Add initial prototype.
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53
3-mid/physics/implement/bullet/source/c/bullet-object.h
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53
3-mid/physics/implement/bullet/source/c/bullet-object.h
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#ifndef C_BULLET_OBJECT_H
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#define C_BULLET_OBJECT_H
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#include "bullet.h"
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#include "bullet-shape.h"
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extern "C"
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{
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struct Object;
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struct Object* b3d_new_Object (Real Mass,
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Shape* the_Shape,
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int is_Kinematic);
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Shape* b3d_Object_Shape (Object* Self);
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void* b3d_Object_user_Data (Object* Self);
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void b3d_Object_user_Data_is (Object* Self, void* Now);
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Real b3d_Object_Mass (Object* Self);
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void b3d_Object_Friction_is (Object* Self, Real Now);
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void b3d_Object_Restitution_is (Object* Self, Real Now);
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Vector_3 b3d_Object_Site (Object* Self);
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void b3d_Object_Site_is (Object* Self, Vector_3* Now);
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Matrix_3x3 b3d_Object_Spin (Object* Self);
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void b3d_Object_Spin_is (Object* Self, Matrix_3x3* Now);
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Matrix_4x4 b3d_Object_Transform (Object* Self);
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void b3d_Object_Transform_is (Object* Self, Matrix_4x4* Now);
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Vector_3 b3d_Object_Speed (Object* Self);
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void b3d_Object_Speed_is (Object* Self, Vector_3* Now);
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Vector_3 b3d_Object_Gyre (Object* Self);
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void b3d_Object_Gyre_is (Object* Self, Vector_3* Now);
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void b3d_Object_apply_Force (Object* Self, Vector_3* Force);
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void b3d_Object_apply_Torque (Object* Self, Vector_3* Torque);
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void b3d_Object_apply_Torque_impulse (Object* Self, Vector_3* Torque);
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}; // extern "C"
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#endif
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