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// Jolt Physics bindings for Haxe
package jolt;
enum abstract EMotionType(Int) from Int to Int {
var Static = 0;
var Kinematic = 1;
var Dynamic = 2;
}
enum abstract EActivation(Int) from Int to Int {
var Activate = 0;
var DontActivate = 1;
}
enum abstract EShapeType(Int) from Int to Int {
var Convex = 0;
var Compound = 1;
var Decorated = 2;
var Mesh = 3;
var HeightField = 4;
var Plane = 5;
var Empty = 6;
}
enum abstract EShapeSubType(Int) from Int to Int {
var Sphere = 0;
var Box = 1;
var Capsule = 2;
var TaperedCapsule = 3;
var Cylinder = 4;
var TaperedCylinder = 5;
var ConvexHull = 6;
var StaticCompound = 7;
var MutableCompound = 8;
var RotatedTranslated = 9;
var Scaled = 10;
var OffsetCenterOfMass = 11;
var MeshShape = 12;
var HeightFieldShape = 13;
var PlaneShape = 14;
var EmptyShape = 15;
}
#if hl
typedef Jt = haxe.macro.MacroType<[webidl.Module.build({
idlFile: "Sources/jolt/jolt.idl",
chopPrefix: "",
autoGC: false,
nativeLib: "jolt"
})]>;
#else
@:native('Jolt.Vec3')
extern class Vec3 {
public function new(?x:Float, ?y:Float, ?z:Float):Void;
public static function sZero():Vec3;
public static function sOne():Vec3;
public static function sAxisX():Vec3;
public static function sAxisY():Vec3;
public static function sAxisZ():Vec3;
public function GetX():Float;
public function GetY():Float;
public function GetZ():Float;
public function SetX(x:Float):Void;
public function SetY(y:Float):Void;
public function SetZ(z:Float):Void;
public function Set(x:Float, y:Float, z:Float):Void;
public function Length():Float;
public function LengthSq():Float;
public function Normalized():Vec3;
public function Cross(v:Vec3):Vec3;
public function Dot(v:Vec3):Float;
public function Add(v:Vec3):Vec3;
public function Sub(v:Vec3):Vec3;
public function Mul(f:Float):Vec3;
public function Div(f:Float):Vec3;
}
@:native('Jolt.RVec3')
extern class RVec3 {
public function new(?x:Float, ?y:Float, ?z:Float):Void;
public static function sZero():RVec3;
public function GetX():Float;
public function GetY():Float;
public function GetZ():Float;
public function SetX(x:Float):Void;
public function SetY(y:Float):Void;
public function SetZ(z:Float):Void;
public function Set(x:Float, y:Float, z:Float):Void;
}
@:native('Jolt.Quat')
extern class Quat {
public function new(?x:Float, ?y:Float, ?z:Float, ?w:Float):Void;
public static function sIdentity():Quat;
public static function sRotation(axis:Vec3, angle:Float):Quat;
public static function sEulerAngles(angles:Vec3):Quat;
public function GetX():Float;
public function GetY():Float;
public function GetZ():Float;
public function GetW():Float;
public function SetX(x:Float):Void;
public function SetY(y:Float):Void;
public function SetZ(z:Float):Void;
public function SetW(w:Float):Void;
public function Set(x:Float, y:Float, z:Float, w:Float):Void;
public function Length():Float;
public function Normalized():Quat;
public function GetEulerAngles():Vec3;
public function Conjugated():Quat;
public function Inversed():Quat;
public function MulQuat(q:Quat):Quat;
public function MulVec3(v:Vec3):Vec3;
public function SLERP(dest:Quat, fraction:Float):Quat;
}
@:native('Jolt.Mat44')
extern class Mat44 {
public function new():Void;
public static function sIdentity():Mat44;
public static function sZero():Mat44;
public static function sRotation(q:Quat):Mat44;
public static function sTranslation(v:Vec3):Mat44;
public static function sRotationTranslation(q:Quat, v:Vec3):Mat44;
public static function sScale(s:Float):Mat44;
public function GetAxisX():Vec3;
public function GetAxisY():Vec3;
public function GetAxisZ():Vec3;
public function GetTranslation():Vec3;
public function GetQuaternion():Quat;
public function GetRotation():Mat44;
public function MulMat44(m:Mat44):Mat44;
public function MulVec3(v:Vec3):Vec3;
public function Inversed():Mat44;
}
@:native('Jolt.BodyID')
extern class BodyID {
public function new():Void;
public function GetIndex():Int;
public function GetSequenceNumber():Int;
public function IsInvalid():Bool;
}
@:native('Jolt.Body')
extern class Body {
public function GetID():BodyID;
public function GetBodyType():Int;
public function GetMotionType():Int;
public function SetMotionType(type:Int):Void;
public function IsActive():Bool;
public function IsStatic():Bool;
public function IsKinematic():Bool;
public function IsDynamic():Bool;
public function IsSensor():Bool;
public function SetIsSensor(sensor:Bool):Void;
public function GetPosition():RVec3;
public function GetRotation():Quat;
