diff --git a/main.go b/main.go
index 85a9d89..f70412c 100755
--- a/main.go
+++ b/main.go
@@ -47,26 +47,32 @@ func main() {
shapeOffset := pgo.NewTransform(v, qID)
box := pgo.NewBoxGeometry(0.5, 0.5, 0.5)
- dynBox := pgo.CreateDynamic(p, tr, box.ToGeometry(), pMat, 10, shapeOffset)
+ dynBox := pgo.CreateDynamic(p, tr, box.ToGeometry(), pMat, 1, shapeOffset)
s.AddActor(dynBox.ToActor())
v = pgo.NewVec3(0.5, 12, 0)
tr2 := pgo.NewTransform(v, qID)
- dynBox2 := pgo.CreateDynamic(p, tr2, box.ToGeometry(), pMat, 10, shapeOffset)
+ dynBox2 := pgo.CreateDynamic(p, tr2, box.ToGeometry(), pMat, 1, shapeOffset)
s.AddActor(dynBox2.ToActor())
//Add sphere
v = pgo.NewVec3(0, 16, 0)
tr3 := pgo.NewTransform(v, qID)
- dynSphere := pgo.CreateDynamic(p, tr3, pgo.NewSphereGeometry(3).ToGeometry(), pMat, 10, shapeOffset)
+ dynSphere := pgo.CreateDynamic(p, tr3, pgo.NewSphereGeometry(3).ToGeometry(), pMat, 1, shapeOffset)
s.AddActor(dynSphere.ToActor())
//Add capsule
v = pgo.NewVec3(0, 20, 0)
tr4 := pgo.NewTransform(v, qID)
- dynCapsule := pgo.CreateDynamic(p, tr4, pgo.NewCapsuleGeometry(0.25, 0.5).ToGeometry(), pMat, 10, shapeOffset)
+ dynCapsule := pgo.CreateDynamic(p, tr4, pgo.NewCapsuleGeometry(0.25, 0.5).ToGeometry(), pMat, 1, shapeOffset)
s.AddActor(dynCapsule.ToActor())
+ dynSphere.SetMass(1)
+ dynCapsule.SetMass(1)
+ println("Box 1 mass:", dynBox.GetMass())
+ println("Box 2 mass:", dynBox2.GetMass())
+ println("Sphere mass:", dynSphere.GetMass())
+ println("Capsule mass:", dynCapsule.GetMass())
for {
s.Simulate(1 / 60.0)
s.FetchResults(true)
diff --git a/pgo/forcemode.go b/pgo/forcemode.go
new file mode 100755
index 0000000..fa5bb30
--- /dev/null
+++ b/pgo/forcemode.go
@@ -0,0 +1,10 @@
+package pgo
+
+type ForceMode uint32
+
+const (
+ ForceMode_eFORCE ForceMode = iota //!< parameter has unit of mass * distance/ time^2, i.e. a force
+ ForceMode_eIMPULSE //!< parameter has unit of mass * distance /time
+ ForceMode_eVELOCITY_CHANGE //!< parameter has unit of distance / time, i.e. the effect is mass independent: a velocity change.
+ ForceMode_eACCELERATION //!< parameter has unit of distance/ time^2, i.e. an acceleration. It gets treated just like a force except the mass is not divided out before integration.
