98 const float loc_start[3],
99 const float loc_end[3],
213 const float *
verts,
int stride,
int count,
float margin,
bool *can_embed);
221 rbMeshData *mesh,
int num,
int index0,
int index1,
int index2);
247 const float *vertices,
310#define RB_LIMIT_LIN_X 0
311#define RB_LIMIT_LIN_Y 1
312#define RB_LIMIT_LIN_Z 2
313#define RB_LIMIT_ANG_X 3
314#define RB_LIMIT_ANG_Y 4
315#define RB_LIMIT_ANG_Z 5
324 rbConstraint *con,
float lin_lower,
float lin_upper,
float ang_lower,
float ang_upper);
343 float max_impulse_lin,
344 float max_impulse_ang);
void RB_constraint_set_max_impulse_motor(rbConstraint *con, float max_impulse_lin, float max_impulse_ang)
void RB_dworld_set_solver_iterations(rbDynamicsWorld *world, int num_solver_iterations)
void RB_dworld_set_split_impulse(rbDynamicsWorld *world, int split_impulse)
void RB_dworld_delete(rbDynamicsWorld *world)
void RB_body_set_collision_shape(rbRigidBody *body, rbCollisionShape *shape)
void RB_body_set_sleep_thresh(rbRigidBody *body, float linear, float angular)
void RB_constraint_set_stiffness_6dof_spring(rbConstraint *con, int axis, float stiffness)
rbCollisionShape * RB_shape_new_box(float x, float y, float z)
void RB_body_set_linear_velocity(rbRigidBody *body, const float v_in[3])
rbConstraint * RB_constraint_new_fixed(float pivot[3], float orn[4], rbRigidBody *rb1, rbRigidBody *rb2)
rbConstraint * RB_constraint_new_6dof_spring(float pivot[3], float orn[4], rbRigidBody *rb1, rbRigidBody *rb2)
void RB_dworld_add_constraint(rbDynamicsWorld *world, rbConstraint *con, int disable_collisions)
void RB_body_set_friction(rbRigidBody *body, float value)
void RB_constraint_set_damping_6dof_spring(rbConstraint *con, int axis, float damping)
int RB_body_get_activation_state(rbRigidBody *body)
rbCollisionShape * RB_shape_new_gimpact_mesh(rbMeshData *mesh)
void RB_shape_delete(rbCollisionShape *shape)
rbCollisionShape * RB_shape_new_trimesh(rbMeshData *mesh)
rbConstraint * RB_constraint_new_slider(float pivot[3], float orn[4], rbRigidBody *rb1, rbRigidBody *rb2)
void RB_body_get_angular_velocity(rbRigidBody *body, float v_out[3])
float RB_body_get_angular_damping(rbRigidBody *body)
void RB_constraint_set_enabled(rbConstraint *con, int enabled)
void RB_constraint_set_stiffness_6dof_spring2(rbConstraint *con, int axis, float stiffness)
void RB_body_deactivate(rbRigidBody *body)
void RB_constraint_set_equilibrium_6dof_spring(rbConstraint *con)
float RB_body_get_linear_sleep_thresh(rbRigidBody *body)
void RB_constraint_set_limits_slider(rbConstraint *con, float lower, float upper)
rbConstraint * RB_constraint_new_piston(float pivot[3], float orn[4], rbRigidBody *rb1, rbRigidBody *rb2)
float RB_body_get_restitution(rbRigidBody *body)
void RB_body_set_kinematic_state(rbRigidBody *body, int kinematic)
void RB_constraint_set_breaking_threshold(rbConstraint *con, float threshold)
void RB_dworld_remove_constraint(rbDynamicsWorld *world, rbConstraint *con)
void RB_world_convex_sweep_test(rbDynamicsWorld *world, rbRigidBody *object, const float loc_start[3], const float loc_end[3], float v_location[3], float v_hitpoint[3], float v_normal[3], int *r_hit)
void RB_body_set_activation_state(rbRigidBody *body, int use_deactivation)
void RB_constraint_set_enable_motor(rbConstraint *con, int enable_lin, int enable_ang)
void RB_body_get_linear_velocity(rbRigidBody *body, float v_out[3])
void RB_dworld_set_gravity(rbDynamicsWorld *world, const float g_in[3])
rbDynamicsWorld * RB_dworld_new(const float gravity[3])
void RB_trimesh_add_triangle_indices(rbMeshData *mesh, int num, int index0, int index1, int index2)
rbMeshData * RB_trimesh_data_new(int num_tris, int num_verts)
void RB_trimesh_add_vertices(rbMeshData *mesh, float *vertices, int num_verts, int vert_stride)
void RB_constraint_set_limits_6dof_spring2(rbConstraint *con, int axis, float lower, float upper)
void RB_body_set_loc_rot(rbRigidBody *body, const float loc[3], const float rot[4])
rbConstraint * RB_constraint_new_6dof(float pivot[3], float orn[4], rbRigidBody *rb1, rbRigidBody *rb2)
float RB_body_get_angular_sleep_thresh(rbRigidBody *body)