public function GetWorldTransform():Mat44;
public function GetCenterOfMassPosition():RVec3;
public function GetCenterOfMassTransform():Mat44;
public function GetLinearVelocity():Vec3;
public function GetAngularVelocity():Vec3;
public function SetLinearVelocity(v:Vec3):Void;
public function SetAngularVelocity(v:Vec3):Void;
public function SetLinearVelocityClamped(v:Vec3):Void;
public function SetAngularVelocityClamped(v:Vec3):Void;
public function GetPointVelocity(point:RVec3):Vec3;
public function AddForce(force:Vec3):Void;
public function AddForceAtPosition(force:Vec3, position:RVec3):Void;
public function AddTorque(torque:Vec3):Void;
public function AddImpulse(impulse:Vec3):Void;
public function AddImpulseAtPosition(impulse:Vec3, position:RVec3):Void;
public function AddAngularImpulse(impulse:Vec3):Void;
public function MoveKinematic(targetPosition:RVec3, targetRotation:Quat, deltaTime:Float):Void;
public function GetAccumulatedForce():Vec3;
public function GetAccumulatedTorque():Vec3;
public function ResetForce():Void;
public function ResetTorque():Void;
public function ResetMotion():Void;
public function GetInverseInertia():Mat44;
public function GetWorldSpaceBounds():Dynamic;
public function GetShape():Shape;
public function GetFriction():Float;
public function SetFriction(friction:Float):Void;
public function GetRestitution():Float;
public function SetRestitution(restitution:Float):Void;
public function GetUserData():Int;
public function SetUserData(data:Int):Void;
}
@:native('Jolt.Shape')
extern class Shape {
public function GetType():Int;
public function GetSubType():Int;
public function GetUserData():Int;
public function SetUserData(data:Int):Void;
public function MustBeStatic():Bool;
public function GetCenterOfMass():Vec3;
public function GetLocalBounds():Dynamic;
public function GetInnerRadius():Float;
public function GetVolume():Float;
public function GetMassProperties():Dynamic;
}
@:native('Jolt.BoxShapeSettings')
extern class BoxShapeSettings {
public function new(halfExtent:Vec3):Void;
public function Create():ShapeResult;
}
@:native('Jolt.BoxShape')
extern class BoxShape extends Shape {
public function new(halfExtent:Vec3):Void;
public function GetHalfExtent():Vec3;
}
@:native('Jolt.SphereShapeSettings')
extern class SphereShapeSettings {
public function new(radius:Float):Void;
public function Create():ShapeResult;
}
@:native('Jolt.SphereShape')
extern class SphereShape extends Shape {
public function new(radius:Float):Void;
public function GetRadius():Float;
}
@:native('Jolt.CapsuleShapeSettings')
extern class CapsuleShapeSettings {
public function new(halfHeight:Float, radius:Float):Void;
public function Create():ShapeResult;
}
@:native('Jolt.CapsuleShape')
extern class CapsuleShape extends Shape {
public function new(halfHeight:Float, radius:Float):Void;
public function GetHalfHeightOfCylinder():Float;
public function GetRadius():Float;
}
@:native('Jolt.CylinderShapeSettings')
extern class CylinderShapeSettings {
public function new(halfHeight:Float, radius:Float):Void;
public function Create():ShapeResult;
}
@:native('Jolt.CylinderShape')
extern class CylinderShape extends Shape {
public function new(halfHeight:Float, radius:Float):Void;
public function GetHalfHeight():Float;
public function GetRadius():Float;
}
@:native('Jolt.ConvexHullShapeSettings')
extern class ConvexHullShapeSettings {
public function new():Void;
public function Create():ShapeResult;
}
@:native('Jolt.MeshShapeSettings')
extern class MeshShapeSettings {
public function new():Void;
public function Create():ShapeResult;
}
@:native('Jolt.HeightFieldShapeSettings')
extern class HeightFieldShapeSettings {
public function new():Void;
public function Create():ShapeResult;
}
@:native('Jolt.ShapeResult')
extern class ShapeResult {
public function IsValid():Bool;
public function HasError():Bool;
public function Get():Shape;
}
@:native('Jolt.MassProperties')
extern class MassProperties {
public function new():Void;
public var mMass:Float;
public function ScaleToMass(mass:Float):Void;
}
@:native('Jolt.BodyCreationSettings')
extern class BodyCreationSettings {
public function new(shape:Shape, position:RVec3, rotation:Quat, motionType:Int, objectLayer:Int):Void;
public var mFriction:Float;
public var mRestitution:Float;
public var mLinearDamping:Float;
public var mAngularDamping:Float;
public var mMaxLinearVelocity:Float;
public var mMaxAngularVelocity:Float;
public var mGravityFactor:Float;
public var mAllowSleeping:Bool;
