// Bullet physics bindings for Haxe package bullet; enum abstract CollisionObjectActivationState(Int) from Int to Int { var ACTIVE_TAG = 1; var ISLAND_SLEEPING = 2; var WANTS_DEACTIVATION = 3; var DISABLE_DEACTIVATION = 4; var DISABLE_SIMULATION = 5; } #if hl abstract BulletString(hl.Bytes) from hl.Bytes to hl.Bytes { #else abstract BulletString(Int) from Int to Int { #end public inline function toHaxeString(): String { #if js // Not available in currently used version of ammo.js // TODO remove custom utf8 conversion code when updating ammo // return js.Syntax.code("Ammo.UTF8ToString({0})", this); return js_UTF8ToString(this); #elseif hl return @:privateAccess String.fromUTF8(this); #end } #if js function js_UTF8ToString(heapOffset: Int) { final heap: js.lib.Uint8Array = js.Syntax.code("Ammo.HEAPU8"); var end = heapOffset; while (heap[end] != 0) { end++; } return haxe.io.Bytes.ofData(heap.buffer).getString(heapOffset, end - heapOffset, UTF8); } #end } #if hl typedef Bt = haxe.macro.MacroType<[webidl.Module.build({ idlFile : "Sources/bullet/bullet.idl", chopPrefix : "bt", autoGC : false, nativeLib : "bullet" })]>; #else // These will be eventually auto-generated, similar to the above @:native('Ammo.btTypedObject') extern class TypedObject { } @:native('Ammo.btVector3') extern class Vector3 { public function new(x:Float, y:Float, z:Float):Void; public function setValue(x:Float, y:Float, z:Float):Void; public function setX(x:Float):Void; public function setY(y:Float):Void; public function setZ(z:Float):Void; public function x():Float; public function y():Float; public function z():Float; public function length():Float; // public function normalize():Vector3; // Does not return itself in ammo public function normalize():Void; } @:native('Ammo.btQuadWord') extern class QuadWord { 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 x():Float; public function y():Float; public function z():Float; public function w():Float; } @:native('Ammo.btQuaternion') extern class Quaternion extends QuadWord { public function new(x:Float, y:Float, z:Float, w:Float):Void; public function setEuler(yaw:Float, pitch:Float, roll:Float):Void; public function slerp(q:Quaternion, t:Float):Quaternion; public function setValue(x:Float, y:Float, z:Float, w:Float):Void; //public function inverse():Quaternion; } @:native('Ammo.btMatrix3x3') extern class Matrix3x3 { public function setEulerZYX(ex:Float, ey:Float, ez:Float):Void; public function getRotation(q:Quaternion):Void; public function getRow(y:Int):Vector3; } @:native('Ammo.btActionInterface') extern class ActionInterface { } @:native('Ammo.btTransform') extern class Transform { public function new():Void; public function setIdentity():Void; public function setOrigin(inVec:Vector3):Void; public function getOrigin():Vector3; public function setRotation(inQuat:Quaternion):Void; public function getRotation():Quaternion; //public function inverse():Transform; // Missing in ammo } @:native('Ammo.btIDebugDraw') extern class IDebugDraw { public function new():Void; public dynamic function drawLine(from:Vector3, to:Vector3, color:Vector3): Void; public dynamic function drawContactPoint(pointOnB:Vector3, normalOnB:Vector3, distance:Float, lifeTime:Int, color:Vector3):Void; public dynamic function reportErrorWarning(warningString:BulletString):Void; public dynamic function draw3dText(location:Vector3, textString:BulletString):Void; public dynamic function setDebugMode(debugMode:Int): Void; public dynamic function getDebugMode():Int; } @:native('Ammo.DebugDrawer') extern class DebugDrawer { public function new():Void; public dynamic function drawLine(from:Vector3, to:Vector3, color:Vector3): Void; public dynamic function drawContactPoint(pointOnB:Vector3, normalOnB:Vector3, distance:Float, lifeTime:Int, color:Vector3):Void; public dynamic function reportErrorWarning(warningString:BulletString):Void; public