+)
diff --git a/pgo/libs/libphysx-c.a b/pgo/libs/libphysx-c.a
index 02b81e5..62ece36 100755
Binary files a/pgo/libs/libphysx-c.a and b/pgo/libs/libphysx-c.a differ
diff --git a/pgo/pgo.go b/pgo/pgo.go
index ff29f8b..02e3a1d 100755
--- a/pgo/pgo.go
+++ b/pgo/pgo.go
@@ -140,6 +140,18 @@ type Vec3 struct {
cV C.struct_CPxVec3
}
+func (v *Vec3) X() float32 {
+ return float32(v.cV.x)
+}
+
+func (v *Vec3) Y() float32 {
+ return float32(v.cV.y)
+}
+
+func (v *Vec3) Z() float32 {
+ return float32(v.cV.z)
+}
+
func NewVec3(x, y, z float32) *Vec3 {
return &Vec3{
cV: C.NewCPxVec3(C.float(x), C.float(y), C.float(z)),
@@ -307,19 +319,3 @@ func CreatePlane(p *Physics, plane *Plane, mat *Material) *RigidStatic {
cRs: C.CPxCreatePlane(p.cPhysics, plane.cP, mat.cM),
}
}
-
-type RigidDynamic struct {
- cRd *C.struct_CPxRigidDynamic
-}
-
-func (rs *RigidDynamic) ToActor() *Actor {
- return &Actor{
- cA: C.CPxRigidDynamic_toCPxActor(rs.cRd),
- }
-}
-
-func CreateDynamic(p *Physics, t *Transform, g *Geometry, m *Material, density float32, shapeOffset *Transform) *RigidDynamic {
- return &RigidDynamic{
- cRd: C.CPxCreateDynamic(p.cPhysics, &t.cT, g.cG, m.cM, C.float(density), &shapeOffset.cT),
- }
-}
diff --git a/pgo/physx-c/CPxForceMode.h b/pgo/physx-c/CPxForceMode.h
new file mode 100755
index 0000000..3df9e07
--- /dev/null
+++ b/pgo/physx-c/CPxForceMode.h
@@ -0,0 +1,20 @@
+#ifndef CPxForceMode_H
+#define CPxForceMode_H
+
+#ifdef __cplusplus
+extern "C" {
+#endif
+
+ enum CPxForceMode
+ {
+ eFORCE, //!< parameter has unit of mass * distance/ time^2, i.e. a force
+ eIMPULSE, //!< parameter has unit of mass * distance /time
+ eVELOCITY_CHANGE, //!< parameter has unit of distance / time, i.e. the effect is mass independent: a velocity change.
+ eACCELERATION //!< parameter has unit of distance/ time^2, i.e. an acceleration. It gets treated just like a force except the mass is not divided out before integration.
+ };
+
+#ifdef __cplusplus
+}
+#endif
+
+#endif // !CPxForceMode_H
diff --git a/pgo/physx-c/CPxQuat.h b/pgo/physx-c/CPxQuat.h
index 3a973ee..417dfa7 100755
--- a/pgo/physx-c/CPxQuat.h
+++ b/pgo/physx-c/CPxQuat.h
@@ -11,6 +11,7 @@ extern "C" {
};
CPxAPI CPxInline CSTRUCT CPxQuat NewCPxQuat(float angleRads, float x, float y, float z);
+ CPxAPI CPxInline CSTRUCT CPxQuat NewCPxQuatXYZW(float x, float y, float z, float w);
#ifdef __cplusplus
}
diff --git a/pgo/physx-c/CPxRigidBodyFlag.h b/pgo/physx-c/CPxRigidBodyFlag.h
new file mode 100755
index 0000000..0f23f2b
--- /dev/null
+++ b/pgo/physx-c/CPxRigidBodyFlag.h
@@ -0,0 +1,136 @@
+#ifndef CPxRigidBodyFlag_H
+#define CPxRigidBodyFlag_H
+
+#ifdef __cplusplus
+extern "C" {
+#endif
+
+ enum CPxRigidBodyFlag
+ {
+ /**
+ \brief Enables kinematic mode for the actor.
+
+ Kinematic actors are special dynamic actors that are not
+ influenced by forces (such as gravity), and have no momentum. They are considered to have infinite
+ mass and can be moved around the world using the setKinematicTarget() method. They will push
+ regular dynamic actors out of the way. Kinematics will not collide with static or other kinematic objects.
+
+ Kinematic actors are great for moving platforms or characters, where direct motion control is desired.
+
+ You can not connect Reduced joints to kinematic actors. Lagrange joints work ok if the platform
+ is moving with a relatively low, uniform velocity.
+
+ Sleeping:
+ \li Setting this flag on a dynamic actor will put the actor to sleep and set the velocities to 0.
+ \li If this flag gets cleared, the current sleep state of the actor will be kept.
+
+ \note kinematic actors are incompatible with CCD so raising this flag will automatically clear eENABLE_CCD
+
+ @see PxRigidDynamic.setKinematicTarget()
+ */
+ CPxRigidBodyFlag_eKINEMATIC = (1 << 0), //!< Enable kinematic mode for the body.
+
+ /**
+ \brief Use the kinematic target transform for scene queries.
+
+ If this flag is raised, then scene queries will treat the kinematic target transform as the current pose
+ of the body (instead of using the actual pose). Without this flag, the kinematic target will only take
+ effect with respect to scene queries after a simulation step.
