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Odin/vendor/box2d/box2d.odin
T
gingerBill f2ba3da895 Create bindings for box2d
Currently missing lib binaries
2024-08-13 16:18:24 +01:00

1202 lines
50 KiB
Odin

package vendor_box2d
foreign import lib {
"box2d.lib", // dummy
}
import "core:c"
// Prototype for user allocation function
// @param size the allocation size in bytes
// @param alignment the required alignment, guaranteed to be a power of 2
AllocFcn :: #type proc "c" (size: u32, alignment: i32) -> rawptr
// Prototype for user free function
// @param mem the memory previously allocated through `b2AllocFcn`
FreeFcn :: #type proc "c" (mem: rawptr)
// Prototype for the user assert callback. Return 0 to skip the debugger break.
AssertFcn :: #type proc "c" (condition, file_name: cstring, line_number: i32) -> i32
// Version numbering scheme.
//
// See https://semver.org/
Version :: struct {
major: i32, // Significant changes
minor: i32, // Incremental changes
revision: i32, // Bug fixes
}
when ODIN_OS == .Windows {
// Timer for profiling. This has platform specific code and may
// not work on every platform.
Timer :: struct {
start: i64,
}
} else when ODIN_OS == .Linux || ODIN_OS == .Darwin {
// Timer for profiling. This has platform specific code and may
// not work on every platform.
Timer :: struct {
start_sec: u64,
start_usec: u64,
}
} else {
// Timer for profiling. This has platform specific code and may
// not work on every platform.
Timer :: struct {
dummy: i32,
}
}
@(link_prefix="b2", default_calling_convention="c")
foreign lib {
// This allows the user to override the allocation functions. These should be
// set during application startup.
SetAllocator :: proc(allocFcn: AllocFcn, freefcn: FreeFcn) ---
// @return the total bytes allocated by Box2D
GetByteCount :: proc() -> c.int ---
// Override the default assert callback
// @param assertFcn a non-null assert callback
SetAssertFcn :: proc(assertfcn: AssertFcn) ---
CreateTimer :: proc() -> Timer ---
GetTicks :: proc(timer: ^Timer) -> i64 ---
GetMilliseconds :: proc(#by_ptr timer: Timer) -> f32 ---
GetMillisecondsAndReset :: proc(timer: ^Timer) -> f32 ---
SleepMilliseconds :: proc(milliseconds: c.int) ---
Yield :: proc() ---
// Box2D bases all length units on meters, but you may need different units for your game.
// You can set this value to use different units. This should be done at application startup
// and only modified once. Default value is 1.
// @warning This must be modified before any calls to Box2D
SetLengthUnitsPerMeter :: proc(lengthUnits: f32) ---
// Get the current length units per meter.
GetLengthUnitsPerMeter :: proc() -> f32 ---
}
@(link_prefix="b2", default_calling_convention="c")
foreign lib {
// Use this to initialize your world definition
// @ingroup world
DefaultWorldDef :: proc() -> WorldDef ---
// Use this to initialize your body definition
// @ingroup body
DefaultBodyDef :: proc() -> BodyDef ---
// Use this to initialize your filter
// @ingroup shape
DefaultFilter :: proc() -> Filter ---
// Use this to initialize your query filter
// @ingroup shape
DefaultQueryFilter :: proc() -> QueryFilter ---
// Use this to initialize your shape definition
// @ingroup shape
DefaultShapeDef :: proc() -> ShapeDef ---
// Use this to initialize your chain definition
// @ingroup shape
DefaultChainDef :: proc() -> ChainDef ---
// Use this to initialize your joint definition
// @ingroup distance_joint
DefaultDistanceJointDef :: proc() -> DistanceJointDef ---
// Use this to initialize your joint definition
// @ingroup motor_joint
DefaultMotorJointDef :: proc() -> MotorJointDef ---
// Use this to initialize your joint definition
// @ingroup mouse_joint
DefaultMouseJointDef :: proc() -> MouseJointDef ---
// Use this to initialize your joint definition
// @ingroupd prismatic_joint
DefaultPrismaticJointDef :: proc() -> PrismaticJointDef ---
// Use this to initialize your joint definition.
// @ingroup revolute_joint
DefaultRevoluteJointDef :: proc() -> RevoluteJointDef ---
// Use this to initialize your joint definition
// @ingroup weld_joint
DefaultWeldJointDef :: proc() -> WeldJointDef ---
// Use this to initialize your joint definition
// @ingroup wheel_joint
DefaultWheelJointDef :: proc() -> WheelJointDef ---
}
@(link_prefix="b2", default_calling_convention="c")
foreign lib {
/**
* @defgroup world World
* These functions allow you to create a simulation world.
*
* You can add rigid bodies and joint constraints to the world and run the simulation. You can get contact
* information to get contact points and normals as well as events. You can query to world, checking for overlaps and casting rays
* or shapes. There is also debugging information such as debug draw, timing information, and counters. You can find documentation
* here: https://box2d.org/
*/
/// Create a world for rigid body simulation. A world contains bodies, shapes, and constraints. You make create
/// up to 128 worlds. Each world is completely independent and may be simulated in parallel.
/// @return the world id.
CreateWorld :: proc(#by_ptr def: WorldDef) -> WorldId ---
/// Destroy a world
DestroyWorld :: proc(worldId: WorldId) ---
/// World id validation. Provides validation for up to 64K allocations.
World_IsValid :: proc(id: WorldId) -> bool ---
/// Simulate a world for one time step. This performs collision detection, integration, and constraint solution.
/// @param worldId The world to simulate
/// @param timeStep The amount of time to simulate, this should be a fixed number. Typically 1/60.
/// @param subStepCount The number of sub-steps, increasing the sub-step count can increase accuracy. Typically 4.
World_Step :: proc(worldId: WorldId, timeStep: f32 , subStepCount: c.int) ---
/// Call this to draw shapes and other debug draw data
World_Draw :: proc(worldId: WorldId, draw: DebugDraw) ---
/// Get the body events for the current time step. The event data is transient. Do not store a reference to this data.
World_GetBodyEvents :: proc(worldId: WorldId) -> BodyEvents ---
/// Get sensor events for the current time step. The event data is transient. Do not store a reference to this data.
World_GetSensorEvents :: proc(worldId: WorldId) -> SensorEvents ---
/// Get contact events for this current time step. The event data is transient. Do not store a reference to this data.
