void btConeTwistConstraint_calcAngleInfo2(btConeTwistConstraint* obj, const btScalar* transA, const btScalar* transB, const btScalar* invInertiaWorldA, const btScalar* invInertiaWorldB) { TRANSFORM_CONV(transA); TRANSFORM_CONV(transB); MATRIX3X3_CONV(invInertiaWorldA); MATRIX3X3_CONV(invInertiaWorldB); obj->calcAngleInfo2(TRANSFORM_USE(transA), TRANSFORM_USE(transB), MATRIX3X3_USE(invInertiaWorldA), MATRIX3X3_USE(invInertiaWorldB)); }
void btConeTwistConstraint_getInfo2NonVirtual(btConeTwistConstraint* obj, btTypedConstraint::btConstraintInfo2* info, const btScalar* transA, const btScalar* transB, const btScalar* invInertiaWorldA, const btScalar* invInertiaWorldB) { TRANSFORM_CONV(transA); TRANSFORM_CONV(transB); MATRIX3X3_CONV(invInertiaWorldA); MATRIX3X3_CONV(invInertiaWorldB); obj->getInfo2NonVirtual(info, TRANSFORM_USE(transA), TRANSFORM_USE(transB), MATRIX3X3_USE(invInertiaWorldA), MATRIX3X3_USE(invInertiaWorldB)); }
VECTOR3_DEF(invInertiaADiag); VECTOR3_DEF(linvelA); VECTOR3_DEF(angvelA); VECTOR3_DEF(rel_posA1); VECTOR3_DEF(invInertiaBDiag); VECTOR3_DEF(linvelB); VECTOR3_DEF(angvelB); VECTOR3_DEF(rel_posA2); VECTOR3_DEF(normalA); VECTOR3_DEF(rel_posB1); VECTOR3_DEF(rel_posB2); VECTOR3_DEF(normalB); btScalar imp0Temp; btScalar imp1Temp; _native->resolveBilateralPairConstraint((btRigidBody*)body0->_native, (btRigidBody*)body1->_native, MATRIX3X3_USE(world2A), MATRIX3X3_USE(world2B), VECTOR3_USE(invInertiaADiag), invMassA, VECTOR3_USE(linvelA), VECTOR3_USE(angvelA), VECTOR3_USE(rel_posA1), VECTOR3_USE(invInertiaBDiag), invMassB, VECTOR3_USE(linvelB), VECTOR3_USE(angvelB), VECTOR3_USE(rel_posA2), depthA, VECTOR3_USE(normalA), VECTOR3_USE(rel_posB1), VECTOR3_USE(rel_posB2), depthB, VECTOR3_USE(normalB), imp0Temp, imp1Temp); imp0 = imp0Temp; imp1 = imp1Temp; MATRIX3X3_DEL(world2A); MATRIX3X3_DEL(world2B); VECTOR3_DEL(invInertiaADiag); VECTOR3_DEL(linvelA); VECTOR3_DEL(angvelA); VECTOR3_DEL(rel_posA1); VECTOR3_DEL(invInertiaBDiag); VECTOR3_DEL(linvelB); VECTOR3_DEL(angvelB);