Beispiel #1
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 public void addTorque(physx.PxVec3 *torque, physx.PxForceMode mode)
 {
     physx.PxRigidBodyPtr pvk_in_this   = this;
     physx.PxVec3 *       pvk_in_torque = torque;
     physx.PxForceMode    pvk_in_mode   = mode;
     void_PxRigidBodyPtr_addTorquePtr_PxVec3_PxForceMode_(pvk_in_this, pvk_in_torque, pvk_in_mode);
 }
Beispiel #2
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        public static physx.PxVec3 *OpSlashEqual(physx.PxVec3 lhs, float f)
        {
            physx.PxVec3 *pvk_in_lhs = &lhs;
            float         pvk_in_f   = f;

            return(PxVec3_PxVec3_operator_Ptr_SlashEqual_float_(pvk_in_lhs, pvk_in_f));
        }
Beispiel #3
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 public static physx.PxVec3 OpMinus(physx.PxVec3 lhs)
 {
     physx.PxVec3  RetRef;
     physx.PxVec3 *pvk_in_lhs = &lhs;
     PxVec3_const_PxVec3_operator_Ptr_Minus(&RetRef, pvk_in_lhs);
     return(RetRef);
 }
Beispiel #4
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        public static float *OpSubscriptConst(physx.PxVec3 lhs, uint index)
        {
            physx.PxVec3 *pvk_in_lhs   = &lhs;
            uint          pvk_in_index = index;

            return(float_const_PxVec3_operator_Ptr_Subscript_uint_(pvk_in_lhs, pvk_in_index));
        }
Beispiel #5
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 public void setForceAndTorque(physx.PxVec3 *force, physx.PxVec3 *torque)
 {
     physx.PxRigidBodyPtr pvk_in_this   = this;
     physx.PxVec3 *       pvk_in_force  = force;
     physx.PxVec3 *       pvk_in_torque = torque;
     void_PxRigidBodyPtr_setForceAndTorquePtr_PxVec3_PxVec3_(pvk_in_this, pvk_in_force, pvk_in_torque);
 }
Beispiel #6
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 public void getForce(physx.PxVec3 *linear, physx.PxVec3 *angular)
 {
     physx.PxConstraintPtr pvk_in_this    = this;
     physx.PxVec3 *        pvk_in_linear  = linear;
     physx.PxVec3 *        pvk_in_angular = angular;
     void_const_PxConstraintPtr_getForcePtr_PxVec3_PxVec3_(pvk_in_this, pvk_in_linear, pvk_in_angular);
 }
Beispiel #7
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 public void addForce(physx.PxVec3 *force, physx.PxForceMode mode)
 {
     physx.PxRigidBodyPtr pvk_in_this  = this;
     physx.PxVec3 *       pvk_in_force = force;
     physx.PxForceMode    pvk_in_mode  = mode;
     void_PxRigidBodyPtr_addForcePtr_PxVec3_PxForceMode_(pvk_in_this, pvk_in_force, pvk_in_mode);
 }
Beispiel #8
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 public float dot(physx.PxVec3 *v)
 {
     physx.PxVec3 *pvk_in_v = v;
     fixed(PxVec3 *pvk_in_this = &this)
     {
         return(float_const_PxVec3_dotPtr_PxVec3_(pvk_in_this, pvk_in_v));
     }
 }
Beispiel #9
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 public static physx.PxVec3 OpPlus(physx.PxVec3 lhs, physx.PxVec3 *v)
 {
     physx.PxVec3  RetRef;
     physx.PxVec3 *pvk_in_lhs = &lhs;
     physx.PxVec3 *pvk_in_v   = v;
     PxVec3_const_PxVec3_operator_Ptr_Plus_PxVec3_(&RetRef, pvk_in_lhs, pvk_in_v);
     return(RetRef);
 }
Beispiel #10
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 public bool contains(physx.PxVec3 *p)
 {
     physx.PxVec3 *pvk_in_p = p;
     fixed(PxPlane *pvk_in_this = &this)
     {
         return(bool_const_PxPlane_containsPtr_PxVec3_(pvk_in_this, pvk_in_p));
     }
 }
Beispiel #11
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 public float distance(physx.PxVec3 *p)
 {
     physx.PxVec3 *pvk_in_p = p;
     fixed(PxPlane *pvk_in_this = &this)
     {
         return(float_const_PxPlane_distancePtr_PxVec3_(pvk_in_this, pvk_in_p));
     }
 }
Beispiel #12
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        public void setAngularVelocity(physx.PxVec3 *angVel, bool autowake = true)
        {
            physx.PxRigidBodyPtr pvk_in_this   = this;
            physx.PxVec3 *       pvk_in_angVel = angVel;
            bool pvk_in_autowake = autowake;