World_GetContactEvents :: proc(worldId: WorldId) -> ContactEvents ---
/// Overlap test for all shapes that *potentially* overlap the provided AABB
World_OverlapAABB :: proc(worldId: WorldId, aabb: AABB, filter: QueryFilter, fcn: OverlapResultFcn, ctx: rawptr) ---
/// Overlap test for for all shapes that overlap the provided circle
World_OverlapCircle :: proc(worldId: WorldId, #by_ptr circle: Circle, transform: Transform, filter: QueryFilter, fcn: OverlapResultFcn, ctx: rawptr) ---
/// Overlap test for all shapes that overlap the provided capsule
World_OverlapCapsule :: proc(worldId: WorldId, #by_ptr capsule: Capsule, transform: Transform, filter: QueryFilter, fcn: OverlapResultFcn, ctx: rawptr) ---
/// Overlap test for all shapes that overlap the provided polygon
World_OverlapPolygon :: proc(worldId: WorldId, #by_ptr polygon: Polygon, transform: Transform, filter: QueryFilter, fcn: OverlapResultFcn, ctx: rawptr) ---
/// Cast a ray into the world to collect shapes in the path of the ray.
/// Your callback function controls whether you get the closest point, any point, or n-points.
/// The ray-cast ignores shapes that contain the starting point.
/// @param worldId The world to cast the ray against
/// @param origin The start point of the ray
/// @param translation The translation of the ray from the start point to the end point
/// @param filter Contains bit flags to filter unwanted shapes from the results
/// @param fcn A user implemented callback function
/// @param context A user context that is passed along to the callback function
/// @note The callback function may receive shapes in any order
World_CastRay :: proc(worldId: WorldId, origin: Vec2, translation: Vec2, filter: QueryFilter, fcn: CastResultFcn, ctx: rawptr) ---
/// Cast a ray into the world to collect the closest hit. This is a convenience function.
/// This is less general than b2World_CastRay() and does not allow for custom filtering.
World_CastRayClosest :: proc(worldId: WorldId, origin: Vec2, translation: Vec2, filter: QueryFilter) -> RayResult ---
/// Cast a circle through the world. Similar to a cast ray except that a circle is cast instead of a point.
World_CastCircle :: proc(worldId: WorldId, #by_ptr circle: Circle, originTransform: Transform, translation: Vec2, filter: QueryFilter, fcn: CastResultFcn, ctx: rawptr) ---
/// Cast a capsule through the world. Similar to a cast ray except that a capsule is cast instead of a point.
World_CastCapsule :: proc(worldId: WorldId, #by_ptr capsule: Capsule, originTransform: Transform, translation: Vec2, filter: QueryFilter, fcn: CastResultFcn, ctx: rawptr) ---
/// Cast a polygon through the world. Similar to a cast ray except that a polygon is cast instead of a point.
World_CastPolygon :: proc(worldId: WorldId, #by_ptr polygon: Polygon, originTransform: Transform, translation: Vec2, filter: QueryFilter, fcn: CastResultFcn, ctx: rawptr) ---
/// Enable/disable sleep. If your application does not need sleeping, you can gain some performance
/// by disabling sleep completely at the world level.
/// @see WorldDef
World_EnableSleeping :: proc(worldId: WorldId, flag: bool) ---
/// Enable/disable continuous collision between dynamic and static bodies. Generally you should keep continuous
/// collision enabled to prevent fast moving objects from going through static objects. The performance gain from
/// disabling continuous collision is minor.
/// @see WorldDef
World_EnableContinuous :: proc(worldId: WorldId, flag: bool) ---
/// Adjust the restitution threshold. It is recommended not to make this value very small
/// because it will prevent bodies from sleeping. Typically in meters per second.
/// @see WorldDef
World_SetRestitutionThreshold :: proc(worldId: WorldId, value: f32) ---
/// Adjust the hit event threshold. This controls the collision velocity needed to generate a b2ContactHitEvent.
/// Typically in meters per second.
/// @see WorldDef::hitEventThreshold
World_SetHitEventThreshold :: proc(worldId: WorldId, value: f32) ---
/// Register the custom filter callback. This is optional.
World_SetCustomFilterCallback :: proc(worldId: WorldId, fcn: CustomFilterFcn, ctx: rawptr) ---
/// Register the pre-solve callback. This is optional.
World_SetPreSolveCallback :: proc(worldId: WorldId, fcn: PreSolveFcn, ctx: rawptr) ---
/// Set the gravity vector for the entire world. Box2D has no concept of an up direction and this
/// is left as a decision for the application. Typically in m/s^2.
/// @see WorldDef
World_SetGravity :: proc(worldId: WorldId, gravity: Vec2) ---
/// Get the gravity vector
World_GetGravity :: proc(worldId: WorldId) -> Vec2 ---
/// Apply a radial explosion
/// @param worldId The world id
/// @param position The center of the explosion
/// @param radius The radius of the explosion
/// @param impulse The impulse of the explosion, typically in kg * m / s or N * s.
World_Explode :: proc(worldId: WorldId, position: Vec2, radius: f32, impulse: f32) ---
/// Adjust contact tuning parameters
/// @param worldId The world id
/// @param hertz The contact stiffness (cycles per second)
/// @param dampingRatio The contact bounciness with 1 being critical damping (non-dimensional)
/// @param pushVelocity The maximum contact constraint push out velocity (meters per second)
/// @note Advanced feature
World_SetContactTuning :: proc(worldId: WorldId, hertz: f32, dampingRatio: f32, pushVelocity: f32) ---
/// Enable/disable constraint warm starting. Advanced feature for testing. Disabling
/// sleeping greatly reduces stability and provides no performance gain.
World_EnableWarmStarting :: proc(worldId: WorldId, flag: bool) ---
/// Get the current world performance profile
World_GetProfile :: proc(worldId: WorldId) -> Profile ---
/// Get world counters and sizes
World_GetCounters :: proc(worldId: WorldId) -> Counters ---
/// Dump memory stats to box2d_memory.txt
World_DumpMemoryStats :: proc(worldId: WorldId) ---
/**
* @defgroup body Body
* This is the body API.
*/
/// Create a rigid body given a definition. No reference to the definition is retained. So you can create the definition
/// on the stack and pass it as a pointer.
/// @code{.c}
/// BodyDef bodyDef = b2DefaultBodyDef();
/// BodyId myBodyId = b2CreateBody(myWorldId, &bodyDef);
/// @endcode
/// @warning This function is locked during callbacks.
CreateBody :: proc(worldId: WorldId, #by_ptr def: BodyDef) -> BodyId ---
/// Destroy a rigid body given an id. This destroys all shapes and joints attached to the body.
/// Do not keep references to the associated shapes and joints.
DestroyBody :: proc(bodyId: BodyId) ---
/// Body identifier validation. Can be used to detect orphaned ids. Provides validation for up to 64K allocations.
Body_IsValid :: proc(id: BodyId) -> bool ---
/// Get the body type: static, kinematic, or dynamic
Body_GetType :: proc(bodyId: BodyId) -> BodyType ---
/// Change the body type. This is an expensive operation. This automatically updates the mass
/// properties regardless of the automatic mass setting.
