public bool Navigate(Vec3 a0, float a1, float a2)
 {
     return(navigate(scene_, entity_.entity_Id_, a0, a1, a2));
 }
Example #2
0
 public void ApplyImpulseToActor(Vec3 a0)
 {
     applyImpulseToActor(scene_, entity_.entity_Id_, a0);
 }
 extern static bool navigate(IntPtr instance, int cmp, Vec3 a0, float a1, float a2);
Example #4
0
 extern static void applyImpulseToActor(IntPtr instance, int cmp, Vec3 a0);
Example #5
0
 extern static void applyForceToActor(IntPtr instance, int cmp, Vec3 a0);
 extern static void setJointAxisDirection(IntPtr scene, int cmp, Vec3 value);
Example #7
0
        public Entity InstantiatePrefab(PrefabResource prefab, Vec3 pos, Quat rot, float scale)
        {
            int entity_id = instantiatePrefab(instance_, prefab.__Instance, pos, rot, scale);

            return(getEntity(instance_, entity_id));
        }
Example #8
0
 extern static int instantiatePrefab(IntPtr universe, IntPtr resource, Vec3 pos, Quat rot, float scale);