public physx.PxTransform getGlobalPose() { physx.PxTransform RetRef; physx.PxRigidActorPtr pvk_in_this = this; PxTransform_const_PxRigidActorPtr_getGlobalPosePtr(&RetRef, pvk_in_this); return(RetRef); }
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 static void PxScaleRigidActor(physx.PxRigidActorPtr actor, float scale) { physx.PxRigidActorPtr pvk_in_actor = actor; float pvk_in_scale = scale; void_PxScaleRigidActorPtr_PxRigidActorPtr_float_(pvk_in_actor, pvk_in_scale); }
public static physx.PxRigidStaticPtr PxCloneStatic(physx.PxPhysicsPtr physicsSDK, physx.PxTransform *transform, physx.PxRigidActorPtr actor) { physx.PxPhysicsPtr pvk_in_physicsSDK = physicsSDK; physx.PxTransform * pvk_in_transform = transform; physx.PxRigidActorPtr pvk_in_actor = actor; return(PxRigidStaticPtr_PxCloneStaticPtr_PxPhysicsPtr_PxTransform_PxRigidActorPtr_(pvk_in_physicsSDK, pvk_in_transform, pvk_in_actor)); }
public uint getConstraints(physx.PxConstraintPtr *userBuffer, uint bufferSize) { physx.PxRigidActorPtr pvk_in_this = this; physx.PxConstraintPtr *pvk_in_userBuffer = userBuffer; uint pvk_in_bufferSize = bufferSize; return(uint_const_PxRigidActorPtr_getConstraintsPtr_PxConstraintPtr_uint_(pvk_in_this, pvk_in_userBuffer, pvk_in_bufferSize)); }
public void detachShape(physx.PxShapePtr shape, bool wakeOnLostTouch = true) { physx.PxRigidActorPtr pvk_in_this = this; physx.PxShapePtr pvk_in_shape = shape; bool pvk_in_wakeOnLostTouch = wakeOnLostTouch; void_PxRigidActorPtr_detachShapePtr_PxShapePtr_bool_(pvk_in_this, pvk_in_shape, pvk_in_wakeOnLostTouch); }
public static void PxScaleRigidActor(physx.PxRigidActorPtr actor, float scale, bool scaleMassProps = true) { physx.PxRigidActorPtr pvk_in_actor = actor; float pvk_in_scale = scale; bool pvk_in_scaleMassProps = scaleMassProps; void_PxScaleRigidActorPtr_PxRigidActorPtr_float_bool_(pvk_in_actor, pvk_in_scale, pvk_in_scaleMassProps); }
public void setGlobalPose(physx.PxTransform *pose, bool autowake = true) { physx.PxRigidActorPtr pvk_in_this = this; physx.PxTransform * pvk_in_pose = pose; bool pvk_in_autowake = autowake; void_PxRigidActorPtr_setGlobalPosePtr_PxTransform_bool_(pvk_in_this, pvk_in_pose, pvk_in_autowake); }
public uint getShapes(physx.PxShapePtr *userBuffer, uint bufferSize, uint startIndex = 0) { physx.PxRigidActorPtr pvk_in_this = this; physx.PxShapePtr * pvk_in_userBuffer = userBuffer; uint pvk_in_bufferSize = bufferSize; uint pvk_in_startIndex = startIndex; return(uint_const_PxRigidActorPtr_getShapesPtr_PxShapePtr_uint_uint_(pvk_in_this, pvk_in_userBuffer, pvk_in_bufferSize, pvk_in_startIndex)); }
public physx.PxConstraintPtr createConstraint(physx.PxRigidActorPtr actor0, physx.PxRigidActorPtr actor1, physx.PxConstraintConnectorPtr connector, physx.PxConstraintShaderTablePtr shaders, uint dataSize) { physx.PxPhysicsPtr pvk_in_this = this; physx.PxRigidActorPtr pvk_in_actor0 = actor0; physx.PxRigidActorPtr pvk_in_actor1 = actor1; physx.PxConstraintConnectorPtr pvk_in_connector = connector; physx.PxConstraintShaderTablePtr pvk_in_shaders = shaders; uint pvk_in_dataSize = dataSize; return(PxConstraintPtr_PxPhysicsPtr_createConstraintPtr_PxRigidActorPtr_PxRigidActorPtr_PxConstraintConnectorPtr_PxConstraintShaderTablePtr_uint_(pvk_in_this, pvk_in_actor0, pvk_in_actor1, pvk_in_connector, pvk_in_shaders, pvk_in_dataSize)); }