Body_SetType :: proc(bodyId: BodyId, type: BodyType) ---
/// Set the user data for a body
Body_SetUserData :: proc(bodyId: BodyId, userData: rawptr) ---
/// Get the user data stored in a body
Body_GetUserData :: proc(bodyId: BodyId) -> rawptr ---
/// Get the world position of a body. This is the location of the body origin.
Body_GetPosition :: proc(bodyId: BodyId) -> Vec2 ---
/// Get the world rotation of a body as a cosine/sine pair (complex number)
Body_GetRotation :: proc(bodyId: BodyId) -> Rot ---
/// Get the world transform of a body.
Body_GetTransform :: proc(bodyId: BodyId) -> Transform ---
/// Set the world transform of a body. This acts as a teleport and is fairly expensive.
/// @note Generally you should create a body with then intended transform.
/// @see BodyDef::position and BodyDef::angle
Body_SetTransform :: proc(bodyId: BodyId, position: Vec2, rotation: Rot) ---
/// Get a local point on a body given a world point
Body_GetLocalPoint :: proc(bodyId: BodyId, worldPoint: Vec2) -> Vec2 ---
/// Get a world point on a body given a local point
Body_GetWorldPoint :: proc(bodyId: BodyId, localPoint: Vec2) -> Vec2 ---
/// Get a local vector on a body given a world vector
Body_GetLocalVector :: proc(bodyId: BodyId, worldVector: Vec2) -> Vec2 ---
/// Get a world vector on a body given a local vector
Body_GetWorldVector :: proc(bodyId: BodyId, localVector: Vec2) -> Vec2 ---
/// Get the linear velocity of a body's center of mass. Typically in meters per second.
Body_GetLinearVelocity :: proc(bodyId: BodyId) -> Vec2 ---
/// Get the angular velocity of a body in radians per second
Body_GetAngularVelocity :: proc(bodyId: BodyId) -> f32 ---
/// Set the linear velocity of a body. Typically in meters per second.
Body_SetLinearVelocity :: proc(bodyId: BodyId, linearVelocity: Vec2) ---
/// Set the angular velocity of a body in radians per second
Body_SetAngularVelocity :: proc(bodyId: BodyId, angularVelocity: f32) ---
/// Apply a force at a world point. If the force is not applied at the center of mass,
/// it will generate a torque and affect the angular velocity. This optionally wakes up the body.
/// The force is ignored if the body is not awake.
/// @param bodyId The body id
/// @param force The world force vector, typically in newtons (N)
/// @param point The world position of the point of application
/// @param wake Option to wake up the body
Body_ApplyForce :: proc(bodyId: BodyId, force: Vec2, point: Vec2, wake: bool) ---
/// Apply a force to the center of mass. This optionally wakes up the body.
/// The force is ignored if the body is not awake.
/// @param bodyId The body id
/// @param force the world force vector, usually in newtons (N).
/// @param wake also wake up the body
Body_ApplyForceToCenter :: proc(bodyId: BodyId, force: Vec2, wake: bool) ---
/// Apply a torque. This affects the angular velocity without affecting the linear velocity.
/// This optionally wakes the body. The torque is ignored if the body is not awake.
/// @param bodyId The body id
/// @param torque about the z-axis (out of the screen), typically in N*m.
/// @param wake also wake up the body
Body_ApplyTorque :: proc(bodyId: BodyId, torque: f32, wake: bool) ---
/// Apply an impulse at a point. This immediately modifies the velocity.
/// It also modifies the angular velocity if the point of application
/// is not at the center of mass. This optionally wakes the body.
/// The impulse is ignored if the body is not awake.
/// @param bodyId The body id
/// @param impulse the world impulse vector, typically in N*s or kg*m/s.
/// @param point the world position of the point of application.
/// @param wake also wake up the body
/// @warning This should be used for one-shot impulses. If you need a steady force,
/// use a force instead, which will work better with the sub-stepping solver.
Body_ApplyLinearImpulse :: proc(bodyId: BodyId, impulse: Vec2, point: Vec2, wake: bool) ---
/// Apply an impulse to the center of mass. This immediately modifies the velocity.
/// The impulse is ignored if the body is not awake. This optionally wakes the body.
/// @param bodyId The body id
/// @param impulse the world impulse vector, typically in N*s or kg*m/s.
/// @param wake also wake up the body
/// @warning This should be used for one-shot impulses. If you need a steady force,
/// use a force instead, which will work better with the sub-stepping solver.
Body_ApplyLinearImpulseToCenter :: proc(bodyId: BodyId, impulse: Vec2, wake: bool) ---
/// Apply an angular impulse. The impulse is ignored if the body is not awake.
/// This optionally wakes the body.
/// @param bodyId The body id
/// @param impulse the angular impulse, typically in units of kg*m*m/s
/// @param wake also wake up the body
/// @warning This should be used for one-shot impulses. If you need a steady force,
/// use a force instead, which will work better with the sub-stepping solver.
Body_ApplyAngularImpulse :: proc(bodyId: BodyId, impulse: f32, wake: bool) ---
/// Get the mass of the body, typically in kilograms
Body_GetMass :: proc(bodyId: BodyId) -> f32 ---
/// Get the inertia tensor of the body, typically in kg*m^2
Body_GetInertiaTensor :: proc(bodyId: BodyId) -> f32 ---
/// Get the center of mass position of the body in local space
Body_GetLocalCenterOfMass :: proc(bodyId: BodyId) -> Vec2 ---
/// Get the center of mass position of the body in world space
Body_GetWorldCenterOfMass :: proc(bodyId: BodyId) -> Vec2 ---
/// Override the body's mass properties. Normally this is computed automatically using the
/// shape geometry and density. This information is lost if a shape is added or removed or if the
/// body type changes.
Body_SetMassData :: proc(bodyId: BodyId, massData: MassData) ---
/// Get the mass data for a body
Body_GetMassData :: proc(bodyId: BodyId) -> MassData ---
/// This update the mass properties to the sum of the mass properties of the shapes.
/// This normally does not need to be called unless you called SetMassData to override
/// the mass and you later want to reset the mass.
/// You may also use this when automatic mass computation has been disabled.
/// You should call this regardless of body type.
Body_ApplyMassFromShapes :: proc(bodyId: BodyId) ---
/// Set the automatic mass setting. Normally this is set in BodyDef before creation.
/// @see BodyDef::automaticMass
Body_SetAutomaticMass :: proc(bodyId: BodyId, automaticMass: bool ) ---
/// Get the automatic mass setting
Body_GetAutomaticMass :: proc(bodyId: BodyId) -> bool ---
/// Adjust the linear damping. Normally this is set in BodyDef before creation.
Body_SetLinearDamping :: proc(bodyId: BodyId, linearDamping: f32) ---
/// Get the current linear damping.
Body_GetLinearDamping :: proc(bodyId: BodyId) -> f32 ---
/// Adjust the angular damping. Normally this is set in BodyDef before creation.
