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); }
public static physx.PxVec3 *OpSlashEqual(physx.PxVec3 lhs, float f) { physx.PxVec3 *pvk_in_lhs = &lhs; float pvk_in_f = f; return(PxVec3_PxVec3_operator_Ptr_SlashEqual_float_(pvk_in_lhs, pvk_in_f)); }
public static physx.PxVec3 OpMinus(physx.PxVec3 lhs) { physx.PxVec3 RetRef; physx.PxVec3 *pvk_in_lhs = &lhs; PxVec3_const_PxVec3_operator_Ptr_Minus(&RetRef, pvk_in_lhs); return(RetRef); }
public static float *OpSubscriptConst(physx.PxVec3 lhs, uint index) { physx.PxVec3 *pvk_in_lhs = &lhs; uint pvk_in_index = index; return(float_const_PxVec3_operator_Ptr_Subscript_uint_(pvk_in_lhs, pvk_in_index)); }
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); }
public void getForce(physx.PxVec3 *linear, physx.PxVec3 *angular) { physx.PxConstraintPtr pvk_in_this = this; physx.PxVec3 * pvk_in_linear = linear; physx.PxVec3 * pvk_in_angular = angular; void_const_PxConstraintPtr_getForcePtr_PxVec3_PxVec3_(pvk_in_this, pvk_in_linear, pvk_in_angular); }
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); }
public float dot(physx.PxVec3 *v) { physx.PxVec3 *pvk_in_v = v; fixed(PxVec3 *pvk_in_this = &this) { return(float_const_PxVec3_dotPtr_PxVec3_(pvk_in_this, pvk_in_v)); } }
public static physx.PxVec3 OpPlus(physx.PxVec3 lhs, physx.PxVec3 *v) { physx.PxVec3 RetRef; physx.PxVec3 *pvk_in_lhs = &lhs; physx.PxVec3 *pvk_in_v = v; PxVec3_const_PxVec3_operator_Ptr_Plus_PxVec3_(&RetRef, pvk_in_lhs, pvk_in_v); return(RetRef); }
public bool contains(physx.PxVec3 *p) { physx.PxVec3 *pvk_in_p = p; fixed(PxPlane *pvk_in_this = &this) { return(bool_const_PxPlane_containsPtr_PxVec3_(pvk_in_this, pvk_in_p)); } }
public float distance(physx.PxVec3 *p) { physx.PxVec3 *pvk_in_p = p; fixed(PxPlane *pvk_in_this = &this) { return(float_const_PxPlane_distancePtr_PxVec3_(pvk_in_this, pvk_in_p)); } }
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); }
public void include(physx.PxVec3 *v) { physx.PxVec3 *pvk_in_v = v; fixed(PxBounds3 *pvk_in_this = &this) { void_PxBounds3_includePtr_PxVec3_(pvk_in_this, pvk_in_v); } }
public static physx.PxMassPropertiesPtr New(float m, physx.PxMat33 *inertiaT, physx.PxVec3 *com) { float pvk_in_m = m; physx.PxMat33 *pvk_in_inertiaT = inertiaT; physx.PxVec3 * pvk_in_com = com; return(Ctor_PxMassPropertiesPtr_float_PxMat33_PxVec3_(pvk_in_m, pvk_in_inertiaT, pvk_in_com)); }
public static physx.PxVec3 OpMultiply(physx.PxMat33 lhs, physx.PxVec3 *vec) { physx.PxVec3 RetRef; physx.PxMat33 *pvk_in_lhs = &lhs; physx.PxVec3 * pvk_in_vec = vec; PxVec3_const_PxMat33_operator_Ptr_Star_PxVec3_(&RetRef, pvk_in_lhs, pvk_in_vec); return(RetRef); }
public static physx.PxQuat PxShortestRotation(physx.PxVec3 *from, physx.PxVec3 *target) { physx.PxQuat RetRef; physx.PxVec3 *pvk_in_from = from; physx.PxVec3 *pvk_in_target = target; PxQuat_PxShortestRotationPtr_PxVec3_PxVec3_(&RetRef, pvk_in_from, pvk_in_target); return(RetRef); }
public static physx.PxTransform PxTransformFromSegment(physx.PxVec3 *p0, physx.PxVec3 *p1) { physx.PxTransform RetRef; physx.PxVec3 * pvk_in_p0 = p0; physx.PxVec3 * pvk_in_p1 = p1; PxTransform_PxTransformFromSegmentPtr_PxVec3_PxVec3_(&RetRef, pvk_in_p0, pvk_in_p1); return(RetRef); }
