예제 #1
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 public physx.PxTransform getGlobalPose()
 {
     physx.PxTransform     RetRef;
     physx.PxRigidActorPtr pvk_in_this = this;
     PxTransform_const_PxRigidActorPtr_getGlobalPosePtr(&RetRef, pvk_in_this);
     return(RetRef);
 }
예제 #2
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 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);
 }
예제 #3
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    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);
    }
예제 #4
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 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));
 }
예제 #5
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        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));
        }
예제 #6
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        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);
        }
예제 #7
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    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);
    }
예제 #8
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        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);
        }
예제 #9
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        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));
        }
예제 #10
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        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));
        }
예제 #11
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 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);
예제 #15
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 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);
예제 #16
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 internal static extern void PxQueryCachePtr_SET_actor(physx.PxQueryCachePtr cls, physx.PxRigidActorPtr value);
예제 #17
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 internal static extern void void_PxRigidActorPtr_releasePtr(physx.PxRigidActorPtr pvk_this);
예제 #18
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 internal static extern void void_PxRigidActorPtr_detachShapePtr_PxShapePtr_(physx.PxRigidActorPtr pvk_this, physx.PxShapePtr pvk_shape);
예제 #19
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 internal static extern uint uint_const_PxRigidActorPtr_getNbConstraintsPtr(physx.PxRigidActorPtr pvk_this);
예제 #20
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 internal static extern void void_PxRigidActorPtr_detachShapePtr_PxShapePtr_bool_(physx.PxRigidActorPtr pvk_this, physx.PxShapePtr pvk_shape, bool pvk_wakeOnLostTouch);
예제 #21
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 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);
 }
예제 #22
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 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));
 }
예제 #23
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 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);
예제 #24
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 public uint getNbConstraints()
 {
     physx.PxRigidActorPtr pvk_in_this = this;
     return(uint_const_PxRigidActorPtr_getNbConstraintsPtr(pvk_in_this));
 }
예제 #25
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 internal static extern void void_PxRigidActorPtr_setGlobalPosePtr_PxTransform_(physx.PxRigidActorPtr pvk_this, physx.PxTransform *pvk_pose);
예제 #26
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 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);
 }
예제 #27
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 internal static extern uint uint_const_PxRigidActorPtr_getConstraintsPtr_PxConstraintPtr_uint_(physx.PxRigidActorPtr pvk_this, physx.PxConstraintPtr *pvk_userBuffer, uint pvk_bufferSize);
예제 #28
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 internal static extern void void_PxConstraintPtr_setActorsPtr_PxRigidActorPtr_PxRigidActorPtr_(physx.PxConstraintPtr pvk_this, physx.PxRigidActorPtr pvk_actor0, physx.PxRigidActorPtr pvk_actor1);
예제 #29
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 internal static extern void PxTransform_const_PxRigidActorPtr_getGlobalPosePtr(physx.PxTransform *pvk_RetRef, physx.PxRigidActorPtr pvk_this);
예제 #30
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 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);