public var mIsSensor:Bool;
public var mMotionQuality:Int;
public var mAllowedDOFs:Int;
public var mOverrideMassProperties:Int;
public var mMassPropertiesOverride:MassProperties;
public var mNumVelocityStepsOverride:Int;
public var mNumPositionStepsOverride:Int;
}
@:native('Jolt.BodyInterface')
extern class BodyInterface {
public function CreateBody(settings:BodyCreationSettings):Body;
public function CreateBodyWithID(bodyId:BodyID, settings:BodyCreationSettings):Body;
public function DestroyBody(bodyId:BodyID):Void;
public function AddBody(bodyId:BodyID, activation:Int):Void;
public function RemoveBody(bodyId:BodyID):Void;
public function IsAdded(bodyId:BodyID):Bool;
public function ActivateBody(bodyId:BodyID):Void;
public function DeactivateBody(bodyId:BodyID):Void;
public function IsActive(bodyId:BodyID):Bool;
public function SetMotionType(bodyId:BodyID, motionType:Int, activation:Int):Void;
public function GetMotionType(bodyId:BodyID):Int;
public function SetPosition(bodyId:BodyID, position:RVec3, activation:Int):Void;
public function GetPosition(bodyId:BodyID):RVec3;
public function GetCenterOfMassPosition(bodyId:BodyID):RVec3;
public function SetRotation(bodyId:BodyID, rotation:Quat, activation:Int):Void;
public function GetRotation(bodyId:BodyID):Quat;
public function SetPositionAndRotation(bodyId:BodyID, position:RVec3, rotation:Quat, activation:Int):Void;
public function SetPositionAndRotationWhenChanged(bodyId:BodyID, position:RVec3, rotation:Quat, activation:Int):Void;
public function SetLinearVelocity(bodyId:BodyID, velocity:Vec3):Void;
public function GetLinearVelocity(bodyId:BodyID):Vec3;
public function SetAngularVelocity(bodyId:BodyID, velocity:Vec3):Void;
public function GetAngularVelocity(bodyId:BodyID):Vec3;
public function AddLinearVelocity(bodyId:BodyID, velocity:Vec3):Void;
public function AddLinearAndAngularVelocity(bodyId:BodyID, linear:Vec3, angular:Vec3):Void;
public function GetPointVelocity(bodyId:BodyID, point:RVec3):Vec3;
public function AddForce(bodyId:BodyID, force:Vec3, activation:Int = 0):Void;
public function AddForceAtPosition(bodyId:BodyID, force:Vec3, position:RVec3, activation:Int = 0):Void;
public function AddTorque(bodyId:BodyID, torque:Vec3, activation:Int = 0):Void;
public function AddImpulse(bodyId:BodyID, impulse:Vec3):Void;
public function AddImpulseAtPosition(bodyId:BodyID, impulse:Vec3, position:RVec3):Void;
public function AddAngularImpulse(bodyId:BodyID, impulse:Vec3):Void;
public function MoveKinematic(bodyId:BodyID, targetPosition:RVec3, targetRotation:Quat, deltaTime:Float):Void;
public function SetShape(bodyId:BodyID, shape:Shape, updateMassProperties:Bool, activation:Int):Void;
public function GetShape(bodyId:BodyID):Shape;
public function SetFriction(bodyId:BodyID, friction:Float):Void;
public function GetFriction(bodyId:BodyID):Float;
public function SetRestitution(bodyId:BodyID, restitution:Float):Void;
public function GetRestitution(bodyId:BodyID):Float;
public function SetGravityFactor(bodyId:BodyID, factor:Float):Void;
public function GetGravityFactor(bodyId:BodyID):Float;
public function SetUserData(bodyId:BodyID, data:Int):Void;
public function GetUserData(bodyId:BodyID):Int;
public function GetWorldTransform(bodyId:BodyID):Mat44;
public function GetCenterOfMassTransform(bodyId:BodyID):Mat44;
}
@:native('Jolt.RRayCast')
extern class RRayCast {
public function new(origin:RVec3, direction:Vec3):Void;
public var mOrigin:RVec3;
public var mDirection:Vec3;
}
@:native('Jolt.RayCastResult')
extern class RayCastResult {
public function new():Void;
public var mBodyID:BodyID;
public var mFraction:Float;
}
@:native('Jolt.BroadPhaseLayer')
extern class BroadPhaseLayer {
public function new(layer:Int):Void;
}
@:native('Jolt.BroadPhaseLayerInterfaceTable')
extern class BroadPhaseLayerInterfaceTable extends BroadPhaseLayerInterface {
public function new(numObjectLayers:Int, numBroadPhaseLayers:Int):Void;
public function MapObjectToBroadPhaseLayer(objectLayer:Int, broadPhaseLayer:BroadPhaseLayer):Void;
}
@:native('Jolt.ObjectLayerPairFilterTable')
extern class ObjectLayerPairFilterTable extends ObjectLayerPairFilter {
public function new(numObjectLayers:Int):Void;
public function EnableCollision(layer1:Int, layer2:Int):Void;
public function DisableCollision(layer1:Int, layer2:Int):Void;
}
@:native('Jolt.ObjectVsBroadPhaseLayerFilterTable')
extern class ObjectVsBroadPhaseLayerFilterTable extends ObjectVsBroadPhaseLayerFilter {