+
+ @see PxRigidDynamic.setKinematicTarget()
+ */
+ CPxRigidBodyFlag_eUSE_KINEMATIC_TARGET_FOR_SCENE_QUERIES = (1 << 1),
+
+ /**
+ \brief Enables swept integration for the actor.
+
+ If this flag is raised and CCD is enabled on the scene, then this body will be simulated by the CCD system to ensure that collisions are not missed due to
+ high-speed motion. Note individual shape pairs still need to enable PxPairFlag::eDETECT_CCD_CONTACT in the collision filtering to enable the CCD to respond to
+ individual interactions.
+
+ \note kinematic actors are incompatible with CCD so this flag will be cleared automatically when raised on a kinematic actor
+
+ */
+ CPxRigidBodyFlag_eENABLE_CCD = (1 << 2), //!< Enable CCD for the body.
+
+ /**
+ \brief Enabled CCD in swept integration for the actor.
+
+ If this flag is raised and CCD is enabled, CCD interactions will simulate friction. By default, friction is disabled in CCD interactions because
+ CCD friction has been observed to introduce some simulation artifacts. CCD friction was enabled in previous versions of the SDK. Raising this flag will result in behavior
+ that is a closer match for previous versions of the SDK.
+
+ \note This flag requires PxRigidBodyFlag::eENABLE_CCD to be raised to have any effect.
+ */
+ CPxRigidBodyFlag_eENABLE_CCD_FRICTION = (1 << 3),
+
+ /**
+ \brief Register a rigid body for reporting pose changes by the simulation at an early stage.
+
+ Sometimes it might be advantageous to get access to the new pose of a rigid body as early as possible and
+ not wait until the call to fetchResults() returns. Setting this flag will schedule the rigid body to get reported
+ in #PxSimulationEventCallback::onAdvance(). Please refer to the documentation of that callback to understand
+ the behavior and limitations of this functionality.
+
+ @see PxSimulationEventCallback::onAdvance()
+ */
+ CPxRigidBodyFlag_eENABLE_POSE_INTEGRATION_PREVIEW = (1 << 4),
+
+ /**
+ \brief Register a rigid body to dynamicly adjust contact offset based on velocity. This can be used to achieve a CCD effect.
+ */
+ CPxRigidBodyFlag_eENABLE_SPECULATIVE_CCD = (1 << 5),
+
+ /**
+ \brief Permit CCD to limit maxContactImpulse. This is useful for use-cases like a destruction system but can cause visual artefacts so is not enabled by default.
+ */
+ CPxRigidBodyFlag_eENABLE_CCD_MAX_CONTACT_IMPULSE = (1 << 6),
+
+ /**
+ \brief Carries over forces/accelerations between frames, rather than clearning them
+ */
+ CPxRigidBodyFlag_eRETAIN_ACCELERATIONS = (1 << 7),
+
+ /**
+ \brief Forces kinematic-kinematic pairs notifications for this actor.
+
+ This flag overrides the global scene-level PxPairFilteringMode setting for kinematic actors.
+ This is equivalent to having PxPairFilteringMode::eKEEP for pairs involving this actor.
+
+ A particular use case is when you have a large amount of kinematic actors, but you are only
+ interested in interactions between a few of them. In this case it is best to use set
+ PxSceneDesc.kineKineFilteringMode = PxPairFilteringMode::eKILL, and then raise the
+ eFORCE_KINE_KINE_NOTIFICATIONS flag on the small set of kinematic actors that need
+ notifications.
+
+ \note This has no effect if PxRigidBodyFlag::eKINEMATIC is not set.
+
+ \warning Changing this flag at runtime will not have an effect until you remove and re-add the actor to the scene.
+
+ @see PxPairFilteringMode PxSceneDesc.kineKineFilteringMode
+ */
+ CPxRigidBodyFlag_eFORCE_KINE_KINE_NOTIFICATIONS = (1 << 8),
+
+ /**
+ \brief Forces static-kinematic pairs notifications for this actor.
+
+ Similar to eFORCE_KINE_KINE_NOTIFICATIONS, but for static-kinematic interactions.
+
+ \note This has no effect if PxRigidBodyFlag::eKINEMATIC is not set.
+
+ \warning Changing this flag at runtime will not have an effect until you remove and re-add the actor to the scene.
