示例#1
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 public physx.PxVec3 getAngularVelocity()
 {
     physx.PxVec3         RetRef;
     physx.PxRigidBodyPtr pvk_in_this = this;
     PxVec3_const_PxRigidBodyPtr_getAngularVelocityPtr(&RetRef, pvk_in_this);
     return(RetRef);
 }
示例#2
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 public physx.PxVec3 getMassSpaceInvInertiaTensor()
 {
     physx.PxVec3         RetRef;
     physx.PxRigidBodyPtr pvk_in_this = this;
     PxVec3_const_PxRigidBodyPtr_getMassSpaceInvInertiaTensorPtr(&RetRef, pvk_in_this);
     return(RetRef);
 }
示例#3
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        public void setLinearDamping(float linDamp)
        {
            physx.PxRigidBodyPtr pvk_in_this = this;
            float pvk_in_linDamp             = linDamp;

            void_PxRigidBodyPtr_setLinearDampingPtr_float_(pvk_in_this, pvk_in_linDamp);
        }
示例#4
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 public void setForceAndTorque(physx.PxVec3 *force, physx.PxVec3 *torque)
 {
     physx.PxRigidBodyPtr pvk_in_this   = this;
     physx.PxVec3 *       pvk_in_force  = force;
     physx.PxVec3 *       pvk_in_torque = torque;
     void_PxRigidBodyPtr_setForceAndTorquePtr_PxVec3_PxVec3_(pvk_in_this, pvk_in_force, pvk_in_torque);
 }
示例#5
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 public physx.PxTransform getCMassLocalPose()
 {
     physx.PxTransform    RetRef;
     physx.PxRigidBodyPtr pvk_in_this = this;
     PxTransform_const_PxRigidBodyPtr_getCMassLocalPosePtr(&RetRef, pvk_in_this);
     return(RetRef);
 }
示例#6
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 public void addForce(physx.PxVec3 *force, physx.PxForceMode mode)
 {
     physx.PxRigidBodyPtr pvk_in_this  = this;
     physx.PxVec3 *       pvk_in_force = force;
     physx.PxForceMode    pvk_in_mode  = mode;
     void_PxRigidBodyPtr_addForcePtr_PxVec3_PxForceMode_(pvk_in_this, pvk_in_force, pvk_in_mode);
 }
示例#7
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 public void addTorque(physx.PxVec3 *torque, physx.PxForceMode mode)
 {
     physx.PxRigidBodyPtr pvk_in_this   = this;
     physx.PxVec3 *       pvk_in_torque = torque;
     physx.PxForceMode    pvk_in_mode   = mode;
     void_PxRigidBodyPtr_addTorquePtr_PxVec3_PxForceMode_(pvk_in_this, pvk_in_torque, pvk_in_mode);
 }
示例#8
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        public void setMaxDepenetrationVelocity(float biasClamp)
        {
            physx.PxRigidBodyPtr pvk_in_this = this;
            float pvk_in_biasClamp           = biasClamp;

            void_PxRigidBodyPtr_setMaxDepenetrationVelocityPtr_float_(pvk_in_this, pvk_in_biasClamp);
        }
示例#9
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        public void setMaxContactImpulse(float maxImpulse)
        {
            physx.PxRigidBodyPtr pvk_in_this = this;
            float pvk_in_maxImpulse          = maxImpulse;

            void_PxRigidBodyPtr_setMaxContactImpulsePtr_float_(pvk_in_this, pvk_in_maxImpulse);
        }
示例#10
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        public void setMinCCDAdvanceCoefficient(float advanceCoefficient)
        {
            physx.PxRigidBodyPtr pvk_in_this = this;
            float pvk_in_advanceCoefficient  = advanceCoefficient;

            void_PxRigidBodyPtr_setMinCCDAdvanceCoefficientPtr_float_(pvk_in_this, pvk_in_advanceCoefficient);
        }
示例#11
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        public void setMaxLinearVelocity(float maxLinVel)
        {
            physx.PxRigidBodyPtr pvk_in_this = this;
            float pvk_in_maxLinVel           = maxLinVel;