public function new(broadPhaseLayerInterface:BroadPhaseLayerInterfaceTable, numBroadPhaseLayers:Int,
objectLayerPairFilter:ObjectLayerPairFilterTable, numObjectLayers:Int):Void;
}
@:native('Jolt.BroadPhaseLayerInterfaceJS')
extern class BroadPhaseLayerInterface {
public function new():Void;
}
@:native('Jolt.ObjectVsBroadPhaseLayerFilterJS')
extern class ObjectVsBroadPhaseLayerFilter {
public function new():Void;
}
@:native('Jolt.ObjectLayerPairFilterJS')
extern class ObjectLayerPairFilter {
public function new():Void;
}
@:native('Jolt.NarrowPhaseQuery')
extern class NarrowPhaseQuery {
public function CastRay(ray:RRayCast, result:RayCastResult):Bool;
}
@:native('Jolt.ContactListenerJS')
extern class ContactListener {
public function new():Void;
}
@:native('Jolt.BodyActivationListenerJS')
extern class BodyActivationListener {
public function new():Void;
}
@:native('Jolt.PhysicsSystem')
extern class PhysicsSystem {
public function new():Void;
public function Init(maxBodies:Int, numBodyMutexes:Int, maxBodyPairs:Int, maxContactConstraints:Int):Void;
public function Update(deltaTime:Float, collisionSteps:Int):Void;
public function OptimizeBroadPhase():Void;
public function GetBodyInterface():BodyInterface;
public function GetBodyInterfaceNoLock():BodyInterface;
public function GetNumBodies():Int;
public function GetNumActiveBodies(bodyType:Int):Int;
public function GetMaxBodies():Int;
public function SetGravity(gravity:Vec3):Void;
public function GetGravity():Vec3;
public function SetContactListener(listener:ContactListener):Void;
public function SetBodyActivationListener(listener:BodyActivationListener):Void;
public function GetNarrowPhaseQuery():NarrowPhaseQuery;
public function AddConstraint(constraint:Constraint):Void;
public function RemoveConstraint(constraint:Constraint):Void;
}
@:native('Jolt.JoltSettings')
extern class JoltSettings {
public function new():Void;
public var mMaxBodies:Int;
public var mMaxBodyPairs:Int;
public var mMaxContactConstraints:Int;
public var mBroadPhaseLayerInterface:BroadPhaseLayerInterface;
public var mObjectVsBroadPhaseLayerFilter:ObjectVsBroadPhaseLayerFilter;
public var mObjectLayerPairFilter:ObjectLayerPairFilter;
}
@:native('Jolt.JoltInterface')
extern class JoltInterface {
public function new(settings:JoltSettings):Void;
public function Step(deltaTime:Float, collisionSteps:Int):Void;
public function GetPhysicsSystem():PhysicsSystem;
public function GetTempAllocator():Dynamic;
}
@:native('Jolt.Constraint')
extern class Constraint {
public function GetType():Int;
public function GetSubType():Int;
public function GetRefCount():Int;
public function SetEnabled(enabled:Bool):Void;
public function GetEnabled():Bool;
}
@:native('Jolt.TwoBodyConstraint')
extern class TwoBodyConstraint extends Constraint {
public function GetBody1():Body;
public function GetBody2():Body;
}
@:native('Jolt.FixedConstraintSettings')
extern class FixedConstraintSettings {
public function new():Void;
public var mSpace:Int;
public var mAutoDetectPoint:Bool;
public var mPoint1:RVec3;
public var mPoint2:RVec3;
public var mAxisX1:Vec3;
public var mAxisY1:Vec3;
public var mAxisX2:Vec3;
public var mAxisY2:Vec3;
public function Create(body1:Body, body2:Body):TwoBodyConstraint;
}
@:native('Jolt.PointConstraintSettings')
extern class PointConstraintSettings {
public function new():Void;
public var mSpace:Int;
public var mPoint1:RVec3;
public var mPoint2:RVec3;
public function Create(body1:Body, body2:Body):TwoBodyConstraint;
}
@:native('Jolt.HingeConstraintSettings')
extern class HingeConstraintSettings {
public function new():Void;
public var mSpace:Int;
public var mPoint1:RVec3;
public var mPoint2:RVec3;
public var mHingeAxis1:Vec3;
public var mHingeAxis2:Vec3;
public var mNormalAxis1:Vec3;
public var mNormalAxis2:Vec3;
public var mLimitsMin:Float;
public var mLimitsMax:Float;
public var mMaxFrictionTorque:Float;
public function Create(body1:Body, body2:Body):TwoBodyConstraint;
}
@:native('Jolt.SliderConstraintSettings')
extern class SliderConstraintSettings {
public function new():Void;
public var mSpace:Int;
public var mAutoDetectPoint:Bool;
public var mPoint1:RVec3;
public var mPoint2:RVec3;
public var mSliderAxis1:Vec3;
public var mSliderAxis2:Vec3;
public var mNormalAxis1:Vec3;
public var mNormalAxis2:Vec3;
public var mLimitsMin:Float;
public var mLimitsMax:Float;
public var mMaxFrictionForce:Float;
public function Create(body1:Body, body2:Body):TwoBodyConstraint;
}
@:native('Jolt.DistanceConstraintSettings')
extern class DistanceConstraintSettings {
