void Physics3DRigidBody::setLinearVelocity( const cocos2d::Vec3& lin_vel ) { _btRigidBody->setLinearVelocity(convertVec3TobtVector3(lin_vel)); }
void Physics3DRigidBody::applyCentralForce( const cocos2d::Vec3& force ) { _btRigidBody->applyCentralForce(convertVec3TobtVector3(force)); }
void Physics3DRigidBody::setMassProps( float mass, const cocos2d::Vec3& inertia ) { _btRigidBody->setMassProps(mass, convertVec3TobtVector3(inertia)); }
void Physics3DRigidBody::applyForce( const cocos2d::Vec3& force, const cocos2d::Vec3& rel_pos ) { _btRigidBody->applyForce(convertVec3TobtVector3(force), convertVec3TobtVector3(rel_pos)); }
void Physics3DRigidBody::setGravity( const cocos2d::Vec3& acceleration ) { _btRigidBody->setGravity(convertVec3TobtVector3(acceleration)); }
void Physics3DRigidBody::setInvInertiaDiagLocal( const cocos2d::Vec3& diagInvInertia ) { _btRigidBody->setInvInertiaDiagLocal(convertVec3TobtVector3(diagInvInertia)); }
void Physics3DRigidBody::setAngularFactor( const cocos2d::Vec3& angFac ) { _btRigidBody->setAngularFactor(convertVec3TobtVector3(angFac)); }
void Physics3DRigidBody::setAngularVelocity( const cocos2d::Vec3& ang_vel ) { _btRigidBody->setAngularVelocity(convertVec3TobtVector3(ang_vel)); }
void Physics3DRigidBody::applyImpulse( const cocos2d::Vec3& impulse, const cocos2d::Vec3& rel_pos ) { _btRigidBody->applyImpulse(convertVec3TobtVector3(impulse), convertVec3TobtVector3(rel_pos)); }
void Physics3DRigidBody::setLinearFactor( const cocos2d::Vec3& linearFactor ) { _btRigidBody->setLinearFactor(convertVec3TobtVector3(linearFactor)); }
void Physics3DRigidBody::applyTorqueImpulse( const cocos2d::Vec3& torque ) { _btRigidBody->applyTorqueImpulse(convertVec3TobtVector3(torque)); }
void Physics3DRigidBody::applyCentralImpulse( const cocos2d::Vec3& impulse ) { _btRigidBody->applyCentralImpulse(convertVec3TobtVector3(impulse)); }
bool Physics3DShape::initCylinder(float radius, float height) { _shapeType = ShapeType::CYLINDER; _btShape = new btCylinderShape(convertVec3TobtVector3(cocos2d::Vec3(radius, height, radius) * 0.5f)); return true; }
bool Physics3DShape::initBox(const cocos2d::Vec3& ext) { _shapeType = ShapeType::BOX; _btShape = new btBoxShape(convertVec3TobtVector3(ext * 0.5f)); return true; }
void Physics3DWorld::setGravity(const Vec3& gravity) { _btPhyiscsWorld->setGravity(convertVec3TobtVector3(gravity)); }