            void_PxRigidBodyPtr_setMaxLinearVelocityPtr_float_(pvk_in_this, pvk_in_maxLinVel);
        }
示例#12
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        public void setMass(float mass)
        {
            physx.PxRigidBodyPtr pvk_in_this = this;
            float pvk_in_mass = mass;

            void_PxRigidBodyPtr_setMassPtr_float_(pvk_in_this, pvk_in_mass);
        }
示例#13
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        public void setAngularDamping(float angDamp)
        {
            physx.PxRigidBodyPtr pvk_in_this = this;
            float pvk_in_angDamp             = angDamp;

            void_PxRigidBodyPtr_setAngularDampingPtr_float_(pvk_in_this, pvk_in_angDamp);
        }
示例#14
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        public void setRigidBodyFlag(physx.PxRigidBodyFlag flag, bool value)
        {
            physx.PxRigidBodyPtr  pvk_in_this = this;
            physx.PxRigidBodyFlag pvk_in_flag = flag;
            bool pvk_in_value = value;

            void_PxRigidBodyPtr_setRigidBodyFlagPtr_PxRigidBodyFlag_bool_(pvk_in_this, pvk_in_flag, pvk_in_value);
        }
示例#15
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        public void setAngularVelocity(physx.PxVec3 *angVel, bool autowake = true)
        {
            physx.PxRigidBodyPtr pvk_in_this   = this;
            physx.PxVec3 *       pvk_in_angVel = angVel;
            bool pvk_in_autowake = autowake;

            void_PxRigidBodyPtr_setAngularVelocityPtr_PxVec3_bool_(pvk_in_this, pvk_in_angVel, pvk_in_autowake);
        }
示例#16
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        public void addTorque(physx.PxVec3 *torque, physx.PxForceMode mode, bool autowake = true)
        {
            physx.PxRigidBodyPtr pvk_in_this   = this;
            physx.PxVec3 *       pvk_in_torque = torque;
            physx.PxForceMode    pvk_in_mode   = mode;
            bool pvk_in_autowake = autowake;