public function new():Void;
public var mSpace:Int;
public var mPoint1:RVec3;
public var mPoint2:RVec3;
public var mMinDistance:Float;
public var mMaxDistance:Float;
public function Create(body1:Body, body2:Body):TwoBodyConstraint;
}
@:native('Jolt.ConeConstraintSettings')
extern class ConeConstraintSettings {
public function new():Void;
public var mSpace:Int;
public var mPoint1:RVec3;
public var mPoint2:RVec3;
public var mTwistAxis1:Vec3;
public var mTwistAxis2:Vec3;
public var mHalfConeAngle:Float;
public function Create(body1:Body, body2:Body):TwoBodyConstraint;
}
@:native('Jolt.SixDOFConstraintSettings')
extern class SixDOFConstraintSettings {
public function new():Void;
public var mSpace:Int;
public var mPosition1:RVec3;
public var mPosition2:RVec3;
public var mAxisX1:Vec3;
public var mAxisY1:Vec3;
public var mAxisX2:Vec3;
public var mAxisY2:Vec3;
public function MakeFreeAxis(axis:Int):Void;
public function MakeFixedAxis(axis:Int):Void;
public function SetLimitedAxis(axis:Int, min:Float, max:Float):Void;
public function Create(body1:Body, body2:Body):TwoBodyConstraint;
}
@:native('Jolt.SixDOFConstraintSettings.EAxis')
extern class SixDOFConstraintSettingsEAxis {
public static var TranslationX:Int;
public static var TranslationY:Int;
public static var TranslationZ:Int;
public static var RotationX:Int;
public static var RotationY:Int;
public static var RotationZ:Int;
}
@:native('Jolt.Float3')
extern class Float3 {
public function new(x:Float, y:Float, z:Float):Void;
public var x:Float;
public var y:Float;
public var z:Float;
}
@:native('Jolt.IndexedTriangle')
extern class IndexedTriangle {
public function new():Void;
public var mIdx:Array<Int>;
public var mMaterialIndex:Int;
}
@:native('Jolt.ConvexHullShapeSettings')
extern class ConvexHullShapeSettingsExt extends ConvexHullShapeSettings {
public var mPoints:Dynamic; // std::vector<Vec3>
public var mMaxConvexRadius:Float;
}
@:native('Jolt.MeshShapeSettings')
extern class MeshShapeSettingsExt extends MeshShapeSettings {
public var mTriangleVertices:Dynamic; // std::vector<Float3>
public var mIndexedTriangles:Dynamic; // std::vector<IndexedTriangle>
}
@:native('Jolt.HeightFieldShapeSettings')
extern class HeightFieldShapeSettingsExt extends HeightFieldShapeSettings {
public var mOffset:Vec3;
public var mScale:Vec3;
public var mSampleCount:Int;
public var mHeightSamples:Dynamic; // float array
}
@:native('Jolt.VehicleConstraintSettings')
extern class VehicleConstraintSettings {
public function new():Void;
public var mMaxPitchRollAngle:Float;
}
@:native('Jolt.WheelSettings')
extern class WheelSettings {
public function new():Void;
public var mPosition:Vec3;
public var mSuspensionDirection:Vec3;
public var mSteeringAxis:Vec3;
public var mWheelUp:Vec3;
public var mWheelForward:Vec3;
public var mSuspensionMinLength:Float;
public var mSuspensionMaxLength:Float;
public var mSuspensionPreloadLength:Float;
public var mRadius:Float;
public var mWidth:Float;
}
@:native('Jolt.CharacterVirtualSettings')
extern class CharacterVirtualSettings {
public function new():Void;
public var mShape:Shape;
public var mMaxSlopeAngle:Float;
public var mMass:Float;
public var mMaxStrength:Float;
public var mPredictiveContactDistance:Float;
public var mEnhancedInternalEdgeRemoval:Bool;
}
@:native('Jolt.CharacterVirtual')
extern class CharacterVirtual {
public function new(settings:CharacterVirtualSettings, position:RVec3, rotation:Quat, physicsSystem:PhysicsSystem):Void;
public function SetLinearVelocity(velocity:Vec3):Void;
public function GetLinearVelocity():Vec3;
public function GetPosition():RVec3;
public function SetPosition(position:RVec3):Void;
public function GetRotation():Quat;
public function SetRotation(rotation:Quat):Void;
public function GetGroundState():Int;
public function IsSupported():Bool;
public function GetGroundNormal():Vec3;
public function GetGroundVelocity():Vec3;
public function Update(deltaTime:Float, gravity:Vec3, broadPhaseLayerFilter:Dynamic, objectLayerFilter:Dynamic, bodyFilter:Dynamic, allocator:Dynamic):Void;
}
enum abstract EGroundState(Int) from Int to Int {
var OnGround = 0;
var OnSteepGround = 1;
var NotSupported = 2;
var InAir = 3;
}
@:native('Jolt.SoftBodySharedSettings')
extern class SoftBodySharedSettings {
public function new():Void;
public function AddFace(f:Dynamic):Void;
public function CreateConstraints(settings:Dynamic):Void;
public function Optimize():Void;
}
@:native('Jolt.SoftBodyCreationSettings')
extern class SoftBodyCreationSettings {
