Add initial prototype.
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87
3-mid/physics/implement/bullet/source/c/bullet-joint.h
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87
3-mid/physics/implement/bullet/source/c/bullet-joint.h
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#ifndef C_BULLET_JOINT_H
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#define C_BULLET_JOINT_H
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#include "bullet.h"
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#include "bullet-object.h"
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extern "C"
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{
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struct Joint;
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Joint* b3d_new_hinge_Joint (Object* Object_A,
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Object* Object_B,
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Matrix_4x4* Frame_A,
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Matrix_4x4* Frame_B);
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Joint* b3d_new_space_hinge_Joint (Object* Object_A,
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Matrix_4x4* Frame_A);
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Joint* b3d_new_DoF6_Joint (Object* Object_A,
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Object* Object_B,
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Matrix_4x4* Frame_A,
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Matrix_4x4* Frame_B);
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Joint* b3d_new_cone_twist_Joint (Object* Object_A,
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Object* Object_B,
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Matrix_4x4* Frame_A,
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Matrix_4x4* Frame_B);
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Joint* b3d_new_slider_Joint (Object* Object_A,
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Object* Object_B,
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Matrix_4x4* Frame_A,
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Matrix_4x4* Frame_B);
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Joint* b3d_new_ball_Joint (Object* Object_A,
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Object* Object_B,
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Vector_3* Pivot_in_A,
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Vector_3* Pivot_in_B);
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/////////////
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// Attributes
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//
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void* b3d_Joint_user_Data (Joint* Self);
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void b3d_Joint_user_Data_is (Joint* Self, void* Now);
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Object* b3d_Joint_Object_A (Joint* Self);
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Object* b3d_Joint_Object_B (Joint* Self);
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Matrix_4x4 b3d_Joint_Frame_A (Joint* Self);
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Matrix_4x4 b3d_Joint_Frame_B (Joint* Self);
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void b3d_Joint_Frame_A_is (Joint* Self, Matrix_4x4* Now);
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void b3d_Joint_Frame_B_is (Joint* Self, Matrix_4x4* Now);
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bool b3d_Joint_is_Limited (Joint* Self, int DoF);
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bool b3d_Joint_Extent (Joint* Self, int DoF);
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void b3d_Joint_Velocity_is (Joint* Self, int DoF,
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Real Now);
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// Hinge Joint
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//
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void b3d_Joint_hinge_Limits_are (Joint* Self, Real Lower,
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Real Upper,
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Real Softeness,
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Real bias_Factor,
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Real relaxation_Factor);
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// 6 Degrees of Freedom Joint (6DoF)
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//
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void b3d_Joint_6DoF_lower_Limit_is (Joint* Self, int DoF,
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Real Now);
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void b3d_Joint_6DoF_upper_Limit_is (Joint* Self, int DoF,
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Real Now);
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Real b3d_Joint_6DoF_lower_Limit (Joint* Self, int DoF);
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Real b3d_Joint_6DoF_upper_Limit (Joint* Self, int DoF);
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} // extern "C"
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#endif
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