Body_SetAngularDamping :: proc(bodyId: BodyId, angularDamping: f32) ---
/// Get the current angular damping.
Body_GetAngularDamping :: proc(bodyId: BodyId) -> f32 ---
/// Adjust the gravity scale. Normally this is set in BodyDef before creation.
/// @see BodyDef::gravityScale
Body_SetGravityScale :: proc(bodyId: BodyId, gravityScale: f32) ---
/// Get the current gravity scale
Body_GetGravityScale :: proc(bodyId: BodyId) -> f32 ---
/// @return true if this body is awake
Body_IsAwake :: proc(bodyId: BodyId) -> bool ---
/// Wake a body from sleep. This wakes the entire island the body is touching.
/// @warning Putting a body to sleep will put the entire island of bodies touching this body to sleep,
/// which can be expensive and possibly unintuitive.
Body_SetAwake :: proc(bodyId: BodyId, awake: bool) ---
/// Enable or disable sleeping for this body. If sleeping is disabled the body will wake.
Body_EnableSleep :: proc(bodyId: BodyId, enableSleep: bool) ---
/// Returns true if sleeping is enabled for this body
Body_IsSleepEnabled :: proc(bodyId: BodyId) -> bool ---
/// Set the sleep threshold, typically in meters per second
Body_SetSleepThreshold :: proc(bodyId: BodyId, sleepVelocity: f32) ---
/// Get the sleep threshold, typically in meters per second.
Body_GetSleepThreshold :: proc(bodyId: BodyId) -> f32 ---
/// Returns true if this body is enabled
Body_IsEnabled :: proc(bodyId: BodyId) -> bool ---
/// Disable a body by removing it completely from the simulation. This is expensive.
Body_Disable :: proc(bodyId: BodyId) ---
/// Enable a body by adding it to the simulation. This is expensive.
Body_Enable :: proc(bodyId: BodyId) ---
/// Set this body to have fixed rotation. This causes the mass to be reset in all cases.
Body_SetFixedRotation :: proc(bodyId: BodyId, flag: bool) ---
/// Does this body have fixed rotation?
Body_IsFixedRotation :: proc(bodyId: BodyId) -> bool ---
/// Set this body to be a bullet. A bullet does continuous collision detection
/// against dynamic bodies (but not other bullets).
Body_SetBullet :: proc(bodyId: BodyId, flag: bool) ---
/// Is this body a bullet?
Body_IsBullet :: proc(bodyId: BodyId) -> bool ---
/// Enable/disable hit events on all shapes
/// @see b2ShapeDef::enableHitEvents
Body_EnableHitEvents :: proc(bodyId: BodyId, enableHitEvents: bool) ---
/// Get the number of shapes on this body
Body_GetShapeCount :: proc(bodyId: BodyId) -> c.int ---
/// Get the number of joints on this body
Body_GetJointCount :: proc(bodyId: BodyId) -> c.int ---
/// Get the maximum capacity required for retrieving all the touching contacts on a body
Body_GetContactCapacity :: proc(bodyId: BodyId) -> c.int ---
/// Get the current world AABB that contains all the attached shapes. Note that this may not encompass the body origin.
/// If there are no shapes attached then the returned AABB is empty and centered on the body origin.
Body_ComputeAABB :: proc(bodyId: BodyId) -> AABB ---
}
/// Get the shape ids for all shapes on this body, up to the provided capacity.
/// @returns the number of shape ids stored in the user array
Body_GetShapes :: proc "c" (bodyId: BodyId, shapeArray: []ShapeId) -> c.int {
foreign lib {
b2Body_GetShapes :: proc "c" (bodyId: BodyId, shapeArray: [^]ShapeId, capacity: c.int) -> c.int ---
}
return b2Body_GetShapes(bodyId, raw_data(shapeArray), c.int(len(shapeArray)))
}
/// Get the joint ids for all joints on this body, up to the provided capacity
/// @returns the number of joint ids stored in the user array
Body_GetJoints :: proc "c" (bodyId: BodyId, jointArray: []JointId) -> c.int {
foreign lib {
b2Body_GetJoints :: proc "c" (bodyId: BodyId, jointArray: [^]JointId, capacity: c.int) -> c.int ---
}
return b2Body_GetJoints(bodyId, raw_data(jointArray), c.int(len(jointArray)))
}
/// Get the touching contact data for a body
Body_GetContactData :: proc "c" (bodyId: BodyId, contactData: []ContactData) -> c.int {
foreign lib {
b2Body_GetContactData :: proc "c" (bodyId: BodyId, contactData: [^]ContactData, capacity: c.int) -> c.int ---
}
return b2Body_GetContactData(bodyId, raw_data(contactData), c.int(len(contactData)))
}
@(link_prefix="b2", default_calling_convention="c")
foreign lib {
/**
* @defgroup shape Shape
* Functions to create, destroy, and access.
* Shapes bind raw geometry to bodies and hold material properties including friction and restitution.
*/
/// Create a circle shape and attach it to a body. The shape definition and geometry are fully cloned.
/// Contacts are not created until the next time step.
/// @return the shape id for accessing the shape
CreateCircleShape :: proc(bodyId: BodyId, #by_ptr def: ShapeDef, #by_ptr circle: Circle) -> ShapeId ---
/// Create a line segment shape and attach it to a body. The shape definition and geometry are fully cloned.
/// Contacts are not created until the next time step.
/// @return the shape id for accessing the shape
CreateSegmentShape :: proc(bodyId: BodyId, #by_ptr def: ShapeDef, #by_ptr segment: Segment) -> ShapeId ---
/// Create a capsule shape and attach it to a body. The shape definition and geometry are fully cloned.
/// Contacts are not created until the next time step.
/// @return the shape id for accessing the shape
CreateCapsuleShape :: proc(bodyId: BodyId, #by_ptr def: ShapeDef, #by_ptr capsule: Capsule) -> ShapeId ---
/// Create a polygon shape and attach it to a body. The shape definition and geometry are fully cloned.
/// Contacts are not created until the next time step.
/// @return the shape id for accessing the shape
CreatePolygonShape :: proc(bodyId: BodyId, #by_ptr def: ShapeDef, #by_ptr polygon: Polygon) -> ShapeId ---
/// Destroy a shape
DestroyShape :: proc(shapeId: ShapeId) ---
/// Shape identifier validation. Provides validation for up to 64K allocations.
Shape_IsValid :: proc(id: ShapeId) -> bool ---
/// Get the type of a shape
Shape_GetType :: proc(shapeId: ShapeId) -> ShapeType ---
/// Get the id of the body that a shape is attached to
Shape_GetBody :: proc(shapeId: ShapeId) -> BodyId ---
/// Returns true If the shape is a sensor
Shape_IsSensor :: proc(shapeId: ShapeId) -> bool ---
/// Set the user data for a shape
Shape_SetUserData :: proc(shapeId: ShapeId, userData: rawptr) ---
/// Get the user data for a shape. This is useful when you get a shape id
/// from an event or query.
