1+ #pragma once
2+ #include "IPhysicsEngine.h"
3+ #include "../Math/Vector3.h"
4+ #include "../Math/Ray.h"
5+
6+ typedef void * E3DRSP_ICollider ;
7+
8+ #ifdef __cplusplus
9+ extern "C"
10+ {
11+ #endif
12+ E3DRSP_PHYSICS_EXPORT float E3DRSP_ICollider_GetMass (E3DRSP_ICollider * collider );
13+ E3DRSP_PHYSICS_EXPORT void E3DRSP_ICollider_SetMass (E3DRSP_ICollider * collider , float mass );
14+
15+ E3DRSP_PHYSICS_EXPORT float E3DRSP_ICollider_GetLinearDamping (E3DRSP_ICollider * collider );
16+ E3DRSP_PHYSICS_EXPORT void E3DRSP_ICollider_SetLinearDamping (E3DRSP_ICollider * collider , float linearDamping );
17+
18+ E3DRSP_PHYSICS_EXPORT float E3DRSP_ICollider_GetAngularDamping (E3DRSP_ICollider * collider );
19+ E3DRSP_PHYSICS_EXPORT void E3DRSP_ICollider_SetAngularDamping (E3DRSP_ICollider * collider , float angularDamping );
20+
21+ E3DRSP_PHYSICS_EXPORT float E3DRSP_ICollider_GetStaticFriction (E3DRSP_ICollider * collider );
22+ E3DRSP_PHYSICS_EXPORT void E3DRSP_ICollider_SetStaticFriction (E3DRSP_ICollider * collider , float staticFriction );
23+
24+ E3DRSP_PHYSICS_EXPORT float E3DRSP_ICollider_GetDynamicFriction (E3DRSP_ICollider * collider );
25+ E3DRSP_PHYSICS_EXPORT void E3DRSP_ICollider_SetDynamicFriction (E3DRSP_ICollider * collider , float dynFriction );
26+
27+ E3DRSP_PHYSICS_EXPORT float E3DRSP_ICollider_GetRestitution (E3DRSP_ICollider * collider );
28+ E3DRSP_PHYSICS_EXPORT void E3DRSP_ICollider_SetRestitution (E3DRSP_ICollider * collider , float restitution );
29+
30+ E3DRSP_PHYSICS_EXPORT E3DRSP_Vector3 E3DRSP_ICollider_GetLinearVelocity (E3DRSP_ICollider * collider );
31+ E3DRSP_PHYSICS_EXPORT void E3DRSP_ICollider_SetLinearVelocity (E3DRSP_ICollider * collider , const E3DRSP_Vector3 * vel );
32+
33+ E3DRSP_PHYSICS_EXPORT E3DRSP_Vector3 E3DRSP_ICollider_GetAngularVelocity (E3DRSP_ICollider * collider );
34+ E3DRSP_PHYSICS_EXPORT void E3DRSP_ICollider_SetAngularVelocity (E3DRSP_ICollider * collider , const E3DRSP_Vector3 * vel );
35+
36+ E3DRSP_PHYSICS_EXPORT E3DRSP_Vector3 E3DRSP_ICollider_GetMaxAngularVelocity (E3DRSP_ICollider * collider );
37+ E3DRSP_PHYSICS_EXPORT void E3DRSP_ICollider_SetMaxAngularVelocity (E3DRSP_ICollider * collider , const E3DRSP_Vector3 * vel );
38+
39+ E3DRSP_PHYSICS_EXPORT E3DRSP_IPhysicsEngine E3DRSP_ICollider_GetPhysics (const E3DRSP_ICollider * collider );
40+
41+ E3DRSP_PHYSICS_EXPORT bool E3DRSP_ICollider_ApplyForce (E3DRSP_ICollider * collider , const E3DRSP_Vector3 * force );
42+ E3DRSP_PHYSICS_EXPORT bool E3DRSP_ICollider_ApplyForce2 (E3DRSP_ICollider * collider , const E3DRSP_Vector3 * force , const E3DRSP_Vector3 * center );
43+ E3DRSP_PHYSICS_EXPORT bool E3DRSP_ICollider_ApplyTorque (E3DRSP_ICollider * collider , const E3DRSP_Vector3 * force );
44+
45+ E3DRSP_PHYSICS_EXPORT bool E3DRSP_ICollider_ApplyAcceleration (E3DRSP_ICollider * collider , E3DRSP_Vector3 * acc );
46+ E3DRSP_PHYSICS_EXPORT bool E3DRSP_ICollider_ApplyAngularAcceleration (E3DRSP_ICollider * collider , E3DRSP_Vector3 * acc );
47+
48+ E3DRSP_PHYSICS_EXPORT float E3DRSP_ICollider_Intersects (E3DRSP_ICollider * collider , const E3DRSP_Ray * r );
49+
50+ E3DRSP_PHYSICS_EXPORT void E3DRSP_ICollider_Destroy (E3DRSP_ICollider * collider );
51+ #ifdef __cplusplus
52+ }
53+ #endif
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