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Diffstat (limited to 'extern/bullet2/src/Bullet-C-Api.h')
-rw-r--r--extern/bullet2/src/Bullet-C-Api.h9
1 files changed, 5 insertions, 4 deletions
diff --git a/extern/bullet2/src/Bullet-C-Api.h b/extern/bullet2/src/Bullet-C-Api.h
index d2123047c68..f309aba2816 100644
--- a/extern/bullet2/src/Bullet-C-Api.h
+++ b/extern/bullet2/src/Bullet-C-Api.h
@@ -65,7 +65,7 @@ extern "C" {
Create and Delete a Physics SDK
*/
- extern plPhysicsSdkHandle plNewBulletSdk(void); //this could be also another sdk, like ODE, PhysX etc.
+ extern plPhysicsSdkHandle plNewBulletSdk(); //this could be also another sdk, like ODE, PhysX etc.
extern void plDeletePhysicsSdk(plPhysicsSdkHandle physicsSdk);
/** Collision World, not strictly necessary, you can also just create a Dynamics World with Rigid Bodies which internally manages the Collision World with Collision Objects */
@@ -116,16 +116,16 @@ extern "C" {
extern plCollisionShapeHandle plNewCapsuleShape(plReal radius, plReal height);
extern plCollisionShapeHandle plNewConeShape(plReal radius, plReal height);
extern plCollisionShapeHandle plNewCylinderShape(plReal radius, plReal height);
- extern plCollisionShapeHandle plNewCompoundShape(void);
+ extern plCollisionShapeHandle plNewCompoundShape();
extern void plAddChildShape(plCollisionShapeHandle compoundShape,plCollisionShapeHandle childShape, plVector3 childPos,plQuaternion childOrn);
extern void plDeleteShape(plCollisionShapeHandle shape);
/* Convex Meshes */
- extern plCollisionShapeHandle plNewConvexHullShape(void);
+ extern plCollisionShapeHandle plNewConvexHullShape();
extern void plAddVertex(plCollisionShapeHandle convexHull, plReal x,plReal y,plReal z);
/* Concave static triangle meshes */
- extern plMeshInterfaceHandle plNewMeshInterface(void);
+ extern plMeshInterfaceHandle plNewMeshInterface();
extern void plAddTriangle(plMeshInterfaceHandle meshHandle, plVector3 v0,plVector3 v1,plVector3 v2);
extern plCollisionShapeHandle plNewStaticTriangleMeshShape(plMeshInterfaceHandle);
@@ -147,6 +147,7 @@ extern "C" {
extern void plSetPosition(plRigidBodyHandle object, const plVector3 position);
extern void plSetOrientation(plRigidBodyHandle object, const plQuaternion orientation);
extern void plSetEuler(plReal yaw,plReal pitch,plReal roll, plQuaternion orient);
+ extern void plSetOpenGLMatrix(plRigidBodyHandle object, plReal* matrix);
typedef struct plRayCastResult {
plRigidBodyHandle m_body;