Shape_GetUserData :: proc(shapeId: ShapeId) -> rawptr ---
/// Set the mass density of a shape, typically in kg/m^2.
/// This will not update the mass properties on the parent body.
/// @see b2ShapeDef::density, b2Body_ApplyMassFromShapes
Shape_SetDensity :: proc(shapeId: ShapeId, density: f32) ---
/// Get the density of a shape, typically in kg/m^2
Shape_GetDensity :: proc(shapeId: ShapeId) -> f32 ---
/// Set the friction on a shape
/// @see b2ShapeDef::friction
Shape_SetFriction :: proc(shapeId: ShapeId, friction: f32) ---
/// Get the friction of a shape
Shape_GetFriction :: proc(shapeId: ShapeId) -> f32 ---
/// Set the shape restitution (bounciness)
/// @see b2ShapeDef::restitution
Shape_SetRestitution :: proc(shapeId: ShapeId, restitution: f32) ---
/// Get the shape restitution
Shape_GetRestitution :: proc(shapeId: ShapeId) -> f32 ---
/// Get the shape filter
Shape_GetFilter :: proc(shapeId: ShapeId) -> Filter ---
/// Set the current filter. This is almost as expensive as recreating the shape.
/// @see b2ShapeDef::filter
Shape_SetFilter :: proc(shapeId: ShapeId, filter: Filter) ---
/// Enable sensor events for this shape. Only applies to kinematic and dynamic bodies. Ignored for sensors.
/// @see b2ShapeDef::isSensor
Shape_EnableSensorEvents :: proc(shapeId: ShapeId, flag: bool) ---
/// Returns true if sensor events are enabled
Shape_AreSensorEventsEnabled :: proc(shapeId: ShapeId) -> bool ---
/// Enable contact events for this shape. Only applies to kinematic and dynamic bodies. Ignored for sensors.
/// @see b2ShapeDef::enableContactEvents
Shape_EnableContactEvents :: proc(shapeId: ShapeId, flag: bool) ---
/// Returns true if contact events are enabled
Shape_AreContactEventsEnabled :: proc(shapeId: ShapeId) -> bool ---
/// Enable pre-solve contact events for this shape. Only applies to dynamic bodies. These are expensive
/// and must be carefully handled due to multithreading. Ignored for sensors.
/// @see b2PreSolveFcn
Shape_EnablePreSolveEvents :: proc(shapeId: ShapeId, flag: bool) ---
/// Returns true if pre-solve events are enabled
Shape_ArePreSolveEventsEnabled :: proc(shapeId: ShapeId) -> bool ---
/// Enable contact hit events for this shape. Ignored for sensors.
/// @see WorldDef.hitEventThreshold
Shape_EnableHitEvents :: proc(shapeId: ShapeId, flag: bool) ---
/// Returns true if hit events are enabled
Shape_AreHitEventsEnabled :: proc(shapeId: ShapeId) -> bool ---
/// Test a point for overlap with a shape
Shape_TestPoint :: proc(shapeId: ShapeId, point: Vec2) -> bool ---
/// Ray cast a shape directly
Shape_RayCast :: proc(shapeId: ShapeId, origin: Vec2, translation: Vec2) -> CastOutput ---
/// Get a copy of the shape's circle. Asserts the type is correct.
Shape_GetCircle :: proc(shapeId: ShapeId) -> Circle ---
/// Get a copy of the shape's line segment. Asserts the type is correct.
Shape_GetSegment :: proc(shapeId: ShapeId) -> Segment ---
/// Get a copy of the shape's smooth line segment. These come from chain shapes.
/// Asserts the type is correct.
Shape_GetSmoothSegment :: proc(shapeId: ShapeId) -> SmoothSegment ---
/// Get a copy of the shape's capsule. Asserts the type is correct.
Shape_GetCapsule :: proc(shapeId: ShapeId) -> Capsule ---
/// Get a copy of the shape's convex polygon. Asserts the type is correct.
Shape_GetPolygon :: proc(shapeId: ShapeId) -> Polygon ---
/// Allows you to change a shape to be a circle or update the current circle.
/// This does not modify the mass properties.
/// @see b2Body_ApplyMassFromShapes
Shape_SetCircle :: proc(shapeId: ShapeId, #by_ptr circle: Circle) ---
/// Allows you to change a shape to be a capsule or update the current capsule.
/// This does not modify the mass properties.
/// @see b2Body_ApplyMassFromShapes
Shape_SetCapsule :: proc(shapeId: ShapeId, #by_ptr capsule: Capsule) ---
/// Allows you to change a shape to be a segment or update the current segment.
Shape_SetSegment :: proc(shapeId: ShapeId, #by_ptr segment: Segment) ---
/// Allows you to change a shape to be a polygon or update the current polygon.
/// This does not modify the mass properties.
/// @see b2Body_ApplyMassFromShapes
Shape_SetPolygon :: proc(shapeId: ShapeId, #by_ptr polygon: Polygon) ---
/// Get the parent chain id if the shape type is b2_smoothSegmentShape, otherwise
/// returns b2_nullChainId.
Shape_GetParentChain :: proc(shapeId: ShapeId) -> ChainId ---
/// Get the maximum capacity required for retrieving all the touching contacts on a shape
Shape_GetContactCapacity :: proc(shapeId: ShapeId) -> c.int ---
}
/// Get the touching contact data for a shape. The provided shapeId will be either shapeIdA or shapeIdB on the contact data.
Shape_GetContactData :: proc "c" (shapeId: ShapeId, contactData: []ContactData) -> c.int {
foreign lib {
b2Shape_GetContactData :: proc "c" (shapeId: ShapeId, contactData: [^]ContactData, capacity: c.int) -> c.int ---
}
return b2Shape_GetContactData(shapeId, raw_data(contactData), c.int(len(contactData)))
}
@(link_prefix="b2", default_calling_convention="c")
foreign lib {
/// Get the current world AABB
Shape_GetAABB :: proc(shapeId: ShapeId) -> AABB ---
/// Get the closest point on a shape to a target point. Target and result are in world space.
Shape_GetClosestPoint :: proc(shapeId: ShapeId, target: Vec2) -> Vec2 ---
/// Chain Shape
/// Create a chain shape
/// @see b2ChainDef for details
CreateChain :: proc(bodyId: BodyId, #by_ptr def: ChainDef) -> ChainId ---
/// Destroy a chain shape
DestroyChain :: proc(chainId: ChainId) ---
/// Set the chain friction
/// @see b2ChainDef::friction
Chain_SetFriction :: proc(chainId: ChainId, friction: f32) ---
/// Set the chain restitution (bounciness)
/// @see b2ChainDef::restitution
Chain_SetRestitution :: proc(chainId: ChainId, restitution: f32) ---
/// Chain identifier validation. Provides validation for up to 64K allocations.
