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using Unity.Mathematics; | ||
|
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namespace Jolt | ||
{ | ||
internal static unsafe partial class Bindings | ||
{ | ||
public static NativeHandle<JPH_TriangleShape> JPH_TriangleShape_Create(float3 va, float3 vb, float3 vc, float convexRadius) | ||
{ | ||
return CreateHandle(UnsafeBindings.JPH_TriangleShape_Create(&va, &vb, &vc, convexRadius)); | ||
} | ||
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public static float JPH_TriangleShape_GetConvexRadius(NativeHandle<JPH_TriangleShape> shape) | ||
{ | ||
return UnsafeBindings.JPH_TriangleShape_GetConvexRadius(shape); | ||
} | ||
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public static float3 JPH_TriangleShape_GetVertex1(NativeHandle<JPH_TriangleShape> shape) | ||
{ | ||
float3 result; | ||
UnsafeBindings.JPH_TriangleShape_GetVertex1(shape, &result); | ||
return result; | ||
} | ||
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public static float3 JPH_TriangleShape_GetVertex2(NativeHandle<JPH_TriangleShape> shape) | ||
{ | ||
float3 result; | ||
UnsafeBindings.JPH_TriangleShape_GetVertex2(shape, &result); | ||
return result; | ||
} | ||
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public static float3 JPH_TriangleShape_GetVertex3(NativeHandle<JPH_TriangleShape> shape) | ||
{ | ||
float3 result; | ||
UnsafeBindings.JPH_TriangleShape_GetVertex3(shape, &result); | ||
return result; | ||
} | ||
} | ||
} |
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