예제 #1
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 public void setForceAndTorque(physx.PxVec3.Ref force, physx.PxVec3.Ref torque, physx.PxForceMode mode)
 {
     setForceAndTorque((physx.PxVec3 *)(*((IntPtr *)(&force))), (physx.PxVec3 *)(*((IntPtr *)(&torque))), mode);
 }
예제 #2
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 public PxDebugPoint(physx.PxVec3.Ref p, uint *c) : this((physx.PxVec3 *)(*((IntPtr *)(&p))), c)
 {
     //ctor piping;
 }
예제 #3
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 public physx.PxVec3 rotateInv(physx.PxVec3.Ref v)
 {
     return(rotateInv((physx.PxVec3 *)(*((IntPtr *)(&v)))));
 }
예제 #4
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 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)))));
 }
예제 #5
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 public static physx.PxMeshScalePtr New(physx.PxVec3.Ref s)
 {
     return(New((physx.PxVec3 *)(*((IntPtr *)(&s)))));
 }
예제 #6
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 public physx.PxVec3 transformTranspose(physx.PxVec3.Ref other)
 {
     return(transformTranspose((physx.PxVec3 *)(*((IntPtr *)(&other)))));
 }
예제 #7
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 public static physx.PxQuat PxShortestRotation(physx.PxVec3.Ref from, physx.PxVec3.Ref target)
 {
     return(PxShortestRotation((physx.PxVec3 *)(*((IntPtr *)(&from))), (physx.PxVec3 *)(*((IntPtr *)(&target)))));
 }
예제 #8
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 public void setLinearVelocity(physx.PxVec3.Ref linVel, bool autowake = true)
 {
     ((physx.PxRigidBodyPtr) this).setLinearVelocity((physx.PxVec3 *)(*((IntPtr *)(&linVel))), autowake);
 }
예제 #9
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 public void setAngularVelocity(physx.PxVec3.Ref angVel)
 {
     ((physx.PxRigidBodyPtr) this).setAngularVelocity((physx.PxVec3 *)(*((IntPtr *)(&angVel))));
 }
예제 #10
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 public void setMassSpaceInertiaTensor(physx.PxVec3.Ref m)
 {
     ((physx.PxRigidBodyPtr) this).setMassSpaceInertiaTensor((physx.PxVec3 *)(*((IntPtr *)(&m))));
 }
예제 #11
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 public void setLinearVelocity(physx.PxVec3.Ref linVel)
 {
     ((physx.PxRigidBodyPtr) this).setLinearVelocity((physx.PxVec3 *)(*((IntPtr *)(&linVel))));
 }
예제 #12
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 public void setPosition(physx.PxVec3.Ref position)
 {
     setPosition((physx.PxVec3 *)(*((IntPtr *)(&position))));
 }
예제 #13
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 public physx.PxVec3 rotate(physx.PxVec3.Ref other)
 {
     return(rotate((physx.PxVec3 *)(*((IntPtr *)(&other)))));
 }
예제 #14
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 public PxMat44(physx.PxMat33.Ref axes, physx.PxVec3.Ref position) : this((physx.PxMat33 *)(*((IntPtr *)(&axes))), (physx.PxVec3 *)(*((IntPtr *)(&position))))
 {
     //ctor piping;
 }
예제 #15
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 public physx.PxMat33 createDiagonal(physx.PxVec3.Ref d)
 {
     return(createDiagonal((physx.PxVec3 *)(*((IntPtr *)(&d)))));
 }
예제 #16
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 public void setAngularVelocity(physx.PxVec3.Ref angVel, bool autowake = true)
 {
     ((physx.PxRigidBodyPtr) this).setAngularVelocity((physx.PxVec3 *)(*((IntPtr *)(&angVel))), autowake);
 }
예제 #17
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 public static physx.PxVec3 OpMultiply(physx.PxMat33 lhs, physx.PxVec3.Ref vec)
 {
     return(OpMultiply(lhs, (physx.PxVec3 *)(*((IntPtr *)(&vec)))));
 }
예제 #18
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 public void addForce(physx.PxVec3.Ref force, physx.PxForceMode mode)
 {
     ((physx.PxRigidBodyPtr) this).addForce((physx.PxVec3 *)(*((IntPtr *)(&force))), mode);
 }
예제 #19
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 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;
 }
예제 #20
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 public void addTorque(physx.PxVec3.Ref torque)
 {
     ((physx.PxRigidBodyPtr) this).addTorque((physx.PxVec3 *)(*((IntPtr *)(&torque))));
 }
예제 #21
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 public void setTargetVelocity(physx.PxVec3.Ref velocity)
 {
     setTargetVelocity((physx.PxVec3 *)(*((IntPtr *)(&velocity))));
 }
예제 #22
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 public void addTorque(physx.PxVec3.Ref torque, physx.PxForceMode mode, bool autowake = true)
 {
     ((physx.PxRigidBodyPtr) this).addTorque((physx.PxVec3 *)(*((IntPtr *)(&torque))), mode, autowake);
 }
예제 #23
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 public PxVec4(physx.PxVec3.Ref v, float nw) : this((physx.PxVec3 *)(*((IntPtr *)(&v))), nw)
 {
     //ctor piping;
 }
예제 #24
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 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);
 }
예제 #25
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 public static physx.PxMeshScalePtr New(physx.PxVec3.Ref s, physx.PxQuat.Ref r)
 {
     return(New((physx.PxVec3 *)(*((IntPtr *)(&s))), (physx.PxQuat *)(*((IntPtr *)(&r)))));
 }
예제 #26
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 public static physx.PxTransform PxTransformFromSegment(physx.PxVec3.Ref p0, physx.PxVec3.Ref p1)
 {
     return(PxTransformFromSegment((physx.PxVec3 *)(*((IntPtr *)(&p0))), (physx.PxVec3 *)(*((IntPtr *)(&p1)))));
 }
예제 #27
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 public void toRadiansAndUnitAxis(float *angle, physx.PxVec3.Ref axis)
 {
     toRadiansAndUnitAxis(angle, (physx.PxVec3 *)(*((IntPtr *)(&axis))));
 }
예제 #28
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 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));
 }
예제 #29
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 public PxQuat(float angleRadians, physx.PxVec3.Ref unitAxis) : this(angleRadians, (physx.PxVec3 *)(*((IntPtr *)(&unitAxis))))
 {
     //ctor piping;
 }
예제 #30
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 public void addTorque(physx.PxVec3.Ref torque, physx.PxForceMode mode)
 {
     addTorque((physx.PxVec3 *)(*((IntPtr *)(&torque))), mode);
 }