public function new(settings:SoftBodySharedSettings, position:RVec3, rotation:Quat, objectLayer:Int):Void;
}
@:native('Jolt')
extern class Jolt {
public static function destroy(obj:Dynamic):Void;
}
#end

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// Jolt Physics IDL for HashLink bindings
// Based on JoltPhysics.js IDL
// NOTE: Enums are defined in Jt.hx to avoid redefinition conflicts
// Vec3
interface Vec3 {
void Vec3();
void Vec3(float inX, float inY, float inZ);
[Value] Vec3 sZero();
[Value] Vec3 sOne();
[Value] Vec3 sAxisX();
[Value] Vec3 sAxisY();
[Value] Vec3 sAxisZ();
float GetX();
float GetY();
float GetZ();
void SetX(float inX);
void SetY(float inY);
void SetZ(float inZ);
void Set(float inX, float inY, float inZ);
float Length();
float LengthSq();
[Value] Vec3 Normalized();
[Value] Vec3 Cross([Const, Ref] Vec3 inRHS);
float Dot([Const, Ref] Vec3 inRHS);
[Operator="+=", Ref] Vec3 Add([Const, Ref] Vec3 inV);
[Operator="-=", Ref] Vec3 Sub([Const, Ref] Vec3 inV);
[Operator="*=", Ref] Vec3 Mul(float inV);
[Operator="/=", Ref] Vec3 Div(float inV);
};
// RVec3 (real/double precision)
interface RVec3 {
void RVec3();
void RVec3(double inX, double inY, double inZ);
[Value] RVec3 sZeroR();
double GetX();
double GetY();
double GetZ();
void SetX(double inX);
void SetY(double inY);
void SetZ(double inZ);
void Set(double inX, double inY, double inZ);
double Length();
double LengthSq();
[Value] RVec3 Normalized();
};
// Quat
interface Quat {
void Quat();
void Quat(float inX, float inY, float inZ, float inW);
[Value] Quat sIdentity();
[Value] Quat sRotation([Const, Ref] Vec3 inAxis, float inAngle);
[Value] Quat sEulerAngles([Const, Ref] Vec3 inInput);
float GetX();
float GetY();
float GetZ();
float GetW();
void SetX(float inX);
void SetY(float inY);
void SetZ(float inZ);
void SetW(float inW);
void Set(float inX, float inY, float inZ, float inW);
float Length();
[Value] Quat Normalized();
[Value] Vec3 GetEulerAngles();
[Value] Quat Conjugated();
[Value] Quat Inversed();
[Value] Quat MulQuat([Const, Ref] Quat inQ);
[Value] Vec3 MulVec3([Const, Ref] Vec3 inV);
[Value] Quat SLERP([Const, Ref] Quat inDestination, float inFraction);
};
// Mat44
interface Mat44 {
void Mat44();
[Value] Mat44 sIdentity();
[Value] Mat44 sZeroM();
[Value] Mat44 sRotation([Const, Ref] Quat inQ);
[Value] Mat44 sTranslation([Const, Ref] Vec3 inTranslation);
[Value] Mat44 sRotationTranslation([Const, Ref] Quat inRotation, [Const, Ref] Vec3 inTranslation);
[Value] Mat44 sScale(float inScale);
[Value] Vec3 GetAxisX();
[Value] Vec3 GetAxisY();
[Value] Vec3 GetAxisZ();
[Value] Vec3 GetTranslation();
[Value] Quat GetQuaternion();
[Value] Mat44 GetRotation();
[Value] Mat44 MulMat44([Const, Ref] Mat44 inM);
[Value] Vec3 MulVec3([Const, Ref] Vec3 inV);
[Value] Mat44 Inversed();
};
// BodyID
interface BodyID {
void BodyID();
long GetIndex();
long GetSequenceNumber();
boolean IsInvalid();
};
// Shape (base)
interface Shape {
long GetRefCount();
void AddRef();
void Release();
int GetType();
int GetSubType();
boolean MustBeStatic();
[Value] Vec3 GetCenterOfMass();
float GetInnerRadius();
long GetUserData();
void SetUserData(long inUserData);
};
// BoxShape
interface BoxShape {
void BoxShape([Const, Ref] Vec3 inHalfExtent);
[Value] Vec3 GetHalfExtent();
};
BoxShape implements Shape;
// SphereShape
interface SphereShape {
void SphereShape(float inRadius);
float GetRadius();
};
SphereShape implements Shape;
// CapsuleShape
interface CapsuleShape {
void CapsuleShape(float inHalfHeightOfCylinder, float inRadius);
float GetHalfHeightOfCylinder();
float GetRadius();
};
CapsuleShape implements Shape;
// CylinderShape
interface CylinderShape {
void CylinderShape(float inHalfHeight, float inRadius);
float GetHalfHeight();
float GetRadius();
};
CylinderShape implements Shape;
// Body
interface Body {
[Const, Value] BodyID GetID();
boolean IsActive();
boolean IsStatic();
boolean IsKinematic();
boolean IsDynamic();
boolean IsSensor();
void SetIsSensor(boolean inIsSensor);
int GetMotionType();
void SetMotionType(int inMotionType);
[Value] RVec3 GetPosition();
[Value] Quat GetRotation();
[Value] Mat44 GetWorldTransform();
[Value] RVec3 GetCenterOfMassPosition();
[Value] Mat44 GetCenterOfMassTransform();
[Value] Vec3 GetLinearVelocity();
[Value] Vec3 GetAngularVelocity();
void SetLinearVelocity([Const, Ref] Vec3 inLinearVelocity);
void SetAngularVelocity([Const, Ref] Vec3 inAngularVelocity);
void SetLinearVelocityClamped([Const, Ref] Vec3 inLinearVelocity);