dynamic function draw3dText(location:Vector3, textString:BulletString):Void; public dynamic function setDebugMode(debugMode:Int): Void; public dynamic function getDebugMode():Int; } @:native('Ammo.btMotionState') extern class MotionState { public function getWorldTransform(centerOfMassWorldTrans:Transform):Void; public function setWorldTransform(centerOfMassWorldTrans:Transform):Void; } @:native('Ammo.btDefaultMotionState') extern class DefaultMotionState extends MotionState { public function new(worldTrans:Transform, centerOfMassOffset:Transform):Void; } @:native('Ammo.btRigidBodyConstructionInfo') extern class RigidBodyConstructionInfo { public function new(mass:Float, motionState:MotionState, collisionShape:CollisionShape, localInertia:Vector3):Void; public var m_friction:Float; public var m_rollingFriction:Float; } @:native('Ammo.btCollisionObject') extern class CollisionObject { public static inline var ACTIVE_TAG = CollisionObjectActivationState.ACTIVE_TAG; public static inline var ISLAND_SLEEPING = CollisionObjectActivationState.ISLAND_SLEEPING; public static inline var WANTS_DEACTIVATION = CollisionObjectActivationState.WANTS_DEACTIVATION; public static inline var DISABLE_DEACTIVATION = CollisionObjectActivationState.DISABLE_DEACTIVATION; public static inline var DISABLE_SIMULATION = CollisionObjectActivationState.DISABLE_SIMULATION; public function getWorldTransform():Transform; public function setWorldTransform(trans:Transform):Void; public function activate(forceActivation:Bool = false):Void; public function setActivationState(newState:CollisionObjectActivationState):Void; public function getUserIndex():Int; public function setUserIndex(index:Int):Void; public function getUserPointer():Dynamic; public function setUserPointer(userPointer:Dynamic):Void; public function isActive():Bool; public function isKinematicObject():Bool; public function isStaticObject():Bool; public function isStaticOrKinematicObject():Bool; public function setFriction(frict:Float):Void; public function setRollingFriction(frict:Float):Void; public function setRestitution(rest:Float):Void; public function setContactProcessingThreshold(contactProcessingThreshold:Float):Void; public function setCollisionShape(collisionShape:CollisionShape):Void; public function getCollisionShape():CollisionShape; public function setCollisionFlags(flags:Int):Void; public function getCollisionFlags():Int; public function setCcdSweptSphereRadius(radius:Float):Void; public function setCcdMotionThreshold(ccdMotionThreshold:Float):Void; } @:native('Ammo.btRigidBody') extern class RigidBody extends CollisionObject { public function new(constructionInfo:RigidBodyConstructionInfo):Void; public function setMassProps(mass:Float, inertia:Vector3):Void; public function getMotionState():MotionState; public function applyCentralForce(force:Vector3):Void; public function applyForce(force:Vector3, rel_pos:Vector3):Void; public function applyCentralImpulse(impulse:Vector3):Void; public function applyImpulse(impulse:Vector3, rel_pos:Vector3):Void; public function applyTorque(torque:Vector3):Void; public function applyTorqueImpulse(torque:Vector3):Void; public function clearForces():Void; public function setDamping(linear:Float, angular:Float):Void; public function updateInertiaTensor():Void; // public function getCenterOfMassPosition():Vector3; // Not implemented in Ammo public function getCenterOfMassTransform():Transform; public function setCenterOfMassTransform(trans:Transform):Void; public function getLinearVelocity():Vector3; public function setLinearVelocity(lin_vel:Vector3):Void; public function getAngularVelocity():Vector3; public function setAngularVelocity(ang_vel:Vector3):Void; public function setLinearFactor(linearFactor:Vector3):Void; public function setAngularFactor(angFac:Vector3):Void; public function setSleepingThresholds(linear:Float, angular:Float):Void; public