            void_PxRigidBodyPtr_setAngularVelocityPtr_PxVec3_bool_(pvk_in_this, pvk_in_angVel, pvk_in_autowake);
        }
Beispiel #13
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 public void include(physx.PxVec3 *v)
 {
     physx.PxVec3 *pvk_in_v = v;
     fixed(PxBounds3 *pvk_in_this = &this)
     {
         void_PxBounds3_includePtr_PxVec3_(pvk_in_this, pvk_in_v);
     }
 }
Beispiel #14
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        public static physx.PxMassPropertiesPtr New(float m, physx.PxMat33 *inertiaT, physx.PxVec3 *com)
        {
            float pvk_in_m = m;

            physx.PxMat33 *pvk_in_inertiaT = inertiaT;
            physx.PxVec3 * pvk_in_com      = com;
            return(Ctor_PxMassPropertiesPtr_float_PxMat33_PxVec3_(pvk_in_m, pvk_in_inertiaT, pvk_in_com));
        }
Beispiel #15
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 public static physx.PxVec3 OpMultiply(physx.PxMat33 lhs, physx.PxVec3 *vec)
 {
     physx.PxVec3   RetRef;
     physx.PxMat33 *pvk_in_lhs = &lhs;
     physx.PxVec3 * pvk_in_vec = vec;
     PxVec3_const_PxMat33_operator_Ptr_Star_PxVec3_(&RetRef, pvk_in_lhs, pvk_in_vec);
     return(RetRef);
 }
Beispiel #16
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 public static physx.PxQuat PxShortestRotation(physx.PxVec3 *from, physx.PxVec3 *target)
 {
     physx.PxQuat  RetRef;
     physx.PxVec3 *pvk_in_from   = from;
     physx.PxVec3 *pvk_in_target = target;
     PxQuat_PxShortestRotationPtr_PxVec3_PxVec3_(&RetRef, pvk_in_from, pvk_in_target);
     return(RetRef);
 }
 public static physx.PxTransform PxTransformFromSegment(physx.PxVec3 *p0, physx.PxVec3 *p1)
 {
     physx.PxTransform RetRef;
     physx.PxVec3 *    pvk_in_p0 = p0;
     physx.PxVec3 *    pvk_in_p1 = p1;
     PxTransform_PxTransformFromSegmentPtr_PxVec3_PxVec3_(&RetRef, pvk_in_p0, pvk_in_p1);
     return(RetRef);
 }
Beispiel #18
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 public bool contains(physx.PxVec3 *v)
 {
     physx.PxVec3 *pvk_in_v = v;
     fixed(PxBounds3 *pvk_in_this = &this)
     {
         return(bool_const_PxBounds3_containsPtr_PxVec3_(pvk_in_this, pvk_in_v));
     }
 }
Beispiel #19
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 public void setPosition(physx.PxVec3 *position)
 {
     physx.PxVec3 *pvk_in_position = position;
     fixed(PxMat44 *pvk_in_this = &this)
     {
         void_PxMat44_setPositionPtr_PxVec3_(pvk_in_this, pvk_in_position);
     }
 }
Beispiel #20
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        public PxTransform(physx.PxVec3 *position)
        {
            physx.PxVec3 *pvk_in_position = position;
            PxTransform   toInit;
            var           pvk_in_this = &toInit;

            void_PxTransform_PxTransformPtr_Ctor_PxVec3_(pvk_in_this, pvk_in_position);
            this = toInit;
        }
Beispiel #21
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    public static physx.PxVec3 OpMultiply(float f, physx.PxVec3 *v)
    {
        physx.PxVec3 RetRef;
        float        pvk_in_f = f;

        physx.PxVec3 *pvk_in_v = v;
        PxVec3_operator_Ptr_Star_float_PxVec3_(&RetRef, pvk_in_f, pvk_in_v);
        return(RetRef);
    }
Beispiel #22
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        public static physx.PxVec3 OpSlash(physx.PxVec3 lhs, float f)
        {
            physx.PxVec3  RetRef;
            physx.PxVec3 *pvk_in_lhs = &lhs;
            float         pvk_in_f   = f;

