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Switch to mostly returning objects instead of pointers since
almost all objects contain only one pointer inside, making them very small, so no point paying (de)allocation costs. This has also been done to physx-c
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@ -13,10 +13,10 @@ extern "C" {
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void* obj;
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};
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CPxAPI void CPxShape_setLocalPose(CSTRUCT CPxShape* cs, CSTRUCT CPxTransform* tr);
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CPxAPI CSTRUCT CPxTransform CPxShape_getLocalPose(CSTRUCT CPxShape* cs);
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CPxAPI CSTRUCT CPxFilterData CPxShape_getSimulationFilterData(CSTRUCT CPxShape* cs);
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CPxAPI void CPxShape_setSimulationFilterData(CSTRUCT CPxShape* cs, CSTRUCT CPxFilterData* cfd);
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CPxAPI void CPxShape_setLocalPose(CSTRUCT CPxShape cs, CSTRUCT CPxTransform* tr);
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CPxAPI CSTRUCT CPxTransform CPxShape_getLocalPose(CSTRUCT CPxShape cs);
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CPxAPI CSTRUCT CPxFilterData CPxShape_getSimulationFilterData(CSTRUCT CPxShape cs);
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CPxAPI void CPxShape_setSimulationFilterData(CSTRUCT CPxShape cs, CSTRUCT CPxFilterData* cfd);
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#ifdef __cplusplus
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}
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