public override bool UseFrameOffset(BulletConstraint constrain, float enable) { BulletConstraintUnman constrainu = constrain as BulletConstraintUnman; return BSAPICPP.UseFrameOffset2(constrainu.ptr, enable); }
public abstract bool SetFrames(BulletConstraint constrain, Vector3 frameA, Quaternion frameArot, Vector3 frameB, Quaternion frameBrot);
public abstract bool TranslationalLimitMotor(BulletConstraint constrain, float enable, float targetVel, float maxMotorForce);
public abstract bool SetBreakingImpulseThreshold(BulletConstraint constrain, float threshold);
public abstract void SetConstraintNumSolverIterations(BulletConstraint constrain, float iterations);
public abstract bool HasAnisotripicFriction(BulletConstraint constrain);
public abstract void RemoveConstraintRef(BulletBody obj, BulletConstraint constrain);
public override bool RemoveConstraintFromWorld(BulletWorld world, BulletConstraint constrain) { BulletWorldUnman worldu = world as BulletWorldUnman; BulletConstraintUnman constrainu = constrain as BulletConstraintUnman; return BSAPICPP.RemoveConstraintFromWorld2(worldu.ptr, constrainu.ptr); }
public override void RemoveConstraintRef(BulletBody obj, BulletConstraint constrain) { BulletBodyUnman bodyu = obj as BulletBodyUnman; BulletConstraintUnman constrainu = constrain as BulletConstraintUnman; BSAPICPP.RemoveConstraintRef2(bodyu.ptr, constrainu.ptr); }
// ===================================================================================== // btCollisionObject entries public override Vector3 GetAnisotripicFriction(BulletConstraint constrain) { BulletConstraintUnman constrainu = constrain as BulletConstraintUnman; return BSAPICPP.GetAnisotripicFriction2(constrainu.ptr); }
public override bool HasAnisotripicFriction(BulletConstraint constrain) { BulletConstraintUnman constrainu = constrain as BulletConstraintUnman; return BSAPICPP.HasAnisotripicFriction2(constrainu.ptr); }
public override void DumpConstraint(BulletWorld world, BulletConstraint constrain) { BulletWorldUnman worldu = world as BulletWorldUnman; BulletConstraintUnman constrainu = constrain as BulletConstraintUnman; BSAPICPP.DumpConstraint2(worldu.ptr, constrainu.ptr); }
public override bool DestroyConstraint(BulletWorld world, BulletConstraint constrain) { BulletWorldUnman worldu = world as BulletWorldUnman; BulletConstraintUnman constrainu = constrain as BulletConstraintUnman; return BSAPICPP.DestroyConstraint2(worldu.ptr, constrainu.ptr); }
public override bool CalculateTransforms(BulletConstraint constrain) { BulletConstraintUnman constrainu = constrain as BulletConstraintUnman; return BSAPICPP.CalculateTransforms2(constrainu.ptr); }
public virtual void DumpConstraint(BulletWorld sim, BulletConstraint constrain) { }
public override bool SetAngularLimits(BulletConstraint constrain, Vector3 low, Vector3 hi) { BulletConstraintUnman constrainu = constrain as BulletConstraintUnman; return BSAPICPP.SetAngularLimits2(constrainu.ptr, low, hi); }
// ===================================================================================== // btCollisionObject entries public abstract Vector3 GetAnisotripicFriction(BulletConstraint constrain);
public override Vector3 SetAnisotripicFriction(BulletConstraint constrain, Vector3 frict) { BulletConstraintUnman constrainu = constrain as BulletConstraintUnman; return BSAPICPP.SetAnisotripicFriction2(constrainu.ptr, frict); }
public abstract bool RemoveConstraintFromWorld(BulletWorld world, BulletConstraint constrain);
public override bool SetBreakingImpulseThreshold(BulletConstraint constrain, float threshold) { BulletConstraintUnman constrainu = constrain as BulletConstraintUnman; return BSAPICPP.SetBreakingImpulseThreshold2(constrainu.ptr, threshold); }
public abstract Vector3 SetAnisotripicFriction(BulletConstraint constrain, Vector3 frict);
public abstract void AddConstraintRef(BulletBody obj, BulletConstraint constrain);
public abstract void SetConstraintEnable(BulletConstraint constrain, float numericTrueFalse);
public abstract bool AddConstraintToWorld(BulletWorld world, BulletConstraint constrain, bool disableCollisionsBetweenLinkedObjects);
public abstract bool SetConstraintParam(BulletConstraint constrain, ConstraintParams paramIndex, float value, ConstraintParamAxis axis);
public abstract bool CalculateTransforms(BulletConstraint constrain);
public abstract bool SetLinearLimits(BulletConstraint constrain, Vector3 low, Vector3 hi);
public abstract bool DestroyConstraint(BulletWorld world, BulletConstraint constrain);
public abstract bool UseFrameOffset(BulletConstraint constrain, float enable);
public override bool TranslationalLimitMotor(BulletConstraint constrain, float enable, float targetVel, float maxMotorForce) { BulletConstraintUnman constrainu = constrain as BulletConstraintUnman; return BSAPICPP.TranslationalLimitMotor2(constrainu.ptr, enable, targetVel, maxMotorForce); }