(e)); }
int btDbvtAabbMm_Classify(btDbvtAabbMm* obj, const btVector3* n, btScalar o, int s) { BTVECTOR3_IN(n); return obj->Classify(BTVECTOR3_USE(n), o, s); }
bool btPolyhedralConvexShape_isInside(btPolyhedralConvexShape* obj, const btVector3* pt, btScalar tolerance) { BTVECTOR3_IN(pt); return obj->isInside(BTVECTOR3_USE(pt), tolerance); }
void btMultiBody_addLinkForce(btMultiBody* obj, int i, const btVector3* f) { BTVECTOR3_IN(f); obj->addLinkForce(i, BTVECTOR3_USE(f)); }
bool btDbvt_update5(btDbvt* obj, btDbvtNode* leaf, btDbvtVolume* volume, const btVector3* velocity) { BTVECTOR3_IN(velocity); return obj->update(leaf, *volume, BTVECTOR3_USE(velocity)); }
void btMultiBody_addLinkTorque(btMultiBody* obj, int i, const btVector3* t) { BTVECTOR3_IN(t); obj->addLinkTorque(i, BTVECTOR3_USE(t)); }
bool btDbvt_update6(btDbvt* obj, btDbvtNode* leaf, btDbvtVolume* volume, const btVector3* velocity, btScalar margin) { BTVECTOR3_IN(velocity); return obj->update(leaf, *volume, BTVECTOR3_USE(velocity), margin); }