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BSAPIUnman.cs
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27 using System;
28 using System.Collections.Generic;
29 using System.Reflection;
30 using System.Runtime.InteropServices;
31 using System.Security;
32 using System.Text;
33 
34 using OpenSim.Framework;
35 
36 using OpenMetaverse;
37 
38 namespace OpenSim.Region.PhysicsModule.BulletS
39 {
40 public sealed class BSAPIUnman : BSAPITemplate
41 {
42 
43 private sealed class BulletWorldUnman : BulletWorld
44 {
45  public IntPtr ptr;
46  public BulletWorldUnman(uint id, BSScene physScene, IntPtr xx)
47  : base(id, physScene)
48  {
49  ptr = xx;
50  }
51 }
52 
53 private sealed class BulletBodyUnman : BulletBody
54 {
55  public IntPtr ptr;
56  public BulletBodyUnman(uint id, IntPtr xx)
57  : base(id)
58  {
59  ptr = xx;
60  }
61  public override bool HasPhysicalBody
62  {
63  get { return ptr != IntPtr.Zero; }
64  }
65  public override void Clear()
66  {
67  ptr = IntPtr.Zero;
68  }
69  public override string AddrString
70  {
71  get { return ptr.ToString("X"); }
72  }
73 }
74 
75 private sealed class BulletShapeUnman : BulletShape
76 {
77  public IntPtr ptr;
78  public BulletShapeUnman(IntPtr xx, BSPhysicsShapeType typ)
79  : base()
80  {
81  ptr = xx;
82  shapeType = typ;
83  }
84  public override bool HasPhysicalShape
85  {
86  get { return ptr != IntPtr.Zero; }
87  }
88  public override void Clear()
89  {
90  ptr = IntPtr.Zero;
91  }
92  public override BulletShape Clone()
93  {
94  return new BulletShapeUnman(ptr, shapeType);
95  }
96  public override bool ReferenceSame(BulletShape other)
97  {
98  BulletShapeUnman otheru = other as BulletShapeUnman;
99  return (otheru != null) && (this.ptr == otheru.ptr);
100 
101  }
102  public override string AddrString
103  {
104  get { return ptr.ToString("X"); }
105  }
106 }
107 private sealed class BulletConstraintUnman : BulletConstraint
108 {
109  public BulletConstraintUnman(IntPtr xx) : base()
110  {
111  ptr = xx;
112  }
113  public IntPtr ptr;
114 
115  public override void Clear()
116  {
117  ptr = IntPtr.Zero;
118  }
119  public override bool HasPhysicalConstraint { get { return ptr != IntPtr.Zero; } }
120 
121  // Used for log messages for a unique display of the memory/object allocated to this instance
122  public override string AddrString
123  {
124  get { return ptr.ToString("X"); }
125  }
126 }
127 
128 // We pin the memory passed between the managed and unmanaged code.
129 GCHandle m_paramsHandle;
130 private GCHandle m_collisionArrayPinnedHandle;
131 private GCHandle m_updateArrayPinnedHandle;
132 
133 // Handle to the callback used by the unmanaged code to call into the managed code.
134 // Used for debug logging.
135 // Need to store the handle in a persistant variable so it won't be freed.
136 private BSAPICPP.DebugLogCallback m_DebugLogCallbackHandle;
137 
138 private BSScene PhysicsScene { get; set; }
139 
140 public override string BulletEngineName { get { return "BulletUnmanaged"; } }
141 public override string BulletEngineVersion { get; protected set; }
142 
143 public BSAPIUnman(string paramName, BSScene physScene)
144 {
145  PhysicsScene = physScene;
146 
147  // Do something fancy with the paramName to get the right DLL implementation
148  // like "Bullet-2.80-OpenCL-Intel" loading the version for Intel based OpenCL implementation, etc.
149  if (Util.IsWindows())
150  Util.LoadArchSpecificWindowsDll("BulletSim.dll");
151  // If not Windows, loading is performed by the
152  // Mono loader as specified in
153  // "bin/Physics/OpenSim.Region.Physics.BulletSPlugin.dll.config".
154 }
155 
156 // Initialization and simulation
157 public override BulletWorld Initialize(Vector3 maxPosition, ConfigurationParameters parms,
158  int maxCollisions, ref CollisionDesc[] collisionArray,
159  int maxUpdates, ref EntityProperties[] updateArray
160  )
161 {
162  // Pin down the memory that will be used to pass object collisions and updates back from unmanaged code
163  m_paramsHandle = GCHandle.Alloc(parms, GCHandleType.Pinned);
164  m_collisionArrayPinnedHandle = GCHandle.Alloc(collisionArray, GCHandleType.Pinned);
165  m_updateArrayPinnedHandle = GCHandle.Alloc(updateArray, GCHandleType.Pinned);
166 
167  // If Debug logging level, enable logging from the unmanaged code
168  m_DebugLogCallbackHandle = null;
169  if (BSScene.m_log.IsDebugEnabled && PhysicsScene.PhysicsLogging.Enabled)
170  {
171  BSScene.m_log.DebugFormat("{0}: Initialize: Setting debug callback for unmanaged code", BSScene.LogHeader);
172  if (PhysicsScene.PhysicsLogging.Enabled)
173  // The handle is saved in a variable to make sure it doesn't get freed after this call
174  m_DebugLogCallbackHandle = new BSAPICPP.DebugLogCallback(BulletLoggerPhysLog);
175  else
176  m_DebugLogCallbackHandle = new BSAPICPP.DebugLogCallback(BulletLogger);
177  }
178 
179  // Get the version of the DLL
180  // TODO: this doesn't work yet. Something wrong with marshaling the returned string.
181  // BulletEngineVersion = BulletSimAPI.GetVersion2();
182  BulletEngineVersion = "";
183 
184  // Call the unmanaged code with the buffers and other information
185  return new BulletWorldUnman(0, PhysicsScene, BSAPICPP.Initialize2(maxPosition, m_paramsHandle.AddrOfPinnedObject(),
186  maxCollisions, m_collisionArrayPinnedHandle.AddrOfPinnedObject(),
187  maxUpdates, m_updateArrayPinnedHandle.AddrOfPinnedObject(),
188  m_DebugLogCallbackHandle));
189 
190 }
191 
192 // Called directly from unmanaged code so don't do much
193 private void BulletLogger(string msg)
194 {
195  BSScene.m_log.Debug("[BULLETS UNMANAGED]:" + msg);
196 }
197 
198 // Called directly from unmanaged code so don't do much
199 private void BulletLoggerPhysLog(string msg)
200 {
201  PhysicsScene.DetailLog("[BULLETS UNMANAGED]:" + msg);
202 }
203 
204 public override int PhysicsStep(BulletWorld world, float timeStep, int maxSubSteps, float fixedTimeStep,
205  out int updatedEntityCount, out int collidersCount)
206 {
207  BulletWorldUnman worldu = world as BulletWorldUnman;
208  return BSAPICPP.PhysicsStep2(worldu.ptr, timeStep, maxSubSteps, fixedTimeStep, out updatedEntityCount, out collidersCount);
209 }
210 
211 public override void Shutdown(BulletWorld world)
212 {
213  BulletWorldUnman worldu = world as BulletWorldUnman;
214  BSAPICPP.Shutdown2(worldu.ptr);
215 
216  if (m_paramsHandle.IsAllocated)
217  {
218  m_paramsHandle.Free();
219  }
220  if (m_collisionArrayPinnedHandle.IsAllocated)
221  {
222  m_collisionArrayPinnedHandle.Free();
223  }
224  if (m_updateArrayPinnedHandle.IsAllocated)
225  {
226  m_updateArrayPinnedHandle.Free();
227  }
228 }
229 
230 public override bool PushUpdate(BulletBody obj)
231 {
232  BulletBodyUnman bodyu = obj as BulletBodyUnman;
233  return BSAPICPP.PushUpdate2(bodyu.ptr);
234 }
235 
236 public override bool UpdateParameter(BulletWorld world, uint localID, String parm, float value)
237 {
238  BulletWorldUnman worldu = world as BulletWorldUnman;
239  return BSAPICPP.UpdateParameter2(worldu.ptr, localID, parm, value);
240 }
241 
242 // =====================================================================================
243 // Mesh, hull, shape and body creation helper routines
245  int indicesCount, int[] indices,
246  int verticesCount, float[] vertices)
247 {
248  BulletWorldUnman worldu = world as BulletWorldUnman;
249  return new BulletShapeUnman(
250  BSAPICPP.CreateMeshShape2(worldu.ptr, indicesCount, indices, verticesCount, vertices),
251  BSPhysicsShapeType.SHAPE_MESH);
252 }
253 
255  int indicesCount, int[] indices,
256  int verticesCount, float[] vertices)
257 {
258  BulletWorldUnman worldu = world as BulletWorldUnman;
259  return new BulletShapeUnman(
260  BSAPICPP.CreateGImpactShape2(worldu.ptr, indicesCount, indices, verticesCount, vertices),
261  BSPhysicsShapeType.SHAPE_GIMPACT);
262 }
263 
264 public override BulletShape CreateHullShape(BulletWorld world, int hullCount, float[] hulls)
265 {
266  BulletWorldUnman worldu = world as BulletWorldUnman;
267  return new BulletShapeUnman(
268  BSAPICPP.CreateHullShape2(worldu.ptr, hullCount, hulls),
269  BSPhysicsShapeType.SHAPE_HULL);
270 }
271 
272 public override BulletShape BuildHullShapeFromMesh(BulletWorld world, BulletShape meshShape, HACDParams parms)
273 {
274  BulletWorldUnman worldu = world as BulletWorldUnman;
275  BulletShapeUnman shapeu = meshShape as BulletShapeUnman;
276  return new BulletShapeUnman(
277  BSAPICPP.BuildHullShapeFromMesh2(worldu.ptr, shapeu.ptr, parms),
278  BSPhysicsShapeType.SHAPE_HULL);
279 }
280 
282 {
283  BulletWorldUnman worldu = world as BulletWorldUnman;
284  BulletShapeUnman shapeu = meshShape as BulletShapeUnman;
285  return new BulletShapeUnman(
286  BSAPICPP.BuildConvexHullShapeFromMesh2(worldu.ptr, shapeu.ptr),
287  BSPhysicsShapeType.SHAPE_CONVEXHULL);
288 }
289 
291  int indicesCount, int[] indices,
292  int verticesCount, float[] vertices)
293 {
294  BulletWorldUnman worldu = world as BulletWorldUnman;
295  return new BulletShapeUnman(
296  BSAPICPP.CreateConvexHullShape2(worldu.ptr, indicesCount, indices, verticesCount, vertices),
297  BSPhysicsShapeType.SHAPE_CONVEXHULL);
298 }
299 
300 public override BulletShape BuildNativeShape(BulletWorld world, ShapeData shapeData)
301 {
302  BulletWorldUnman worldu = world as BulletWorldUnman;
303  return new BulletShapeUnman(BSAPICPP.BuildNativeShape2(worldu.ptr, shapeData), shapeData.Type);
304 }
305 
306 public override bool IsNativeShape(BulletShape shape)
307 {
308  BulletShapeUnman shapeu = shape as BulletShapeUnman;
309  if (shapeu != null && shapeu.HasPhysicalShape)
310  return BSAPICPP.IsNativeShape2(shapeu.ptr);
311  return false;
312 }
313 
314 public override void SetShapeCollisionMargin(BulletShape shape, float margin)
315 {
316  BulletShapeUnman shapeu = shape as BulletShapeUnman;
317  if (shapeu != null && shapeu.HasPhysicalShape)
318  BSAPICPP.SetShapeCollisionMargin(shapeu.ptr, margin);
319 }
320 
321 public override BulletShape BuildCapsuleShape(BulletWorld world, float radius, float height, Vector3 scale)
322 {
323  BulletWorldUnman worldu = world as BulletWorldUnman;
324  return new BulletShapeUnman(
325  BSAPICPP.BuildCapsuleShape2(worldu.ptr, radius, height, scale),
326  BSPhysicsShapeType.SHAPE_CAPSULE);
327 }
328 
329 public override BulletShape CreateCompoundShape(BulletWorld world, bool enableDynamicAabbTree)
330 {
331  BulletWorldUnman worldu = world as BulletWorldUnman;
332  return new BulletShapeUnman(
333  BSAPICPP.CreateCompoundShape2(worldu.ptr, enableDynamicAabbTree),
334  BSPhysicsShapeType.SHAPE_COMPOUND);
335 
336 }
337 
338 public override int GetNumberOfCompoundChildren(BulletShape shape)
339 {
340  BulletShapeUnman shapeu = shape as BulletShapeUnman;
341  if (shapeu != null && shapeu.HasPhysicalShape)
342  return BSAPICPP.GetNumberOfCompoundChildren2(shapeu.ptr);
343  return 0;
344 }
345 
346 public override void AddChildShapeToCompoundShape(BulletShape shape, BulletShape addShape, Vector3 pos, Quaternion rot)
347 {
348  BulletShapeUnman shapeu = shape as BulletShapeUnman;
349  BulletShapeUnman addShapeu = addShape as BulletShapeUnman;
350  BSAPICPP.AddChildShapeToCompoundShape2(shapeu.ptr, addShapeu.ptr, pos, rot);
351 }
352 
354 {
355  BulletShapeUnman shapeu = shape as BulletShapeUnman;
356  return new BulletShapeUnman(BSAPICPP.GetChildShapeFromCompoundShapeIndex2(shapeu.ptr, indx), BSPhysicsShapeType.SHAPE_UNKNOWN);
357 }
358 
360 {
361  BulletShapeUnman shapeu = shape as BulletShapeUnman;
362  return new BulletShapeUnman(BSAPICPP.RemoveChildShapeFromCompoundShapeIndex2(shapeu.ptr, indx), BSPhysicsShapeType.SHAPE_UNKNOWN);
363 }
364 
365 public override void RemoveChildShapeFromCompoundShape(BulletShape shape, BulletShape removeShape)
366 {
367  BulletShapeUnman shapeu = shape as BulletShapeUnman;
368  BulletShapeUnman removeShapeu = removeShape as BulletShapeUnman;
369  BSAPICPP.RemoveChildShapeFromCompoundShape2(shapeu.ptr, removeShapeu.ptr);
370 }
371 
372 public override void UpdateChildTransform(BulletShape pShape, int childIndex, Vector3 pos, Quaternion rot, bool shouldRecalculateLocalAabb)
373 {
374  BulletShapeUnman shapeu = pShape as BulletShapeUnman;
375  BSAPICPP.UpdateChildTransform2(shapeu.ptr, childIndex, pos, rot, shouldRecalculateLocalAabb);
376 }
377 
379 {
380  BulletShapeUnman shapeu = shape as BulletShapeUnman;
381  BSAPICPP.RecalculateCompoundShapeLocalAabb2(shapeu.ptr);
382 }
383 
384 public override BulletShape DuplicateCollisionShape(BulletWorld world, BulletShape srcShape, uint id)
385 {
386  BulletWorldUnman worldu = world as BulletWorldUnman;
387  BulletShapeUnman srcShapeu = srcShape as BulletShapeUnman;
388  return new BulletShapeUnman(BSAPICPP.DuplicateCollisionShape2(worldu.ptr, srcShapeu.ptr, id), srcShape.shapeType);
389 }
390 
391 public override bool DeleteCollisionShape(BulletWorld world, BulletShape shape)
392 {
393  BulletWorldUnman worldu = world as BulletWorldUnman;
394  BulletShapeUnman shapeu = shape as BulletShapeUnman;
395  return BSAPICPP.DeleteCollisionShape2(worldu.ptr, shapeu.ptr);
396 }
397 
399 {
400  BulletBodyUnman bodyu = obj as BulletBodyUnman;
401  return (CollisionObjectTypes)BSAPICPP.GetBodyType2(bodyu.ptr);
402 }
403 
404 public override BulletBody CreateBodyFromShape(BulletWorld world, BulletShape shape, uint id, Vector3 pos, Quaternion rot)
405 {
406  BulletWorldUnman worldu = world as BulletWorldUnman;
407  BulletShapeUnman shapeu = shape as BulletShapeUnman;
408  return new BulletBodyUnman(id, BSAPICPP.CreateBodyFromShape2(worldu.ptr, shapeu.ptr, id, pos, rot));