function applyGravity():Void; public function getGravity():Vector3; public function setGravity(acceleration:Vector3):Void; } @:native('Ammo.btCollisionConfiguration') extern class CollisionConfiguration { } @:native('Ammo.btDefaultCollisionConfiguration') extern class DefaultCollisionConfiguration extends CollisionConfiguration { public function new():Void; } @:native('Ammo.btSoftBodyRigidBodyCollisionConfiguration') extern class SoftBodyRigidBodyCollisionConfiguration extends CollisionConfiguration { public function new():Void; } @:native('Ammo.btDispatcher') extern class Dispatcher { public function getManifoldByIndexInternal(index:Int):PersistentManifold; public function getNumManifolds():Int; } @:native('Ammo.btCollisionDispatcher') extern class CollisionDispatcher extends Dispatcher { public function new(collisionConfiguration:CollisionConfiguration):Void; } @:native('Ammo.btBroadphaseInterface') extern class BroadphaseInterface { } @:native('Ammo.btDbvtBroadphase') extern class DbvtBroadphase extends BroadphaseInterface { public function new():Void; } @:native('Ammo.btAxisSweep3') extern class AxisSweep3 extends BroadphaseInterface { public function new(worldAabbMin:Vector3, worldAabbMax:Vector3):Void; } @:native('Ammo.btConstraintSolver') extern class ConstraintSolver { } @:native('Ammo.btSequentialImpulseConstraintSolver') extern class SequentialImpulseConstraintSolver extends ConstraintSolver { public function new():Void; } @:native('Ammo.btDefaultSoftBodySolver') extern class DefaultSoftBodySolver extends ConstraintSolver { public function new():Void; } @:native('Ammo.RayResultCallback') extern class RayResultCallback { public function hasHit():Bool; public function new():Void; public function get_m_collisionFilterGroup():Int; public function set_m_collisionFilterGroup(g:Int):Void; public function get_m_collisionFilterMask():Int; public function set_m_collisionFilterMask(m:Int):Void; public function get_m_collisionObject():CollisionObject; } @:native('Ammo.ClosestRayResultCallback') extern class ClosestRayResultCallback extends RayResultCallback { public function new(rayFromWorld:Vector3, rayToWorld:Vector3):Void; public function get_m_hitNormalWorld():Vector3; public function get_m_hitPointWorld():Vector3; } @:native('Ammo.ConcreteContactResultCallback') extern class ConcreteContactResultCallback extends RayResultCallback { public function new():Void; } @:native('Ammo.btCollisionWorld') extern class CollisionWorld { public function rayTest(rayFromWorld:Vector3, rayToWorld:Vector3, resultCallback:RayResultCallback):Void; public function updateSingleAabb(colObj:CollisionObject):Void; public function getPairCache():OverlappingPairCache; public function addCollisionObject(collisionObject:CollisionObject):Void; public function removeCollisionObject(collisionObject:CollisionObject):Void; @:native("addCollisionObject") public function addCollisionObjectToGroup(collisionObject:CollisionObject, collisionFilterGroup:Int, collisionFilterMask:Int):Void; public function convexSweepTest(castShape:ConvexShape, from:Transform, to:Transform, resultCallback:ConvexResultCallback, allowedCcdPenetration:Float):Void; public function setDebugDrawer(debugDrawer:DebugDrawer):Void; public function getDebugDrawer():DebugDrawer; public function debugDrawWorld():Void; } @:native('Ammo.ConvexResultCallback') extern class ConvexResultCallback { public function hasHit():Bool; public function new():Void; public function get_m_collisionFilterGroup():Int; public function set_m_collisionFilterGroup(g:Int):Void; public function get_m_collisionFilterMask():Int; public function set_m_collisionFilterMask(m:Int):Void; public function get_m_closestHitFraction():Float; } @:native('Ammo.ClosestConvexResultCallback') extern class ClosestConvexResultCallback extends ConvexResultCallback { public function new(convexFromWorld:Vector3, convexToWorld: Vector3):Void; public function get_m_convexFromWorld():Vector3; public function get_m_convexToWorld():Vector3; public function get_m_hitNormalWorld():Vector3; public function get_m_hitPointWorld():Vector3; } @:native('Ammo.btDynamicsWorld') extern class DynamicsWorld extends CollisionWorld { public function addRigidBody(body:RigidBody):Void; @:native("addRigidBody") public function addRigidBodyToGroup(body:RigidBody, group:Int, mask:Int):Void; public function removeRigidBody(body:RigidBody):Void; public function addAction(action:ActionInterface):Void; public function removeAction(action:ActionInterface):Void; public function addConstraint(constraint:TypedConstraint, disableCollisionsBetweenLinkedBodies:Bool = false):Void; public function removeConstraint(constraint:TypedConstraint):Void; public function getGravity():Vector3; public function setGravity(v:Vector3):Void; public function stepSimulation(timeStep:Float, maxSubSteps:Float = 1, fixedTimeStep:Float = 1.0 / 60.0):Void; } @:native('Ammo.btDiscreteDynamicsWorld') extern class DiscreteDynamicsWorld extends DynamicsWorld { public function new(dispatcher:Dispatcher, pairCache:BroadphaseInterface, constraintSolver:ConstraintSolver, collisionConfiguration:CollisionConfiguration):Void; } @:native('Ammo.btSoftBodyWorldInfo') extern class SoftBodyWorldInfo { public function set_m_gravity(v:Vector3):Void; } @:native('Ammo.btSoftRigidDynamicsWorld') extern class SoftRigidDynamicsWorld extends DynamicsWorld { public function new(dispatcher:Dispatcher, pairCache:BroadphaseInterface, constraintSolver:ConstraintSolver, collisionConfiguration:CollisionConfiguration, softConstraintSolver:ConstraintSolver):Void; public function addSoftBody(body:SoftBody, collisionFilterGroup:Int, collisionFilterMask:Int):Void; public function removeSoftBody(body:SoftBody):Void; public function getWorldInfo():SoftBodyWorldInfo; } @:native('Ammo.btSimpleDynamicsWorld') extern class SimpleDynamicsWorld extends DynamicsWorld { public function new(dispatcher:Dispatcher, pairCache:BroadphaseInterface, constraintSolver:ConstraintSolver, collisionConfiguration:CollisionConfiguration):Void; } @:native('Ammo.btCollisionShape') extern class CollisionShape { public function calculateLocalInertia(mass:Float, inertia:Vector3):Void; public function setMargin(margin:Float):Void; public function setLocalScaling(scaling:Vector3):Void; public function getLocalScaling():Vector3; } @:native('Ammo.btCompoundShape') extern class CompoundShape extends CollisionShape { public function new(enableDynamicAabbTree:Bool = true):Void; public function addChildShape(localTransform:Transform, shape:CollisionShape):Void; } @:native('Ammo.btConvexShape') extern class ConvexShape extends CollisionShape { } @:native('Ammo.btConcaveShape') extern class ConcaveShape extends CollisionShape { } @:native('Ammo.btConvexInternalShape') extern class ConvexInternalShape extends ConvexShape { } @:native('Ammo.btPolyhedralConvexShape') extern class PolyhedralConvexShape extends ConvexInternalShape { } @:native('Ammo.btBoxShape') extern class BoxShape extends PolyhedralConvexShape { public function new(boxHalfExtents:Vector3):Void; } @:native('Ammo.btSphereShape') extern class SphereShape extends ConvexInternalShape { public function new(radius:Float):Void; } @:native('Ammo.btStaticPlaneShape') extern class StaticPlaneShape extends ConcaveShape { public function new(planeNormal:Vector3, planeConstant:Float):Void; } @:native('Ammo.btPolyhedralConvexAabbCachingShape') extern class PolyhedralConvexAabbCachingShape extends PolyhedralConvexShape { } @:native('Ammo.btConvexHullShape') extern class ConvexHullShape extends PolyhedralConvexAabbCachingShape { public function new():Void; public function addPoint(point:Vector3, recalculateLocalAabb:Bool = true):Void; } @:native('Ammo.btCapsuleShape') extern class CapsuleShape extends ConvexInternalShape { public function new(radius:Float, height:Float):Void; public function getUpAxis():Int; public function getRadius():Float; public function getHalfHeight():Float; } @:native('Ammo.btCapsuleShapeX') extern class CapsuleShapeX extends CapsuleShape { public function new(radius:Float, height:Float):Void; } @:native('Ammo.btCapsuleShapeZ') extern class CapsuleShapeZ extends CapsuleShape { public function new(radius:Float, height:Float):Void; } @:native('Ammo.btCylinderShape') extern class CylinderShape extends ConvexInternalShape { public function new(halfExtents:Vector3):Void; } @:native('Ammo.btCylinderShapeX') extern class CylinderShapeX extends CylinderShape { public function new(halfExtents:Vector3):Void; } @:native('Ammo.btCylinderShapeZ') extern class CylinderShapeZ extends CylinderShape { public function new(halfExtents:Vector3):Void; } @:native('Ammo.btConeShape') extern class ConeShape extends ConvexInternalShape { public function new(radius:Float, height:Float):Void; } @:native('Ammo.btConeShapeX') extern class ConeShapeX extends ConeShape { public function new(radius:Float, height:Float):Void; } @:native('Ammo.btConeShapeZ') extern class ConeShapeZ extends ConeShape { public function new(radius:Float, height:Float):Void; } @:native('Ammo.btHeightfieldTerrainShape') extern class HeightfieldTerrainShape extends ConcaveShape { // heightDataType - float, double, integer, short, fixedpoint88, uchar public function new(heightStickWidth:Int, heightStickLength:Int, heightfieldData:Dynamic, heightScale:Float, minHeight:Float, maxHeight:Float, upAxis:Int, heightDataType:Int, flipQuadEdges:Bool):Void; } @:native('Ammo.btStridingMeshInterface') extern class StridingMeshInterface { public function new():Void; } @:native('Ammo.btIndexedMesh') extern class IndexedMesh { public function new():Void; } @:native('Ammo.btTriangleIndexVertexArray') extern class TriangleIndexVertexArray extends StridingMeshInterface { public function new():Void; } @:native('Ammo.btTriangleMesh') extern class TriangleMesh extends TriangleIndexVertexArray { public function new(use32bitIndices:Bool = true, use4componentVertices:Bool = true):Void; public function addTriangle(vertex0:Vector3, vertex1:Vector3, vertex2:Vector3, removeDuplicateVertices:Bool = false):Void; } @:native('Ammo.btTriangleMeshShape') extern class TriangleMeshShape extends ConcaveShape { public function new(meshInterface:StridingMeshInterface):Void; } @:native('Ammo.btBvhTriangleMeshShape') extern class BvhTriangleMeshShape extends TriangleMeshShape { public function new(meshInterface:StridingMeshInterface, useQuantizedAabbCompression:Bool, buildBvh:Bool = true):Void; } @:native('Ammo.btGImpactMeshShape') extern class GImpactMeshShape extends ConcaveShape { public function new(meshInterface:StridingMeshInterface):Void; public function updateBound():Void; } @:native('Ammo.GImpactCollisionAlgorithm') extern class GImpactCollisionAlgorithm { public function new():Void; public function registerAlgorithm(dispatcher:CollisionDispatcher):Void; } @:native('Ammo.btVehicleTuning') extern class VehicleTuning extends ActionInterface { public function new():Void; } @:native('Ammo.btVehicleRaycaster') extern class VehicleRaycaster { } @:native('Ammo.btDefaultVehicleRaycaster') extern class DefaultVehicleRaycaster extends VehicleRaycaster { public function new(world:DynamicsWorld):Void; } @:native('Ammo.btWheelInfoConstructionInfo') extern class RaycastInfo { public var m_contactNormalWS:Vector3; public var m_contactPointWS:Vector3; public var m_suspensionLength:Float; public var m_hardPointWS:Vector3; public var m_wheelDirectionWS:Vector3; public var m_wheelAxleWS:Vector3; public var m_isInContact:Bool; } @:native('Ammo.btWheelInfoConstructionInfo') extern class WheelInfoConstructionInfo { public function new():Void; public var m_chassisConnectionCS:Vector3; public var