public bool contains(physx.PxVec3 *v) { physx.PxVec3 *pvk_in_v = v; fixed(PxBounds3 *pvk_in_this = &this) { return(bool_const_PxBounds3_containsPtr_PxVec3_(pvk_in_this, pvk_in_v)); } }
public void setPosition(physx.PxVec3 *position) { physx.PxVec3 *pvk_in_position = position; fixed(PxMat44 *pvk_in_this = &this) { void_PxMat44_setPositionPtr_PxVec3_(pvk_in_this, pvk_in_position); } }
public PxTransform(physx.PxVec3 *position) { physx.PxVec3 *pvk_in_position = position; PxTransform toInit; var pvk_in_this = &toInit; void_PxTransform_PxTransformPtr_Ctor_PxVec3_(pvk_in_this, pvk_in_position); this = toInit; }
public static physx.PxVec3 OpMultiply(float f, physx.PxVec3 *v) { physx.PxVec3 RetRef; float pvk_in_f = f; physx.PxVec3 *pvk_in_v = v; PxVec3_operator_Ptr_Star_float_PxVec3_(&RetRef, pvk_in_f, pvk_in_v); return(RetRef); }
public static physx.PxVec3 OpSlash(physx.PxVec3 lhs, float f) { physx.PxVec3 RetRef; physx.PxVec3 *pvk_in_lhs = &lhs; float pvk_in_f = f; PxVec3_const_PxVec3_operator_Ptr_Slash_float_(&RetRef, pvk_in_lhs, pvk_in_f); return(RetRef); }
public PxVec3(physx.PxVec3 *v) { physx.PxVec3 *pvk_in_v = v; PxVec3 toInit; var pvk_in_this = &toInit; void_PxVec3_PxVec3Ptr_Ctor_PxVec3_(pvk_in_this, pvk_in_v); this = toInit; }
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); }
public PxVec4(physx.PxVec3 *v, float nw) { physx.PxVec3 *pvk_in_v = v; float pvk_in_nw = nw; PxVec4 toInit; var pvk_in_this = &toInit; void_PxVec4_PxVec4Ptr_Ctor_PxVec3_float_(pvk_in_this, pvk_in_v, pvk_in_nw); this = toInit; }
public static physx.PxTransform PxTransformFromSegment(physx.PxVec3 *p0, physx.PxVec3 *p1, float *halfHeight = default(float *)) { physx.PxTransform RetRef; physx.PxVec3 * pvk_in_p0 = p0; physx.PxVec3 * pvk_in_p1 = p1; float * pvk_in_halfHeight = halfHeight; PxTransform_PxTransformFromSegmentPtr_PxVec3_PxVec3_float_(&RetRef, pvk_in_p0, pvk_in_p1, pvk_in_halfHeight); return(RetRef); }
public PxMat44(physx.PxMat33 *axes, physx.PxVec3 *position) { physx.PxMat33 *pvk_in_axes = axes; physx.PxVec3 * pvk_in_position = position; PxMat44 toInit; var pvk_in_this = &toInit; void_PxMat44_PxMat44Ptr_Ctor_PxMat33_PxVec3_(pvk_in_this, pvk_in_axes, pvk_in_position); this = toInit; }
public PxDebugPoint(physx.PxVec3 *p, uint *c) { physx.PxVec3 *pvk_in_p = p; uint * pvk_in_c = c; PxDebugPoint toInit; var pvk_in_this = &toInit; void_PxDebugPoint_PxDebugPointPtr_Ctor_PxVec3_uint_(pvk_in_this, pvk_in_p, pvk_in_c); this = toInit; }
public void toRadiansAndUnitAxis(float *angle, physx.PxVec3 *axis) { float *pvk_in_angle = angle; physx.PxVec3 *pvk_in_axis = axis; fixed(PxQuat *pvk_in_this = &this) { void_const_PxQuat_toRadiansAndUnitAxisPtr_float_PxVec3_(pvk_in_this, pvk_in_angle, pvk_in_axis); } }
public PxTransform(physx.PxVec3 *p0, physx.PxQuat *q0) { physx.PxVec3 *pvk_in_p0 = p0; physx.PxQuat *pvk_in_q0 = q0; PxTransform toInit; var pvk_in_this = &toInit; void_PxTransform_PxTransformPtr_Ctor_PxVec3_PxQuat_(pvk_in_this, pvk_in_p0, pvk_in_q0); this = toInit; }