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- ' common.bmx
- SuperStrict
- Import "source.bmx"
- Const NEWTON_DYNAMIC_BODY:Int = 0
- Const NEWTON_KINEMATIC_BODY :Int = 1
- Const NEWTON_DEFORMABLE_BODY:Int = 2
- Extern
- Function bmx_newtondynamics_NewtonCreate:Byte Ptr(obj:Object)
- Function NewtonDestroy(world:Byte Ptr)
- Function NewtonDestroyAllBodies(world:Byte Ptr)
-
- Function NewtonInvalidateCache(world:Byte Ptr)
- Function NewtonUpdate(world:Byte Ptr, timestep:Float)
- Function NewtonSetFrictionModel(world:Byte Ptr, model:Int)
- Function NewtonSetMinimumFrameRate(world:Byte Ptr, framerate:Float)
- Function NewtonSetContactMergeTolerance(world:Byte Ptr, tolerance:Float)
-
- Function bmx_newtondynamics_NewtonCreateDynamicBody:Byte Ptr(obj:Object, world:Byte Ptr, coll:Byte Ptr, matrix:Float Ptr)
- Function bmx_newtondynamics_NewtonCreateSphere:Byte Ptr(obj:Object, world:Byte Ptr, radius:Float, shapeID:Int, offsetMatrix:Float Ptr)
- Function bmx_newtondynamics_NewtonCreateBox:Byte Ptr(obj:Object, world:Byte Ptr, dx:Float, dy:Float, dz:Float, shapeID:Int, offsetMatrix:Float Ptr)
- Function bmx_newtondynamics_NewtonCreateTreeCollision:Byte Ptr(obj:Object, world:Byte Ptr, shapeID:Int)
- Function bmx_newtondynamics_NewtonCreateCylinder:Byte Ptr(obj:Object, world:Byte Ptr, radius:Float, height:Float, shapeID:Int, offsetMatrix:Float Ptr)
- Function NewtonMeshCreate:Byte Ptr(world:Byte Ptr)
- Function bmx_newtondynamics_NewtonWorldRayCast(world:Byte Ptr, p0x:Float, p0y:Float, p0z:Float, p1x:Float, p1y:Float, p1z:Float, ..
- fcb:Float(bodyPtr:Byte Ptr, collPtr:Byte Ptr, hitContact:Float Ptr, hitNormal:Float Ptr, delPtr:Byte Ptr, intersectParam:Float), ..
- delegate:Object, _pfcb:Int(bodyPtr:Byte Ptr, collPtr:Byte Ptr, delPtr:Byte Ptr), threadIndex:Int)
- Function NewtonWorldGetBodyCount:Int(world:Byte Ptr)
- Function NewtonWorldGetConstraintCount:Int(world:Byte Ptr)
- Function NewtonDestroyCollision(coll:Byte Ptr)
- Function NewtonTreeCollisionBeginBuild(coll:Byte Ptr)
- Function NewtonTreeCollisionEndBuild(coll:Byte Ptr, optimize:Int)
- Function NewtonTreeCollisionAddFace(coll:Byte Ptr, vertexCount:Int, vertexPtr:Float Ptr, strideInBytes:Int, faceAttribute:Int)
- ' new
- Function NewtonBodySetUserData(body:Byte Ptr, userData:Object)
- Function NewtonBodyGetUserData:Object(body:Byte Ptr)
- Function NewtonCollisionGetUserData:Object(coll:Byte Ptr)
- Function bmx_newtondynamics_RayCastDelegateFromPtr:Object(del:Byte Ptr)
- Function NewtonBodySetMassMatrix(body:Byte Ptr, mass:Float, Ixx:Float, Iyy:Float, Izz:Float)
-
- Function NewtonDestroyBody(body:Byte Ptr)
- Function NewtonBodyGetMatrix(body:Byte Ptr, matrix:Float Ptr)
- Function NewtonBodySetForceAndTorqueCallback(body:Byte Ptr, callback(body:Byte Ptr, timestamp:Float, threadIndex:Int))
- Function NewtonBodySetSimulationState(body:Byte Ptr, state:Int)
- Function NewtonBodyGetSimulationState:Int(body:Byte Ptr)
- Function NewtonBodyGetType:Int(body:Byte Ptr)
- Function NewtonBodyGetCollidable:Int(body:Byte Ptr)
- Function NewtonBodySetCollidable(body:Byte Ptr, collidableState:Int)
- Function NewtonBodyGetMassMatrix(body:Byte Ptr, mass:Float Ptr, Ixx:Float Ptr, Iyy:Float Ptr, Izz:Float Ptr)
- Function NewtonBodySetMassProperties(body:Byte Ptr, mass:Float, coll:Byte Ptr)
- Function NewtonBodySetLinearDamping(body:Byte Ptr, linearDamp:Float)
- Function NewtonBodyGetInvMass(body:Byte Ptr, mass:Float Ptr, Ixx:Float Ptr, Iyy:Float Ptr, Izz:Float Ptr)
- Function NewtonBodyGetInertiaMatrix(body:Byte Ptr, matrix:Float Ptr)
- Function NewtonBodyGetInvInertiaMatrix(body:Byte Ptr, matrix:Float Ptr)
- Function NewtonBodySetMatrix(body:Byte Ptr, matrix:Float Ptr)
- Function NewtonBodySetTransformCallback(body:Byte Ptr, callback(body:Byte Ptr, matrix:Float Ptr, threadIndex:Int))
-
