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)); }
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)); }
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); }
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); }
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); }
public PxBoxGeometry(physx.PxVec3 halfExtents_) { physx.PxVec3 pvk_in_halfExtents_ = halfExtents_; PxBoxGeometry toInit; var pvk_in_this = &toInit; void_PxBoxGeometry_PxBoxGeometryPtr_Ctor_PxVec3_(pvk_in_this, pvk_in_halfExtents_); this = toInit; }
public physx.PxVec3 rotateInv(physx.PxVec3 v) { return(rotateInv((physx.PxVec3 *) & v)); }
public PxDebugPoint(physx.PxVec3 p, uint *c) : this((physx.PxVec3 *) & p, c) { //ctor piping; }
public static physx.PxMeshScalePtr New(physx.PxVec3 s, physx.PxQuat r) { return(New((physx.PxVec3 *) & s, (physx.PxQuat *) & r)); }
internal static extern void void_PxBoxGeometry_PxBoxGeometryPtr_Ctor_PxVec3_(physx.PxBoxGeometry *pvk_this, physx.PxVec3 pvk_halfExtents_);
internal static extern void Px1DConstraintPtr_SET_linear1(physx.Px1DConstraintPtr cls, physx.PxVec3 value);
public static physx.PxMassPropertiesPtr New(float m, physx.PxMat33 inertiaT, physx.PxVec3 com) { return(New(m, (physx.PxMat33 *) & inertiaT, (physx.PxVec3 *) & com)); }
public static physx.PxTransform PxTransformFromSegment(physx.PxVec3 p0, physx.PxVec3 p1) { return(PxTransformFromSegment((physx.PxVec3 *) & p0, (physx.PxVec3 *) & p1)); }
public static physx.PxTransform PxTransformFromSegment(physx.PxVec3 p0, physx.PxVec3 p1, float *halfHeight = default(float *)) { return(PxTransformFromSegment((physx.PxVec3 *) & p0, (physx.PxVec3 *) & p1, halfHeight)); }
public void setForceAndTorque(physx.PxVec3 force, physx.PxVec3 torque, physx.PxForceMode mode) { ((physx.PxRigidBodyPtr) this).setForceAndTorque((physx.PxVec3 *) & force, (physx.PxVec3 *) & torque, mode); }
public static physx.PxQuat PxShortestRotation(physx.PxVec3 from, physx.PxVec3 target) { return(PxShortestRotation((physx.PxVec3 *) & from, (physx.PxVec3 *) & target)); }
public void setTargetVelocity(physx.PxVec3 velocity) { setTargetVelocity((physx.PxVec3 *) & velocity); }
internal static extern void PxArticulationRootLinkDataPtr_SET_angAcel(physx.PxArticulationRootLinkDataPtr cls, physx.PxVec3 value);
public PxVec4(physx.PxVec3 v, float nw) : this((physx.PxVec3 *) & v, nw) { //ctor piping; }
internal static extern void PxDebugTextPtr_SET_position(physx.PxDebugTextPtr cls, physx.PxVec3 value);
internal static extern void Px1DConstraintPtr_SET_angular0(physx.Px1DConstraintPtr cls, physx.PxVec3 value);
public physx.PxMat33 createDiagonal(physx.PxVec3 d) { return(createDiagonal((physx.PxVec3 *) & d)); }
public static physx.PxMeshScalePtr New(physx.PxVec3 s) { return(New((physx.PxVec3 *) & s)); }
public static physx.PxVec3 OpMultiply(physx.PxMat33 lhs, physx.PxVec3 vec) { return(OpMultiply(lhs, (physx.PxVec3 *) & vec)); }
internal static extern void PxMassPropertiesPtr_SET_centerOfMass(physx.PxMassPropertiesPtr cls, physx.PxVec3 value);
public physx.PxVec3 transform(physx.PxVec3 other) { return(transform((physx.PxVec3 *) & other)); }
public void toRadiansAndUnitAxis(float *angle, physx.PxVec3 axis) { toRadiansAndUnitAxis(angle, (physx.PxVec3 *) & axis); }
public physx.PxVec3 transformTranspose(physx.PxVec3 other) { return(transformTranspose((physx.PxVec3 *) & other)); }
public PxQuat(float angleRadians, physx.PxVec3 unitAxis) : this(angleRadians, (physx.PxVec3 *) & unitAxis) { //ctor piping; }
public PxMat33(physx.PxVec3 col0, physx.PxVec3 col1, physx.PxVec3 col2) : this((physx.PxVec3 *) & col0, (physx.PxVec3 *) & col1, (physx.PxVec3 *) & col2) { //ctor piping; }