            PxVec3_const_PxVec3_operator_Ptr_Slash_float_(&RetRef, pvk_in_lhs, pvk_in_f);
            return(RetRef);
        }
Beispiel #23
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        public PxVec3(physx.PxVec3 *v)
        {
            physx.PxVec3 *pvk_in_v = v;
            PxVec3        toInit;
            var           pvk_in_this = &toInit;

            void_PxVec3_PxVec3Ptr_Ctor_PxVec3_(pvk_in_this, pvk_in_v);
            this = toInit;
        }
Beispiel #24
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        public void addTorque(physx.PxVec3 *torque, physx.PxForceMode mode, bool autowake = true)
        {
            physx.PxRigidBodyPtr pvk_in_this   = this;
            physx.PxVec3 *       pvk_in_torque = torque;
            physx.PxForceMode    pvk_in_mode   = mode;
            bool pvk_in_autowake = autowake;

            void_PxRigidBodyPtr_addTorquePtr_PxVec3_PxForceMode_bool_(pvk_in_this, pvk_in_torque, pvk_in_mode, pvk_in_autowake);
        }
Beispiel #25
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        public PxVec4(physx.PxVec3 *v, float nw)
        {
            physx.PxVec3 *pvk_in_v  = v;
            float         pvk_in_nw = nw;
            PxVec4        toInit;
            var           pvk_in_this = &toInit;

            void_PxVec4_PxVec4Ptr_Ctor_PxVec3_float_(pvk_in_this, pvk_in_v, pvk_in_nw);
            this = toInit;
        }
    public static physx.PxTransform PxTransformFromSegment(physx.PxVec3 *p0, physx.PxVec3 *p1, float *halfHeight = default(float *))
    {
        physx.PxTransform RetRef;
        physx.PxVec3 *    pvk_in_p0         = p0;
        physx.PxVec3 *    pvk_in_p1         = p1;
        float *           pvk_in_halfHeight = halfHeight;

        PxTransform_PxTransformFromSegmentPtr_PxVec3_PxVec3_float_(&RetRef, pvk_in_p0, pvk_in_p1, pvk_in_halfHeight);
        return(RetRef);
    }
Beispiel #27
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        public PxMat44(physx.PxMat33 *axes, physx.PxVec3 *position)
        {
            physx.PxMat33 *pvk_in_axes     = axes;
            physx.PxVec3 * pvk_in_position = position;
            PxMat44        toInit;
            var            pvk_in_this = &toInit;

            void_PxMat44_PxMat44Ptr_Ctor_PxMat33_PxVec3_(pvk_in_this, pvk_in_axes, pvk_in_position);
            this = toInit;
        }
Beispiel #28
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        public PxDebugPoint(physx.PxVec3 *p, uint *c)
        {
            physx.PxVec3 *pvk_in_p = p;
            uint *        pvk_in_c = c;
            PxDebugPoint  toInit;
            var           pvk_in_this = &toInit;

            void_PxDebugPoint_PxDebugPointPtr_Ctor_PxVec3_uint_(pvk_in_this, pvk_in_p, pvk_in_c);
            this = toInit;
        }
Beispiel #29
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        public void toRadiansAndUnitAxis(float *angle, physx.PxVec3 *axis)
        {
            float *pvk_in_angle = angle;

            physx.PxVec3 *pvk_in_axis = axis;
            fixed(PxQuat *pvk_in_this = &this)
            {
                void_const_PxQuat_toRadiansAndUnitAxisPtr_float_PxVec3_(pvk_in_this, pvk_in_angle, pvk_in_axis);
            }
        }
Beispiel #30
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        public PxTransform(physx.PxVec3 *p0, physx.PxQuat *q0)
        {
            physx.PxVec3 *pvk_in_p0 = p0;
            physx.PxQuat *pvk_in_q0 = q0;
            PxTransform   toInit;
            var           pvk_in_this = &toInit;

            void_PxTransform_PxTransformPtr_Ctor_PxVec3_PxQuat_(pvk_in_this, pvk_in_p0, pvk_in_q0);
            this = toInit;
        }