Chain_IsValid :: proc(id: ChainId) -> bool ---
/**
* @defgroup joint Joint
* @brief Joints allow you to connect rigid bodies together while allowing various forms of relative motions.
*/
/// Destroy a joint
DestroyJoint :: proc(jointId: JointId) ---
/// Joint identifier validation. Provides validation for up to 64K allocations.
Joint_IsValid :: proc(id: JointId) -> bool ---
/// Get the joint type
Joint_GetType :: proc(jointId: JointId) -> JointType ---
/// Get body A id on a joint
Joint_GetBodyA :: proc(jointId: JointId) -> BodyId ---
/// Get body B id on a joint
Joint_GetBodyB :: proc(jointId: JointId) -> BodyId ---
/// Get the local anchor on bodyA
Joint_GetLocalAnchorA :: proc(jointId: JointId) -> Vec2 ---
/// Get the local anchor on bodyB
Joint_GetLocalAnchorB :: proc(jointId: JointId) -> Vec2 ---
/// Toggle collision between connected bodies
Joint_SetCollideConnected :: proc(jointId: JointId, shouldCollide: bool) ---
/// Is collision allowed between connected bodies?
Joint_GetCollideConnected :: proc(jointId: JointId) -> bool ---
/// Set the user data on a joint
Joint_SetUserData :: proc(jointId: JointId, userData: rawptr) ---
/// Get the user data on a joint
Joint_GetUserData :: proc(jointId: JointId) -> rawptr ---
/// Wake the bodies connect to this joint
Joint_WakeBodies :: proc(jointId: JointId) ---
/// Get the current constraint force for this joint
Joint_GetConstraintForce :: proc(jointId: JointId) -> Vec2 ---
/// Get the current constraint torque for this joint
Joint_GetConstraintTorque :: proc(jointId: JointId) -> f32 ---
/**
* @defgroup distance_joint Distance Joint
* @brief Functions for the distance joint.
*/
/// Create a distance joint
/// @see b2DistanceJointDef for details
CreateDistanceJoint :: proc(worldId: WorldId, #by_ptr def: DistanceJointDef) -> JointId ---
/// Set the rest length of a distance joint
/// @param jointId The id for a distance joint
/// @param length The new distance joint length
DistanceJoint_SetLength :: proc(jointId: JointId, length: f32) ---
/// Get the rest length of a distance joint
DistanceJoint_GetLength :: proc(jointId: JointId) -> f32 ---
/// Enable/disable the distance joint spring. When disabled the distance joint is rigid.
DistanceJoint_EnableSpring :: proc(jointId: JointId, enableSpring: bool) ---
/// Is the distance joint spring enabled?
DistanceJoint_IsSpringEnabled :: proc(jointId: JointId) -> bool ---
/// Set the spring stiffness in Hertz
DistanceJoint_SetSpringHertz :: proc(jointId: JointId, hertz: f32) ---
/// Set the spring damping ratio, non-dimensional
DistanceJoint_SetSpringDampingRatio :: proc(jointId: JointId, dampingRatio: f32) ---
/// Get the spring Hertz
DistanceJoint_GetHertz :: proc(jointId: JointId) -> f32 ---
/// Get the spring damping ratio
DistanceJoint_GetDampingRatio :: proc(jointId: JointId) -> f32 ---
/// Enable joint limit. The limit only works if the joint spring is enabled. Otherwise the joint is rigid
/// and the limit has no effect.
DistanceJoint_EnableLimit :: proc(jointId: JointId, enableLimit: bool) ---
/// Is the distance joint limit enabled?
DistanceJoint_IsLimitEnabled :: proc(jointId: JointId) -> bool ---
/// Set the minimum and maximum length parameters of a distance joint
DistanceJoint_SetLengthRange :: proc(jointId: JointId, minLength, maxLength: f32) ---
/// Get the distance joint minimum length
DistanceJoint_GetMinLength :: proc(jointId: JointId) -> f32 ---
/// Get the distance joint maximum length
DistanceJoint_GetMaxLength :: proc(jointId: JointId) -> f32 ---
/// Get the current length of a distance joint
DistanceJoint_GetCurrentLength :: proc(jointId: JointId) -> f32 ---
/// Enable/disable the distance joint motor
DistanceJoint_EnableMotor :: proc(jointId: JointId, enableMotor: bool) ---
/// Is the distance joint motor enabled?
DistanceJoint_IsMotorEnabled :: proc(jointId: JointId) -> bool ---
/// Set the distance joint motor speed, typically in meters per second
DistanceJoint_SetMotorSpeed :: proc(jointId: JointId, motorSpeed: f32) ---
/// Get the distance joint motor speed, typically in meters per second
DistanceJoint_GetMotorSpeed :: proc(jointId: JointId) -> f32 ---
/// Set the distance joint maximum motor force, typically in newtons
DistanceJoint_SetMaxMotorForce :: proc(jointId: JointId, force: f32) ---
/// Get the distance joint maximum motor force, typically in newtons
DistanceJoint_GetMaxMotorForce :: proc(jointId: JointId) -> f32 ---
/// Get the distance joint current motor force, typically in newtons
DistanceJoint_GetMotorForce :: proc(jointId: JointId) -> f32 ---
/**
* @defgroup motor_joint Motor Joint
* @brief Functions for the motor joint.
*
* The motor joint is used to drive the relative transform between two bodies. It takes
* a relative position and rotation and applies the forces and torques needed to achieve
* that relative transform over time.
*/
/// Create a motor joint
/// @see b2MotorJointDef for details
CreateMotorJoint :: proc(worldId: WorldId, def: MotorJointDef) -> JointId ---
/// Set the motor joint linear offset target
MotorJoint_SetLinearOffset :: proc(jointId: JointId, linearOffset: Vec2) ---
/// Get the motor joint linear offset target
MotorJoint_GetLinearOffset :: proc(jointId: JointId) -> Vec2 ---
/// Set the motor joint angular offset target in radians
MotorJoint_SetAngularOffset :: proc(jointId: JointId, angularOffset: f32) ---
/// Get the motor joint angular offset target in radians
MotorJoint_GetAngularOffset :: proc(jointId: JointId) -> f32 ---
/// Set the motor joint maximum force, typically in newtons
MotorJoint_SetMaxForce :: proc(jointId: JointId, maxForce: f32) ---
/// Get the motor joint maximum force, typically in newtons
MotorJoint_GetMaxForce :: proc(jointId: JointId) -> f32 ---
/// Set the motor joint maximum torque, typically in newton-meters
MotorJoint_SetMaxTorque :: proc(jointId: JointId, maxTorque: f32) ---
/// Get the motor joint maximum torque, typically in newton-meters
MotorJoint_GetMaxTorque :: proc(jointId: JointId) -> f32 ---
/// Set the motor joint correction factor, typically in [0, 1]
MotorJoint_SetCorrectionFactor :: proc(jointId: JointId, correctionFactor: f32) ---
/// Get the motor joint correction factor, typically in [0, 1]
MotorJoint_GetCorrectionFactor :: proc(jointId: JointId) -> f32 ---
/**@}*/
/**
* @defgroup mouse_joint Mouse Joint
* @brief Functions for the mouse joint.