void SetAngularVelocityClamped([Const, Ref] Vec3 inAngularVelocity);
[Value] Vec3 GetPointVelocity([Const, Ref] RVec3 inPoint);
void AddForce([Const, Ref] Vec3 inForce);
void AddForceAtPosition([Const, Ref] Vec3 inForce, [Const, Ref] RVec3 inPosition);
void AddTorque([Const, Ref] Vec3 inTorque);
void AddImpulse([Const, Ref] Vec3 inImpulse);
void AddImpulseAtPosition([Const, Ref] Vec3 inImpulse, [Const, Ref] RVec3 inPosition);
void AddAngularImpulse([Const, Ref] Vec3 inAngularImpulse);
void MoveKinematic([Const, Ref] RVec3 inTargetPosition, [Const, Ref] Quat inTargetRotation, float inDeltaTime);
[Value] Vec3 GetAccumulatedForce();
[Value] Vec3 GetAccumulatedTorque();
void ResetForce();
void ResetTorque();
void ResetMotion();
[Const] Shape GetShape();
float GetFriction();
void SetFriction(float inFriction);
float GetRestitution();
void SetRestitution(float inRestitution);
long GetUserData();
void SetUserData(long inUserData);
};
// MassProperties
interface MassProperties {
void MassProperties();
attribute float mMass;
void ScaleToMass(float inMass);
};
// BodyCreationSettings
interface BodyCreationSettings {
void BodyCreationSettings([Const] Shape inShape, [Const, Ref] RVec3 inPosition, [Const, Ref] Quat inRotation, int inMotionType, short inObjectLayer);
attribute float mFriction;
attribute float mRestitution;
attribute float mLinearDamping;
attribute float mAngularDamping;
attribute float mMaxLinearVelocity;
attribute float mMaxAngularVelocity;
attribute float mGravityFactor;
attribute boolean mAllowSleeping;
attribute boolean mIsSensor;
attribute int mMotionQuality;
attribute int mAllowedDOFs;
attribute int mOverrideMassProperties;
[Value] attribute MassProperties mMassPropertiesOverride;
attribute int mNumVelocityStepsOverride;
attribute int mNumPositionStepsOverride;
};
// BodyInterface
interface BodyInterface {
Body CreateBody([Const, Ref] BodyCreationSettings inSettings);
void DestroyBody([Const, Ref] BodyID inBodyID);
void AddBody([Const, Ref] BodyID inBodyID, int inActivationMode);
void RemoveBody([Const, Ref] BodyID inBodyID);
boolean IsAdded([Const, Ref] BodyID inBodyID);
void ActivateBody([Const, Ref] BodyID inBodyID);
void DeactivateBody([Const, Ref] BodyID inBodyID);
boolean IsActive([Const, Ref] BodyID inBodyID);
void SetMotionType([Const, Ref] BodyID inBodyID, int inMotionType, int inActivationMode);
int GetMotionType([Const, Ref] BodyID inBodyID);
void SetPosition([Const, Ref] BodyID inBodyID, [Const, Ref] RVec3 inPosition, int inActivationMode);
[Value] RVec3 GetPosition([Const, Ref] BodyID inBodyID);
[Value] RVec3 GetCenterOfMassPosition([Const, Ref] BodyID inBodyID);
void SetRotation([Const, Ref] BodyID inBodyID, [Const, Ref] Quat inRotation, int inActivationMode);
[Value] Quat GetRotation([Const, Ref] BodyID inBodyID);
void SetPositionAndRotation([Const, Ref] BodyID inBodyID, [Const, Ref] RVec3 inPosition, [Const, Ref] Quat inRotation, int inActivationMode);
void SetLinearVelocity([Const, Ref] BodyID inBodyID, [Const, Ref] Vec3 inLinearVelocity);
[Value] Vec3 GetLinearVelocity([Const, Ref] BodyID inBodyID);
void SetAngularVelocity([Const, Ref] BodyID inBodyID, [Const, Ref] Vec3 inAngularVelocity);
[Value] Vec3 GetAngularVelocity([Const, Ref] BodyID inBodyID);
void AddLinearVelocity([Const, Ref] BodyID inBodyID, [Const, Ref] Vec3 inLinearVelocity);
void AddLinearAndAngularVelocity([Const, Ref] BodyID inBodyID, [Const, Ref] Vec3 inLinearVelocity, [Const, Ref] Vec3 inAngularVelocity);
void AddForce([Const, Ref] BodyID inBodyID, [Const, Ref] Vec3 inForce);
void AddForceAtPosition([Const, Ref] BodyID inBodyID, [Const, Ref] Vec3 inForce, [Const, Ref] RVec3 inPosition);
void AddTorque([Const, Ref] BodyID inBodyID, [Const, Ref] Vec3 inTorque);
void AddImpulse([Const, Ref] BodyID inBodyID, [Const, Ref] Vec3 inImpulse);
void AddImpulseAtPosition([Const, Ref] BodyID inBodyID, [Const, Ref] Vec3 inImpulse, [Const, Ref] RVec3 inPosition);
void AddAngularImpulse([Const, Ref] BodyID inBodyID, [Const, Ref] Vec3 inAngularImpulse);
void MoveKinematic([Const, Ref] BodyID inBodyID, [Const, Ref] RVec3 inTargetPosition, [Const, Ref] Quat inTargetRotation, float inDeltaTime);
void SetShape([Const, Ref] BodyID inBodyID, [Const] Shape inShape, boolean inUpdateMassProperties, int inActivationMode);
[Const] Shape GetShape([Const, Ref] BodyID inBodyID);
void SetFriction([Const, Ref] BodyID inBodyID, float inFriction);
float GetFriction([Const, Ref] BodyID inBodyID);
void SetRestitution([Const, Ref] BodyID inBodyID, float inRestitution);