m_wheelDirectionCS:Vector3; public var m_wheelAxleCS:Vector3; public var m_suspensionRestLength:Float; public var m_maxSuspensionTravelCm:Float; public var m_wheelRadius:Float; public var m_suspensionStiffness:Float; public var m_wheelsDampingCompression:Float; public var m_wheelsDampingRelaxation:Float; public var m_frictionSlip:Float; public var m_maxSuspensionForce:Float; public var m_bIsFrontWheel:Bool; } @:native('Ammo.btWheelInfo') extern class WheelInfo { public function new(ci:WheelInfoConstructionInfo):Void; public var m_raycastInfo:RaycastInfo; public var m_worldTransform:Transform; public var m_chassisConnectionPointCS:Vector3; public var m_wheelDirectionCS:Vector3; public var m_wheelAxleCS:Vector3; public var m_suspensionRestLength1:Float; public var m_maxSuspensionTravelCm:Float; public function getSuspensionRestLength():Float; public var m_suspensionStiffness:Float; public var m_wheelsDampingCompression:Float; public var m_wheelsDampingRelaxation:Float; public var m_frictionSlip:Float; public var m_steering:Float; public var m_rotation:Float; public var m_deltaRotation:Float; public var m_rollInfluence:Float; public var m_maxSuspensionForce:Float; public var m_wheelsRadius:Float; public var m_engineForce:Float; public var m_brake:Float; public var m_bIsFrontWheel:Bool; public var m_clippedInvContactDotSuspension:Float; public var m_suspensionRelativeVelocity:Float; public var m_wheelsSuspensionForce:Float; public var m_skidInfo:Float; } @:native('Ammo.btRaycastVehicle') extern class RaycastVehicle extends ActionInterface { public function new(tuning:VehicleTuning, chassis:RigidBody, raycaster:VehicleRaycaster):Void; public function setCoordinateSystem(rightIndex:Int, upIndex:Int, forwardIndex:Int):Void; public function addWheel(connectionPointCS0:Vector3, wheelDirectionCS0:Vector3, wheelAxleCS:Vector3, suspensionRestLength:Float, wheelRadius:Float, tuning:VehicleTuning, isFrontWheel:Bool):WheelInfo; public function getNumWheels():Int; public function getWheelInfo(index:Int):WheelInfo; public function resetSuspension():Void; public function getWheelTransformWS(wheelIndex:Int):Transform; public function updateWheelTransform(wheelIndex:Int, interpolatedTransform:Bool = true):Void; public function applyEngineForce(force:Float, wheel:Int):Void; public function setBrake(brake:Float, wheelIndex:Int):Void; public function setPitchControl(pitch:Float):Void; public function updateSuspension(deltaTime:Float ):Void; public function updateFriction(deltaTime:Float ):Void; public function setSteeringValue(steering:Float, wheel:Int):Void; public function getRightAxis():Int; public function getUpAxis():Int; public function getForwardAxis():Int; public function getForwardVector():Vector3; public function getCurrentSpeedKmHour():Float; } @:native('Ammo.btPersistentManifold') extern class PersistentManifold extends TypedObject { public function new():Void; public function getBody0():CollisionObject; public function getBody1():CollisionObject; public function getNumContacts():Int; public function getContactPoint(index:Int):ManifoldPoint; } @:native('Ammo.btManifoldPoint') extern class ManifoldPoint { public function new():Void; public function get_m_positionWorldOnA():Vector3; public function get_m_positionWorldOnB():Vector3; public function get_m_normalWorldOnB():Vector3; public function getDistance():Float; public function getAppliedImpulse():Float; } @:native('Ammo.btTypedConstraint') extern class TypedConstraint extends TypedObject { public function setBreakingImpulseThreshold(threshold:Float):Void; } @:native('Ammo.btGeneric6DofConstraint') extern class Generic6DofConstraint extends TypedConstraint { //BT_CONSTRAINT_ERP=1, //BT_CONSTRAINT_STOP_ERP, //BT_CONSTRAINT_CFM, //BT_CONSTRAINT_STOP_CFM public function new(rbB:RigidBody, frameInB:Transform, useLinearReferenceFrameB:Bool):Void; public static inline function