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bullet3.stub.php
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184 lines (145 loc) · 5.81 KB
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<?php
/**
* @generate-class-entries
* @undocumentable
*/
namespace Bullet;
class World
{
public function setGravity(\GL\Math\Vec3 $gravity): void {}
public function getGravity(): \GL\Math\Vec3 {}
public function addRigidBody(RigidBody $rigidBody): void {}
public function addConstraint(Constraint $constraint, bool $noCollide = false): void {}
public function removeConstraint(Constraint $constraint): void {}
public function stepSimulation(float $timeStep, int $maxSubSteps = 1, float $fixedTimeStep = 0.01666666): void {}
public function enableDebugDrawing(): void {}
public function debugDrawWorld(): void {}
public function setDebugDrawVP(\GL\Math\Mat4 $viewProjection): void {}
}
interface CollisionShape
{
}
class SphereShape implements CollisionShape
{
public function __construct(float $radius) {}
}
class BoxShape implements CollisionShape
{
public function __construct(\GL\Math\Vec3 $halfExtents) {}
}
class CylinderShape implements CollisionShape
{
public function __construct(\GL\Math\Vec3 $halfExtents) {}
}
class CylinderShapeX implements CollisionShape
{
public function __construct(\GL\Math\Vec3 $halfExtents) {}
}
class CylinderShapeZ implements CollisionShape
{
public function __construct(\GL\Math\Vec3 $halfExtents) {}
}
class StaticPlaneShape implements CollisionShape
{
public function __construct(\GL\Math\Vec3 $normal, float $constant = 0.0) {}
}
interface Constraint
{
}
class Point2PointConstraint implements Constraint
{
public function __construct(
RigidBody $bodyA,
RigidBody $bodyB,
\GL\Math\Vec3 $pivotInA,
\GL\Math\Vec3 $pivotInB
) {}
}
class HingeConstraint implements Constraint
{
public function __construct(
RigidBody $bodyA,
RigidBody $bodyB,
\GL\Math\Vec3 $pivotInA,
\GL\Math\Vec3 $pivotInB,
\GL\Math\Vec3 $axisInA,
\GL\Math\Vec3 $axisInB
) {}
public function setLimit(float $low, float $high, float $softness = 0.9, float $biasFactor = 0.3, float $relaxationFactor = 1.0): void {}
}
class SliderConstraint implements Constraint
{
public function __construct(
RigidBody $bodyA,
RigidBody $bodyB,
\GL\Math\Mat4 $frameInA,
\GL\Math\Mat4 $frameInB,
bool $useLinearReferenceFrameA = true
) {}
}
class Generic6DofSpringConstraint implements Constraint
{
public function __construct(
RigidBody $bodyA,
RigidBody $bodyB,
\GL\Math\Mat4 $frameInA,
\GL\Math\Mat4 $frameInB,
bool $useLinearReferenceFrameA = true
) {}
}
class Generic6DofSpring2Constraint implements Constraint
{
public function __construct(
RigidBody $bodyA,
RigidBody $bodyB,
\GL\Math\Mat4 $frameInA,
\GL\Math\Mat4 $frameInB
) {}
public function setFrames(\GL\Math\Mat4 $frameInA, \GL\Math\Mat4 $frameInB): void {}
public function setLinearLowerLimit(\GL\Math\Vec3 $linearLower): void {}
public function setLinearUpperLimit(\GL\Math\Vec3 $linearUpper): void {}
public function setAngularLowerLimit(\GL\Math\Vec3 $angularLower): void {}
public function setAngularLowerLimitReversed(\GL\Math\Vec3 $angularLower): void {}
public function setAngularUpperLimit(\GL\Math\Vec3 $angularUpper): void {}
public function setAngularUpperLimitReversed(\GL\Math\Vec3 $angularUpper): void {}
public function setLimit(int $axis, float $lo, float $hi): void {}
public function setLimitReversed(int $axis, float $lo, float $hi): void {}
public function setAxis(int $index, \GL\Math\Vec3 $axis): void {}
public function setBounce(int $index, float $bounce): void {}
public function enableMotor(int $index, bool $onOff): void {}
public function setServo(int $index, bool $onOff): void {}
public function setTargetVelocity(int $index, float $velocity): void {}
public function setServoTarget(int $index, float $target): void {}
public function setMaxMotorForce(int $index, float $force): void {}
public function enableSpring(int $index, bool $onOff): void {}
public function setStiffness(int $index, float $stiffness, bool $limitIfNeeded = true): void {}
public function setDamping(int $index, float $damping, bool $limitIfNeeded = true): void {}
public function setEquilibriumPoint(): void {}
}
class RigidBody
{
public CollisionShape $collisionShape;
public function __construct(CollisionShape $collisionShape, float $mass = 0.0) {}
public function setPosition(\GL\Math\Vec3 $position): void {}
public function getPosition(): \GL\Math\Vec3 {}
public function getLinearVelocity(): \GL\Math\Vec3 {}
public function getAngularVelocity(): \GL\Math\Vec3 {}
public function getOrientation(): \GL\Math\Quat {}
public function setOrientation(\GL\Math\Quat $orientation): void {}
public function setMass(float $mass): void {}
public function setRestitution(float $restitution): void {}
public function setFriction(float $friction): void {}
public function setRollingFriction(float $rollingFriction): void {}
public function setSpinningFriction(float $spinningFriction): void {}
public function setContactStiffnessAndDamping(float $stiffness, float $damping): void {}
public function getTransform(): \GL\Math\Mat4 {}
public function applyForce(\GL\Math\Vec3 $force, \GL\Math\Vec3 $relPos): void {}
public function applyCentralForce(\GL\Math\Vec3 $force): void {}
public function applyTorque(\GL\Math\Vec3 $torque): void {}
public function applyImpulse(\GL\Math\Vec3 $impulse, \GL\Math\Vec3 $relPos): void {}
public function applyCentralImpulse(\GL\Math\Vec3 $impulse): void {}
public function applyTorqueImpulse(\GL\Math\Vec3 $torque): void {}
public function activate(): void {}
public function disableDeactivation(): void {}
}
function bullet3_test(): void {}