public static float3 Invoke(RigidTransform t1, NativeHull hull1, float3 point)
 {
     return(BurstFunction <ClosestPoint, RigidTransform, NativeHull, float3, float3> .Run(Instance, t1, hull1, point));
 }
 public static bool Invoke(RigidTransform t1, NativeHull hull1, RigidTransform t2, NativeHull hull2)
 {
     return(BurstFunction <IsColliding, RigidTransform, NativeHull, RigidTransform, NativeHull, bool> .Run(Instance, t1, hull1, t2, hull2));
 }
 public static bool Invoke(RigidTransform t1, NativeHull hull1, float3 point)
 {
     return(BurstFunction <ContainsPoint, RigidTransform, NativeHull, float3, bool> .Run(Instance, t1, hull1, point));
 }
 public static bool Invoke(NativeArray <BatchCollisionInput> hulls, NativeList <BatchCollisionResult> results)
 {
     return(BurstFunction <CollisionBatch, NativeArray <BatchCollisionInput>, NativeList <BatchCollisionResult>, bool> .Run(Instance, hulls, results));
 }