new2(rbA:RigidBody, rbB:RigidBody, frameInA:Transform, frameInB:Transform, useLinearReferenceFrameB:Bool = false):Generic6DofConstraint { var _r1 = rbA, _r2 = rbB, _fa = frameInA, _fb = frameInB, _b = useLinearReferenceFrameB; return untyped js.Syntax.code("new Ammo.btGeneric6DofConstraint(_r1, _r2, _fa, _fb, _b)"); } public function setLinearLowerLimit(linearLower:Vector3):Void; public function setLinearUpperLimit(linearUpper:Vector3):Void; public function setAngularLowerLimit(angularLower:Vector3):Void; public function setAngularUpperLimit(angularUpper:Vector3):Void; public function setParam(num:Int, value:Float, axis:Int = -1):Void; public function getFrameOffsetA():Transform; } @:native('Ammo.btGeneric6DofSpringConstraint') extern class Generic6DofSpringConstraint extends Generic6DofConstraint { public function new(rbA:RigidBody, rbB:RigidBody, frameInA:Transform, frameInB:Transform, useLinearReferenceFrameB:Bool):Void; public function enableSpring(index:Int, onOff:Bool):Void; public function setStiffness(index:Int,stiffness:Float):Void; public function setDamping(index:Int,damping:Float):Void; } @:native('Ammo.btHingeConstraint') extern class HingeConstraint extends TypedConstraint { public function new(rbA:RigidBody, rbB:RigidBody, pivotInA:Vector3, pivotInB:Vector3, axisInA:Vector3, axisInB:Vector3, useReferenceFrameA:Bool = false):Void; public function setLimit(low:Float, high:Float, _softness:Float = 0.9, _biasFactor:Float = 0.3, _relaxationFactor:Float = 1.0):Void; } @:native('Ammo.btSliderConstraint') extern class SliderConstraint extends TypedConstraint { public function new(rbA:RigidBody, rbB:RigidBody, frameInA:Transform, frameInB:Transform, useReferenceFrameA:Bool):Void; public function setLowerLinLimit(lowerLimit:Float):Void; public function setUpperLinLimit(upperLimit:Float):Void; public function setLowerAngLimit(lowerAngLimit:Float):Void; public function setUpperAngLimit(upperAngLimit:Float):Void; } @:native('Ammo.btPoint2PointConstraint') extern class Point2PointConstraint extends TypedConstraint { public function new(rbA:RigidBody, rbB:RigidBody, pivotInA:Vector3, pivotInB:Vector3):Void; public function setPivotA(pivotA:Vector3):Void; public function setPivotB(pivotB:Vector3):Void; public function getPivotInA():Vector3; public function getPivotInB():Vector3; } @:native('Ammo.Config') extern class Config { public function set_viterations(i:Int):Void; public function set_piterations(i:Int):Void; public function set_collisions(i:Int):Void; public function set_kDF(f:Float):Void; public function set_kDP(f:Float):Void; public function set_kPR(f:Float):Void; public function set_kVC(f:Float):Void; public function set_kAHR(f:Float):Void; } @:native('Ammo.tNodeArray') extern class TNodeArray { public function at(i:Int):Node; public function size():Int; } @:native('Ammo.tMaterialArray') extern class TMaterialArray { public function at(i:Int):Material; } @:native('Ammo.tAnchorArray') extern class TAnchorArray { public function new(); public function at(i:Int):Anchor; public function clear():Void; public function size():Int; public function push_back(anc:Anchor):Void; public function pop_back():Void; } @:native('Ammo.Node') extern class Node { public function get_m_x():Vector3; public function get_m_n():Vector3; } @:native('Ammo.Material') extern class Material { public function new(); public function set_m_kLST(kAST:Float):Void; public function get_m_kLST():Void; public function set_m_kAST(kAST:Float):Void; public function get_m_kAST():Void; public function set_m_kVST(kVST:Float):Void; public function get_m_kVST():Float; public function set_m_flags(flags:Int):Void; public function get_m_flags():Int; } @:native('Ammo.Anchor') extern class Anchor { public function set_m_node(node:Node):Void; public function get_m_node():Node; public function set_m_local(local:Vector3):Void; public function get_m_local():Vector3; public function