+
+ @see PxPairFilteringMode PxSceneDesc.staticKineFilteringMode
+ */
+ CPxRigidBodyFlag_eFORCE_STATIC_KINE_NOTIFICATIONS = (1 << 9),
+
+ /**
+ \brief Reserved for internal usage
+ */
+ CPxRigidBodyFlag_eRESERVED = (1 << 15)
+ };
+
+#ifdef __cplusplus
+}
+#endif
+#endif // !CPxRigidBodyFlag_H
diff --git a/pgo/physx-c/CPxRigidDynamic.h b/pgo/physx-c/CPxRigidDynamic.h
index e37be01..a031c4e 100755
--- a/pgo/physx-c/CPxRigidDynamic.h
+++ b/pgo/physx-c/CPxRigidDynamic.h
@@ -2,6 +2,11 @@
#define CPxRigidDynamic_H
#include "CPxActor.h"
+#include "CPxVec3.h"
+#include "CPxTransform.h"
+#include "CPxForceMode.h"
+#include "CPxRigidBodyFlag.h"
+#include "CPxRigidDynamicLockFlag.h"
#ifdef __cplusplus
extern "C" {
@@ -13,6 +18,24 @@ extern "C" {
};
CPxAPI CSTRUCT CPxActor CPxRigidDynamic_toCPxActor(CSTRUCT CPxRigidDynamic*);
+ CPxAPI void CPxRigidDynamic_addForce(CSTRUCT CPxRigidDynamic* crd, CSTRUCT CPxVec3* force, CENUM CPxForceMode fmode, bool autoAwake);
+ CPxAPI void CPxRigidDynamic_addTorque(CSTRUCT CPxRigidDynamic* crd, CSTRUCT CPxVec3* torque, CENUM CPxForceMode fmode, bool autoAwake);
+ CPxAPI CSTRUCT CPxVec3 CPxRigidDynamic_getLinearVelocity(CSTRUCT CPxRigidDynamic* crd);
+
+ CPxAPI void CPxRigidDynamic_setMass(CSTRUCT CPxRigidDynamic* crd, CPxReal mass);
+ CPxAPI CPxReal CPxRigidDynamic_getMass(CSTRUCT CPxRigidDynamic* crd);
+
+ CPxAPI void CPxRigidDynamic_setRigidBodyFlag(CSTRUCT CPxRigidDynamic* crd, CENUM CPxRigidBodyFlag flag, bool value);
+ CPxAPI void CPxRigidDynamic_setRigidBodyFlags(CSTRUCT CPxRigidDynamic* crd, CENUM CPxRigidBodyFlag flags);
+ CPxAPI CENUM CPxRigidBodyFlag CPxRigidDynamic_getRigidBodyFlags(CSTRUCT CPxRigidDynamic* crd);
+
+ CPxAPI void CPxRigidDynamic_setRigidDynamicLockFlag(CSTRUCT CPxRigidDynamic* crd, CENUM CPxRigidDynamicLockFlag flag, bool value);
+ CPxAPI void CPxRigidDynamic_setRigidDynamicLockFlags(CSTRUCT CPxRigidDynamic* crd, CENUM CPxRigidDynamicLockFlag flags);
+ CPxAPI CENUM CPxRigidDynamicLockFlag CPxRigidDynamic_getRigidDynamicLockFlags(CSTRUCT CPxRigidDynamic* crd);
+
+ CPxAPI void CPxRigidDynamic_putToSleep(CSTRUCT CPxRigidDynamic* crd);
+ CPxAPI CSTRUCT CPxTransform CPxRigidDynamic_getGlobalPose(CSTRUCT CPxRigidDynamic* crd);
+ CPxAPI void CPxRigidDynamic_setGlobalPose(CSTRUCT CPxRigidDynamic* crd, CSTRUCT CPxTransform* tr, bool autoAwake);
#ifdef __cplusplus
}
diff --git a/pgo/physx-c/CPxRigidDynamicLockFlag.h b/pgo/physx-c/CPxRigidDynamicLockFlag.h
new file mode 100755
index 0000000..5f94b87
--- /dev/null
+++ b/pgo/physx-c/CPxRigidDynamicLockFlag.h
@@ -0,0 +1,22 @@
+#ifndef CPxRigidDynamicLockFlag_H
+#define CPxRigidDynamicLockFlag_H
+
+#ifdef __cplusplus
+extern "C" {
+#endif
+
+ enum CPxRigidDynamicLockFlag
+ {
+ CPxRigidDynamicLockFlag_eLOCK_LINEAR_X = (1 << 0),
+ CPxRigidDynamicLockFlag_eLOCK_LINEAR_Y = (1 << 1),
+ CPxRigidDynamicLockFlag_eLOCK_LINEAR_Z = (1 << 2),
+ CPxRigidDynamicLockFlag_eLOCK_ANGULAR_X = (1 << 3),
+ CPxRigidDynamicLockFlag_eLOCK_ANGULAR_Y = (1 << 4),
+ CPxRigidDynamicLockFlag_eLOCK_ANGULAR_Z = (1 << 5)
+ };
+
+#ifdef __cplusplus
+}
+#endif
+
+#endif // !CPxRigidDynamicLockFlag_H
diff --git a/pgo/physx-c/CPxTransform.h b/pgo/physx-c/CPxTransform.h
