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Implementing the rigiddynamic api
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72
pgo/rigiddynamic.go
Executable file
72
pgo/rigiddynamic.go
Executable file
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package pgo
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/*
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#cgo CFLAGS: -I physx-c
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#cgo LDFLAGS: -L ./libs -l physx-c
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#include <wrap.c>
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#include <stdlib.h> //Needed for C.free
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*/
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import "C"
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type RigidDynamic struct {
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cRd *C.struct_CPxRigidDynamic
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}
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func (rd *RigidDynamic) AddForce(force *Vec3, fmode ForceMode, autoAwake bool) {
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C.CPxRigidDynamic_addForce(rd.cRd, &force.cV, uint32(fmode), C._Bool(autoAwake))
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}
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func (rd *RigidDynamic) AddTorque(torque *Vec3, fmode ForceMode, autoAwake bool) {
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C.CPxRigidDynamic_addTorque(rd.cRd, &torque.cV, uint32(fmode), C._Bool(autoAwake))
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}
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func (rd *RigidDynamic) GetLinearVelocity() Vec3 {
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return Vec3{
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cV: C.CPxRigidDynamic_getLinearVelocity(rd.cRd),
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}
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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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func (rd *RigidDynamic) GetMass() float32 {
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return float32(C.CPxRigidDynamic_getMass(rd.cRd))
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}
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func (rd *RigidDynamic) SetRigidBodyFlag(flag RigidbodyFlags, value bool) {
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C.CPxRigidDynamic_setRigidBodyFlag(rd.cRd, uint32(flag), C._Bool(value))
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}
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func (rd *RigidDynamic) SetRigidBodyFlags(flags RigidbodyFlags) {
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C.CPxRigidDynamic_setRigidBodyFlags(rd.cRd, uint32(flags))
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}
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func (rd *RigidDynamic) GetRigidBodyFlags() RigidbodyFlags {
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return RigidbodyFlags(C.CPxRigidDynamic_getRigidBodyFlags(rd.cRd))
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}
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func (rd *RigidDynamic) SetRigidDynamicLockFlag(flag RigidDynamicLockFlags, value bool) {
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C.CPxRigidDynamic_setRigidDynamicLockFlag(rd.cRd, uint32(flag), C._Bool(value))
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}
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func (rd *RigidDynamic) SetRigidDynamicLockFlags(flags RigidDynamicLockFlags) {
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C.CPxRigidDynamic_setRigidDynamicLockFlags(rd.cRd, uint32(flags))
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}
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func (rd *RigidDynamic) GetRigidDynamicLockFlags() RigidDynamicLockFlags {
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return RigidDynamicLockFlags(C.CPxRigidDynamic_getRigidDynamicLockFlags(rd.cRd))
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}
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func (rd *RigidDynamic) ToActor() *Actor {
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return &Actor{
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cA: C.CPxRigidDynamic_toCPxActor(rd.cRd),
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}
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}
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func CreateDynamic(p *Physics, t *Transform, g *Geometry, m *Material, density float32, shapeOffset *Transform) *RigidDynamic {
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return &RigidDynamic{
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cRd: C.CPxCreateDynamic(p.cPhysics, &t.cT, g.cG, m.cM, C.float(density), &shapeOffset.cT),
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}
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}
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