public abstract BulletBody CreateGhostFromShape(BulletWorld sim, BulletShape shape, UInt32 id, Vector3 pos, Quaternion rot);
public abstract void Shutdown(BulletWorld sim);
public abstract bool UpdateParameter(BulletWorld world, UInt32 localID, String parm, float value);
public virtual void ResetBroadphasePool(BulletWorld sim) { }
public abstract void SetCollisionShape(BulletWorld sim, BulletBody obj, BulletShape shape);
public abstract bool IsInWorld(BulletWorld world, BulletBody obj);
public abstract bool RemoveConstraintFromWorld(BulletWorld world, BulletConstraint constrain);
public abstract bool DeleteCollisionShape(BulletWorld world, BulletShape shape);
public abstract bool DestroyConstraint(BulletWorld world, BulletConstraint constrain);
public abstract BulletConstraint CreatePoint2PointConstraint(BulletWorld world, BulletBody obj1, BulletBody obj2, Vector3 pivotInA, Vector3 pivotInB, bool disableCollisionsBetweenLinkedBodies);
public abstract BulletConstraint CreateSliderConstraint(BulletWorld world, BulletBody obj1, BulletBody obj2, Vector3 frameInAloc, Quaternion frameInArot, Vector3 frameInBloc, Quaternion frameInBrot, bool useLinearReferenceFrameA, bool disableCollisionsBetweenLinkedBodies);
// ===================================================================================== // Mesh, hull, shape and body creation helper routines public abstract BulletShape CreateMeshShape(BulletWorld world, int indicesCount, int[] indices, int verticesCount, float[] vertices);
public abstract BulletShape CreateHullShape(BulletWorld world, int hullCount, float[] hulls);
public abstract BulletConstraint CreateHingeConstraint(BulletWorld world, BulletBody obj1, BulletBody obj2, Vector3 pivotinA, Vector3 pivotinB, Vector3 axisInA, Vector3 axisInB, bool useLinearReferenceFrameA, bool disableCollisionsBetweenLinkedBodies);
public abstract BulletShape DuplicateCollisionShape(BulletWorld sim, BulletShape srcShape, UInt32 id);
public abstract void DestroyObject(BulletWorld sim, BulletBody obj);
public abstract bool GetForceUpdateAllAabbs(BulletWorld world);
public virtual void DumpActivationInfo(BulletWorld sim) { }
public abstract int PhysicsStep(BulletWorld world, float timeStep, int maxSubSteps, float fixedTimeStep, out int updatedEntityCount, out int collidersCount);
public virtual void DumpAllInfo(BulletWorld sim) { }
public abstract bool RemoveObjectFromWorld(BulletWorld world, BulletBody obj);
public virtual void DumpCollisionShape(BulletWorld sim, BulletShape collisionShape) { }
public virtual void ResetConstraintSolver(BulletWorld sim) { }
public virtual void DumpConstraint(BulletWorld sim, BulletConstraint constrain) { }
public abstract void SetForceUpdateAllAabbs(BulletWorld world, bool force);
public virtual void DumpPhysicsStatistics(BulletWorld sim) { }
public abstract void UpdateAabbs(BulletWorld world);
// ===================================================================================== // Debugging public virtual void DumpRigidBody(BulletWorld sim, BulletBody collisionObject) { }
// ===================================================================================== // btCollisionWorld entries public abstract void UpdateSingleAabb(BulletWorld world, BulletBody obj);
public abstract BulletConstraint CreateGearConstraint(BulletWorld world, BulletBody obj1, BulletBody obj2, Vector3 axisInA, Vector3 axisInB, float ratio, bool disableCollisionsBetweenLinkedBodies);