index a9f01e6..9637e01 100755
--- a/pgo/physx-c/CPxTransform.h
+++ b/pgo/physx-c/CPxTransform.h
@@ -15,7 +15,6 @@ extern "C" {
};
CPxAPI CPxInline CSTRUCT CPxTransform NewCPxTransform(CSTRUCT CPxVec3*, CSTRUCT CPxQuat*);
-
#ifdef __cplusplus
}
#endif
diff --git a/pgo/rigidbodyflags.go b/pgo/rigidbodyflags.go
new file mode 100755
index 0000000..060a13c
--- /dev/null
+++ b/pgo/rigidbodyflags.go
@@ -0,0 +1,127 @@
+package pgo
+
+type RigidbodyFlags uint32
+
+const (
+ /**
+ \brief Enables kinematic mode for the actor.
+
+ Kinematic actors are special dynamic actors that are not
+ influenced by forces (such as gravity), and have no momentum. They are considered to have infinite
+ mass and can be moved around the world using the setKinematicTarget() method. They will push
+ regular dynamic actors out of the way. Kinematics will not collide with static or other kinematic objects.
+
+ Kinematic actors are great for moving platforms or characters, where direct motion control is desired.
+
+ You can not connect Reduced joints to kinematic actors. Lagrange joints work ok if the platform
+ is moving with a relatively low, uniform velocity.
+
+ Sleeping:
+ \li Setting this flag on a dynamic actor will put the actor to sleep and set the velocities to 0.
+ \li If this flag gets cleared, the current sleep state of the actor will be kept.
+
+ \note kinematic actors are incompatible with CCD so raising this flag will automatically clear eENABLE_CCD
+
+ @see PxRigidDynamic.setKinematicTarget()
+ */
+ RigidbodyFlags_eKINEMATIC RigidbodyFlags = (1 << 0) //!< Enable kinematic mode for the body.
+
+ /**
+ \brief Use the kinematic target transform for scene queries.
+
+ If this flag is raised, then scene queries will treat the kinematic target transform as the current pose
+ of the body (instead of using the actual pose). Without this flag, the kinematic target will only take
+ effect with respect to scene queries after a simulation step.
+
+ @see PxRigidDynamic.setKinematicTarget()
+ */
+ RigidbodyFlags_eUSE_KINEMATIC_TARGET_FOR_SCENE_QUERIES RigidbodyFlags = (1 << 1)
+
+ /**
+ \brief Enables swept integration for the actor.
+
+ If this flag is raised and CCD is enabled on the scene, then this body will be simulated by the CCD system to ensure that collisions are not missed due to
+ high-speed motion. Note individual shape pairs still need to enable PxPairFlag::eDETECT_CCD_CONTACT in the collision filtering to enable the CCD to respond to
+ individual interactions.
+
+ \note kinematic actors are incompatible with CCD so this flag will be cleared automatically when raised on a kinematic actor
+
+ */
+ RigidbodyFlags_eENABLE_CCD RigidbodyFlags = (1 << 2) //!< Enable CCD for the body.
+
+ /**
+ \brief Enabled CCD in swept integration for the actor.
+
+ If this flag is raised and CCD is enabled, CCD interactions will simulate friction. By default, friction is disabled in CCD interactions because
+ CCD friction has been observed to introduce some simulation artifacts. CCD friction was enabled in previous versions of the SDK. Raising this flag will result in behavior
+ that is a closer match for previous versions of the SDK.
