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