set_m_body(body:RigidBody):Void; public function get_m_body():RigidBody; public function set_m_influence(influence:Float):Void; public function get_m_influence():Float; //public function set_m_c0(c0:Matrix3x3):Void; //public function get_m_c0():Matrix3x3; public function set_m_c1(c1:Vector3):Void; public function get_m_c1():Vector3; public function set_m_c2(c2:Float):Void; public function get_m_c2():Float; } @:native('Ammo.btSoftBody') extern class SoftBody extends CollisionObject { public function get_m_nodes():TNodeArray; public function get_m_cfg():Config; public function get_m_materials():TMaterialArray; public function get_m_anchors():TAnchorArray; public function appendMaterial(): Material; public function updateBounds(): Void; public function setTotalMass(mass:Float, fromfaces:Bool = false):Void; public function generateClusters(k:Int, maxiterations:Int = 8192):Void; public function generateBendingConstraints(distance:Int, mat:Dynamic = 0):Void; public function appendNode(x:Vector3, m:Float):Void; public function appendAnchor(node:Int, body:RigidBody, disableCollisionBetweenLinkedBodies:Bool, influence:Float):Void; public function appendLink(node:Int, node1:Int, mat:Material, bcheckexist:Bool=false):Void; public function appendFace(node:Int, node1:Int, node3:Int, mat:Material):Void; public function addForce(f:Vector3, node:Int):Void; } @:native('Ammo.btSoftBodyHelpers') extern class SoftBodyHelpers { public function new():Void; function CreateFromTriMesh(worldInfo:SoftBodyWorldInfo, vertices:haxe.ds.Vector, triangles:haxe.ds.Vector, ntriangles:Int, randomizeConstraints:Bool = true):SoftBody; } @:native('Ammo.btOverlappingPairCallback') extern class OverlappingPairCallback { } @:native('Ammo.btGhostPairCallback') extern class GhostPairCallback extends OverlappingPairCallback { public function new():Void; } @:native('Ammo.btOverlappingPairCache') extern class OverlappingPairCache { public function setInternalGhostPairCallback(ghostPairCallback:OverlappingPairCallback):Void; } @:native('Ammo.btGhostObject') extern class GhostObject extends CollisionObject { public function new():Void; public function getNumOverlappingObjects():Int; public function getOverlappingObject(index:Int):CollisionObject; } @:native('Ammo.btPairCachingGhostObject') extern class PairCachingGhostObject extends GhostObject { public function new():Void; } @:native('Ammo.btKinematicCharacterController') extern class KinematicCharacterController extends ActionInterface { public function new(ghostObject:PairCachingGhostObject, convexShape:ConvexShape, stepHeight:Float, upAxis:Int = 1):Void; public function setUpAxis(axis:Int):Void; // setUp in cpp public function jump():Void; public function setGravity(gravity:Float):Void; public function getGravity():Float; public function canJump():Bool; public function onGround():Bool; public function setWalkDirection(walkDirection:Vector3):Void; public function setVelocityForTimeInterval(velocity:Vector3, timeInterval:Float):Void; public function warp(origin:Vector3):Void; public function preStep(collisionWorld:CollisionWorld):Void; public function playerStep(collisionWorld:CollisionWorld, dt:Float):Void; public function setFallSpeed(fallSpeed:Float):Void; public function setJumpSpeed(jumpSpeed:Float):Void; public function setMaxJumpHeight(maxJumpHeight:Float):Void; public function setMaxSlope(slopeRadians:Float):Void; public function getMaxSlope():Float; public function getGhostObject():PairCachingGhostObject; public function setUseGhostSweepTest(useGhostObjectSweepTest:Bool):Void; public function setUpInterpolate(value:Bool):Void; } @:native('Ammo') extern class Ammo { public static function destroy(obj:Dynamic):Void; public static function castObject(obj:Dynamic, to:Class):Dynamic; public static function _malloc(byteSize:Int):Int; public static var HEAPU8:Dynamic; public static var HEAPF32:Dynamic; } #end