409 }
410 
411 public override BulletBody CreateBodyWithDefaultMotionState(BulletShape shape, uint id, Vector3 pos, Quaternion rot)
412 {
413  BulletShapeUnman shapeu = shape as BulletShapeUnman;
414  return new BulletBodyUnman(id, BSAPICPP.CreateBodyWithDefaultMotionState2(shapeu.ptr, id, pos, rot));
415 }
416 
417 public override BulletBody CreateGhostFromShape(BulletWorld world, BulletShape shape, uint id, Vector3 pos, Quaternion rot)
418 {
419  BulletWorldUnman worldu = world as BulletWorldUnman;
420  BulletShapeUnman shapeu = shape as BulletShapeUnman;
421  return new BulletBodyUnman(id, BSAPICPP.CreateGhostFromShape2(worldu.ptr, shapeu.ptr, id, pos, rot));
422 }
423 
424 public override void DestroyObject(BulletWorld world, BulletBody obj)
425 {
426  BulletWorldUnman worldu = world as BulletWorldUnman;
427  BulletBodyUnman bodyu = obj as BulletBodyUnman;
428  BSAPICPP.DestroyObject2(worldu.ptr, bodyu.ptr);
429 }
430 
431 // =====================================================================================
432 // Terrain creation and helper routines
433 public override BulletShape CreateGroundPlaneShape(uint id, float height, float collisionMargin)
434 {
435  return new BulletShapeUnman(BSAPICPP.CreateGroundPlaneShape2(id, height, collisionMargin), BSPhysicsShapeType.SHAPE_GROUNDPLANE);
436 }
437 
438 public override BulletShape CreateTerrainShape(uint id, Vector3 size, float minHeight, float maxHeight, float[] heightMap,
439  float scaleFactor, float collisionMargin)
440 {
441  return new BulletShapeUnman(BSAPICPP.CreateTerrainShape2(id, size, minHeight, maxHeight, heightMap, scaleFactor, collisionMargin),
442  BSPhysicsShapeType.SHAPE_TERRAIN);
443 }
444 
445 // =====================================================================================
446 // Constraint creation and helper routines
448  Vector3 frame1loc, Quaternion frame1rot,
449  Vector3 frame2loc, Quaternion frame2rot,
450  bool useLinearReferenceFrameA, bool disableCollisionsBetweenLinkedBodies)
451 {
452  BulletWorldUnman worldu = world as BulletWorldUnman;
453  BulletBodyUnman bodyu1 = obj1 as BulletBodyUnman;
454  BulletBodyUnman bodyu2 = obj2 as BulletBodyUnman;
455  return new BulletConstraintUnman(BSAPICPP.Create6DofConstraint2(worldu.ptr, bodyu1.ptr, bodyu2.ptr, frame1loc, frame1rot,
456  frame2loc, frame2rot, useLinearReferenceFrameA, disableCollisionsBetweenLinkedBodies));
457 }
458 
460  Vector3 joinPoint,
461  bool useLinearReferenceFrameA, bool disableCollisionsBetweenLinkedBodies)
462 {
463  BulletWorldUnman worldu = world as BulletWorldUnman;
464  BulletBodyUnman bodyu1 = obj1 as BulletBodyUnman;
465  BulletBodyUnman bodyu2 = obj2 as BulletBodyUnman;
466  return new BulletConstraintUnman(BSAPICPP.Create6DofConstraintToPoint2(worldu.ptr, bodyu1.ptr, bodyu2.ptr,
467  joinPoint, useLinearReferenceFrameA, disableCollisionsBetweenLinkedBodies));
468 }
469 
471  Vector3 frameInBloc, Quaternion frameInBrot,
472  bool useLinearReferenceFrameB, bool disableCollisionsBetweenLinkedBodies)
473 {
474  BulletWorldUnman worldu = world as BulletWorldUnman;
475  BulletBodyUnman bodyu1 = obj1 as BulletBodyUnman;
476  return new BulletConstraintUnman(BSAPICPP.Create6DofConstraintFixed2(worldu.ptr, bodyu1.ptr,
477  frameInBloc, frameInBrot, useLinearReferenceFrameB, disableCollisionsBetweenLinkedBodies));
478 }
479 
481  Vector3 frame1loc, Quaternion frame1rot,
482  Vector3 frame2loc, Quaternion frame2rot,
483  bool useLinearReferenceFrameA, bool disableCollisionsBetweenLinkedBodies)
484 {
485  BulletWorldUnman worldu = world as BulletWorldUnman;
486  BulletBodyUnman bodyu1 = obj1 as BulletBodyUnman;
487  BulletBodyUnman bodyu2 = obj2 as BulletBodyUnman;
488  return new BulletConstraintUnman(BSAPICPP.Create6DofSpringConstraint2(worldu.ptr, bodyu1.ptr, bodyu2.ptr, frame1loc, frame1rot,
489  frame2loc, frame2rot, useLinearReferenceFrameA, disableCollisionsBetweenLinkedBodies));
490 }
491 
493  Vector3 pivotinA, Vector3 pivotinB,
494  Vector3 axisInA, Vector3 axisInB,
495  bool useLinearReferenceFrameA, bool disableCollisionsBetweenLinkedBodies)
496 {
497  BulletWorldUnman worldu = world as BulletWorldUnman;
498  BulletBodyUnman bodyu1 = obj1 as BulletBodyUnman;
499  BulletBodyUnman bodyu2 = obj2 as BulletBodyUnman;
500  return new BulletConstraintUnman(BSAPICPP.CreateHingeConstraint2(worldu.ptr, bodyu1.ptr, bodyu2.ptr,
501  pivotinA, pivotinB, axisInA, axisInB, useLinearReferenceFrameA, disableCollisionsBetweenLinkedBodies));
502 }
503 
505  Vector3 frame1loc, Quaternion frame1rot,
506  Vector3 frame2loc, Quaternion frame2rot,
507  bool useLinearReferenceFrameA, bool disableCollisionsBetweenLinkedBodies)
508 {
509  BulletWorldUnman worldu = world as BulletWorldUnman;
510  BulletBodyUnman bodyu1 = obj1 as BulletBodyUnman;
511  BulletBodyUnman bodyu2 = obj2 as BulletBodyUnman;
512  return new BulletConstraintUnman(BSAPICPP.CreateSliderConstraint2(worldu.ptr, bodyu1.ptr, bodyu2.ptr, frame1loc, frame1rot,
513  frame2loc, frame2rot, useLinearReferenceFrameA, disableCollisionsBetweenLinkedBodies));
514 }
515 
517  Vector3 frame1loc, Quaternion frame1rot,
518  Vector3 frame2loc, Quaternion frame2rot,
519  bool disableCollisionsBetweenLinkedBodies)
520 {
521  BulletWorldUnman worldu = world as BulletWorldUnman;
522  BulletBodyUnman bodyu1 = obj1 as BulletBodyUnman;
523  BulletBodyUnman bodyu2 = obj2 as BulletBodyUnman;
524  return new BulletConstraintUnman(BSAPICPP.CreateConeTwistConstraint2(worldu.ptr, bodyu1.ptr, bodyu2.ptr, frame1loc, frame1rot,
525  frame2loc, frame2rot, disableCollisionsBetweenLinkedBodies));
526 }
527 
529  Vector3 axisInA, Vector3 axisInB,
530  float ratio, bool disableCollisionsBetweenLinkedBodies)
531 {
532  BulletWorldUnman worldu = world as BulletWorldUnman;
533  BulletBodyUnman bodyu1 = obj1 as BulletBodyUnman;
534  BulletBodyUnman bodyu2 = obj2 as BulletBodyUnman;
535  return new BulletConstraintUnman(BSAPICPP.CreateGearConstraint2(worldu.ptr, bodyu1.ptr, bodyu2.ptr, axisInA, axisInB,
536  ratio, disableCollisionsBetweenLinkedBodies));
537 }
538 
540  Vector3 pivotInA, Vector3 pivotInB,
541  bool disableCollisionsBetweenLinkedBodies)
542 {
543  BulletWorldUnman worldu = world as BulletWorldUnman;
544  BulletBodyUnman bodyu1 = obj1 as BulletBodyUnman;
545  BulletBodyUnman bodyu2 = obj2 as BulletBodyUnman;
546  return new BulletConstraintUnman(BSAPICPP.CreatePoint2PointConstraint2(worldu.ptr, bodyu1.ptr, bodyu2.ptr, pivotInA, pivotInB,
547  disableCollisionsBetweenLinkedBodies));
548 }
549 
550 public override void SetConstraintEnable(BulletConstraint constrain, float numericTrueFalse)
551 {
552  BulletConstraintUnman constrainu = constrain as BulletConstraintUnman;
553  BSAPICPP.SetConstraintEnable2(constrainu.ptr, numericTrueFalse);
554 }
555 
556 public override void SetConstraintNumSolverIterations(BulletConstraint constrain, float iterations)
557 {
558  BulletConstraintUnman constrainu = constrain as BulletConstraintUnman;
559  BSAPICPP.SetConstraintNumSolverIterations2(constrainu.ptr, iterations);
560 }
561 
562 public override bool SetFrames(BulletConstraint constrain,
563  Vector3 frameA, Quaternion frameArot, Vector3 frameB, Quaternion frameBrot)
564 {
565  BulletConstraintUnman constrainu = constrain as BulletConstraintUnman;
566  return BSAPICPP.SetFrames2(constrainu.ptr, frameA, frameArot, frameB, frameBrot);
567 }
568 
569 public override bool SetLinearLimits(BulletConstraint constrain, Vector3 low, Vector3 hi)
570 {
571  BulletConstraintUnman constrainu = constrain as BulletConstraintUnman;
572  return BSAPICPP.SetLinearLimits2(constrainu.ptr, low, hi);
573 }
574 
575 public override bool SetAngularLimits(BulletConstraint constrain, Vector3 low, Vector3 hi)
576 {
577  BulletConstraintUnman constrainu = constrain as BulletConstraintUnman;
578  return BSAPICPP.SetAngularLimits2(constrainu.ptr, low, hi);
579 }
580 
581 public override bool UseFrameOffset(BulletConstraint constrain, float enable)
582 {
583  BulletConstraintUnman constrainu = constrain as BulletConstraintUnman;
584  return BSAPICPP.UseFrameOffset2(constrainu.ptr, enable);
585 }
586 
587 public override bool TranslationalLimitMotor(BulletConstraint constrain, float enable, float targetVel, float maxMotorForce)
588 {
589  BulletConstraintUnman constrainu = constrain as BulletConstraintUnman;
590  return BSAPICPP.TranslationalLimitMotor2(constrainu.ptr, enable, targetVel, maxMotorForce);
591 }
592 
593 public override bool SetBreakingImpulseThreshold(BulletConstraint constrain, float threshold)
594 {
595  BulletConstraintUnman constrainu = constrain as BulletConstraintUnman;
596  return BSAPICPP.SetBreakingImpulseThreshold2(constrainu.ptr, threshold);
597 }
598 
599 public override bool HingeSetLimits(BulletConstraint constrain, float low, float high, float softness, float bias, float relaxation)
600 {
601  BulletConstraintUnman constrainu = constrain as BulletConstraintUnman;
602  return BSAPICPP.HingeSetLimits2(constrainu.ptr, low, high, softness, bias, relaxation);
603 }
604 
605 public override bool SpringEnable(BulletConstraint constrain, int index, float numericTrueFalse)
606 {
607  BulletConstraintUnman constrainu = constrain as BulletConstraintUnman;
608  return BSAPICPP.ConstraintSpringEnable2(constrainu.ptr, index, numericTrueFalse);
609 }
610 
611 public override bool SpringSetEquilibriumPoint(BulletConstraint constrain, int index, float equilibriumPoint)
612 {
613  BulletConstraintUnman constrainu = constrain as BulletConstraintUnman;
614  return BSAPICPP.ConstraintSpringSetEquilibriumPoint2(constrainu.ptr, index, equilibriumPoint);
615 }
616 
617 public override bool SpringSetStiffness(BulletConstraint constrain, int index, float stiffnesss)
618 {
619  BulletConstraintUnman constrainu = constrain as BulletConstraintUnman;
620  return BSAPICPP.ConstraintSpringSetStiffness2(constrainu.ptr, index, stiffnesss);
621 }
622 
623 public override bool SpringSetDamping(BulletConstraint constrain, int index, float damping)
624 {
625  BulletConstraintUnman constrainu = constrain as BulletConstraintUnman;
626  return BSAPICPP.ConstraintSpringSetDamping2(constrainu.ptr, index, damping);
627 }
628 
629 public override bool SliderSetLimits(BulletConstraint constrain, int lowerUpper, int linAng, float val)
630 {
631  BulletConstraintUnman constrainu = constrain as BulletConstraintUnman;
632  return BSAPICPP.SliderSetLimits2(constrainu.ptr, lowerUpper, linAng, val);
633 }
634 
635 public override bool SliderSet(BulletConstraint constrain, int softRestDamp, int dirLimOrtho, int linAng, float val)
636 {
637  BulletConstraintUnman constrainu = constrain as BulletConstraintUnman;
638  return BSAPICPP.SliderSet2(constrainu.ptr, softRestDamp, dirLimOrtho, linAng, val);
639 }
640 
641 public override bool SliderMotorEnable(BulletConstraint constrain, int linAng, float numericTrueFalse)
642 {
643  BulletConstraintUnman constrainu = constrain as BulletConstraintUnman;
644  return BSAPICPP.SliderMotorEnable2(constrainu.ptr, linAng, numericTrueFalse);
645 }
646 
647 public override bool SliderMotor(BulletConstraint constrain, int forceVel, int linAng, float val)
648 {
649  BulletConstraintUnman constrainu = constrain as BulletConstraintUnman;
650  return BSAPICPP.SliderMotor2(constrainu.ptr, forceVel, linAng, val);
651 }
652 
653 public override bool CalculateTransforms(BulletConstraint constrain)
654 {
655  BulletConstraintUnman constrainu = constrain as BulletConstraintUnman;
656  return BSAPICPP.CalculateTransforms2(constrainu.ptr);
657 }
658 
659 public override bool SetConstraintParam(BulletConstraint constrain, ConstraintParams paramIndex, float value, ConstraintParamAxis axis)
660 {
661  BulletConstraintUnman constrainu = constrain as BulletConstraintUnman;
662  return BSAPICPP.SetConstraintParam2(constrainu.ptr, paramIndex, value, axis);
663 }
664 
665 public override bool DestroyConstraint(BulletWorld world, BulletConstraint constrain)
666 {
667  BulletWorldUnman worldu = world as BulletWorldUnman;
668  BulletConstraintUnman constrainu = constrain as BulletConstraintUnman;
669  return BSAPICPP.DestroyConstraint2(worldu.ptr, constrainu.ptr);
670 }
671 
672 // =====================================================================================
673 // btCollisionWorld entries
674 public override void UpdateSingleAabb(BulletWorld world, BulletBody obj)
675 {
676  BulletWorldUnman worldu = world as BulletWorldUnman;
677  BulletBodyUnman bodyu = obj as BulletBodyUnman;
678  BSAPICPP.UpdateSingleAabb2(worldu.ptr, bodyu.ptr);
679 }
680 
681 public override void UpdateAabbs(BulletWorld world)
682 {
683  BulletWorldUnman worldu = world as BulletWorldUnman;
684  BSAPICPP.UpdateAabbs2(worldu.ptr);
685 }
686 
687 public override bool GetForceUpdateAllAabbs(BulletWorld world)
688 {
689  BulletWorldUnman worldu = world as BulletWorldUnman;
690  return BSAPICPP.GetForceUpdateAllAabbs2(worldu.ptr);
691 }
692 
693 public override void SetForceUpdateAllAabbs(BulletWorld world, bool force)
694 {
695  BulletWorldUnman worldu = world as BulletWorldUnman;
696  BSAPICPP.SetForceUpdateAllAabbs2(worldu.ptr, force);
697 }
698 
699 // =====================================================================================
700 // btDynamicsWorld entries
701 public override bool AddObjectToWorld(BulletWorld world, BulletBody obj)
702 {
703  BulletWorldUnman worldu = world as BulletWorldUnman;
704  BulletBodyUnman bodyu = obj as BulletBodyUnman;
705 
706  // Bullet resets several variables when an object is added to the world.
