int DbvtAabbMm::Classify(Vector3 n, btScalar o, int s) { VECTOR3_CONV(n); int ret = _native->Classify(VECTOR3_USE(n), o, s); VECTOR3_DEL(n); return ret; }
MultiBody::MultiBody(int nLinks, btScalar mass, Vector3 inertia, bool fixedBase, bool canSleep, bool multiDof) { VECTOR3_DEF(inertia); _native = new btMultiBody(nLinks, mass, VECTOR3_USE(inertia), fixedBase, canSleep, multiDof); VECTOR3_DEL(inertia); }
StaticPlaneShape::StaticPlaneShape(Vector3 planeNormal, btScalar planeConstant) : ConcaveShape(0) { VECTOR3_DEF(planeNormal); UnmanagedPointer = new btStaticPlaneShape(VECTOR3_USE(planeNormal), planeConstant); VECTOR3_DEL(planeNormal); }
CylinderShapeZ::CylinderShapeZ(Vector3 halfExtents) : CylinderShape((btCylinderShape*)0) { VECTOR3_CONV(halfExtents); UnmanagedPointer = new btCylinderShapeZ(VECTOR3_USE(halfExtents)); VECTOR3_DEL(halfExtents); }
CylinderShape::CylinderShape(Vector3 halfExtents) : ConvexInternalShape(0) { VECTOR3_CONV(halfExtents); UnmanagedPointer = new btCylinderShape(VECTOR3_USE(halfExtents)); VECTOR3_DEL(halfExtents); }
Vector3 TriangleMeshShape::LocalGetSupportingVertexWithoutMargin(Vector3 vec) { VECTOR3_DEF(vec); btVector3* vecOut = ALIGNED_NEW(btVector3); TriangleMeshShape_LocalGetSupportingVertexWithoutMargin(Native, VECTOR3_PTR(vec), vecOut); Vector3 vertex = Math::BtVector3ToVector3(vecOut); VECTOR3_DEL(vec); ALIGNED_FREE(vecOut); return vertex; }
void MultiBodyLink::SetAxisTop(int dof, Vector3 axis) { VECTOR3_CONV(axis); _native->setAxisTop(dof, VECTOR3_USE(axis)); VECTOR3_DEL(axis); }
void MultiBody::AddLinkTorque(int i, Vector3 t) { VECTOR3_DEF(t); _native->addLinkTorque(i, VECTOR3_USE(t)); VECTOR3_DEL(t); }
void MultiBody::AddLinkForce(int i, Vector3 f) { VECTOR3_DEF(f); _native->addLinkForce(i, VECTOR3_USE(f)); VECTOR3_DEL(f); }
void MultiBody::AddBaseTorque(Vector3 t) { VECTOR3_DEF(t); _native->addBaseTorque(VECTOR3_USE(t)); VECTOR3_DEL(t); }
void MultiBody::AddBaseForce(Vector3 f) { VECTOR3_DEF(f); _native->addBaseForce(VECTOR3_USE(f)); VECTOR3_DEL(f); }
void MultibodyLink::SetAxisBottom(int dof, Vector3 axis) { VECTOR3_DEF(axis); _native->setAxisBottom(dof, VECTOR3_USE(axis)); VECTOR3_DEL(axis); }