public PhysXPrim(NxActor prim) { _velocity = new PhysicsVector(); _position = new PhysicsVector(); _acceleration = new PhysicsVector(); _prim = prim; }
/// <summary>Sets the two bodies which are connected by the element. </summary> /// <param name="body1">First Body. </param> /// <param name="global1">Attachment point for spring in the global frame. Range: position vector </param> /// <param name="body2">Second Body </param> /// <param name="global2">Attachment point for spring in the global frame. Range: position vector</param> public virtual void setBodies(NxActor body1, ref NxVec3 global1, NxActor body2, ref NxVec3 global2) { if (doSetFunctionPointers) { throw new System.NotSupportedException("Cannot call abstract base member"); } NxSpringAndDamperEffector_setBodies_INVOKE(ClassPointer, doSetFunctionPointers, (body1 != null ? body1.ClassPointer : NullRef), ref global1, (body2 != null ? body2.ClassPointer : NullRef), ref global2); }
/// <summary>Sets the actor pointer that this force field is attached to. </summary> public virtual void setActor(NxActor actor) { if (doSetFunctionPointers) { throw new System.NotSupportedException("Cannot call abstract base member"); } NxForceField_setActor_INVOKE(ClassPointer, doSetFunctionPointers, (actor != null ? actor.ClassPointer : NullRef)); }
/// <summary>Retrieves the actor pointer that this force field is attached to. </summary> public virtual NxActor getActor() { if (doSetFunctionPointers) { throw new System.NotSupportedException("Cannot call abstract base member"); } return(NxActor.GetClass(NxForceField_getActor_INVOKE(ClassPointer, doSetFunctionPointers))); }
public PhysXPrim(NxActor prim) { _velocity = Vector3.Zero; _acceleration = Vector3.Zero; _prim = prim; }
private void setBodies_virtual(IntPtr body1, [In()] ref NxVec3 global1, IntPtr body2, [In()] ref NxVec3 global2) { setBodies(NxActor.GetClass(body1), ref global1, NxActor.GetClass(body2), ref global2); }
private void setActor_virtual(IntPtr actor) { setActor(NxActor.GetClass(actor)); }