707  // Gravity is reset to world default depending on the static/dynamic
708  // type. Of course, the collision flags in the broadphase proxy are initialized to default.
709  Vector3 origGrav = BSAPICPP.GetGravity2(bodyu.ptr);
710 
711  bool ret = BSAPICPP.AddObjectToWorld2(worldu.ptr, bodyu.ptr);
712 
713  if (ret)
714  {
715  BSAPICPP.SetGravity2(bodyu.ptr, origGrav);
716  obj.ApplyCollisionMask(world.physicsScene);
717  }
718  return ret;
719 }
720 
721 public override bool RemoveObjectFromWorld(BulletWorld world, BulletBody obj)
722 {
723  BulletWorldUnman worldu = world as BulletWorldUnman;
724  BulletBodyUnman bodyu = obj as BulletBodyUnman;
725  return BSAPICPP.RemoveObjectFromWorld2(worldu.ptr, bodyu.ptr);
726 }
727 
728 public override bool ClearCollisionProxyCache(BulletWorld world, BulletBody obj)
729 {
730  BulletWorldUnman worldu = world as BulletWorldUnman;
731  BulletBodyUnman bodyu = obj as BulletBodyUnman;
732  return BSAPICPP.ClearCollisionProxyCache2(worldu.ptr, bodyu.ptr);
733 }
734 
735 public override bool AddConstraintToWorld(BulletWorld world, BulletConstraint constrain, bool disableCollisionsBetweenLinkedObjects)
736 {
737  BulletWorldUnman worldu = world as BulletWorldUnman;
738  BulletConstraintUnman constrainu = constrain as BulletConstraintUnman;
739  return BSAPICPP.AddConstraintToWorld2(worldu.ptr, constrainu.ptr, disableCollisionsBetweenLinkedObjects);
740 }
741 
742 public override bool RemoveConstraintFromWorld(BulletWorld world, BulletConstraint constrain)
743 {
744  BulletWorldUnman worldu = world as BulletWorldUnman;
745  BulletConstraintUnman constrainu = constrain as BulletConstraintUnman;
746  return BSAPICPP.RemoveConstraintFromWorld2(worldu.ptr, constrainu.ptr);
747 }
748 // =====================================================================================
749 // btCollisionObject entries
750 public override Vector3 GetAnisotripicFriction(BulletConstraint constrain)
751 {
752  BulletConstraintUnman constrainu = constrain as BulletConstraintUnman;
753  return BSAPICPP.GetAnisotripicFriction2(constrainu.ptr);
754 }
755 
756 public override Vector3 SetAnisotripicFriction(BulletConstraint constrain, Vector3 frict)
757 {
758  BulletConstraintUnman constrainu = constrain as BulletConstraintUnman;
759  return BSAPICPP.SetAnisotripicFriction2(constrainu.ptr, frict);
760 }
761 
762 public override bool HasAnisotripicFriction(BulletConstraint constrain)
763 {
764  BulletConstraintUnman constrainu = constrain as BulletConstraintUnman;
765  return BSAPICPP.HasAnisotripicFriction2(constrainu.ptr);
766 }
767 
768 public override void SetContactProcessingThreshold(BulletBody obj, float val)
769 {
770  BulletBodyUnman bodyu = obj as BulletBodyUnman;
771  BSAPICPP.SetContactProcessingThreshold2(bodyu.ptr, val);
772 }
773 
774 public override float GetContactProcessingThreshold(BulletBody obj)
775 {
776  BulletBodyUnman bodyu = obj as BulletBodyUnman;
777  return BSAPICPP.GetContactProcessingThreshold2(bodyu.ptr);
778 }
779 
780 public override bool IsStaticObject(BulletBody obj)
781 {
782  BulletBodyUnman bodyu = obj as BulletBodyUnman;
783  return BSAPICPP.IsStaticObject2(bodyu.ptr);
784 }
785 
786 public override bool IsKinematicObject(BulletBody obj)
787 {
788  BulletBodyUnman bodyu = obj as BulletBodyUnman;
789  return BSAPICPP.IsKinematicObject2(bodyu.ptr);
790 }
791 
792 public override bool IsStaticOrKinematicObject(BulletBody obj)
793 {
794  BulletBodyUnman bodyu = obj as BulletBodyUnman;
795  return BSAPICPP.IsStaticOrKinematicObject2(bodyu.ptr);
796 }
797 
798 public override bool HasContactResponse(BulletBody obj)
799 {
800  BulletBodyUnman bodyu = obj as BulletBodyUnman;
801  return BSAPICPP.HasContactResponse2(bodyu.ptr);
802 }
803 
804 public override void SetCollisionShape(BulletWorld world, BulletBody obj, BulletShape shape)
805 {
806  BulletWorldUnman worldu = world as BulletWorldUnman;
807  BulletBodyUnman bodyu = obj as BulletBodyUnman;
808  BulletShapeUnman shapeu = shape as BulletShapeUnman;
809  if (worldu != null && bodyu != null)
810  {
811  // Special case to allow the caller to zero out the reference to any physical shape
812  if (shapeu != null)
813  BSAPICPP.SetCollisionShape2(worldu.ptr, bodyu.ptr, shapeu.ptr);
814  else
815  BSAPICPP.SetCollisionShape2(worldu.ptr, bodyu.ptr, IntPtr.Zero);
816  }
817 }
818 
820 {
821  BulletBodyUnman bodyu = obj as BulletBodyUnman;
822  return new BulletShapeUnman(BSAPICPP.GetCollisionShape2(bodyu.ptr), BSPhysicsShapeType.SHAPE_UNKNOWN);
823 }
824 
825 public override int GetActivationState(BulletBody obj)
826 {
827  BulletBodyUnman bodyu = obj as BulletBodyUnman;
828  return BSAPICPP.GetActivationState2(bodyu.ptr);
829 }
830 
831 public override void SetActivationState(BulletBody obj, int state)
832 {
833  BulletBodyUnman bodyu = obj as BulletBodyUnman;
834  BSAPICPP.SetActivationState2(bodyu.ptr, state);
835 }
836 
837 public override void SetDeactivationTime(BulletBody obj, float dtime)
838 {
839  BulletBodyUnman bodyu = obj as BulletBodyUnman;
840  BSAPICPP.SetDeactivationTime2(bodyu.ptr, dtime);
841 }
842 
843 public override float GetDeactivationTime(BulletBody obj)
844 {
845  BulletBodyUnman bodyu = obj as BulletBodyUnman;
846  return BSAPICPP.GetDeactivationTime2(bodyu.ptr);
847 }
848 
849 public override void ForceActivationState(BulletBody obj, ActivationState state)
850 {
851  BulletBodyUnman bodyu = obj as BulletBodyUnman;
852  BSAPICPP.ForceActivationState2(bodyu.ptr, state);
853 }
854 
855 public override void Activate(BulletBody obj, bool forceActivation)
856 {
857  BulletBodyUnman bodyu = obj as BulletBodyUnman;
858  BSAPICPP.Activate2(bodyu.ptr, forceActivation);
859 }
860 
861 public override bool IsActive(BulletBody obj)
862 {
863  BulletBodyUnman bodyu = obj as BulletBodyUnman;
864  return BSAPICPP.IsActive2(bodyu.ptr);
865 }
866 
867 public override void SetRestitution(BulletBody obj, float val)
868 {
869  BulletBodyUnman bodyu = obj as BulletBodyUnman;
870  BSAPICPP.SetRestitution2(bodyu.ptr, val);
871 }
872 
873 public override float GetRestitution(BulletBody obj)
874 {
875  BulletBodyUnman bodyu = obj as BulletBodyUnman;
876  return BSAPICPP.GetRestitution2(bodyu.ptr);
877 }
878 
879 public override void SetFriction(BulletBody obj, float val)
880 {
881  BulletBodyUnman bodyu = obj as BulletBodyUnman;
882  BSAPICPP.SetFriction2(bodyu.ptr, val);
883 }
884 
885 public override float GetFriction(BulletBody obj)
886 {
887  BulletBodyUnman bodyu = obj as BulletBodyUnman;
888  return BSAPICPP.GetFriction2(bodyu.ptr);
889 }
890 
891 public override Vector3 GetPosition(BulletBody obj)
892 {
893  BulletBodyUnman bodyu = obj as BulletBodyUnman;
894  return BSAPICPP.GetPosition2(bodyu.ptr);
895 }
896 
897 public override Quaternion GetOrientation(BulletBody obj)
898 {
899  BulletBodyUnman bodyu = obj as BulletBodyUnman;
900  return BSAPICPP.GetOrientation2(bodyu.ptr);
901 }
902 
903 public override void SetTranslation(BulletBody obj, Vector3 position, Quaternion rotation)
904 {
905  BulletBodyUnman bodyu = obj as BulletBodyUnman;
906  BSAPICPP.SetTranslation2(bodyu.ptr, position, rotation);
907 }
908 
909  /*
910 public override IntPtr GetBroadphaseHandle(BulletBody obj)
911 {
912  BulletBodyUnman bodyu = obj as BulletBodyUnman;
913  return BSAPICPP.GetBroadphaseHandle2(bodyu.ptr);
914 }
915 
916 public override void SetBroadphaseHandle(BulletBody obj, IntPtr handle)
917 {
918  BulletBodyUnman bodyu = obj as BulletBodyUnman;
919  BSAPICPP.SetUserPointer2(bodyu.ptr, handle);
920 }
921  */
922 
923 public override void SetInterpolationLinearVelocity(BulletBody obj, Vector3 vel)
924 {
925  BulletBodyUnman bodyu = obj as BulletBodyUnman;
926  BSAPICPP.SetInterpolationLinearVelocity2(bodyu.ptr, vel);
927 }
928 
929 public override void SetInterpolationAngularVelocity(BulletBody obj, Vector3 vel)
930 {
931  BulletBodyUnman bodyu = obj as BulletBodyUnman;
932  BSAPICPP.SetInterpolationAngularVelocity2(bodyu.ptr, vel);
933 }
934 
935 public override void SetInterpolationVelocity(BulletBody obj, Vector3 linearVel, Vector3 angularVel)
936 {
937  BulletBodyUnman bodyu = obj as BulletBodyUnman;
938  BSAPICPP.SetInterpolationVelocity2(bodyu.ptr, linearVel, angularVel);
939 }
940 
941 public override float GetHitFraction(BulletBody obj)
942 {
943  BulletBodyUnman bodyu = obj as BulletBodyUnman;
944  return BSAPICPP.GetHitFraction2(bodyu.ptr);
945 }
946 
947 public override void SetHitFraction(BulletBody obj, float val)
948 {
949  BulletBodyUnman bodyu = obj as BulletBodyUnman;
950  BSAPICPP.SetHitFraction2(bodyu.ptr, val);
951 }
952 
954 {
955  BulletBodyUnman bodyu = obj as BulletBodyUnman;
956  return BSAPICPP.GetCollisionFlags2(bodyu.ptr);
957 }
958 
960 {
961  BulletBodyUnman bodyu = obj as BulletBodyUnman;
962  return BSAPICPP.SetCollisionFlags2(bodyu.ptr, flags);
963 }
964 
966 {
967  BulletBodyUnman bodyu = obj as BulletBodyUnman;
968  return BSAPICPP.AddToCollisionFlags2(bodyu.ptr, flags);
969 }
970 
972 {
973  BulletBodyUnman bodyu = obj as BulletBodyUnman;
974  return BSAPICPP.RemoveFromCollisionFlags2(bodyu.ptr, flags);
975 }
976 
977 public override float GetCcdMotionThreshold(BulletBody obj)
978 {
979  BulletBodyUnman bodyu = obj as BulletBodyUnman;
980  return BSAPICPP.GetCcdMotionThreshold2(bodyu.ptr);
981 }
982 
983 
984 public override void SetCcdMotionThreshold(BulletBody obj, float val)
985 {
986  BulletBodyUnman bodyu = obj as BulletBodyUnman;
987  BSAPICPP.SetCcdMotionThreshold2(bodyu.ptr, val);
988 }
989 
990 public override float GetCcdSweptSphereRadius(BulletBody obj)
991 {
992  BulletBodyUnman bodyu = obj as BulletBodyUnman;
993  return BSAPICPP.GetCcdSweptSphereRadius2(bodyu.ptr);
994 }
995 
996 public override void SetCcdSweptSphereRadius(BulletBody obj, float val)
997 {
998  BulletBodyUnman bodyu = obj as BulletBodyUnman;
999  BSAPICPP.SetCcdSweptSphereRadius2(bodyu.ptr, val);
1000 }
1001 
1002 public override IntPtr GetUserPointer(BulletBody obj)
1003 {
1004  BulletBodyUnman bodyu = obj as BulletBodyUnman;
1005  return BSAPICPP.GetUserPointer2(bodyu.ptr);
1006 }
1007 
1008 public override void SetUserPointer(BulletBody obj, IntPtr val)
1009 {
1010  BulletBodyUnman bodyu = obj as BulletBodyUnman;
1011  BSAPICPP.SetUserPointer2(bodyu.ptr, val);
1012 }
1013 
1014 // =====================================================================================
1015 // btRigidBody entries
1016 public override void ApplyGravity(BulletBody obj)
1017 {
1018  BulletBodyUnman bodyu = obj as BulletBodyUnman;
1019  BSAPICPP.ApplyGravity2(bodyu.ptr);
1020 }
1021 
1022 public override void SetGravity(BulletBody obj, Vector3 val)
1023 {
1024  BulletBodyUnman bodyu = obj as BulletBodyUnman;
1025  BSAPICPP.SetGravity2(bodyu.ptr, val);
1026 }
1027 
1028 public override Vector3 GetGravity(BulletBody obj)
1029 {
1030  BulletBodyUnman bodyu = obj as BulletBodyUnman;
1031  return BSAPICPP.GetGravity2(bodyu.ptr);
1032 }
1033 
1034 public override void SetDamping(BulletBody obj, float lin_damping, float ang_damping)
1035 {
1036  BulletBodyUnman bodyu = obj as BulletBodyUnman;
1037  BSAPICPP.SetDamping2(bodyu.ptr, lin_damping, ang_damping);
1038 }
1039 
1040 public override void SetLinearDamping(BulletBody obj, float lin_damping)
1041 {
1042  BulletBodyUnman bodyu = obj as BulletBodyUnman;
1043  BSAPICPP.SetLinearDamping2(bodyu.ptr, lin_damping);
1044 }
1045 
1046 public override void SetAngularDamping(BulletBody obj, float ang_damping)
1047 {
1048  BulletBodyUnman bodyu = obj as BulletBodyUnman;
1049  BSAPICPP.SetAngularDamping2(bodyu.ptr, ang_damping);
1050 }
1051 
1052 public override float GetLinearDamping(BulletBody obj)
1053 {
1054  BulletBodyUnman bodyu = obj as BulletBodyUnman;
1055  return BSAPICPP.GetLinearDamping2(bodyu.ptr);
1056 }
1057 
1058 public override float GetAngularDamping(BulletBody obj)
1059 {
1060  BulletBodyUnman bodyu = obj as BulletBodyUnman;
1061  return BSAPICPP.GetAngularDamping2(bodyu.ptr);
1062 }
1063 
1064 public override float GetLinearSleepingThreshold(BulletBody obj)
1065 {
1066  BulletBodyUnman bodyu = obj as BulletBodyUnman;
1067  return BSAPICPP.GetLinearSleepingThreshold2(bodyu.ptr);
1068 }
1069 
1070 public override void ApplyDamping(BulletBody obj, float timeStep)
1071 {
1072  BulletBodyUnman bodyu = obj as BulletBodyUnman;
1073  BSAPICPP.ApplyDamping2(bodyu.ptr, timeStep);
1074 }
1075 
1076 public override void SetMassProps(BulletBody obj, float mass, Vector3 inertia)
1077 {
1078  BulletBodyUnman bodyu = obj as BulletBodyUnman;
1079  BSAPICPP.SetMassProps2(bodyu.ptr, mass, inertia);
1080 }
1081 
1082 public override Vector3 GetLinearFactor(BulletBody obj)
1083 {
1084  BulletBodyUnman bodyu = obj as BulletBodyUnman;
1085  return BSAPICPP.GetLinearFactor2(bodyu.ptr);
1086 }
1087 
1088 public override void SetLinearFactor(BulletBody obj, Vector3 factor)
1089 {
1090  BulletBodyUnman bodyu = obj as BulletBodyUnman;
1091  BSAPICPP.SetLinearFactor2(bodyu.ptr, factor);
1092 }
1093 
1094 public override void SetCenterOfMassByPosRot(BulletBody obj, Vector3 pos, Quaternion rot)
