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Wrap more rigiddynamic funcs
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@ -30,7 +30,17 @@ extern "C" {
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CPxAPI CPxReal CPxRigidDynamic_getAngularDamping(CSTRUCT CPxRigidDynamic crd);
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CPxAPI CSTRUCT CPxVec3 CPxRigidDynamic_getLinearVelocity(CSTRUCT CPxRigidDynamic crd);
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CPxAPI void CPxRigidDynamic_setLinearVelocity(CSTRUCT CPxRigidDynamic crd, CSTRUCT CPxVec3* velocity, bool autoAwake);
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CPxAPI CPxReal CPxRigidDynamic_getMaxLinearVelocity(CSTRUCT CPxRigidDynamic crd);
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CPxAPI void CPxRigidDynamic_setMaxLinearVelocity(CSTRUCT CPxRigidDynamic crd, CPxReal maxLinearVelocity);
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CPxAPI CSTRUCT CPxVec3 CPxRigidDynamic_getAngularVelocity(CSTRUCT CPxRigidDynamic crd);
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CPxAPI void CPxRigidDynamic_setAngularVelocity(CSTRUCT CPxRigidDynamic crd, CSTRUCT CPxVec3* velocity, bool autoAwake);
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CPxAPI CPxReal CPxRigidDynamic_getMaxAngularVelocity(CSTRUCT CPxRigidDynamic crd);
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CPxAPI void CPxRigidDynamic_setMaxAngularVelocity(CSTRUCT CPxRigidDynamic crd, CPxReal maxAngularVelocity);
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CPxAPI void CPxRigidDynamic_setMass(CSTRUCT CPxRigidDynamic crd, CPxReal mass);
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CPxAPI CPxReal CPxRigidDynamic_getMass(CSTRUCT CPxRigidDynamic crd);
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@ -29,14 +29,14 @@ func (rd *RigidDynamic) SetLinearDamping(damping float32) {
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C.CPxRigidDynamic_setLinearDamping(rd.cRd, C.float(damping))
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}
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func (rd *RigidDynamic) SetAngularDamping(damping float32) {
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C.CPxRigidDynamic_setAngularDamping(rd.cRd, C.float(damping))
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}
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func (rd *RigidDynamic) GetLinearDamping() float32 {
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return float32(C.CPxRigidDynamic_getLinearDamping(rd.cRd))
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}
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func (rd *RigidDynamic) SetAngularDamping(damping float32) {
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C.CPxRigidDynamic_setAngularDamping(rd.cRd, C.float(damping))
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}
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func (rd *RigidDynamic) GetAngularDamping() float32 {
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return float32(C.CPxRigidDynamic_getAngularDamping(rd.cRd))
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}
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@ -47,12 +47,36 @@ func (rd *RigidDynamic) GetLinearVelocity() Vec3 {
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}
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}
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func (rd *RigidDynamic) SetLinearVelocity(vel *Vec3, autoWake bool) {
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C.CPxRigidDynamic_setLinearVelocity(rd.cRd, &vel.cV, C._Bool(autoWake))
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}
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func (rd *RigidDynamic) GetAngularVelocity() Vec3 {
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return Vec3{
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cV: C.CPxRigidDynamic_getAngularVelocity(rd.cRd),
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}
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}
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func (rd *RigidDynamic) SetAngularVelocity(vel *Vec3, autoWake bool) {
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C.CPxRigidDynamic_setAngularVelocity(rd.cRd, &vel.cV, C._Bool(autoWake))
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}
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func (rd *RigidDynamic) GetMaxLinearVelocity() float32 {
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return float32(C.CPxRigidDynamic_getMaxLinearVelocity(rd.cRd))
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}
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func (rd *RigidDynamic) SetMaxLinearVelocity(vel float32) {
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C.CPxRigidDynamic_setMaxLinearVelocity(rd.cRd, C.float(vel))
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}
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func (rd *RigidDynamic) GetMaxAngularVelocity() float32 {
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return float32(C.CPxRigidDynamic_getMaxAngularVelocity(rd.cRd))
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}
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func (rd *RigidDynamic) SetMaxAngularVelocity(vel float32) {
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C.CPxRigidDynamic_setMaxAngularVelocity(rd.cRd, C.float(vel))
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}
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func (rd *RigidDynamic) SetMass(mass float32) {
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C.CPxRigidDynamic_setMass(rd.cRd, C.float(mass))
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}
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