- Function bmx_newtondynamics_NewtonBodyGetRotation(body:Byte Ptr, q0:Float Ptr, q1:Float Ptr, q2:Float Ptr, q3:Float Ptr)
- Function bmx_newtondynamics_NewtonBodyGetOmega(body:Byte Ptr, ox:Float Ptr, oy:Float Ptr, oz:Float Ptr)
- Function bmx_newtondynamics_NewtonBodyGetVelocity(body:Byte Ptr, vx:Float Ptr, vy:Float Ptr, vz:Float Ptr)
- Function bmx_newtondynamics_NewtonBodyGetForce(body:Byte Ptr, fx:Float Ptr, fy:Float Ptr, fz:Float Ptr)
- Function bmx_newtondynamics_NewtonBodyGetTorque(body:Byte Ptr, tx:Float Ptr, ty:Float Ptr, tz:Float Ptr)
- Function bmx_newtondynamics_NewtonBodyGetForceAcc(body:Byte Ptr, fx:Float Ptr, fy:Float Ptr, fz:Float Ptr)
- Function bmx_newtondynamics_NewtonBodyGetTorqueAcc(body:Byte Ptr, tx:Float Ptr, ty:Float Ptr, tz:Float Ptr)
- Function bmx_newtondynamics_NewtonBodyGetCentreOfMass(body:Byte Ptr, cx:Float Ptr, cy:Float Ptr, cz:Float Ptr)
- Function bmx_newtondynamics_NewtonBodySetAngularDamping(body:Byte Ptr, aX:Float, aY:Float, aZ:Float)
- Function bmx_newtondynamics_NewtonBodyGetAngularDamping(body:Byte Ptr, aX:Float Ptr, aY:Float Ptr, aZ:Float Ptr)
- Function bmx_newtondynamics_NewtonBodySetOmega(body:Byte Ptr, ox:Float, oy:Float, oz:Float, ow:Float)
- Function bmx_newtondynamics_NewtonBodySetVelocity(body:Byte Ptr, vx:Float, vy:Float, vz:Float, vw:Float)
- Function bmx_newtondynamics_NewtonBodySetForce(body:Byte Ptr, fx:Float, fy:Float, yz:Float, fw:Float)
- Function bmx_newtondynamics_NewtonBodySetTorque(body:Byte Ptr, tx:Float, ty:Float, tz:Float, tw:Float)
- Function bmx_newtondynamics_NewtonBodyGetAABB(body:Byte Ptr, p0x:Float Ptr, p0y:Float Ptr, p0z:Float Ptr, p1x:Float Ptr, p1y:Float Ptr, p1z:Float Ptr)
- Function bmx_newtondynamics_NewtonBodyAddForce(body:Byte Ptr, fx:Float, fy:Float, yz:Float)
- Function bmx_newtondynamics_NewtonBodyAddTorque(body:Byte Ptr, tx:Float, ty:Float, tz:Float)
- Function bmx_newtondynamics_NewtonBodyCalculateInverseDynamicsForce(body:Byte Ptr, timestep:Float, vx:Float, vy:Float, vz:Float, fx:Float Ptr, fy:Float Ptr, fz:Float Ptr)
- Function bmx_newtondynamics_matrix_GetEulerAngles(frontX:Float Ptr, pitch0:Float Ptr, yaw0:Float Ptr, roll0:Float Ptr, pitch1:Float Ptr, yaw1:Float Ptr, roll1:Float Ptr)
- Function NewtonMeshDestroy(mesh:Byte Ptr)
- Function NewtonMeshApplyTransform(mesh:Byte Ptr, matrix:Float Ptr)
- Function NewtonMeshCalculateOOBB(mesh:Byte Ptr, matrix:Float Ptr, x:Float Ptr, y:Float Ptr, z:Float Ptr)
- Function NewtonMeshCalculateVertexNormals(mesh:Byte Ptr, angle:Float)
- Function NewtonMeshApplySphericalMapping(mesh:Byte Ptr, material:Int)
- Function NewtonMeshApplyCylindricalMapping(mesh:Byte Ptr, cylinderMaterial:Int, capMaterial:Int)
- Function NewtonMeshApplyBoxMapping(mesh:Byte Ptr, front:Int, side:Int, top:Int)
- Function NewtonMeshIsOpenMesh:Int(mesh:Byte Ptr)
- Function NewtonMeshFixTJoints(mesh:Byte Ptr)
- Function NewtonMeshPolygonize(mesh:Byte Ptr)
- Function NewtonMeshTriangulate(mesh:Byte Ptr)
- Function NewtonMeshBeginFace(mesh:Byte Ptr)
- Function NewtonMeshAddFace(mesh:Byte Ptr, vertexCount:Int, vertex:Float Ptr, strideInBytes:Int, materialIndex:Int)
- Function NewtonMeshEndFace(mesh:Byte Ptr)
- Function NewtonMeshGetVertexCount:Int(mesh:Byte Ptr)
- Function NewtonMeshGetVertexStrideInByte:Int(mesh:Byte Ptr)
- Function NewtonMeshGetVertexArray:Double Ptr(mesh:Byte Ptr)
- Function NewtonMeshGetTotalFaceCount:Int(mesh:Byte Ptr)
- Function NewtonMeshGetTotalIndexCount:Int(mesh:Byte Ptr)
- Function NewtonMeshGetPointCount:Int(mesh:Byte Ptr)
- Function NewtonMeshGetPointStrideInByte:Int(mesh:Byte Ptr)
- Function NewtonMeshGetPointArray:Double Ptr(mesh:Byte Ptr)
- Function NewtonMeshGetNormalArray:Double Ptr(mesh:Byte Ptr)
- Function NewtonMeshGetUV0Array:Double Ptr(mesh:Byte Ptr)
- Function NewtonMeshGetUV1Array:Double Ptr(mesh:Byte Ptr)
-
- End Extern
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