1095 {
1096  BulletBodyUnman bodyu = obj as BulletBodyUnman;
1097  BSAPICPP.SetCenterOfMassByPosRot2(bodyu.ptr, pos, rot);
1098 }
1099 
1100 // Add a force to the object as if its mass is one.
1101 // Deep down in Bullet: m_totalForce += force*m_linearFactor;
1102 public override void ApplyCentralForce(BulletBody obj, Vector3 force)
1103 {
1104  BulletBodyUnman bodyu = obj as BulletBodyUnman;
1105  BSAPICPP.ApplyCentralForce2(bodyu.ptr, force);
1106 }
1107 
1108 // Set the force being applied to the object as if its mass is one.
1109 public override void SetObjectForce(BulletBody obj, Vector3 force)
1110 {
1111  BulletBodyUnman bodyu = obj as BulletBodyUnman;
1112  BSAPICPP.SetObjectForce2(bodyu.ptr, force);
1113 }
1114 
1115 public override Vector3 GetTotalForce(BulletBody obj)
1116 {
1117  BulletBodyUnman bodyu = obj as BulletBodyUnman;
1118  return BSAPICPP.GetTotalForce2(bodyu.ptr);
1119 }
1120 
1121 public override Vector3 GetTotalTorque(BulletBody obj)
1122 {
1123  BulletBodyUnman bodyu = obj as BulletBodyUnman;
1124  return BSAPICPP.GetTotalTorque2(bodyu.ptr);
1125 }
1126 
1127 public override Vector3 GetInvInertiaDiagLocal(BulletBody obj)
1128 {
1129  BulletBodyUnman bodyu = obj as BulletBodyUnman;
1130  return BSAPICPP.GetInvInertiaDiagLocal2(bodyu.ptr);
1131 }
1132 
1133 public override void SetInvInertiaDiagLocal(BulletBody obj, Vector3 inert)
1134 {
1135  BulletBodyUnman bodyu = obj as BulletBodyUnman;
1136  BSAPICPP.SetInvInertiaDiagLocal2(bodyu.ptr, inert);
1137 }
1138 
1139 public override void SetSleepingThresholds(BulletBody obj, float lin_threshold, float ang_threshold)
1140 {
1141  BulletBodyUnman bodyu = obj as BulletBodyUnman;
1142  BSAPICPP.SetSleepingThresholds2(bodyu.ptr, lin_threshold, ang_threshold);
1143 }
1144 
1145 // Deep down in Bullet: m_totalTorque += torque*m_angularFactor;
1146 public override void ApplyTorque(BulletBody obj, Vector3 torque)
1147 {
1148  BulletBodyUnman bodyu = obj as BulletBodyUnman;
1149  BSAPICPP.ApplyTorque2(bodyu.ptr, torque);
1150 }
1151 
1152 // Apply force at the given point. Will add torque to the object.
1153 // Deep down in Bullet: applyCentralForce(force);
1154 // applyTorque(rel_pos.cross(force*m_linearFactor));
1155 public override void ApplyForce(BulletBody obj, Vector3 force, Vector3 pos)
1156 {
1157  BulletBodyUnman bodyu = obj as BulletBodyUnman;
1158  BSAPICPP.ApplyForce2(bodyu.ptr, force, pos);
1159 }
1160 
1161 // Apply impulse to the object. Same as "ApplycentralForce" but force scaled by object's mass.
1162 // Deep down in Bullet: m_linearVelocity += impulse *m_linearFactor * m_inverseMass;
1163 public override void ApplyCentralImpulse(BulletBody obj, Vector3 imp)
1164 {
1165  BulletBodyUnman bodyu = obj as BulletBodyUnman;
1166  BSAPICPP.ApplyCentralImpulse2(bodyu.ptr, imp);
1167 }
1168 
1169 // Apply impulse to the object's torque. Force is scaled by object's mass.
1170 // Deep down in Bullet: m_angularVelocity += m_invInertiaTensorWorld * torque * m_angularFactor;
1171 public override void ApplyTorqueImpulse(BulletBody obj, Vector3 imp)
1172 {
1173  BulletBodyUnman bodyu = obj as BulletBodyUnman;
1174  BSAPICPP.ApplyTorqueImpulse2(bodyu.ptr, imp);
1175 }
1176 
1177 // Apply impulse at the point given. For is scaled by object's mass and effects both linear and angular forces.
1178 // Deep down in Bullet: applyCentralImpulse(impulse);
1179 // applyTorqueImpulse(rel_pos.cross(impulse*m_linearFactor));
1180 public override void ApplyImpulse(BulletBody obj, Vector3 imp, Vector3 pos)
1181 {
1182  BulletBodyUnman bodyu = obj as BulletBodyUnman;
1183  BSAPICPP.ApplyImpulse2(bodyu.ptr, imp, pos);
1184 }
1185 
1186 public override void ClearForces(BulletBody obj)
1187 {
1188  BulletBodyUnman bodyu = obj as BulletBodyUnman;
1189  BSAPICPP.ClearForces2(bodyu.ptr);
1190 }
1191 
1192 public override void ClearAllForces(BulletBody obj)
1193 {
1194  BulletBodyUnman bodyu = obj as BulletBodyUnman;
1195  BSAPICPP.ClearAllForces2(bodyu.ptr);
1196 }
1197 
1198 public override void UpdateInertiaTensor(BulletBody obj)
1199 {
1200  BulletBodyUnman bodyu = obj as BulletBodyUnman;
1201  BSAPICPP.UpdateInertiaTensor2(bodyu.ptr);
1202 }
1203 
1204 public override Vector3 GetLinearVelocity(BulletBody obj)
1205 {
1206  BulletBodyUnman bodyu = obj as BulletBodyUnman;
1207  return BSAPICPP.GetLinearVelocity2(bodyu.ptr);
1208 }
1209 
1210 public override Vector3 GetAngularVelocity(BulletBody obj)
1211 {
1212  BulletBodyUnman bodyu = obj as BulletBodyUnman;
1213  return BSAPICPP.GetAngularVelocity2(bodyu.ptr);
1214 }
1215 
1216 public override void SetLinearVelocity(BulletBody obj, Vector3 vel)
1217 {
1218  BulletBodyUnman bodyu = obj as BulletBodyUnman;
1219  BSAPICPP.SetLinearVelocity2(bodyu.ptr, vel);
1220 }
1221 
1222 public override void SetAngularVelocity(BulletBody obj, Vector3 angularVelocity)
1223 {
1224  BulletBodyUnman bodyu = obj as BulletBodyUnman;
1225  BSAPICPP.SetAngularVelocity2(bodyu.ptr, angularVelocity);
1226 }
1227 
1228 public override Vector3 GetVelocityInLocalPoint(BulletBody obj, Vector3 pos)
1229 {
1230  BulletBodyUnman bodyu = obj as BulletBodyUnman;
1231  return BSAPICPP.GetVelocityInLocalPoint2(bodyu.ptr, pos);
1232 }
1233 
1234 public override void Translate(BulletBody obj, Vector3 trans)
1235 {
1236  BulletBodyUnman bodyu = obj as BulletBodyUnman;
1237  BSAPICPP.Translate2(bodyu.ptr, trans);
1238 }
1239 
1240 public override void UpdateDeactivation(BulletBody obj, float timeStep)
1241 {
1242  BulletBodyUnman bodyu = obj as BulletBodyUnman;
1243  BSAPICPP.UpdateDeactivation2(bodyu.ptr, timeStep);
1244 }
1245 
1246 public override bool WantsSleeping(BulletBody obj)
1247 {
1248  BulletBodyUnman bodyu = obj as BulletBodyUnman;
1249  return BSAPICPP.WantsSleeping2(bodyu.ptr);
1250 }
1251 
1252 public override void SetAngularFactor(BulletBody obj, float factor)
1253 {
1254  BulletBodyUnman bodyu = obj as BulletBodyUnman;
1255  BSAPICPP.SetAngularFactor2(bodyu.ptr, factor);
1256 }
1257 
1258 public override void SetAngularFactorV(BulletBody obj, Vector3 factor)
1259 {
1260  BulletBodyUnman bodyu = obj as BulletBodyUnman;
1261  BSAPICPP.SetAngularFactorV2(bodyu.ptr, factor);
1262 }
1263 
1264 public override Vector3 GetAngularFactor(BulletBody obj)
1265 {
1266  BulletBodyUnman bodyu = obj as BulletBodyUnman;
1267  return BSAPICPP.GetAngularFactor2(bodyu.ptr);
1268 }
1269 
1270 public override bool IsInWorld(BulletWorld world, BulletBody obj)
1271 {
1272  BulletBodyUnman bodyu = obj as BulletBodyUnman;
1273  return BSAPICPP.IsInWorld2(bodyu.ptr);
1274 }
1275 
1276 public override void AddConstraintRef(BulletBody obj, BulletConstraint constrain)
1277 {
1278  BulletBodyUnman bodyu = obj as BulletBodyUnman;
1279  BulletConstraintUnman constrainu = constrain as BulletConstraintUnman;
1280  BSAPICPP.AddConstraintRef2(bodyu.ptr, constrainu.ptr);
1281 }
1282 
1283 public override void RemoveConstraintRef(BulletBody obj, BulletConstraint constrain)
1284 {
1285  BulletBodyUnman bodyu = obj as BulletBodyUnman;
1286  BulletConstraintUnman constrainu = constrain as BulletConstraintUnman;
1287  BSAPICPP.RemoveConstraintRef2(bodyu.ptr, constrainu.ptr);
1288 }
1289 
1290 public override BulletConstraint GetConstraintRef(BulletBody obj, int index)
1291 {
1292  BulletBodyUnman bodyu = obj as BulletBodyUnman;
1293  return new BulletConstraintUnman(BSAPICPP.GetConstraintRef2(bodyu.ptr, index));
1294 }
1295 
1296 public override int GetNumConstraintRefs(BulletBody obj)
1297 {
1298  BulletBodyUnman bodyu = obj as BulletBodyUnman;
1299  return BSAPICPP.GetNumConstraintRefs2(bodyu.ptr);
1300 }
1301 
1302 public override bool SetCollisionGroupMask(BulletBody body, uint filter, uint mask)
1303 {
1304  BulletBodyUnman bodyu = body as BulletBodyUnman;
1305  return BSAPICPP.SetCollisionGroupMask2(bodyu.ptr, filter, mask);
1306 }
1307 
1308 // =====================================================================================
1309 // btCollisionShape entries
1310 
1311 public override float GetAngularMotionDisc(BulletShape shape)
1312 {
1313  BulletShapeUnman shapeu = shape as BulletShapeUnman;
1314  return BSAPICPP.GetAngularMotionDisc2(shapeu.ptr);
1315 }
1316 
1317 public override float GetContactBreakingThreshold(BulletShape shape, float defaultFactor)
1318 {
1319  BulletShapeUnman shapeu = shape as BulletShapeUnman;
1320  return BSAPICPP.GetContactBreakingThreshold2(shapeu.ptr, defaultFactor);
1321 }
1322 
1323 public override bool IsPolyhedral(BulletShape shape)
1324 {
1325  BulletShapeUnman shapeu = shape as BulletShapeUnman;
1326  return BSAPICPP.IsPolyhedral2(shapeu.ptr);
1327 }
1328 
1329 public override bool IsConvex2d(BulletShape shape)
1330 {
1331  BulletShapeUnman shapeu = shape as BulletShapeUnman;
1332  return BSAPICPP.IsConvex2d2(shapeu.ptr);
1333 }
1334 
1335 public override bool IsConvex(BulletShape shape)
1336 {
1337  BulletShapeUnman shapeu = shape as BulletShapeUnman;
1338  return BSAPICPP.IsConvex2(shapeu.ptr);
1339 }
1340 
1341 public override bool IsNonMoving(BulletShape shape)
1342 {
1343  BulletShapeUnman shapeu = shape as BulletShapeUnman;
1344  return BSAPICPP.IsNonMoving2(shapeu.ptr);
1345 }
1346 
1347 public override bool IsConcave(BulletShape shape)
1348 {
1349  BulletShapeUnman shapeu = shape as BulletShapeUnman;
1350  return BSAPICPP.IsConcave2(shapeu.ptr);
1351 }
1352 
1353 public override bool IsCompound(BulletShape shape)
1354 {
1355  BulletShapeUnman shapeu = shape as BulletShapeUnman;
1356  return BSAPICPP.IsCompound2(shapeu.ptr);
1357 }
1358 
1359 public override bool IsSoftBody(BulletShape shape)
1360 {
1361  BulletShapeUnman shapeu = shape as BulletShapeUnman;
1362  return BSAPICPP.IsSoftBody2(shapeu.ptr);
1363 }
1364 
1365 public override bool IsInfinite(BulletShape shape)
1366 {
1367  BulletShapeUnman shapeu = shape as BulletShapeUnman;
1368  return BSAPICPP.IsInfinite2(shapeu.ptr);
1369 }
1370 
1371 public override void SetLocalScaling(BulletShape shape, Vector3 scale)
1372 {
1373  BulletShapeUnman shapeu = shape as BulletShapeUnman;
1374  BSAPICPP.SetLocalScaling2(shapeu.ptr, scale);
1375 }
1376 
1377 public override Vector3 GetLocalScaling(BulletShape shape)
1378 {
1379  BulletShapeUnman shapeu = shape as BulletShapeUnman;
1380  return BSAPICPP.GetLocalScaling2(shapeu.ptr);
1381 }
1382 
1383 public override Vector3 CalculateLocalInertia(BulletShape shape, float mass)
1384 {
1385  BulletShapeUnman shapeu = shape as BulletShapeUnman;
1386  return BSAPICPP.CalculateLocalInertia2(shapeu.ptr, mass);
1387 }
1388 
1389 public override int GetShapeType(BulletShape shape)
1390 {
1391  BulletShapeUnman shapeu = shape as BulletShapeUnman;
1392  return BSAPICPP.GetShapeType2(shapeu.ptr);
1393 }
1394 
1395 public override void SetMargin(BulletShape shape, float val)
1396 {
1397  BulletShapeUnman shapeu = shape as BulletShapeUnman;
1398  BSAPICPP.SetMargin2(shapeu.ptr, val);
1399 }
1400 
1401 public override float GetMargin(BulletShape shape)
1402 {
1403  BulletShapeUnman shapeu = shape as BulletShapeUnman;
1404  return BSAPICPP.GetMargin2(shapeu.ptr);
1405 }
1406 
1407 // =====================================================================================
1408 // Debugging
1409 public override void DumpRigidBody(BulletWorld world, BulletBody collisionObject)
1410 {
1411  BulletWorldUnman worldu = world as BulletWorldUnman;
1412  BulletBodyUnman bodyu = collisionObject as BulletBodyUnman;
1413  BSAPICPP.DumpRigidBody2(worldu.ptr, bodyu.ptr);
1414 }
1415 
1416 public override void DumpCollisionShape(BulletWorld world, BulletShape collisionShape)
1417 {
1418  BulletWorldUnman worldu = world as BulletWorldUnman;
1419  BulletShapeUnman shapeu = collisionShape as BulletShapeUnman;
1420  BSAPICPP.DumpCollisionShape2(worldu.ptr, shapeu.ptr);
1421 }
1422 
1423 public override void DumpConstraint(BulletWorld world, BulletConstraint constrain)
1424 {
1425  BulletWorldUnman worldu = world as BulletWorldUnman;
1426  BulletConstraintUnman constrainu = constrain as BulletConstraintUnman;
1427  BSAPICPP.DumpConstraint2(worldu.ptr, constrainu.ptr);
1428 }
1429 
1430 public override void DumpActivationInfo(BulletWorld world)
1431 {
1432  BulletWorldUnman worldu = world as BulletWorldUnman;
1433  BSAPICPP.DumpActivationInfo2(worldu.ptr);
1434 }
1435 
1436 public override void DumpAllInfo(BulletWorld world)
1437 {
1438  BulletWorldUnman worldu = world as BulletWorldUnman;
1439  BSAPICPP.DumpAllInfo2(worldu.ptr);
1440 }
1441 
1442 public override void DumpPhysicsStatistics(BulletWorld world)
1443 {
1444  BulletWorldUnman worldu = world as BulletWorldUnman;
1445  BSAPICPP.DumpPhysicsStatistics2(worldu.ptr);
1446 }
1447 public override void ResetBroadphasePool(BulletWorld world)
1448 {
1449  BulletWorldUnman worldu = world as BulletWorldUnman;
1450  BSAPICPP.ResetBroadphasePool(worldu.ptr);
1451 }
1452 public override void ResetConstraintSolver(BulletWorld world)
1453 {
1454  BulletWorldUnman worldu = world as BulletWorldUnman;
1455  BSAPICPP.ResetConstraintSolver(worldu.ptr);
