public void setForceAndTorque(physx.PxVec3.Ref force, physx.PxVec3.Ref torque, physx.PxForceMode mode) { setForceAndTorque((physx.PxVec3 *)(*((IntPtr *)(&force))), (physx.PxVec3 *)(*((IntPtr *)(&torque))), mode); }
public PxDebugPoint(physx.PxVec3.Ref p, uint *c) : this((physx.PxVec3 *)(*((IntPtr *)(&p))), c) { //ctor piping; }
public physx.PxVec3 rotateInv(physx.PxVec3.Ref v) { return(rotateInv((physx.PxVec3 *)(*((IntPtr *)(&v))))); }
public static physx.PxMassPropertiesPtr New(float m, physx.PxMat33.Ref inertiaT, physx.PxVec3.Ref com) { return(New(m, (physx.PxMat33 *)(*((IntPtr *)(&inertiaT))), (physx.PxVec3 *)(*((IntPtr *)(&com))))); }
public static physx.PxMeshScalePtr New(physx.PxVec3.Ref s) { return(New((physx.PxVec3 *)(*((IntPtr *)(&s))))); }
public physx.PxVec3 transformTranspose(physx.PxVec3.Ref other) { return(transformTranspose((physx.PxVec3 *)(*((IntPtr *)(&other))))); }
public static physx.PxQuat PxShortestRotation(physx.PxVec3.Ref from, physx.PxVec3.Ref target) { return(PxShortestRotation((physx.PxVec3 *)(*((IntPtr *)(&from))), (physx.PxVec3 *)(*((IntPtr *)(&target))))); }
public void setLinearVelocity(physx.PxVec3.Ref linVel, bool autowake = true) { ((physx.PxRigidBodyPtr) this).setLinearVelocity((physx.PxVec3 *)(*((IntPtr *)(&linVel))), autowake); }
public void setAngularVelocity(physx.PxVec3.Ref angVel) { ((physx.PxRigidBodyPtr) this).setAngularVelocity((physx.PxVec3 *)(*((IntPtr *)(&angVel)))); }
public void setMassSpaceInertiaTensor(physx.PxVec3.Ref m) { ((physx.PxRigidBodyPtr) this).setMassSpaceInertiaTensor((physx.PxVec3 *)(*((IntPtr *)(&m)))); }
public void setLinearVelocity(physx.PxVec3.Ref linVel) { ((physx.PxRigidBodyPtr) this).setLinearVelocity((physx.PxVec3 *)(*((IntPtr *)(&linVel)))); }
public void setPosition(physx.PxVec3.Ref position) { setPosition((physx.PxVec3 *)(*((IntPtr *)(&position)))); }
public physx.PxVec3 rotate(physx.PxVec3.Ref other) { return(rotate((physx.PxVec3 *)(*((IntPtr *)(&other))))); }
public PxMat44(physx.PxMat33.Ref axes, physx.PxVec3.Ref position) : this((physx.PxMat33 *)(*((IntPtr *)(&axes))), (physx.PxVec3 *)(*((IntPtr *)(&position)))) { //ctor piping; }
public physx.PxMat33 createDiagonal(physx.PxVec3.Ref d) { return(createDiagonal((physx.PxVec3 *)(*((IntPtr *)(&d))))); }
public void setAngularVelocity(physx.PxVec3.Ref angVel, bool autowake = true) { ((physx.PxRigidBodyPtr) this).setAngularVelocity((physx.PxVec3 *)(*((IntPtr *)(&angVel))), autowake); }
public static physx.PxVec3 OpMultiply(physx.PxMat33 lhs, physx.PxVec3.Ref vec) { return(OpMultiply(lhs, (physx.PxVec3 *)(*((IntPtr *)(&vec))))); }
public void addForce(physx.PxVec3.Ref force, physx.PxForceMode mode) { ((physx.PxRigidBodyPtr) this).addForce((physx.PxVec3 *)(*((IntPtr *)(&force))), mode); }
public PxMat33(physx.PxVec3.Ref col0, physx.PxVec3.Ref col1, physx.PxVec3.Ref col2) : this((physx.PxVec3 *)(*((IntPtr *)(&col0))), (physx.PxVec3 *)(*((IntPtr *)(&col1))), (physx.PxVec3 *)(*((IntPtr *)(&col2)))) { //ctor piping; }
public void addTorque(physx.PxVec3.Ref torque) { ((physx.PxRigidBodyPtr) this).addTorque((physx.PxVec3 *)(*((IntPtr *)(&torque)))); }
public void setTargetVelocity(physx.PxVec3.Ref velocity) { setTargetVelocity((physx.PxVec3 *)(*((IntPtr *)(&velocity)))); }
public void addTorque(physx.PxVec3.Ref torque, physx.PxForceMode mode, bool autowake = true) { ((physx.PxRigidBodyPtr) this).addTorque((physx.PxVec3 *)(*((IntPtr *)(&torque))), mode, autowake); }
public PxVec4(physx.PxVec3.Ref v, float nw) : this((physx.PxVec3 *)(*((IntPtr *)(&v))), nw) { //ctor piping; }
public void setForceAndTorque(physx.PxVec3.Ref force, physx.PxVec3.Ref torque, physx.PxForceMode mode) { ((physx.PxRigidBodyPtr) this).setForceAndTorque((physx.PxVec3 *)(*((IntPtr *)(&force))), (physx.PxVec3 *)(*((IntPtr *)(&torque))), mode); }
public static physx.PxMeshScalePtr New(physx.PxVec3.Ref s, physx.PxQuat.Ref r) { return(New((physx.PxVec3 *)(*((IntPtr *)(&s))), (physx.PxQuat *)(*((IntPtr *)(&r))))); }
public static physx.PxTransform PxTransformFromSegment(physx.PxVec3.Ref p0, physx.PxVec3.Ref p1) { return(PxTransformFromSegment((physx.PxVec3 *)(*((IntPtr *)(&p0))), (physx.PxVec3 *)(*((IntPtr *)(&p1))))); }
public void toRadiansAndUnitAxis(float *angle, physx.PxVec3.Ref axis) { toRadiansAndUnitAxis(angle, (physx.PxVec3 *)(*((IntPtr *)(&axis)))); }
public static physx.PxTransform PxTransformFromSegment(physx.PxVec3.Ref p0, physx.PxVec3.Ref p1, float *halfHeight = default(float *)) { return(PxTransformFromSegment((physx.PxVec3 *)(*((IntPtr *)(&p0))), (physx.PxVec3 *)(*((IntPtr *)(&p1))), halfHeight)); }
public PxQuat(float angleRadians, physx.PxVec3.Ref unitAxis) : this(angleRadians, (physx.PxVec3 *)(*((IntPtr *)(&unitAxis)))) { //ctor piping; }
public void addTorque(physx.PxVec3.Ref torque, physx.PxForceMode mode) { addTorque((physx.PxVec3 *)(*((IntPtr *)(&torque))), mode); }