+
+ \note This flag requires PxRigidBodyFlag::eENABLE_CCD to be raised to have any effect.
+ */
+ RigidbodyFlags_eENABLE_CCD_FRICTION RigidbodyFlags = (1 << 3)
+
+ /**
+ \brief Register a rigid body for reporting pose changes by the simulation at an early stage.
+
+ Sometimes it might be advantageous to get access to the new pose of a rigid body as early as possible and
+ not wait until the call to fetchResults() returns. Setting this flag will schedule the rigid body to get reported
+ in #PxSimulationEventCallback::onAdvance(). Please refer to the documentation of that callback to understand
+ the behavior and limitations of this functionality.
+
+ @see PxSimulationEventCallback::onAdvance()
+ */
+ RigidbodyFlags_eENABLE_POSE_INTEGRATION_PREVIEW RigidbodyFlags = (1 << 4)
+
+ /**
+ \brief Register a rigid body to dynamicly adjust contact offset based on velocity. This can be used to achieve a CCD effect.
+ */
+ RigidbodyFlags_eENABLE_SPECULATIVE_CCD RigidbodyFlags = (1 << 5)
+
+ /**
+ \brief Permit CCD to limit maxContactImpulse. This is useful for use-cases like a destruction system but can cause visual artefacts so is not enabled by default.
+ */
+ RigidbodyFlags_eENABLE_CCD_MAX_CONTACT_IMPULSE RigidbodyFlags = (1 << 6)
+
+ /**
+ \brief Carries over forces/accelerations between frames, rather than clearning them
+ */
+ RigidbodyFlags_eRETAIN_ACCELERATIONS RigidbodyFlags = (1 << 7)
+
+ /**
+ \brief Forces kinematic-kinematic pairs notifications for this actor.
+
+ This flag overrides the global scene-level PxPairFilteringMode setting for kinematic actors.
+ This is equivalent to having PxPairFilteringMode::eKEEP for pairs involving this actor.
+
+ A particular use case is when you have a large amount of kinematic actors, but you are only
+ interested in interactions between a few of them. In this case it is best to use set
+ PxSceneDesc.kineKineFilteringMode = PxPairFilteringMode::eKILL, and then raise the
+ eFORCE_KINE_KINE_NOTIFICATIONS flag on the small set of kinematic actors that need
+ notifications.
+
+ \note This has no effect if PxRigidBodyFlag::eKINEMATIC is not set.
+
+ \warning Changing this flag at runtime will not have an effect until you remove and re-add the actor to the scene.
+
+ @see PxPairFilteringMode PxSceneDesc.kineKineFilteringMode
+ */
+ RigidbodyFlags_eFORCE_KINE_KINE_NOTIFICATIONS RigidbodyFlags = (1 << 8)
+
+ /**
+ \brief Forces static-kinematic pairs notifications for this actor.
+
+ Similar to eFORCE_KINE_KINE_NOTIFICATIONS, but for static-kinematic interactions.
+
+ \note This has no effect if PxRigidBodyFlag::eKINEMATIC is not set.
+
+ \warning Changing this flag at runtime will not have an effect until you remove and re-add the actor to the scene.