void RB_constraint_set_solver_iterations(rbConstraint *con, int num_solver_iterations)
rbCollisionShape * RB_shape_new_cylinder(float radius, float height)
void RB_dworld_add_body(rbDynamicsWorld *world, rbRigidBody *body, int col_groups)
void RB_constraint_set_damping_6dof_spring2(rbConstraint *con, int axis, float damping)
void RB_constraint_delete(rbConstraint *con)
void RB_body_apply_central_force(rbRigidBody *body, const float v_in[3])
void RB_body_set_damping(rbRigidBody *object, float linear, float angular)
void RB_dworld_remove_body(rbDynamicsWorld *world, rbRigidBody *body)
void RB_shape_trimesh_update(rbCollisionShape *shape, const float *vertices, int num_verts, int vert_stride, const float min[3], const float max[3])
void RB_constraint_set_spring_6dof_spring(rbConstraint *con, int axis, int enable)
void RB_shape_set_margin(rbCollisionShape *shape, float value)
void RB_body_activate(rbRigidBody *body)
rbRigidBody * RB_body_new(rbCollisionShape *shape, const float loc[3], const float rot[4])
rbConstraint * RB_constraint_new_6dof_spring2(float pivot[3], float orn[4], rbRigidBody *rb1, rbRigidBody *rb2)
float RB_body_get_linear_damping(rbRigidBody *body)
rbConstraint * RB_constraint_new_hinge(float pivot[3], float orn[4], rbRigidBody *rb1, rbRigidBody *rb2)
void RB_body_get_position(rbRigidBody *body, float v_out[3])
void RB_trimesh_finish(rbMeshData *mesh)
rbCollisionShape * RB_shape_new_convex_hull(const float *verts, int stride, int count, float margin, bool *can_embed)
void RB_body_delete(rbRigidBody *body)
void RB_dworld_export(rbDynamicsWorld *world, const char *filename)
rbConstraint * RB_constraint_new_point(const float pivot[3], rbRigidBody *rb1, rbRigidBody *rb2)
void RB_body_set_type(rbRigidBody *body, int type, float mass)
float RB_shape_get_margin(rbCollisionShape *shape)
rbCollisionShape * RB_shape_new_cone(float radius, float height)
void RB_body_set_mass(rbRigidBody *body, float value)
void RB_constraint_set_limits_piston(rbConstraint *con, float lin_lower, float lin_upper, float ang_lower, float ang_upper)
void RB_dworld_get_gravity(rbDynamicsWorld *world, float g_out[3])
void RB_constraint_set_limits_6dof(rbConstraint *con, int axis, float lower, float upper)
void RB_body_set_restitution(rbRigidBody *body, float value)
void RB_compound_add_child_shape(rbCollisionShape *collisionShape, rbCollisionShape *shape, const float loc[3], const float rot[4])
void RB_body_get_orientation(rbRigidBody *body, float v_out[4])
void RB_constraint_set_limits_hinge(rbConstraint *con, float lower, float upper)
void RB_constraint_set_target_velocity_motor(rbConstraint *con, float velocity_lin, float velocity_ang)
rbCollisionShape * RB_shape_new_sphere(float radius)
float RB_body_get_friction(rbRigidBody *body)
void RB_body_set_angular_velocity(rbRigidBody *body, const float v_in[3])
void RB_body_set_angular_damping(rbRigidBody *body, float value)
void RB_body_set_linear_sleep_thresh(rbRigidBody *body, float value)
float RB_body_get_mass(rbRigidBody *body)
void RB_body_get_transform_matrix(rbRigidBody *body, float m_out[4][4])
void RB_body_set_linear_factor(rbRigidBody *object, float x, float y, float z)
rbCollisionShape * RB_shape_new_compound(void)
void RB_dworld_step_simulation(rbDynamicsWorld *world, float timeStep, int maxSubSteps, float timeSubStep)
void RB_constraint_set_equilibrium_6dof_spring2(rbConstraint *con)
rbCollisionShape * RB_shape_new_capsule(float radius, float height)
rbConstraint * RB_constraint_new_motor(float pivot[3], float orn[4], rbRigidBody *rb1, rbRigidBody *rb2)
void RB_body_set_scale(rbRigidBody *body, const float scale[3])
void RB_body_get_scale(rbRigidBody *object, float v_out[3])
void RB_constraint_set_spring_6dof_spring2(rbConstraint *con, int axis, int enable)
void RB_body_set_angular_sleep_thresh(rbRigidBody *body, float value)
void RB_body_set_angular_factor(rbRigidBody *object, float x, float y, float z)
void RB_body_set_linear_damping(rbRigidBody *body, float value)
struct rbConstraint rbConstraint
SIMD_FORCE_INLINE const btScalar & z() const
Return the z value.