void btUniversalConstraint_getAxis2(btUniversalConstraint* obj, btVector3* value) { BTVECTOR3_COPY(value, &obj->getAxis2()); }
void btKinematicCharacterController_getUp(btKinematicCharacterController* obj, btVector3* value) { BTVECTOR3_COPY(value, &obj->getUp()); }
void btMultiBody_getLinkTorque(btMultiBody* obj, int i, btVector3* value) { BTVECTOR3_COPY(value, &obj->getLinkTorque(i)); }
void btPoint2PointConstraint_getPivotInB(btPoint2PointConstraint* obj, btVector3* value) { BTVECTOR3_COPY(value, &obj->getPivotInB()); }
void btOptimizedBvhNode_setAabbMinOrg(btOptimizedBvhNode* obj, const btVector3* value) { BTVECTOR3_COPY(&obj->m_aabbMinOrg, value); }
void btCollisionObject_getInterpolationLinearVelocity(btCollisionObject* obj, btVector3* value) { BTVECTOR3_COPY(value, &obj->getInterpolationLinearVelocity()); }
void btVector3_array_set(btVector3* obj, int n, const btVector3* value) { BTVECTOR3_COPY(&obj[n], value); }
void btTranslationalLimitMotor_setAccumulatedImpulse(btTranslationalLimitMotor* obj, const btVector3* value) { BTVECTOR3_COPY(&obj->m_accumulatedImpulse, value); }
void btTranslationalLimitMotor_setCurrentLinearDiff(btTranslationalLimitMotor* obj, const btVector3* value) { BTVECTOR3_COPY(&obj->m_currentLinearDiff, value); }
void btMultibodyLink_setInertiaLocal(btMultibodyLink* obj, const btVector3* value) { BTVECTOR3_COPY(&obj->m_inertiaLocal, value); }
void btMultibodyLink_getAxisTop(btMultibodyLink* obj, int dof, btVector3* value) { BTVECTOR3_COPY(value, &obj->getAxisTop(dof)); }
void btMultibodyLink_setEVector(btMultibodyLink* obj, const btVector3* value) { BTVECTOR3_COPY(&obj->m_eVector, value); }
void btMultibodyLink_setAppliedTorque(btMultibodyLink* obj, const btVector3* value) { BTVECTOR3_COPY(&obj->m_appliedTorque, value); }
void btMultibodyLink_setAppliedConstraintForce(btMultibodyLink* obj, const btVector3* value) { BTVECTOR3_COPY(&obj->m_appliedConstraintForce, value); }
void btHinge2Constraint_getAxis2(btHinge2Constraint* obj, btVector3* value) { BTVECTOR3_COPY(value, &obj->getAxis2()); }
void btTranslationalLimitMotor_setMaxMotorForce(btTranslationalLimitMotor* obj, const btVector3* value) { BTVECTOR3_COPY(&obj->m_maxMotorForce, value); }
void btMultiBodyPoint2Point_getPivotInB(btMultiBodyPoint2Point* obj, btVector3* value) { BTVECTOR3_COPY(value, &obj->getPivotInB()); }
void btTranslationalLimitMotor_setNormalCFM(btTranslationalLimitMotor* obj, const btVector3* value) { BTVECTOR3_COPY(&obj->m_normalCFM, value); }
void btCollisionObject_getAnisotropicFriction(btCollisionObject* obj, btVector3* value) { BTVECTOR3_COPY(value, &obj->getAnisotropicFriction()); }
void btTranslationalLimitMotor_setStopERP(btTranslationalLimitMotor* obj, const btVector3* value) { BTVECTOR3_COPY(&obj->m_stopERP, value); }
void btAlignedObjectArray_btVector3_set(btAlignedObjectArray_btVector3* obj, int n, const btVector3* value) { BTVECTOR3_COPY(&obj->at(n), value); }
void btTranslationalLimitMotor_setTargetVelocity(btTranslationalLimitMotor* obj, const btVector3* value) { BTVECTOR3_COPY(&obj->m_targetVelocity, value); }
void btMultiBodyPoint2Point_getPivotInB(btMultiBodyPoint2Point* obj, btVector3* pivotInB) { BTVECTOR3_COPY(pivotInB, &obj->getPivotInB()); }
void btTranslationalLimitMotor_setUpperLimit(btTranslationalLimitMotor* obj, const btVector3* value) { BTVECTOR3_COPY(&obj->m_upperLimit, value); }
void btKinematicCharacterController_getAngularVelocity(btKinematicCharacterController* obj, btVector3* value) { BTVECTOR3_COPY(value, &obj->getAngularVelocity()); }
void btCollisionShape_getLocalScaling(btCollisionShape* obj, btVector3* value) { BTVECTOR3_COPY(value, &obj->getLocalScaling()); }
void btDbvtAabbMm_Mins(btDbvtAabbMm* obj, btVector3* value) { BTVECTOR3_COPY(value, &obj->Mins()); }
void btGearConstraint_getAxisB(btGearConstraint* obj, btVector3* axisB) { BTVECTOR3_COPY(axisB, &obj->getAxisB()); }
void btMultiBody_getRVector(btMultiBody* obj, int i, btVector3* value) { BTVECTOR3_COPY(value, &obj->getRVector(i)); }
void btAABB_setMin(btAABB* obj, const btVector3* value) { BTVECTOR3_COPY(&obj->m_min, value); }