*
* The mouse joint is designed for use in the samples application, but you may find it useful in applications where
* the user moves a rigid body with a cursor.
*/
/// Create a mouse joint
/// @see b2MouseJointDef for details
CreateMouseJoint :: proc(worldId: WorldId, #by_ptr def: MouseJointDef) -> JointId ---
/// Set the mouse joint target
MouseJoint_SetTarget :: proc(jointId: JointId, target: Vec2) ---
/// Get the mouse joint target
MouseJoint_GetTarget :: proc(jointId: JointId) -> Vec2 ---
/// Set the mouse joint spring stiffness in Hertz
MouseJoint_SetSpringHertz :: proc(jointId: JointId, hertz: f32) ---
/// Get the mouse joint spring stiffness in Hertz
MouseJoint_GetSpringHertz :: proc(jointId: JointId) -> f32 ---
/// Set the mouse joint spring damping ratio, non-dimensional
MouseJoint_SetSpringDampingRatio :: proc(jointId: JointId, dampingRatio: f32) ---
/// Get the mouse joint damping ratio, non-dimensional
MouseJoint_GetSpringDampingRatio :: proc(jointId: JointId) -> f32 ---
/// Set the mouse joint maximum force, typically in newtons
MouseJoint_SetMaxForce :: proc(jointId: JointId, maxForce: f32) ---
/// Get the mouse joint maximum force, typically in newtons
MouseJoint_GetMaxForce :: proc(jointId: JointId) -> f32 ---
/**@}*/
/**
* @defgroup prismatic_joint Prismatic Joint
* @brief A prismatic joint allows for translation along a single axis with no rotation.
*
* The prismatic joint is useful for things like pistons and moving platforms, where you want a body to translate
* along an axis and have no rotation. Also called a *slider* joint.
*/
/// Create a prismatic (slider) joint.
/// @see b2PrismaticJointDef for details
CreatePrismaticJoint :: proc(worldId: WorldId, #by_ptr def: PrismaticJointDef) -> JointId ---
/// Enable/disable the joint spring.
PrismaticJoint_EnableSpring :: proc(jointId: JointId, enableSpring: bool) ---
/// Is the prismatic joint spring enabled or not?
PrismaticJoint_IsSpringEnabled :: proc(jointId: JointId) -> bool ---
/// Set the prismatic joint stiffness in Hertz.
/// This should usually be less than a quarter of the simulation rate. For example, if the simulation
/// runs at 60Hz then the joint stiffness should be 15Hz or less.
PrismaticJoint_SetSpringHertz :: proc(jointId: JointId, hertz: f32) ---
/// Get the prismatic joint stiffness in Hertz
PrismaticJoint_GetSpringHertz :: proc(jointId: JointId) -> f32 ---
/// Set the prismatic joint damping ratio (non-dimensional)
PrismaticJoint_SetSpringDampingRatio :: proc(jointId: JointId, dampingRatio: f32) ---
/// Get the prismatic spring damping ratio (non-dimensional)
PrismaticJoint_GetSpringDampingRatio :: proc(jointId: JointId) -> f32 ---
/// Enable/disable a prismatic joint limit
PrismaticJoint_EnableLimit :: proc(jointId: JointId, enableLimit: bool) ---
/// Is the prismatic joint limit enabled?
PrismaticJoint_IsLimitEnabled :: proc(jointId: JointId) -> bool ---
/// Get the prismatic joint lower limit
PrismaticJoint_GetLowerLimit :: proc(jointId: JointId) -> f32 ---
/// Get the prismatic joint upper limit
PrismaticJoint_GetUpperLimit :: proc(jointId: JointId) -> f32 ---
/// Set the prismatic joint limits
PrismaticJoint_SetLimits :: proc(jointId: JointId, lower: f32, upper: f32) ---
/// Enable/disable a prismatic joint motor
PrismaticJoint_EnableMotor :: proc(jointId: JointId, enableMotor: bool) ---
/// Is the prismatic joint motor enabled?
PrismaticJoint_IsMotorEnabled :: proc(jointId: JointId) -> bool ---
/// Set the prismatic joint motor speed, typically in meters per second
PrismaticJoint_SetMotorSpeed :: proc(jointId: JointId, motorSpeed: f32) ---
/// Get the prismatic joint motor speed, typically in meters per second
PrismaticJoint_GetMotorSpeed :: proc(jointId: JointId) -> f32 ---
/// Set the prismatic joint maximum motor force, typically in newtons
PrismaticJoint_SetMaxMotorForce :: proc(jointId: JointId, force: f32) ---
/// Get the prismatic joint maximum motor force, typically in newtons
PrismaticJoint_GetMaxMotorForce :: proc(jointId: JointId) -> f32 ---
/// Get the prismatic joint current motor force, typically in newtons
PrismaticJoint_GetMotorForce :: proc(jointId: JointId) -> f32 ---
/**
* @defgroup revolute_joint Revolute Joint
* @brief A revolute joint allows for relative rotation in the 2D plane with no relative translation.
*
* The revolute joint is probably the most common joint. It can be used for ragdolls and chains.
* Also called a *hinge* or *pin* joint.
*/
/// Create a revolute joint
/// @see b2RevoluteJointDef for details
CreateRevoluteJoint :: proc(worldId: WorldId, #by_ptr def: RevoluteJointDef) -> JointId ---
/// Enable/disable the revolute joint spring
RevoluteJoint_EnableSpring :: proc(jointId: JointId, enableSpring: bool) ---
/// Set the revolute joint spring stiffness in Hertz
RevoluteJoint_SetSpringHertz :: proc(jointId: JointId, hertz: f32) ---
/// Get the revolute joint spring stiffness in Hertz
RevoluteJoint_GetSpringHertz :: proc(jointId: JointId) -> f32 ---
/// Set the revolute joint spring damping ratio, non-dimensional
RevoluteJoint_SetSpringDampingRatio :: proc(jointId: JointId, dampingRatio: f32) ---
/// Get the revolute joint spring damping ratio, non-dimensional
RevoluteJoint_GetSpringDampingRatio :: proc(jointId: JointId) -> f32 ---
/// Get the revolute joint current angle in radians relative to the reference angle
/// @see b2RevoluteJointDef::referenceAngle
RevoluteJoint_GetAngle :: proc(jointId: JointId) -> f32 ---
/// Enable/disable the revolute joint limit
RevoluteJoint_EnableLimit :: proc(jointId: JointId, enableLimit: bool) ---
/// Is the revolute joint limit enabled?