1456 }
1457 
1458 // =====================================================================================
1459 // =====================================================================================
1460 // =====================================================================================
1461 // =====================================================================================
1462 // =====================================================================================
1463 // The actual interface to the unmanaged code
1464 static class BSAPICPP
1465 {
1466 // ===============================================================================
1467 // Link back to the managed code for outputting log messages
1468 [UnmanagedFunctionPointer(CallingConvention.Cdecl)]
1469 public delegate void DebugLogCallback([MarshalAs(UnmanagedType.LPStr)]string msg);
1470 
1471 // ===============================================================================
1472 // Initialization and simulation
1473 [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
1474 public static extern IntPtr Initialize2(Vector3 maxPosition, IntPtr parms,
1475  int maxCollisions, IntPtr collisionArray,
1476  int maxUpdates, IntPtr updateArray,
1477  DebugLogCallback logRoutine);
1478 
1479 [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
1480 public static extern int PhysicsStep2(IntPtr world, float timeStep, int maxSubSteps, float fixedTimeStep,
1481  out int updatedEntityCount, out int collidersCount);
1482 
1483 [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
1484 public static extern void Shutdown2(IntPtr sim);
1485 
1486 [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
1487 public static extern bool PushUpdate2(IntPtr obj);
1488 
1489 [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
1490 public static extern bool UpdateParameter2(IntPtr world, uint localID, String parm, float value);
1491 
1492 // =====================================================================================
1493 // Mesh, hull, shape and body creation helper routines
1494 [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
1495 public static extern IntPtr CreateMeshShape2(IntPtr world,
1496  int indicesCount, [MarshalAs(UnmanagedType.LPArray)] int[] indices,
1497  int verticesCount, [MarshalAs(UnmanagedType.LPArray)] float[] vertices );
1498 
1499 [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
1500 public static extern IntPtr CreateGImpactShape2(IntPtr world,
1501  int indicesCount, [MarshalAs(UnmanagedType.LPArray)] int[] indices,
1502  int verticesCount, [MarshalAs(UnmanagedType.LPArray)] float[] vertices );
1503 
1504 [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
1505 public static extern IntPtr CreateHullShape2(IntPtr world,
1506  int hullCount, [MarshalAs(UnmanagedType.LPArray)] float[] hulls);
1507 
1508 [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
1509 public static extern IntPtr BuildHullShapeFromMesh2(IntPtr world, IntPtr meshShape, HACDParams parms);
1510 
1511 [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
1512 public static extern IntPtr BuildConvexHullShapeFromMesh2(IntPtr world, IntPtr meshShape);
1513 
1514 [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
1515 public static extern IntPtr CreateConvexHullShape2(IntPtr world,
1516  int indicesCount, [MarshalAs(UnmanagedType.LPArray)] int[] indices,
1517  int verticesCount, [MarshalAs(UnmanagedType.LPArray)] float[] vertices );
1518 
1519 [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
1520 public static extern IntPtr BuildNativeShape2(IntPtr world, ShapeData shapeData);
1521 
1522 [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
1523 public static extern bool IsNativeShape2(IntPtr shape);
1524 
1525 [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
1526 public static extern void SetShapeCollisionMargin(IntPtr shape, float margin);
1527 
1528 [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
1529 public static extern IntPtr BuildCapsuleShape2(IntPtr world, float radius, float height, Vector3 scale);
1530 
1531 [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
1532 public static extern IntPtr CreateCompoundShape2(IntPtr sim, bool enableDynamicAabbTree);
1533 
1534 [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
1535 public static extern int GetNumberOfCompoundChildren2(IntPtr cShape);
1536 
1537 [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
1538 public static extern void AddChildShapeToCompoundShape2(IntPtr cShape, IntPtr addShape, Vector3 pos, Quaternion rot);
1539 
1540 [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
1541 public static extern IntPtr GetChildShapeFromCompoundShapeIndex2(IntPtr cShape, int indx);
1542 
1543 [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
1544 public static extern IntPtr RemoveChildShapeFromCompoundShapeIndex2(IntPtr cShape, int indx);
1545 
1546 [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
1547 public static extern void RemoveChildShapeFromCompoundShape2(IntPtr cShape, IntPtr removeShape);
1548 
1549 [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
1550 public static extern void UpdateChildTransform2(IntPtr pShape, int childIndex, Vector3 pos, Quaternion rot, bool shouldRecalculateLocalAabb);
1551 
1552 [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
1553 public static extern void RecalculateCompoundShapeLocalAabb2(IntPtr cShape);
1554 
1555 [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
1556 public static extern IntPtr DuplicateCollisionShape2(IntPtr sim, IntPtr srcShape, uint id);
1557 
1558 [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
1559 public static extern bool DeleteCollisionShape2(IntPtr world, IntPtr shape);
1560 
1561 [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
1562 public static extern int GetBodyType2(IntPtr obj);
1563 
1564 [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
1565 public static extern IntPtr CreateBodyFromShape2(IntPtr sim, IntPtr shape, uint id, Vector3 pos, Quaternion rot);
1566 
1567 [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
1568 public static extern IntPtr CreateBodyWithDefaultMotionState2(IntPtr shape, uint id, Vector3 pos, Quaternion rot);
1569 
1570 [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
1571 public static extern IntPtr CreateGhostFromShape2(IntPtr sim, IntPtr shape, uint id, Vector3 pos, Quaternion rot);
1572 
1573 [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
1574 public static extern void DestroyObject2(IntPtr sim, IntPtr obj);
1575 
1576 // =====================================================================================
1577 // Terrain creation and helper routines
1578 [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
1579 public static extern IntPtr CreateGroundPlaneShape2(uint id, float height, float collisionMargin);
1580 
1581 [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
1582 public static extern IntPtr CreateTerrainShape2(uint id, Vector3 size, float minHeight, float maxHeight,
1583  [MarshalAs(UnmanagedType.LPArray)] float[] heightMap,
1584  float scaleFactor, float collisionMargin);
1585 
1586 // =====================================================================================
1587 // Constraint creation and helper routines
1588 [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
1589 public static extern IntPtr Create6DofConstraint2(IntPtr world, IntPtr obj1, IntPtr obj2,
1590  Vector3 frame1loc, Quaternion frame1rot,
1591  Vector3 frame2loc, Quaternion frame2rot,
1592  bool useLinearReferenceFrameA, bool disableCollisionsBetweenLinkedBodies);
1593 
1594 [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
1595 public static extern IntPtr Create6DofConstraintToPoint2(IntPtr world, IntPtr obj1, IntPtr obj2,
1596  Vector3 joinPoint,
1597  bool useLinearReferenceFrameA, bool disableCollisionsBetweenLinkedBodies);
1598 
1599 [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
1600 public static extern IntPtr Create6DofConstraintFixed2(IntPtr world, IntPtr obj1,
1601  Vector3 frameInBloc, Quaternion frameInBrot,
1602  bool useLinearReferenceFrameB, bool disableCollisionsBetweenLinkedBodies);
1603 
1604 [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
1605 public static extern IntPtr Create6DofSpringConstraint2(IntPtr world, IntPtr obj1, IntPtr obj2,
1606  Vector3 frame1loc, Quaternion frame1rot,
1607  Vector3 frame2loc, Quaternion frame2rot,
1608  bool useLinearReferenceFrameA, bool disableCollisionsBetweenLinkedBodies);
1609 
1610 [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
1611 public static extern IntPtr CreateHingeConstraint2(IntPtr world, IntPtr obj1, IntPtr obj2,
1612  Vector3 pivotinA, Vector3 pivotinB,
1613  Vector3 axisInA, Vector3 axisInB,
1614  bool useLinearReferenceFrameA, bool disableCollisionsBetweenLinkedBodies);
1615 
1616 [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
1617 public static extern IntPtr CreateSliderConstraint2(IntPtr world, IntPtr obj1, IntPtr obj2,
1618  Vector3 frameInAloc, Quaternion frameInArot,
1619  Vector3 frameInBloc, Quaternion frameInBrot,
1620  bool useLinearReferenceFrameA, bool disableCollisionsBetweenLinkedBodies);
1621 
1622 [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
1623 public static extern IntPtr CreateConeTwistConstraint2(IntPtr world, IntPtr obj1, IntPtr obj2,
1624  Vector3 frameInAloc, Quaternion frameInArot,
1625  Vector3 frameInBloc, Quaternion frameInBrot,
1626  bool disableCollisionsBetweenLinkedBodies);
1627 
1628 [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
1629 public static extern IntPtr CreateGearConstraint2(IntPtr world, IntPtr obj1, IntPtr obj2,
1630  Vector3 axisInA, Vector3 axisInB,
1631  float ratio, bool disableCollisionsBetweenLinkedBodies);
1632 
1633 [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
1634 public static extern IntPtr CreatePoint2PointConstraint2(IntPtr world, IntPtr obj1, IntPtr obj2,
1635  Vector3 pivotInA, Vector3 pivotInB,
1636  bool disableCollisionsBetweenLinkedBodies);
1637 
1638 
1639 [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
1640 public static extern void SetConstraintEnable2(IntPtr constrain, float numericTrueFalse);
1641 
1642 [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
1643 public static extern void SetConstraintNumSolverIterations2(IntPtr constrain, float iterations);
1644 
1645 [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
1646 public static extern bool SetFrames2(IntPtr constrain,
1647  Vector3 frameA, Quaternion frameArot, Vector3 frameB, Quaternion frameBrot);
1648 
1649 [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
1650 public static extern bool SetLinearLimits2(IntPtr constrain, Vector3 low, Vector3 hi);
1651 
1652 [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
1653 public static extern bool SetAngularLimits2(IntPtr constrain, Vector3 low, Vector3 hi);
1654 
1655 [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
1656 public static extern bool UseFrameOffset2(IntPtr constrain, float enable);
1657 
1658 [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
1659 public static extern bool TranslationalLimitMotor2(IntPtr constrain, float enable, float targetVel, float maxMotorForce);
1660 
1661 [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
1662 public static extern bool SetBreakingImpulseThreshold2(IntPtr constrain, float threshold);
1663 
1664 [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
1665 public static extern bool HingeSetLimits2(IntPtr constrain, float low, float high, float softness, float bias, float relaxation);
1666 
1667 [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
1668 public static extern bool ConstraintSpringEnable2(IntPtr constrain, int index, float numericTrueFalse);
1669 
1670 [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
1671 public static extern bool ConstraintSpringSetEquilibriumPoint2(IntPtr constrain, int index, float equilibriumPoint);
1672 
1673 [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
1674 public static extern bool ConstraintSpringSetStiffness2(IntPtr constrain, int index, float stiffness);
1675 
1676 [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
1677 public static extern bool ConstraintSpringSetDamping2(IntPtr constrain, int index, float damping);
1678 
1679 [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
1680 public static extern bool SliderSetLimits2(IntPtr constrain, int lowerUpper, int linAng, float val);
1681 
1682 [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
1683 public static extern bool SliderSet2(IntPtr constrain, int softRestDamp, int dirLimOrtho, int linAng, float val);
1684 
1685 [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
1686 public static extern bool SliderMotorEnable2(IntPtr constrain, int linAng, float numericTrueFalse);
1687 
1688 [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
1689 public static extern bool SliderMotor2(IntPtr constrain, int forceVel, int linAng, float val);
1690 