            void_PxRigidBodyPtr_addTorquePtr_PxVec3_PxForceMode_bool_(pvk_in_this, pvk_in_torque, pvk_in_mode, pvk_in_autowake);
        }
 internal static extern bool bool_PxRigidBodyExtPtr_updateMassAndInertiaPtr_PxRigidBodyPtr_float_PxVec3_bool_(physx.PxRigidBodyPtr pvk_body, float pvk_density, physx.PxVec3 *pvk_massLocalPose, bool pvk_includeNonSimShapes);
 internal static extern bool bool_PxRigidBodyExtPtr_setMassAndUpdateInertiaPtr_PxRigidBodyPtr_float_PxVec3_(physx.PxRigidBodyPtr pvk_body, float pvk_mass, physx.PxVec3 *pvk_massLocalPose);
 internal static extern bool bool_PxRigidBodyExtPtr_setMassAndUpdateInertiaPtr_PxRigidBodyPtr_float_(physx.PxRigidBodyPtr pvk_body, float pvk_mass);
 internal static extern bool bool_PxRigidBodyExtPtr_setMassAndUpdateInertiaPtr_PxRigidBodyPtr_float_uint_(physx.PxRigidBodyPtr pvk_body, float *pvk_shapeMasses, uint pvk_shapeMassCount);
 internal static extern bool bool_PxRigidBodyExtPtr_updateMassAndInertiaPtr_PxRigidBodyPtr_float_PxVec3_(physx.PxRigidBodyPtr pvk_body, float pvk_density, physx.PxVec3 *pvk_massLocalPose);
 internal static extern bool bool_PxRigidBodyExtPtr_updateMassAndInertiaPtr_PxRigidBodyPtr_float_(physx.PxRigidBodyPtr pvk_body, float pvk_density);
 internal static extern bool bool_PxRigidBodyExtPtr_updateMassAndInertiaPtr_PxRigidBodyPtr_float_uint_PxVec3_(physx.PxRigidBodyPtr pvk_body, float *pvk_shapeDensities, uint pvk_shapeDensityCount, physx.PxVec3 *pvk_massLocalPose);
 internal static extern void void_PxRigidBodyExtPtr_computeLinearAngularImpulsePtr_PxRigidBodyPtr_PxTransform_PxVec3_PxVec3_float_float_PxVec3_PxVec3_CC_(physx.PxRigidBodyPtr pvk_body, physx.PxTransform *pvk_globalPose, physx.PxVec3 *pvk_point, physx.PxVec3 *pvk_impulse, float pvk_invMassScale, float pvk_invInertiaScale, physx.PxVec3 *pvk_linearImpulse, physx.PxVec3 *pvk_angularImpulse);
 internal static extern void void_PxRigidBodyExtPtr_computeVelocityDeltaFromImpulsePtr_PxRigidBodyPtr_PxTransform_PxVec3_PxVec3_float_float_PxVec3_PxVec3_CC_(physx.PxRigidBodyPtr pvk_body, physx.PxTransform *pvk_globalPose, physx.PxVec3 *pvk_point, physx.PxVec3 *pvk_impulse, float pvk_invMassScale, float pvk_invInertiaScale, physx.PxVec3 *pvk_deltaLinearVelocity, physx.PxVec3 *pvk_deltaAngularVelocity);
 internal static extern void void_PxRigidBodyExtPtr_computeVelocityDeltaFromImpulsePtr_PxRigidBodyPtr_PxVec3_PxVec3_PxVec3_PxVec3_(physx.PxRigidBodyPtr pvk_body, physx.PxVec3 *pvk_impulsiveForce, physx.PxVec3 *pvk_impulsiveTorque, physx.PxVec3 *pvk_deltaLinearVelocity, physx.PxVec3 *pvk_deltaAngularVelocity);
 internal static extern uint uint_PxRigidBodyExtPtr_linearSweepMultiplePtr_PxRigidBodyPtr_PxScenePtr_PxVec3_float_PxHitFlags_PxSweepHitPtr_uint_uint_PxSweepHitPtr_int_bool_PxQueryFilterDataPtr_PxQueryFilterCallbackPtr_PxQueryCachePtr_float_C_C(physx.PxRigidBodyPtr pvk_body, physx.PxScenePtr pvk_scene, physx.PxVec3 *pvk_unitDir, float pvk_distance, physx.PxHitFlags pvk_outputFlags, physx.PxSweepHitPtr pvk_touchHitBuffer, uint *pvk_touchHitShapeIndices, uint pvk_touchHitBufferSize, physx.PxSweepHitPtr pvk_block, int *pvk_blockingShapeIndex, bool *pvk_overflow, physx.PxQueryFilterDataPtr pvk_filterData, physx.PxQueryFilterCallbackPtr pvk_filterCall, physx.PxQueryCachePtr pvk_cache, float pvk_inflation);
 internal static extern void void_PxRigidBodyExtPtr_addLocalForceAtPosPtr_PxRigidBodyPtr_PxVec3_PxVec3_PxForceMode_(physx.PxRigidBodyPtr pvk_body, physx.PxVec3 *pvk_force, physx.PxVec3 *pvk_pos, physx.PxForceMode pvk_mode);
 internal static extern void void_PxRigidBodyExtPtr_addLocalForceAtLocalPosPtr_PxRigidBodyPtr_PxVec3_PxVec3_(physx.PxRigidBodyPtr pvk_body, physx.PxVec3 *pvk_force, physx.PxVec3 *pvk_pos);
 internal static extern bool bool_PxRigidBodyExtPtr_linearSweepSinglePtr_PxRigidBodyPtr_PxScenePtr_PxVec3_float_PxHitFlags_PxSweepHitPtr_uint_PxQueryFilterDataPtr_PxQueryFilterCallbackPtr_PxQueryCachePtr_float_C_C(physx.PxRigidBodyPtr pvk_body, physx.PxScenePtr pvk_scene, physx.PxVec3 *pvk_unitDir, float pvk_distance, physx.PxHitFlags pvk_outputFlags, physx.PxSweepHitPtr pvk_closestHit, uint *pvk_shapeIndex, physx.PxQueryFilterDataPtr pvk_filterData, physx.PxQueryFilterCallbackPtr pvk_filterCall, physx.PxQueryCachePtr pvk_cache, float pvk_inflation);