internal static extern bool bool_PxRigidActorPtr_attachShapePtr_PxShapePtr_(physx.PxRigidActorPtr pvk_this, physx.PxShapePtr pvk_shape);
internal static extern void void_PxScaleRigidActorPtr_PxRigidActorPtr_float_bool_(physx.PxRigidActorPtr pvk_actor, float pvk_scale, bool pvk_scaleMassProps);
internal static extern void void_PxScaleRigidActorPtr_PxRigidActorPtr_float_(physx.PxRigidActorPtr pvk_actor, float pvk_scale);
internal static extern physx.PxRigidStaticPtr PxRigidStaticPtr_PxCloneStaticPtr_PxPhysicsPtr_PxTransform_PxRigidActorPtr_(physx.PxPhysicsPtr pvk_physicsSDK, physx.PxTransform *pvk_transform, physx.PxRigidActorPtr pvk_actor);
internal static extern physx.PxQueryHitType PxQueryHitType_PxQueryFilterCallbackPtr_preFilterPtr_PxFilterDataPtr_PxShapePtr_PxRigidActorPtr_PxHitFlags_(physx.PxQueryFilterCallbackPtr pvk_this, physx.PxFilterDataPtr pvk_filterData, physx.PxShapePtr pvk_shape, physx.PxRigidActorPtr pvk_actor, physx.PxHitFlags *pvk_queryFlags);
internal static extern void PxQueryCachePtr_SET_actor(physx.PxQueryCachePtr cls, physx.PxRigidActorPtr value);
internal static extern void void_PxRigidActorPtr_releasePtr(physx.PxRigidActorPtr pvk_this);
internal static extern void void_PxRigidActorPtr_detachShapePtr_PxShapePtr_(physx.PxRigidActorPtr pvk_this, physx.PxShapePtr pvk_shape);
internal static extern uint uint_const_PxRigidActorPtr_getNbConstraintsPtr(physx.PxRigidActorPtr pvk_this);
internal static extern void void_PxRigidActorPtr_detachShapePtr_PxShapePtr_bool_(physx.PxRigidActorPtr pvk_this, physx.PxShapePtr pvk_shape, bool pvk_wakeOnLostTouch);
public void detachShape(physx.PxShapePtr shape) { physx.PxRigidActorPtr pvk_in_this = this; physx.PxShapePtr pvk_in_shape = shape; void_PxRigidActorPtr_detachShapePtr_PxShapePtr_(pvk_in_this, pvk_in_shape); }
public bool attachShape(physx.PxShapePtr shape) { physx.PxRigidActorPtr pvk_in_this = this; physx.PxShapePtr pvk_in_shape = shape; return(bool_PxRigidActorPtr_attachShapePtr_PxShapePtr_(pvk_in_this, pvk_in_shape)); }
internal static extern uint uint_const_PxRigidActorPtr_getShapesPtr_PxShapePtr_uint_uint_(physx.PxRigidActorPtr pvk_this, physx.PxShapePtr *pvk_userBuffer, uint pvk_bufferSize, uint pvk_startIndex);
public uint getNbConstraints() { physx.PxRigidActorPtr pvk_in_this = this; return(uint_const_PxRigidActorPtr_getNbConstraintsPtr(pvk_in_this)); }
internal static extern void void_PxRigidActorPtr_setGlobalPosePtr_PxTransform_(physx.PxRigidActorPtr pvk_this, physx.PxTransform *pvk_pose);
public void setGlobalPose(physx.PxTransform *pose) { physx.PxRigidActorPtr pvk_in_this = this; physx.PxTransform * pvk_in_pose = pose; void_PxRigidActorPtr_setGlobalPosePtr_PxTransform_(pvk_in_this, pvk_in_pose); }
internal static extern uint uint_const_PxRigidActorPtr_getConstraintsPtr_PxConstraintPtr_uint_(physx.PxRigidActorPtr pvk_this, physx.PxConstraintPtr *pvk_userBuffer, uint pvk_bufferSize);
internal static extern void void_PxConstraintPtr_setActorsPtr_PxRigidActorPtr_PxRigidActorPtr_(physx.PxConstraintPtr pvk_this, physx.PxRigidActorPtr pvk_actor0, physx.PxRigidActorPtr pvk_actor1);
internal static extern void PxTransform_const_PxRigidActorPtr_getGlobalPosePtr(physx.PxTransform *pvk_RetRef, physx.PxRigidActorPtr pvk_this);
internal static extern void void_PxScenePtr_resetFilteringPtr_PxRigidActorPtr_PxShapePtr_uint_(physx.PxScenePtr pvk_this, physx.PxRigidActorPtr pvk_actor, physx.PxShapePtr *pvk_shapes, uint pvk_shapeCount);