1691 [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
1692 public static extern bool CalculateTransforms2(IntPtr constrain);
1693 
1694 [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
1695 public static extern bool SetConstraintParam2(IntPtr constrain, ConstraintParams paramIndex, float value, ConstraintParamAxis axis);
1696 
1697 [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
1698 public static extern bool DestroyConstraint2(IntPtr world, IntPtr constrain);
1699 
1700 // =====================================================================================
1701 // btCollisionWorld entries
1702 [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
1703 public static extern void UpdateSingleAabb2(IntPtr world, IntPtr obj);
1704 
1705 [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
1706 public static extern void UpdateAabbs2(IntPtr world);
1707 
1708 [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
1709 public static extern bool GetForceUpdateAllAabbs2(IntPtr world);
1710 
1711 [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
1712 public static extern void SetForceUpdateAllAabbs2(IntPtr world, bool force);
1713 
1714 // =====================================================================================
1715 // btDynamicsWorld entries
1716 [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
1717 public static extern bool AddObjectToWorld2(IntPtr world, IntPtr obj);
1718 
1719 [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
1720 public static extern bool RemoveObjectFromWorld2(IntPtr world, IntPtr obj);
1721 
1722 [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
1723 public static extern bool ClearCollisionProxyCache2(IntPtr world, IntPtr obj);
1724 
1725 [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
1726 public static extern bool AddConstraintToWorld2(IntPtr world, IntPtr constrain, bool disableCollisionsBetweenLinkedObjects);
1727 
1728 [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
1729 public static extern bool RemoveConstraintFromWorld2(IntPtr world, IntPtr constrain);
1730 // =====================================================================================
1731 // btCollisionObject entries
1732 [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
1733 public static extern Vector3 GetAnisotripicFriction2(IntPtr constrain);
1734 
1735 [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
1736 public static extern Vector3 SetAnisotripicFriction2(IntPtr constrain, Vector3 frict);
1737 
1738 [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
1739 public static extern bool HasAnisotripicFriction2(IntPtr constrain);
1740 
1741 [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
1742 public static extern void SetContactProcessingThreshold2(IntPtr obj, float val);
1743 
1744 [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
1745 public static extern float GetContactProcessingThreshold2(IntPtr obj);
1746 
1747 [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
1748 public static extern bool IsStaticObject2(IntPtr obj);
1749 
1750 [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
1751 public static extern bool IsKinematicObject2(IntPtr obj);
1752 
1753 [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
1754 public static extern bool IsStaticOrKinematicObject2(IntPtr obj);
1755 
1756 [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
1757 public static extern bool HasContactResponse2(IntPtr obj);
1758 
1759 [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
1760 public static extern void SetCollisionShape2(IntPtr sim, IntPtr obj, IntPtr shape);
1761 
1762 [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
1763 public static extern IntPtr GetCollisionShape2(IntPtr obj);
1764 
1765 [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
1766 public static extern int GetActivationState2(IntPtr obj);
1767 
1768 [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
1769 public static extern void SetActivationState2(IntPtr obj, int state);
1770 
1771 [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
1772 public static extern void SetDeactivationTime2(IntPtr obj, float dtime);
1773 
1774 [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
1775 public static extern float GetDeactivationTime2(IntPtr obj);
1776 
1777 [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
1778 public static extern void ForceActivationState2(IntPtr obj, ActivationState state);
1779 
1780 [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
1781 public static extern void Activate2(IntPtr obj, bool forceActivation);
1782 
1783 [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
1784 public static extern bool IsActive2(IntPtr obj);
1785 
1786 [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
1787 public static extern void SetRestitution2(IntPtr obj, float val);
1788 
1789 [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
1790 public static extern float GetRestitution2(IntPtr obj);
1791 
1792 [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
1793 public static extern void SetFriction2(IntPtr obj, float val);
1794 
1795 [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
1796 public static extern float GetFriction2(IntPtr obj);
1797 
1798  /* Haven't defined the type 'Transform'
1799 [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
1800 public static extern Transform GetWorldTransform2(IntPtr obj);
1801 
1802 [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
1803 public static extern void setWorldTransform2(IntPtr obj, Transform trans);
1804  */
1805 
1806 [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
1807 public static extern Vector3 GetPosition2(IntPtr obj);
1808 
1809 [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
1810 public static extern Quaternion GetOrientation2(IntPtr obj);
1811 
1812 [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
1813 public static extern void SetTranslation2(IntPtr obj, Vector3 position, Quaternion rotation);
1814 
1815 [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
1816 public static extern IntPtr GetBroadphaseHandle2(IntPtr obj);
1817 
1818 [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
1819 public static extern void SetBroadphaseHandle2(IntPtr obj, IntPtr handle);
1820 
1821  /*
1822 [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
1823 public static extern Transform GetInterpolationWorldTransform2(IntPtr obj);
1824 
1825 [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
1826 public static extern void SetInterpolationWorldTransform2(IntPtr obj, Transform trans);
1827  */
1828 
1829 [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
1830 public static extern void SetInterpolationLinearVelocity2(IntPtr obj, Vector3 vel);
1831 
1832 [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
1833 public static extern void SetInterpolationAngularVelocity2(IntPtr obj, Vector3 vel);
1834 
1835 [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
1836 public static extern void SetInterpolationVelocity2(IntPtr obj, Vector3 linearVel, Vector3 angularVel);
1837 
1838 [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
1839 public static extern float GetHitFraction2(IntPtr obj);
1840 
1841 [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
1842 public static extern void SetHitFraction2(IntPtr obj, float val);
1843 
1844 [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
1845 public static extern CollisionFlags GetCollisionFlags2(IntPtr obj);
1846 
1847 [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
1848 public static extern CollisionFlags SetCollisionFlags2(IntPtr obj, CollisionFlags flags);
1849 
1850 [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
1851 public static extern CollisionFlags AddToCollisionFlags2(IntPtr obj, CollisionFlags flags);
1852 
1853 [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
1854 public static extern CollisionFlags RemoveFromCollisionFlags2(IntPtr obj, CollisionFlags flags);
1855 
1856 [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
1857 public static extern float GetCcdMotionThreshold2(IntPtr obj);
1858 
1859 [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
1860 public static extern void SetCcdMotionThreshold2(IntPtr obj, float val);
1861 
1862 [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
1863 public static extern float GetCcdSweptSphereRadius2(IntPtr obj);
1864 
1865 [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
1866 public static extern void SetCcdSweptSphereRadius2(IntPtr obj, float val);
1867 
1868 [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
1869 public static extern IntPtr GetUserPointer2(IntPtr obj);
1870 
1871 [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
1872 public static extern void SetUserPointer2(IntPtr obj, IntPtr val);
1873 
1874 // =====================================================================================
1875 // btRigidBody entries
1876 [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
1877 public static extern void ApplyGravity2(IntPtr obj);
1878 
1879 [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
1880 public static extern void SetGravity2(IntPtr obj, Vector3 val);
1881 
1882 [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
1883 public static extern Vector3 GetGravity2(IntPtr obj);
1884 
1885 [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
1886 public static extern void SetDamping2(IntPtr obj, float lin_damping, float ang_damping);
1887 
1888 [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
1889 public static extern void SetLinearDamping2(IntPtr obj, float lin_damping);
1890 
1891 [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
1892 public static extern void SetAngularDamping2(IntPtr obj, float ang_damping);
1893 
1894 [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
1895 public static extern float GetLinearDamping2(IntPtr obj);
1896 
1897 [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
1898 public static extern float GetAngularDamping2(IntPtr obj);
1899 
1900 [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
1901 public static extern float GetLinearSleepingThreshold2(IntPtr obj);
1902 
1903 [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
1904 public static extern float GetAngularSleepingThreshold2(IntPtr obj);
1905 
1906 [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
1907 public static extern void ApplyDamping2(IntPtr obj, float timeStep);
1908 
1909 [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
1910 public static extern void SetMassProps2(IntPtr obj, float mass, Vector3 inertia);
1911 
1912 [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
1913 public static extern Vector3 GetLinearFactor2(IntPtr obj);
1914 
1915 [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
1916 public static extern void SetLinearFactor2(IntPtr obj, Vector3 factor);
1917 
1918  /*
1919 [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
1920 public static extern void SetCenterOfMassTransform2(IntPtr obj, Transform trans);
1921  */
1922 
1923 [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
1924 public static extern void SetCenterOfMassByPosRot2(IntPtr obj, Vector3 pos, Quaternion rot);
1925 
1926 // Add a force to the object as if its mass is one.
1927 [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
1928 public static extern void ApplyCentralForce2(IntPtr obj, Vector3 force);
1929 
1930 // Set the force being applied to the object as if its mass is one.
1931 [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
1932 public static extern void SetObjectForce2(IntPtr obj, Vector3 force);
1933 
1934 [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
1935 public static extern Vector3 GetTotalForce2(IntPtr obj);
1936 
1937 [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
1938 public static extern Vector3 GetTotalTorque2(IntPtr obj);
1939 
1940 [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
1941 public static extern Vector3 GetInvInertiaDiagLocal2(IntPtr obj);
1942 
1943 [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
1944 public static extern void SetInvInertiaDiagLocal2(IntPtr obj, Vector3 inert);
1945 
1946 [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
1947 public static extern void SetSleepingThresholds2(IntPtr obj, float lin_threshold, float ang_threshold);
1948 
1949 [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
1950 public static extern void ApplyTorque2(IntPtr obj, Vector3 torque);
1951 
1952 // Apply force at the given point. Will add torque to the object.
1953 [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
1954 public static extern void ApplyForce2(IntPtr obj, Vector3 force, Vector3 pos);
1955 
1956 // Apply impulse to the object. Same as "ApplycentralForce" but force scaled by object's mass.
1957 [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
1958 public static extern void ApplyCentralImpulse2(IntPtr obj, Vector3 imp);
1959 
1960 // Apply impulse to the object's torque. Force is scaled by object's mass.
