Ode.NET - .NET bindings for ODE Jason Perkins (starkos@industriousone.com) --------------------------------------------------------------------- INSTALLATION --------------------------------------------------------------------- This binding uses a C# 2.0 feature (the UnmanagedFunctionPointer attribute). You will need to use Visual Studio 2005 (C# Express is fine) or Mono's gmcs compiler. Start by getting or building ODE as a shared library (DLL). The simplest way to build the bindings is probably to create a new library assembly in your tool of choice and drop in the files Ode/Ode.cs and Ode/AssemblyInfo.cs (optional). Define the symbol `dDOUBLE` if you used double-precision math in your ode.dll. Build, done. For testing purposes, I have also created bindings for the Drawstuff library and a C# version of the BoxStack demo. You can throw all of these files into a console executable and run it to see the demo. If you happen to have Premake installed (http://premake.sf.net/), you can generate build scripts for the library with: premake --target (toolset) # for single precision premake --with-doubles --target (toolset) # for double precision To build the test application too, use: premake --with-tests --target (toolset) To build with Mono, you must add the --dotnet parameter to enable support .NET 2.0: premake --dotnet mono2 --target gnu --------------------------------------------------------------------- USAGE --------------------------------------------------------------------- I have tried to keep things as close to the original C API as I can, rather than forcing a class structure on everyone. Everything is contained within the `Ode.NET` namespace inside a static class named `d`. All ODE IDs are replaced with IntPtrs. A quick example: using Ode.NET; IntPtr world = d.WorldCreate(); IntPtr body = d.BodyCreate(world); Take a look at Tests/BoxStack.cs for a more complete example. --------------------------------------------------------------------- KNOWN ISSUES --------------------------------------------------------------------- While I managed to map most of the API, there may still be some bits missing. If you find something, please submit a bug report or patch the Tracker on SourceForge. Collision response (contact joints) do not work when built under Mono as double-precision. I have not tried to track down why.