RevoluteJoint_IsLimitEnabled :: proc(jointId: JointId) -> bool ---
/// Get the revolute joint lower limit in radians
RevoluteJoint_GetLowerLimit :: proc(jointId: JointId) -> f32 ---
/// Get the revolute joint upper limit in radians
RevoluteJoint_GetUpperLimit :: proc(jointId: JointId) -> f32 ---
/// Set the revolute joint limits in radians
RevoluteJoint_SetLimits :: proc(jointId: JointId, lower: f32, upper: f32) ---
/// Enable/disable a revolute joint motor
RevoluteJoint_EnableMotor :: proc(jointId: JointId, enableMotor: bool) ---
/// Is the revolute joint motor enabled?
RevoluteJoint_IsMotorEnabled :: proc(jointId: JointId) -> bool ---
/// Set the revolute joint motor speed in radians per second
RevoluteJoint_SetMotorSpeed :: proc(jointId: JointId, motorSpeed: f32) ---
/// Get the revolute joint motor speed in radians per second
RevoluteJoint_GetMotorSpeed :: proc(jointId: JointId) -> f32 ---
/// Get the revolute joint current motor torque, typically in newton-meters
RevoluteJoint_GetMotorTorque :: proc(jointId: JointId) -> f32 ---
/// Set the revolute joint maximum motor torque, typically in newton-meters
RevoluteJoint_SetMaxMotorTorque :: proc(jointId: JointId, torque: f32) ---
/// Get the revolute joint maximum motor torque, typically in newton-meters
RevoluteJoint_GetMaxMotorTorque :: proc(jointId: JointId) -> f32 ---
/**@}*/
/**
* @defgroup weld_joint Weld Joint
* @brief A weld joint fully constrains the relative transform between two bodies while allowing for springiness
*
* A weld joint constrains the relative rotation and translation between two bodies. Both rotation and translation
* can have damped springs.
*
* @note The accuracy of weld joint is limited by the accuracy of the solver. Long chains of weld joints may flex.
*/
/// Create a weld joint
/// @see b2WeldJointDef for details
CreateWeldJoint :: proc(worldId: WorldId, #by_ptr def: WeldJointDef) -> JointId ---
/// Set the weld joint linear stiffness in Hertz. 0 is rigid.
WeldJoint_SetLinearHertz :: proc(jointId: JointId, hertz: f32) ---
/// Get the weld joint linear stiffness in Hertz
WeldJoint_GetLinearHertz :: proc(jointId: JointId) -> f32 ---
/// Set the weld joint linear damping ratio (non-dimensional)
WeldJoint_SetLinearDampingRatio :: proc(jointId: JointId, dampingRatio: f32) ---
/// Get the weld joint linear damping ratio (non-dimensional)
WeldJoint_GetLinearDampingRatio :: proc(jointId: JointId) -> f32 ---
/// Set the weld joint angular stiffness in Hertz. 0 is rigid.
WeldJoint_SetAngularHertz :: proc(jointId: JointId, hertz: f32) ---
/// Get the weld joint angular stiffness in Hertz
WeldJoint_GetAngularHertz :: proc(jointId: JointId) -> f32 ---
/// Set weld joint angular damping ratio, non-dimensional
WeldJoint_SetAngularDampingRatio :: proc(jointId: JointId, dampingRatio: f32) ---
/// Get the weld joint angular damping ratio, non-dimensional
WeldJoint_GetAngularDampingRatio :: proc(jointId: JointId) -> f32 ---
/**
* @defgroup wheel_joint Wheel Joint
* The wheel joint can be used to simulate wheels on vehicles.
*
* The wheel joint restricts body B to move along a local axis in body A. Body B is free to
* rotate. Supports a linear spring, linear limits, and a rotational motor.
*
*/
/// Create a wheel joint
/// @see b2WheelJointDef for details
CreateWheelJoint :: proc(worldId: WorldId, #by_ptr def: WheelJointDef) -> JointId ---
/// Enable/disable the wheel joint spring
WheelJoint_EnableSpring :: proc(jointId: JointId, enableSpring: bool) ---
/// Is the wheel joint spring enabled?
WheelJoint_IsSpringEnabled :: proc(jointId: JointId) -> bool ---
/// Set the wheel joint stiffness in Hertz
WheelJoint_SetSpringHertz :: proc(jointId: JointId, hertz: f32) ---
/// Get the wheel joint stiffness in Hertz
WheelJoint_GetSpringHertz :: proc(jointId: JointId) -> f32 ---
/// Set the wheel joint damping ratio, non-dimensional
WheelJoint_SetSpringDampingRatio :: proc(jointId: JointId, dampingRatio: f32) ---
/// Get the wheel joint damping ratio, non-dimensional
WheelJoint_GetSpringDampingRatio :: proc(jointId: JointId) -> f32 ---
/// Enable/disable the wheel joint limit
WheelJoint_EnableLimit :: proc(jointId: JointId, enableLimit: bool) ---
/// Is the wheel joint limit enabled?
WheelJoint_IsLimitEnabled :: proc(jointId: JointId) -> bool ---
/// Get the wheel joint lower limit
WheelJoint_GetLowerLimit :: proc(jointId: JointId) -> f32 ---
/// Get the wheel joint upper limit
WheelJoint_GetUpperLimit :: proc(jointId: JointId) -> f32 ---
/// Set the wheel joint limits
WheelJoint_SetLimits :: proc(jointId: JointId, lower: f32, upper: f32) ---
/// Enable/disable the wheel joint motor
WheelJoint_EnableMotor :: proc(jointId: JointId, enableMotor: bool) ---
/// Is the wheel joint motor enabled?
WheelJoint_IsMotorEnabled :: proc(jointId: JointId) -> bool ---
/// Set the wheel joint motor speed in radians per second
WheelJoint_SetMotorSpeed :: proc(jointId: JointId, motorSpeed: f32) ---
/// Get the wheel joint motor speed in radians per second
WheelJoint_GetMotorSpeed :: proc(jointId: JointId) -> f32 ---
/// Set the wheel joint maximum motor torque, typically in newton-meters
WheelJoint_SetMaxMotorTorque :: proc(jointId: JointId, torque: f32) ---
/// Get the wheel joint maximum motor torque, typically in newton-meters
WheelJoint_GetMaxMotorTorque :: proc(jointId: JointId) -> f32 ---
/// Get the wheel joint current motor torque, typically in newton-meters
WheelJoint_GetMotorTorque :: proc(jointId: JointId) -> f32 ---
}
IsValid :: proc{
Float_IsValid,
Vec2_IsValid,
Rot_IsValid,
World_IsValid,
Body_IsValid,
Shape_IsValid,
Chain_IsValid,
Joint_IsValid,
}