1961 [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
1962 public static extern void ApplyTorqueImpulse2(IntPtr obj, Vector3 imp);
1963 
1964 // Apply impulse at the point given. For is scaled by object's mass and effects both linear and angular forces.
1965 [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
1966 public static extern void ApplyImpulse2(IntPtr obj, Vector3 imp, Vector3 pos);
1967 
1968 [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
1969 public static extern void ClearForces2(IntPtr obj);
1970 
1971 [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
1972 public static extern void ClearAllForces2(IntPtr obj);
1973 
1974 [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
1975 public static extern void UpdateInertiaTensor2(IntPtr obj);
1976 
1977 [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
1978 public static extern Vector3 GetCenterOfMassPosition2(IntPtr obj);
1979 
1980  /*
1981 [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
1982 public static extern Transform GetCenterOfMassTransform2(IntPtr obj);
1983  */
1984 
1985 [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
1986 public static extern Vector3 GetLinearVelocity2(IntPtr obj);
1987 
1988 [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
1989 public static extern Vector3 GetAngularVelocity2(IntPtr obj);
1990 
1991 [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
1992 public static extern void SetLinearVelocity2(IntPtr obj, Vector3 val);
1993 
1994 [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
1995 public static extern void SetAngularVelocity2(IntPtr obj, Vector3 angularVelocity);
1996 
1997 [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
1998 public static extern Vector3 GetVelocityInLocalPoint2(IntPtr obj, Vector3 pos);
1999 
2000 [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
2001 public static extern void Translate2(IntPtr obj, Vector3 trans);
2002 
2003 [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
2004 public static extern void UpdateDeactivation2(IntPtr obj, float timeStep);
2005 
2006 [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
2007 public static extern bool WantsSleeping2(IntPtr obj);
2008 
2009 [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
2010 public static extern void SetAngularFactor2(IntPtr obj, float factor);
2011 
2012 [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
2013 public static extern void SetAngularFactorV2(IntPtr obj, Vector3 factor);
2014 
2015 [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
2016 public static extern Vector3 GetAngularFactor2(IntPtr obj);
2017 
2018 [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
2019 public static extern bool IsInWorld2(IntPtr obj);
2020 
2021 [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
2022 public static extern void AddConstraintRef2(IntPtr obj, IntPtr constrain);
2023 
2024 [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
2025 public static extern void RemoveConstraintRef2(IntPtr obj, IntPtr constrain);
2026 
2027 [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
2028 public static extern IntPtr GetConstraintRef2(IntPtr obj, int index);
2029 
2030 [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
2031 public static extern int GetNumConstraintRefs2(IntPtr obj);
2032 
2033 [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
2034 public static extern bool SetCollisionGroupMask2(IntPtr body, uint filter, uint mask);
2035 
2036 // =====================================================================================
2037 // btCollisionShape entries
2038 
2039 [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
2040 public static extern float GetAngularMotionDisc2(IntPtr shape);
2041 
2042 [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
2043 public static extern float GetContactBreakingThreshold2(IntPtr shape, float defaultFactor);
2044 
2045 [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
2046 public static extern bool IsPolyhedral2(IntPtr shape);
2047 
2048 [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
2049 public static extern bool IsConvex2d2(IntPtr shape);
2050 
2051 [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
2052 public static extern bool IsConvex2(IntPtr shape);
2053 
2054 [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
2055 public static extern bool IsNonMoving2(IntPtr shape);
2056 
2057 [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
2058 public static extern bool IsConcave2(IntPtr shape);
2059 
2060 [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
2061 public static extern bool IsCompound2(IntPtr shape);
2062 
2063 [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
2064 public static extern bool IsSoftBody2(IntPtr shape);
2065 
2066 [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
2067 public static extern bool IsInfinite2(IntPtr shape);
2068 
2069 [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
2070 public static extern void SetLocalScaling2(IntPtr shape, Vector3 scale);
2071 
2072 [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
2073 public static extern Vector3 GetLocalScaling2(IntPtr shape);
2074 
2075 [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
2076 public static extern Vector3 CalculateLocalInertia2(IntPtr shape, float mass);
2077 
2078 [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
2079 public static extern int GetShapeType2(IntPtr shape);
2080 
2081 [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
2082 public static extern void SetMargin2(IntPtr shape, float val);
2083 
2084 [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
2085 public static extern float GetMargin2(IntPtr shape);
2086 
2087 // =====================================================================================
2088 // Debugging
2089 [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
2090 public static extern void DumpRigidBody2(IntPtr sim, IntPtr collisionObject);
2091 
2092 [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
2093 public static extern void DumpCollisionShape2(IntPtr sim, IntPtr collisionShape);
2094 
2095 [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
2096 public static extern void DumpMapInfo2(IntPtr sim, IntPtr manInfo);
2097 
2098 [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
2099 public static extern void DumpConstraint2(IntPtr sim, IntPtr constrain);
2100 
2101 [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
2102 public static extern void DumpActivationInfo2(IntPtr sim);
2103 
2104 [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
2105 public static extern void DumpAllInfo2(IntPtr sim);
2106 
2107 [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
2108 public static extern void DumpPhysicsStatistics2(IntPtr sim);
2109 
2110 [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
2111 public static extern void ResetBroadphasePool(IntPtr sim);
2112 
2113 [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
2114 public static extern void ResetConstraintSolver(IntPtr sim);
2115 
2116 }
2117 
2118 }
2119 
2120 }
override bool DestroyConstraint(BulletWorld world, BulletConstraint constrain)
Definition: BSAPIUnman.cs:665
override BulletShape BuildCapsuleShape(BulletWorld world, float radius, float height, Vector3 scale)
Definition: BSAPIUnman.cs:321
override bool IsInWorld(BulletWorld world, BulletBody obj)
Definition: BSAPIUnman.cs:1270
override bool SetFrames(BulletConstraint constrain, Vector3 frameA, Quaternion frameArot, Vector3 frameB, Quaternion frameBrot)
Definition: BSAPIUnman.cs:562
override int GetShapeType(BulletShape shape)
Definition: BSAPIUnman.cs:1389
override void AddConstraintRef(BulletBody obj, BulletConstraint constrain)
Definition: BSAPIUnman.cs:1276
override void SetInterpolationAngularVelocity(BulletBody obj, Vector3 vel)
Definition: BSAPIUnman.cs:929
override BulletConstraint CreateSliderConstraint(BulletWorld world, BulletBody obj1, BulletBody obj2, Vector3 frame1loc, Quaternion frame1rot, Vector3 frame2loc, Quaternion frame2rot, bool useLinearReferenceFrameA, bool disableCollisionsBetweenLinkedBodies)
Definition: BSAPIUnman.cs:504
override void ClearForces(BulletBody obj)
Definition: BSAPIUnman.cs:1186
override BulletConstraint Create6DofConstraint(BulletWorld world, BulletBody obj1, BulletBody obj2, Vector3 frame1loc, Quaternion frame1rot, Vector3 frame2loc, Quaternion frame2rot, bool useLinearReferenceFrameA, bool disableCollisionsBetweenLinkedBodies)
Definition: BSAPIUnman.cs:447
override void SetActivationState(BulletBody obj, int state)
Definition: BSAPIUnman.cs:831
override bool SpringSetStiffness(BulletConstraint constrain, int index, float stiffnesss)
Definition: BSAPIUnman.cs:617
override void SetMassProps(BulletBody obj, float mass, Vector3 inertia)
Definition: BSAPIUnman.cs:1076
override CollisionFlags SetCollisionFlags(BulletBody obj, CollisionFlags flags)
Definition: BSAPIUnman.cs:959
override bool IsConvex2d(BulletShape shape)
Definition: BSAPIUnman.cs:1329
override bool IsActive(BulletBody obj)
Definition: BSAPIUnman.cs:861
override void ApplyTorque(BulletBody obj, Vector3 torque)
Definition: BSAPIUnman.cs:1146
override void DumpCollisionShape(BulletWorld world, BulletShape collisionShape)
Definition: BSAPIUnman.cs:1416
override BulletBody CreateGhostFromShape(BulletWorld world, BulletShape shape, uint id, Vector3 pos, Quaternion rot)
Definition: BSAPIUnman.cs:417
override void ApplyCentralForce(BulletBody obj, Vector3 force)
Definition: BSAPIUnman.cs:1102
override float GetLinearDamping(BulletBody obj)
Definition: BSAPIUnman.cs:1052
override bool IsPolyhedral(BulletShape shape)
Definition: BSAPIUnman.cs:1323
override bool PushUpdate(BulletBody obj)
Definition: BSAPIUnman.cs:230
override void UpdateDeactivation(BulletBody obj, float timeStep)
Definition: BSAPIUnman.cs:1240
override bool HingeSetLimits(BulletConstraint constrain, float low, float high, float softness, float bias, float relaxation)
Definition: BSAPIUnman.cs:599
override void SetShapeCollisionMargin(BulletShape shape, float margin)
Definition: BSAPIUnman.cs:314
override BulletConstraint CreateHingeConstraint(BulletWorld world, BulletBody obj1, BulletBody obj2, Vector3 pivotinA, Vector3 pivotinB, Vector3 axisInA, Vector3 axisInB, bool useLinearReferenceFrameA, bool disableCollisionsBetweenLinkedBodies)
Definition: BSAPIUnman.cs:492
override void DumpActivationInfo(BulletWorld world)
Definition: BSAPIUnman.cs:1430
override BulletShape RemoveChildShapeFromCompoundShapeIndex(BulletShape shape, int indx)
Definition: BSAPIUnman.cs:359
override void SetContactProcessingThreshold(BulletBody obj, float val)
Definition: BSAPIUnman.cs:768
override bool IsNativeShape(BulletShape shape)
Definition: BSAPIUnman.cs:306
override void Shutdown(BulletWorld world)
Definition: BSAPIUnman.cs:211
override void SetLinearDamping(BulletBody obj, float lin_damping)
Definition: BSAPIUnman.cs:1040
override void SetDeactivationTime(BulletBody obj, float dtime)
Definition: BSAPIUnman.cs:837
override BulletShape GetChildShapeFromCompoundShapeIndex(BulletShape shape, int indx)
Definition: BSAPIUnman.cs:353
override void ApplyDamping(BulletBody obj, float timeStep)
Definition: BSAPIUnman.cs:1070
override void RemoveConstraintRef(BulletBody obj, BulletConstraint constrain)
Definition: BSAPIUnman.cs:1283
BSAPIUnman(string paramName, BSScene physScene)
Definition: BSAPIUnman.cs:143
override Vector3 GetAnisotripicFriction(BulletConstraint constrain)
Definition: BSAPIUnman.cs:750
override void UpdateAabbs(BulletWorld world)
Definition: BSAPIUnman.cs:681
override void SetAngularVelocity(BulletBody obj, Vector3 angularVelocity)
Definition: BSAPIUnman.cs:1222
override bool SliderMotorEnable(BulletConstraint constrain, int linAng, float numericTrueFalse)
Definition: BSAPIUnman.cs:641
override bool AddObjectToWorld(BulletWorld world, BulletBody obj)
Definition: BSAPIUnman.cs:701
override bool DeleteCollisionShape(BulletWorld world, BulletShape shape)
Definition: BSAPIUnman.cs:391
override CollisionFlags AddToCollisionFlags(BulletBody obj, CollisionFlags flags)
Definition: BSAPIUnman.cs:965
override Vector3 GetLocalScaling(BulletShape shape)
Definition: BSAPIUnman.cs:1377
override void SetSleepingThresholds(BulletBody obj, float lin_threshold, float ang_threshold)
Definition: BSAPIUnman.cs:1139
override BulletShape BuildHullShapeFromMesh(BulletWorld world, BulletShape meshShape, HACDParams parms)
Definition: BSAPIUnman.cs:272
override BulletShape CreateConvexHullShape(BulletWorld world, int indicesCount, int[] indices, int verticesCount, float[] vertices)
Definition: BSAPIUnman.cs:290
override void UpdateSingleAabb(BulletWorld world, BulletBody obj)
Definition: BSAPIUnman.cs:674
override void SetUserPointer(BulletBody obj, IntPtr val)
Definition: BSAPIUnman.cs:1008
override void SetCcdSweptSphereRadius(BulletBody obj, float val)
Definition: BSAPIUnman.cs:996
override bool SpringSetDamping(BulletConstraint constrain, int index, float damping)
Definition: BSAPIUnman.cs:623
override BulletConstraint CreateConeTwistConstraint(BulletWorld world, BulletBody obj1, BulletBody obj2, Vector3 frame1loc, Quaternion frame1rot, Vector3 frame2loc, Quaternion frame2rot, bool disableCollisionsBetweenLinkedBodies)
Definition: BSAPIUnman.cs:516
override void SetGravity(BulletBody obj, Vector3 val)
Definition: BSAPIUnman.cs:1022
override void SetCenterOfMassByPosRot(BulletBody obj, Vector3 pos, Quaternion rot)
Definition: BSAPIUnman.cs:1094
