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Shapes+RigidActors+CreateExclusiveShape+add createRigid dynamic/static to physics
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@ -2,6 +2,7 @@
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#define CPxRigidDynamic_H
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#include "CPxActor.h"
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#include "CPxRigidActor.h"
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#include "CPxVec3.h"
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#include "CPxTransform.h"
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#include "CPxForceMode.h"
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@ -18,6 +19,8 @@ extern "C" {
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};
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CPxAPI CSTRUCT CPxActor CPxRigidDynamic_toCPxActor(CSTRUCT CPxRigidDynamic*);
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CPxAPI CSTRUCT CPxRigidActor CPxRigidDynamic_toCPxRigidActor(CSTRUCT CPxRigidDynamic*);
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CPxAPI void CPxRigidDynamic_addForce(CSTRUCT CPxRigidDynamic* crd, CSTRUCT CPxVec3* force, CENUM CPxForceMode fmode, bool autoAwake);
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CPxAPI void CPxRigidDynamic_addTorque(CSTRUCT CPxRigidDynamic* crd, CSTRUCT CPxVec3* torque, CENUM CPxForceMode fmode, bool autoAwake);
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@ -25,7 +28,7 @@ extern "C" {
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CPxAPI void CPxRigidDynamic_setAngularDamping(CSTRUCT CPxRigidDynamic* crd, CPxReal damping);
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CPxAPI CPxReal CPxRigidDynamic_getLinearDamping(CSTRUCT CPxRigidDynamic* crd);
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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 CSTRUCT CPxVec3 CPxRigidDynamic_getAngularVelocity(CSTRUCT CPxRigidDynamic* crd);
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