float GetRestitution([Const, Ref] BodyID inBodyID);
void SetGravityFactor([Const, Ref] BodyID inBodyID, float inGravityFactor);
float GetGravityFactor([Const, Ref] BodyID inBodyID);
void SetUserData([Const, Ref] BodyID inBodyID, long inUserData);
long GetUserData([Const, Ref] BodyID inBodyID);
[Value] Mat44 GetWorldTransform([Const, Ref] BodyID inBodyID);
[Value] Mat44 GetCenterOfMassTransform([Const, Ref] BodyID inBodyID);
};
// RayCast
interface RRayCast {
void RRayCast([Const, Ref] RVec3 inOrigin, [Const, Ref] Vec3 inDirection);
[Value] attribute RVec3 mOrigin;
[Value] attribute Vec3 mDirection;
};
interface RayCastResult {
void RayCastResult();
[Value] attribute BodyID mBodyID;
attribute float mFraction;
};
// NarrowPhaseQuery
interface NarrowPhaseQuery {
boolean CastRay([Const, Ref] RRayCast inRay, [Ref] RayCastResult ioHit);
};
// PhysicsSystem
interface PhysicsSystem {
void PhysicsSystem();
void Init(long inMaxBodies, long inNumBodyMutexes, long inMaxBodyPairs, long inMaxContactConstraints);
void OptimizeBroadPhase();
long Update(float inDeltaTime, long inCollisionSteps);
BodyInterface GetBodyInterface();
BodyInterface GetBodyInterfaceNoLock();
long GetNumBodies();
long GetNumActiveBodies();
long GetMaxBodies();
void SetGravity([Const, Ref] Vec3 inGravity);
[Value] Vec3 GetGravity();
[Const, Ref] NarrowPhaseQuery GetNarrowPhaseQuery();
void AddConstraint(Constraint inConstraint);
void RemoveConstraint(Constraint inConstraint);
};
// Constraint base
interface Constraint {
long GetRefCount();
void AddRef();
void Release();
void SetEnabled(boolean inEnabled);
boolean GetEnabled();
};
interface TwoBodyConstraint {
Body GetBody1();
Body GetBody2();
};
TwoBodyConstraint implements Constraint;
// FixedConstraintSettings
interface FixedConstraintSettings {
void FixedConstraintSettings();
attribute int mSpace;
attribute boolean mAutoDetectPoint;
[Value] attribute RVec3 mPoint1;
[Value] attribute RVec3 mPoint2;
[Value] attribute Vec3 mAxisX1;
[Value] attribute Vec3 mAxisY1;
[Value] attribute Vec3 mAxisX2;
[Value] attribute Vec3 mAxisY2;
TwoBodyConstraint Create(Body inBody1, Body inBody2);
};
// PointConstraintSettings
interface PointConstraintSettings {
void PointConstraintSettings();
attribute int mSpace;
[Value] attribute RVec3 mPoint1;
[Value] attribute RVec3 mPoint2;
TwoBodyConstraint Create(Body inBody1, Body inBody2);
};
// HingeConstraintSettings
interface HingeConstraintSettings {
void HingeConstraintSettings();
attribute int mSpace;
[Value] attribute RVec3 mPoint1;
[Value] attribute RVec3 mPoint2;
[Value] attribute Vec3 mHingeAxis1;
[Value] attribute Vec3 mHingeAxis2;
[Value] attribute Vec3 mNormalAxis1;
[Value] attribute Vec3 mNormalAxis2;
attribute float mLimitsMin;
attribute float mLimitsMax;
attribute float mMaxFrictionTorque;
TwoBodyConstraint Create(Body inBody1, Body inBody2);
};
// SliderConstraintSettings
interface SliderConstraintSettings {
void SliderConstraintSettings();
attribute int mSpace;
attribute boolean mAutoDetectPoint;
[Value] attribute RVec3 mPoint1;
[Value] attribute RVec3 mPoint2;
[Value] attribute Vec3 mSliderAxis1;
[Value] attribute Vec3 mSliderAxis2;
[Value] attribute Vec3 mNormalAxis1;
[Value] attribute Vec3 mNormalAxis2;
attribute float mLimitsMin;
attribute float mLimitsMax;
attribute float mMaxFrictionForce;
TwoBodyConstraint Create(Body inBody1, Body inBody2);
};
// DistanceConstraintSettings
interface DistanceConstraintSettings {
void DistanceConstraintSettings();
attribute int mSpace;
[Value] attribute RVec3 mPoint1;
[Value] attribute RVec3 mPoint2;
attribute float mMinDistance;
attribute float mMaxDistance;
TwoBodyConstraint Create(Body inBody1, Body inBody2);
};
// SixDOFConstraintSettings
interface SixDOFConstraintSettings {
void SixDOFConstraintSettings();
attribute int mSpace;
[Value] attribute RVec3 mPosition1;
[Value] attribute RVec3 mPosition2;
[Value] attribute Vec3 mAxisX1;
[Value] attribute Vec3 mAxisY1;
[Value] attribute Vec3 mAxisX2;
[Value] attribute Vec3 mAxisY2;
void MakeFreeAxis(int inAxis);
void MakeFixedAxis(int inAxis);
void SetLimitedAxis(int inAxis, float inMin, float inMax);
TwoBodyConstraint Create(Body inBody1, Body inBody2);
};
// ConeConstraintSettings
interface ConeConstraintSettings {
void ConeConstraintSettings();
attribute int mSpace;
[Value] attribute RVec3 mPoint1;
[Value] attribute RVec3 mPoint2;
[Value] attribute Vec3 mTwistAxis1;
[Value] attribute Vec3 mTwistAxis2;
attribute float mHalfConeAngle;
TwoBodyConstraint Create(Body inBody1, Body inBody2);
};