override void ResetConstraintSolver(BulletWorld world)
Definition: BSAPIUnman.cs:1452
override CollisionFlags RemoveFromCollisionFlags(BulletBody obj, CollisionFlags flags)
Definition: BSAPIUnman.cs:971
override void DumpAllInfo(BulletWorld world)
Definition: BSAPIUnman.cs:1436
override void SetLinearVelocity(BulletBody obj, Vector3 vel)
Definition: BSAPIUnman.cs:1216
override int PhysicsStep(BulletWorld world, float timeStep, int maxSubSteps, float fixedTimeStep, out int updatedEntityCount, out int collidersCount)
Definition: BSAPIUnman.cs:204
override void ApplyForce(BulletBody obj, Vector3 force, Vector3 pos)
Definition: BSAPIUnman.cs:1155
override void ApplyCentralImpulse(BulletBody obj, Vector3 imp)
Definition: BSAPIUnman.cs:1163
override Vector3 GetLinearVelocity(BulletBody obj)
Definition: BSAPIUnman.cs:1204
override float GetAngularMotionDisc(BulletShape shape)
Definition: BSAPIUnman.cs:1311
override void DumpConstraint(BulletWorld world, BulletConstraint constrain)
Definition: BSAPIUnman.cs:1423
override void SetConstraintNumSolverIterations(BulletConstraint constrain, float iterations)
Definition: BSAPIUnman.cs:556
override void SetMargin(BulletShape shape, float val)
Definition: BSAPIUnman.cs:1395
override bool SetAngularLimits(BulletConstraint constrain, Vector3 low, Vector3 hi)
Definition: BSAPIUnman.cs:575
override bool SetBreakingImpulseThreshold(BulletConstraint constrain, float threshold)
Definition: BSAPIUnman.cs:593
override bool TranslationalLimitMotor(BulletConstraint constrain, float enable, float targetVel, float maxMotorForce)
Definition: BSAPIUnman.cs:587
override BulletConstraint CreatePoint2PointConstraint(BulletWorld world, BulletBody obj1, BulletBody obj2, Vector3 pivotInA, Vector3 pivotInB, bool disableCollisionsBetweenLinkedBodies)
Definition: BSAPIUnman.cs:539
override float GetContactProcessingThreshold(BulletBody obj)
Definition: BSAPIUnman.cs:774
override BulletShape CreateHullShape(BulletWorld world, int hullCount, float[] hulls)
Definition: BSAPIUnman.cs:264
override bool IsConvex(BulletShape shape)
Definition: BSAPIUnman.cs:1335
override void SetInterpolationLinearVelocity(BulletBody obj, Vector3 vel)
Definition: BSAPIUnman.cs:923
override Vector3 GetTotalTorque(BulletBody obj)
Definition: BSAPIUnman.cs:1121
override BulletConstraint CreateGearConstraint(BulletWorld world, BulletBody obj1, BulletBody obj2, Vector3 axisInA, Vector3 axisInB, float ratio, bool disableCollisionsBetweenLinkedBodies)
Definition: BSAPIUnman.cs:528
override BulletShape CreateMeshShape(BulletWorld world, int indicesCount, int[] indices, int verticesCount, float[] vertices)
Definition: BSAPIUnman.cs:244
override bool WantsSleeping(BulletBody obj)
Definition: BSAPIUnman.cs:1246
override Vector3 GetTotalForce(BulletBody obj)
Definition: BSAPIUnman.cs:1115
override bool IsStaticOrKinematicObject(BulletBody obj)
Definition: BSAPIUnman.cs:792
override void SetCollisionShape(BulletWorld world, BulletBody obj, BulletShape shape)
Definition: BSAPIUnman.cs:804
override bool CalculateTransforms(BulletConstraint constrain)
Definition: BSAPIUnman.cs:653
override Vector3 CalculateLocalInertia(BulletShape shape, float mass)
Definition: BSAPIUnman.cs:1383
override void SetAngularDamping(BulletBody obj, float ang_damping)
Definition: BSAPIUnman.cs:1046
override bool HasContactResponse(BulletBody obj)
Definition: BSAPIUnman.cs:798
override void Translate(BulletBody obj, Vector3 trans)
Definition: BSAPIUnman.cs:1234
override float GetMargin(BulletShape shape)
Definition: BSAPIUnman.cs:1401
override bool IsStaticObject(BulletBody obj)
Definition: BSAPIUnman.cs:780
override float GetHitFraction(BulletBody obj)
Definition: BSAPIUnman.cs:941
override float GetAngularDamping(BulletBody obj)
Definition: BSAPIUnman.cs:1058
override float GetCcdMotionThreshold(BulletBody obj)
Definition: BSAPIUnman.cs:977
OpenSim.Region.ScriptEngine.Shared.LSL_Types.Quaternion rotation
Definition: ICM_Api.cs:32
override bool GetForceUpdateAllAabbs(BulletWorld world)
Definition: BSAPIUnman.cs:687
override void SetAngularFactor(BulletBody obj, float factor)
Definition: BSAPIUnman.cs:1252
override bool IsInfinite(BulletShape shape)
Definition: BSAPIUnman.cs:1365
override Vector3 GetAngularVelocity(BulletBody obj)
Definition: BSAPIUnman.cs:1210
override void ApplyTorqueImpulse(BulletBody obj, Vector3 imp)
Definition: BSAPIUnman.cs:1171
override bool ClearCollisionProxyCache(BulletWorld world, BulletBody obj)
Definition: BSAPIUnman.cs:728
override bool SpringSetEquilibriumPoint(BulletConstraint constrain, int index, float equilibriumPoint)
Definition: BSAPIUnman.cs:611
override bool HasAnisotripicFriction(BulletConstraint constrain)
Definition: BSAPIUnman.cs:762
override void RemoveChildShapeFromCompoundShape(BulletShape shape, BulletShape removeShape)
Definition: BSAPIUnman.cs:365
override Vector3 GetInvInertiaDiagLocal(BulletBody obj)
Definition: BSAPIUnman.cs:1127
override BulletConstraint GetConstraintRef(BulletBody obj, int index)
Definition: BSAPIUnman.cs:1290
override void SetFriction(BulletBody obj, float val)
Definition: BSAPIUnman.cs:879
override void ApplyGravity(BulletBody obj)
Definition: BSAPIUnman.cs:1016
override void RecalculateCompoundShapeLocalAabb(BulletShape shape)
Definition: BSAPIUnman.cs:378
override void ForceActivationState(BulletBody obj, ActivationState state)
Definition: BSAPIUnman.cs:849
override bool UpdateParameter(BulletWorld world, uint localID, String parm, float value)
Definition: BSAPIUnman.cs:236
override void AddChildShapeToCompoundShape(BulletShape shape, BulletShape addShape, Vector3 pos, Quaternion rot)
Definition: BSAPIUnman.cs:346
override Vector3 GetVelocityInLocalPoint(BulletBody obj, Vector3 pos)
Definition: BSAPIUnman.cs:1228
override BulletConstraint Create6DofConstraintFixed(BulletWorld world, BulletBody obj1, Vector3 frameInBloc, Quaternion frameInBrot, bool useLinearReferenceFrameB, bool disableCollisionsBetweenLinkedBodies)
Definition: BSAPIUnman.cs:470
override void SetConstraintEnable(BulletConstraint constrain, float numericTrueFalse)
Definition: BSAPIUnman.cs:550
override BulletBody CreateBodyWithDefaultMotionState(BulletShape shape, uint id, Vector3 pos, Quaternion rot)
Definition: BSAPIUnman.cs:411
override void SetCcdMotionThreshold(BulletBody obj, float val)
Definition: BSAPIUnman.cs:984
override bool SliderSet(BulletConstraint constrain, int softRestDamp, int dirLimOrtho, int linAng, float val)
Definition: BSAPIUnman.cs:635
override bool UseFrameOffset(BulletConstraint constrain, float enable)
Definition: BSAPIUnman.cs:581
override void SetTranslation(BulletBody obj, Vector3 position, Quaternion rotation)
Definition: BSAPIUnman.cs:903
override void ResetBroadphasePool(BulletWorld world)
Definition: BSAPIUnman.cs:1447
override bool SetConstraintParam(BulletConstraint constrain, ConstraintParams paramIndex, float value, ConstraintParamAxis axis)
Definition: BSAPIUnman.cs:659
override void ApplyImpulse(BulletBody obj, Vector3 imp, Vector3 pos)
Definition: BSAPIUnman.cs:1180
override Vector3 GetPosition(BulletBody obj)
Definition: BSAPIUnman.cs:891
override BulletShape CreateCompoundShape(BulletWorld world, bool enableDynamicAabbTree)
Definition: BSAPIUnman.cs:329
override void SetLinearFactor(BulletBody obj, Vector3 factor)
Definition: BSAPIUnman.cs:1088
override void SetLocalScaling(BulletShape shape, Vector3 scale)
Definition: BSAPIUnman.cs:1371
override int GetNumConstraintRefs(BulletBody obj)
Definition: BSAPIUnman.cs:1296
override BulletShape BuildConvexHullShapeFromMesh(BulletWorld world, BulletShape meshShape)
Definition: BSAPIUnman.cs:281
override BulletShape CreateTerrainShape(uint id, Vector3 size, float minHeight, float maxHeight, float[] heightMap, float scaleFactor, float collisionMargin)
Definition: BSAPIUnman.cs:438
override void SetAngularFactorV(BulletBody obj, Vector3 factor)
Definition: BSAPIUnman.cs:1258
override bool IsSoftBody(BulletShape shape)
Definition: BSAPIUnman.cs:1359
override BulletBody CreateBodyFromShape(BulletWorld world, BulletShape shape, uint id, Vector3 pos, Quaternion rot)
Definition: BSAPIUnman.cs:404
override float GetDeactivationTime(BulletBody obj)
Definition: BSAPIUnman.cs:843
override void UpdateChildTransform(BulletShape pShape, int childIndex, Vector3 pos, Quaternion rot, bool shouldRecalculateLocalAabb)
Definition: BSAPIUnman.cs:372
override Vector3 GetAngularFactor(BulletBody obj)
Definition: BSAPIUnman.cs:1264
override void SetInterpolationVelocity(BulletBody obj, Vector3 linearVel, Vector3 angularVel)
Definition: BSAPIUnman.cs:935
override void ClearAllForces(BulletBody obj)
Definition: BSAPIUnman.cs:1192
override bool AddConstraintToWorld(BulletWorld world, BulletConstraint constrain, bool disableCollisionsBetweenLinkedObjects)
Definition: BSAPIUnman.cs:735
override bool IsConcave(BulletShape shape)
Definition: BSAPIUnman.cs:1347
override void SetRestitution(BulletBody obj, float val)
Definition: BSAPIUnman.cs:867
override BulletShape BuildNativeShape(BulletWorld world, ShapeData shapeData)
Definition: BSAPIUnman.cs:300
override float GetFriction(BulletBody obj)
Definition: BSAPIUnman.cs:885
override bool SetCollisionGroupMask(BulletBody body, uint filter, uint mask)
Definition: BSAPIUnman.cs:1302
override Vector3 GetLinearFactor(BulletBody obj)
Definition: BSAPIUnman.cs:1082
override Vector3 GetGravity(BulletBody obj)
Definition: BSAPIUnman.cs:1028
override bool SetLinearLimits(BulletConstraint constrain, Vector3 low, Vector3 hi)
Definition: BSAPIUnman.cs:569
override Quaternion GetOrientation(BulletBody obj)
Definition: BSAPIUnman.cs:897
override int GetNumberOfCompoundChildren(BulletShape shape)
Definition: BSAPIUnman.cs:338
override bool RemoveConstraintFromWorld(BulletWorld world, BulletConstraint constrain)
Definition: BSAPIUnman.cs:742
override Vector3 SetAnisotripicFriction(BulletConstraint constrain, Vector3 frict)
Definition: BSAPIUnman.cs:756
override bool IsCompound(BulletShape shape)
Definition: BSAPIUnman.cs:1353
override IntPtr GetUserPointer(BulletBody obj)
Definition: BSAPIUnman.cs:1002
override BulletShape GetCollisionShape(BulletBody obj)
Definition: BSAPIUnman.cs:819
override void UpdateInertiaTensor(BulletBody obj)
Definition: BSAPIUnman.cs:1198
override bool SpringEnable(BulletConstraint constrain, int index, float numericTrueFalse)
Definition: BSAPIUnman.cs:605
override BulletShape DuplicateCollisionShape(BulletWorld world, BulletShape srcShape, uint id)
Definition: BSAPIUnman.cs:384
override BulletShape CreateGroundPlaneShape(uint id, float height, float collisionMargin)
Definition: BSAPIUnman.cs:433
override float GetRestitution(BulletBody obj)
Definition: BSAPIUnman.cs:873
override float GetContactBreakingThreshold(BulletShape shape, float defaultFactor)
Definition: BSAPIUnman.cs:1317
override void Activate(BulletBody obj, bool forceActivation)
Definition: BSAPIUnman.cs:855
override bool RemoveObjectFromWorld(BulletWorld world, BulletBody obj)
Definition: BSAPIUnman.cs:721
override BulletConstraint Create6DofSpringConstraint(BulletWorld world, BulletBody obj1, BulletBody obj2, Vector3 frame1loc, Quaternion frame1rot, Vector3 frame2loc, Quaternion frame2rot, bool useLinearReferenceFrameA, bool disableCollisionsBetweenLinkedBodies)
Definition: BSAPIUnman.cs:480
override bool IsKinematicObject(BulletBody obj)
Definition: BSAPIUnman.cs:786
override int GetActivationState(BulletBody obj)
Definition: BSAPIUnman.cs:825
override bool SliderMotor(BulletConstraint constrain, int forceVel, int linAng, float val)
Definition: BSAPIUnman.cs:647
override bool SliderSetLimits(BulletConstraint constrain, int lowerUpper, int linAng, float val)
Definition: BSAPIUnman.cs:629
override void SetObjectForce(BulletBody obj, Vector3 force)
Definition: BSAPIUnman.cs:1109
override void SetDamping(BulletBody obj, float lin_damping, float ang_damping)
Definition: BSAPIUnman.cs:1034
override BulletConstraint Create6DofConstraintToPoint(BulletWorld world, BulletBody obj1, BulletBody obj2, Vector3 joinPoint, bool useLinearReferenceFrameA, bool disableCollisionsBetweenLinkedBodies)
Definition: BSAPIUnman.cs:459
override BulletShape CreateGImpactShape(BulletWorld world, int indicesCount, int[] indices, int verticesCount, float[] vertices)
Definition: BSAPIUnman.cs:254
override void SetForceUpdateAllAabbs(BulletWorld world, bool force)
Definition: BSAPIUnman.cs:693
override void SetInvInertiaDiagLocal(BulletBody obj, Vector3 inert)
Definition: BSAPIUnman.cs:1133
override CollisionFlags GetCollisionFlags(BulletBody obj)
Definition: BSAPIUnman.cs:953
override void DestroyObject(BulletWorld world, BulletBody obj)
Definition: BSAPIUnman.cs:424
override bool IsNonMoving(BulletShape shape)
Definition: BSAPIUnman.cs:1341
override float GetLinearSleepingThreshold(BulletBody obj)
Definition: BSAPIUnman.cs:1064
override CollisionObjectTypes GetBodyType(BulletBody obj)
Definition: BSAPIUnman.cs:398
override float GetCcdSweptSphereRadius(BulletBody obj)
Definition: BSAPIUnman.cs:990
override void DumpPhysicsStatistics(BulletWorld world)
Definition: BSAPIUnman.cs:1442
override void DumpRigidBody(BulletWorld world, BulletBody collisionObject)
Definition: BSAPIUnman.cs:1409
override BulletWorld Initialize(Vector3 maxPosition, ConfigurationParameters parms, int maxCollisions, ref CollisionDesc[] collisionArray, int maxUpdates, ref EntityProperties[] updateArray)
Definition: BSAPIUnman.cs:157
override void SetHitFraction(BulletBody obj, float val)
Definition: BSAPIUnman.cs:947