public void ProcessAllTrianglesRay(TriangleCallback cb, ref Vector3 rayFrom, ref Vector3 rayTo)
 {
     btGImpactShapeInterface_processAllTrianglesRay(_native, cb._native, ref rayFrom, ref rayTo);
 }
 public void PerformConvexcast(TriangleCallback callback, Vector3 boxSource, Vector3 boxTarget, Vector3 boxMin, Vector3 boxMax)
 {
     btBvhTriangleMeshShape_performConvexcast(_native, callback._native, ref boxSource, ref boxTarget, ref boxMin, ref boxMax);
 }
 public void PerformRaycast(TriangleCallback callback, Vector3 raySource, Vector3 rayTarget)
 {
     btBvhTriangleMeshShape_performRaycast(_native, callback._native, ref raySource, ref rayTarget);
 }
Beispiel #4
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 public void ProcessAllTrianglesRay(TriangleCallback cb, ref Vector3 rayFrom, ref Vector3 rayTo)
 {
     btGImpactShapeInterface_processAllTrianglesRay(_native, cb._native, ref rayFrom, ref rayTo);
 }
 public void ProcessAllTriangles(TriangleCallback callback, Vector3 aabbMin, Vector3 aabbMax)
 {
     btConcaveShape_processAllTriangles(_native, callback._native, ref aabbMin, ref aabbMax);
 }
Beispiel #6
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 public void ProcessAllTrianglesRay(TriangleCallback callback, Vector3 rayFrom,
                                    Vector3 rayTo)
 {
     btGImpactShapeInterface_processAllTrianglesRay(Native, callback.Native,
                                                    ref rayFrom, ref rayTo);
 }
 public void PerformRaycast(TriangleCallback callback, Vector3 raySource, Vector3 rayTarget)
 {
     btBvhTriangleMeshShape_performRaycast(_native, callback._native, ref raySource, ref rayTarget);
 }
 public void PerformConvexcast(TriangleCallback callback, Vector3 boxSource, Vector3 boxTarget, Vector3 boxMin, Vector3 boxMax)
 {
     btBvhTriangleMeshShape_performConvexcast(_native, callback._native, ref boxSource, ref boxTarget, ref boxMin, ref boxMax);
 }
 public void PerformRaycast(TriangleCallback callback, ref Vector3 raySource, ref Vector3 rayTarget)
 {
     btHeightfieldTerrainShape_performRaycast(Native, callback.Native, ref raySource, ref rayTarget);
 }
 public void ProcessAllTriangles(TriangleCallback callback, Vector3 aabbMin, Vector3 aabbMax)
 {
     btConcaveShape_processAllTriangles(_native, callback._native, ref aabbMin, ref aabbMax);
 }