public void setConstraintFunctions(physx.PxConstraintConnectorPtr connector, physx.PxConstraintShaderTablePtr shaders) { physx.PxConstraintPtr pvk_in_this = this; physx.PxConstraintConnectorPtr pvk_in_connector = connector; physx.PxConstraintShaderTablePtr pvk_in_shaders = shaders; void_PxConstraintPtr_setConstraintFunctionsPtr_PxConstraintConnectorPtr_PxConstraintShaderTablePtr_(pvk_in_this, pvk_in_connector, pvk_in_shaders); }
public void setActors(physx.PxRigidActorPtr actor0, physx.PxRigidActorPtr actor1) { physx.PxConstraintPtr pvk_in_this = this; physx.PxRigidActorPtr pvk_in_actor0 = actor0; physx.PxRigidActorPtr pvk_in_actor1 = actor1; void_PxConstraintPtr_setActorsPtr_PxRigidActorPtr_PxRigidActorPtr_(pvk_in_this, pvk_in_actor0, pvk_in_actor1); }
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); }
public IntPtr getExternalReference(uint *typeID) { physx.PxConstraintPtr pvk_in_this = this; uint *pvk_in_typeID = typeID; return(IntPtr_PxConstraintPtr_getExternalReferencePtr_uint_(pvk_in_this, pvk_in_typeID)); }
public void setMinResponseThreshold(float threshold) { physx.PxConstraintPtr pvk_in_this = this; float pvk_in_threshold = threshold; void_PxConstraintPtr_setMinResponseThresholdPtr_float_(pvk_in_this, pvk_in_threshold); }
public void setFlag(physx.PxConstraintFlag flag, bool value) { physx.PxConstraintPtr pvk_in_this = this; physx.PxConstraintFlag pvk_in_flag = flag; bool pvk_in_value = value; void_PxConstraintPtr_setFlagPtr_PxConstraintFlag_bool_(pvk_in_this, pvk_in_flag, pvk_in_value); }
public void getBreakForce(float *linear, float *angular) { physx.PxConstraintPtr pvk_in_this = this; float *pvk_in_linear = linear; float *pvk_in_angular = angular; void_const_PxConstraintPtr_getBreakForcePtr_float_float_(pvk_in_this, pvk_in_linear, pvk_in_angular); }
public void setBreakForce(float linear, float angular) { physx.PxConstraintPtr pvk_in_this = this; float pvk_in_linear = linear; float pvk_in_angular = angular; void_PxConstraintPtr_setBreakForcePtr_float_float_(pvk_in_this, pvk_in_linear, pvk_in_angular); }
internal static extern void void_PxConstraintPtr_setActorsPtr_PxRigidActorPtr_PxRigidActorPtr_(physx.PxConstraintPtr pvk_this, physx.PxRigidActorPtr pvk_actor0, physx.PxRigidActorPtr pvk_actor1);
internal static extern physx.PxScenePtr PxScenePtr_const_PxConstraintPtr_getScenePtr(physx.PxConstraintPtr pvk_this);
public void setFlags(physx.PxConstraintFlagsPtr flags) { physx.PxConstraintPtr pvk_in_this = this; physx.PxConstraintFlagsPtr pvk_in_flags = flags; void_PxConstraintPtr_setFlagsPtr_PxConstraintFlagsPtr_(pvk_in_this, pvk_in_flags); }
internal static extern void void_PxConstraintPtr_setConstraintFunctionsPtr_PxConstraintConnectorPtr_PxConstraintShaderTablePtr_(physx.PxConstraintPtr pvk_this, physx.PxConstraintConnectorPtr pvk_connector, physx.PxConstraintShaderTablePtr pvk_shaders);
internal static extern float float_const_PxConstraintPtr_getMinResponseThresholdPtr(physx.PxConstraintPtr pvk_this);
internal static extern physx.PxConstraintFlagsPtr PxConstraintFlagsPtr_const_PxConstraintPtr_getFlagsPtr(physx.PxConstraintPtr pvk_this);
public float getMinResponseThreshold() { physx.PxConstraintPtr pvk_in_this = this; return(float_const_PxConstraintPtr_getMinResponseThresholdPtr(pvk_in_this)); }
public bool isValid() { physx.PxConstraintPtr pvk_in_this = this; return(bool_const_PxConstraintPtr_isValidPtr(pvk_in_this)); }
internal static extern void void_PxConstraintPtr_markDirtyPtr(physx.PxConstraintPtr pvk_this);
internal static extern void void_const_PxConstraintPtr_getForcePtr_PxVec3_PxVec3_(physx.PxConstraintPtr pvk_this, physx.PxVec3 *pvk_linear, physx.PxVec3 *pvk_angular);
internal static extern void void_PxConstraintPtr_setFlagsPtr_PxConstraintFlagsPtr_(physx.PxConstraintPtr pvk_this, physx.PxConstraintFlagsPtr pvk_flags);
internal static extern void void_const_PxConstraintPtr_getBreakForcePtr_float_float_(physx.PxConstraintPtr pvk_this, float *pvk_linear, float *pvk_angular);
internal static extern void void_PxConstraintPtr_setFlagPtr_PxConstraintFlag_bool_(physx.PxConstraintPtr pvk_this, physx.PxConstraintFlag pvk_flag, bool pvk_value);
public physx.PxConstraintFlagsPtr getFlags_New() { physx.PxConstraintPtr pvk_in_this = this; return(PxConstraintFlagsPtr_const_PxConstraintPtr_getFlagsPtr(pvk_in_this)); }
internal static extern bool bool_const_PxConstraintPtr_isValidPtr(physx.PxConstraintPtr pvk_this);
public string getConcreteTypeName() { physx.PxConstraintPtr pvk_in_this = this; return(string_const_PxConstraintPtr_getConcreteTypeNamePtr(pvk_in_this)); }
internal static extern void void_PxConstraintPtr_setMinResponseThresholdPtr_float_(physx.PxConstraintPtr pvk_this, float pvk_threshold);
public void release() { physx.PxConstraintPtr pvk_in_this = this; void_PxConstraintPtr_releasePtr(pvk_in_this); }
internal static extern IntPtr IntPtr_PxConstraintPtr_getExternalReferencePtr_uint_(physx.PxConstraintPtr pvk_this, uint *pvk_typeID);
public physx.PxScenePtr getScene() { physx.PxConstraintPtr pvk_in_this = this; return(PxScenePtr_const_PxConstraintPtr_getScenePtr(pvk_in_this)); }
internal static extern string string_const_PxConstraintPtr_getConcreteTypeNamePtr(physx.PxConstraintPtr pvk_this);
internal static extern void void_PxConstraintPtr_releasePtr(physx.PxConstraintPtr pvk_this);