+
+ @see PxPairFilteringMode PxSceneDesc.staticKineFilteringMode
+ */
+ RigidbodyFlags_eFORCE_STATIC_KINE_NOTIFICATIONS RigidbodyFlags = (1 << 9)
+
+ /**
+ \brief Reserved for internal usage
+ */
+ RigidbodyFlags_eRESERVED RigidbodyFlags = (1 << 15)
+)
diff --git a/pgo/rigiddynamic.go b/pgo/rigiddynamic.go
new file mode 100755
index 0000000..296b419
--- /dev/null
+++ b/pgo/rigiddynamic.go
@@ -0,0 +1,72 @@
+package pgo
+
+/*
+#cgo CFLAGS: -I physx-c
+#cgo LDFLAGS: -L ./libs -l physx-c
+
+#include
+#include //Needed for C.free
+*/
+import "C"
+
+type RigidDynamic struct {
+ cRd *C.struct_CPxRigidDynamic
+}
+
+func (rd *RigidDynamic) AddForce(force *Vec3, fmode ForceMode, autoAwake bool) {
+ C.CPxRigidDynamic_addForce(rd.cRd, &force.cV, uint32(fmode), C._Bool(autoAwake))
+}
+
+func (rd *RigidDynamic) AddTorque(torque *Vec3, fmode ForceMode, autoAwake bool) {
+ C.CPxRigidDynamic_addTorque(rd.cRd, &torque.cV, uint32(fmode), C._Bool(autoAwake))
+}
+
+func (rd *RigidDynamic) GetLinearVelocity() Vec3 {
+ return Vec3{
+ cV: C.CPxRigidDynamic_getLinearVelocity(rd.cRd),
+ }
+}
+
+func (rd *RigidDynamic) SetMass(mass float32) {
+ C.CPxRigidDynamic_setMass(rd.cRd, C.float(mass))
+}
+
+func (rd *RigidDynamic) GetMass() float32 {
+ return float32(C.CPxRigidDynamic_getMass(rd.cRd))
+}
+
+func (rd *RigidDynamic) SetRigidBodyFlag(flag RigidbodyFlags, value bool) {
+ C.CPxRigidDynamic_setRigidBodyFlag(rd.cRd, uint32(flag), C._Bool(value))
+}
+
+func (rd *RigidDynamic) SetRigidBodyFlags(flags RigidbodyFlags) {
+ C.CPxRigidDynamic_setRigidBodyFlags(rd.cRd, uint32(flags))
+}
+
+func (rd *RigidDynamic) GetRigidBodyFlags() RigidbodyFlags {
+ return RigidbodyFlags(C.CPxRigidDynamic_getRigidBodyFlags(rd.cRd))
+}
+
+func (rd *RigidDynamic) SetRigidDynamicLockFlag(flag RigidDynamicLockFlags, value bool) {
+ C.CPxRigidDynamic_setRigidDynamicLockFlag(rd.cRd, uint32(flag), C._Bool(value))
+}
+
+func (rd *RigidDynamic) SetRigidDynamicLockFlags(flags RigidDynamicLockFlags) {
+ C.CPxRigidDynamic_setRigidDynamicLockFlags(rd.cRd, uint32(flags))
+}
+
+func (rd *RigidDynamic) GetRigidDynamicLockFlags() RigidDynamicLockFlags {
+ return RigidDynamicLockFlags(C.CPxRigidDynamic_getRigidDynamicLockFlags(rd.cRd))
+}
+
+func (rd *RigidDynamic) ToActor() *Actor {
+ return &Actor{
+ cA: C.CPxRigidDynamic_toCPxActor(rd.cRd),
+ }
+}
+
+func CreateDynamic(p *Physics, t *Transform, g *Geometry, m *Material, density float32, shapeOffset *Transform) *RigidDynamic {
+ return &RigidDynamic{
+ cRd: C.CPxCreateDynamic(p.cPhysics, &t.cT, g.cG, m.cM, C.float(density), &shapeOffset.cT),
+ }
+}
diff --git a/pgo/rigiddynamiclockflags.go b/pgo/rigiddynamiclockflags.go
new file mode 100755
index 0000000..d8e8dd6
--- /dev/null
+++ b/pgo/rigiddynamiclockflags.go
@@ -0,0 +1,12 @@
+package pgo
+
+type RigidDynamicLockFlags uint32
+
+const (
+ RigidDynamicLockFlags_eLOCK_LINEAR_X RigidDynamicLockFlags = (1 << 0)
+ RigidDynamicLockFlags_eLOCK_LINEAR_Y RigidDynamicLockFlags = (1 << 1)
+ RigidDynamicLockFlags_eLOCK_LINEAR_Z RigidDynamicLockFlags = (1 << 2)
+ RigidDynamicLockFlags_eLOCK_ANGULAR_X RigidDynamicLockFlags = (1 << 3)
+ RigidDynamicLockFlags_eLOCK_ANGULAR_Y RigidDynamicLockFlags = (1 << 4)
+ RigidDynamicLockFlags_eLOCK_ANGULAR_Z RigidDynamicLockFlags = (1 << 5)
+)
diff --git a/pgo/wrap.c b/pgo/wrap.c
index 143a2ce..d3c0492 100755
--- a/pgo/wrap.c
+++ b/pgo/wrap.c
@@ -1,6 +1,7 @@
#include
#include
#define CPxAPI
+#define CPxInternalAPI
#define CPxInline
#define CSTRUCT struct
#define CENUM enum