internal static extern void ConstraintMotor2D_SetLinearOffset(IntPtr handle, ref Urho.Vector2 linearOffset);
internal static extern void PhysicsWorld2D_SetGravity(IntPtr handle, ref Urho.Vector2 gravity);
internal static extern IntPtr PhysicsWorld2D_GetRigidBody(IntPtr handle, ref Urho.Vector2 point, uint collisionMask);
/// <summary> /// Set other body anchor. /// </summary> private void SetOtherBodyAnchor(Urho.Vector2 anchor) { Runtime.ValidateRefCounted(this); ConstraintRope2D_SetOtherBodyAnchor(handle, ref anchor); }
/// <summary> /// Set vertices. /// </summary> public void SetVertices(Urho.Vector2 vertex1, Urho.Vector2 vertex2) { Runtime.ValidateRefCounted(this); CollisionEdge2D_SetVertices(handle, ref vertex1, ref vertex2); }
/// <summary> /// Set floating point position. /// </summary> private void SetPosition(Urho.Vector2 position) { Runtime.ValidateRefCounted(this); Sprite_SetPosition(handle, ref position); }
/// <summary> /// Set scale. Scale also affects child sprites. /// </summary> private void SetScale(Urho.Vector2 scale) { Runtime.ValidateRefCounted(this); Sprite_SetScale(handle, ref scale); }
/// <summary> /// Set target. /// </summary> private void SetTarget(Urho.Vector2 target) { Runtime.ValidateRefCounted(this); ConstraintMouse2D_SetTarget(handle, ref target); }
internal static extern void RigidBody2D_SetMassCenter(IntPtr handle, ref Urho.Vector2 center);
/// <summary> /// Set texture coordinate transform. /// </summary> public void SetUVTransform(Urho.Vector2 offset, float rotation, float repeat) { Runtime.ValidateRefCounted(this); Material_SetUVTransform1(handle, ref offset, rotation, repeat); }
internal static extern void ConstraintMouse2D_SetTarget(IntPtr handle, ref Urho.Vector2 target);
internal static extern void Material_SetUVTransform1(IntPtr handle, ref Urho.Vector2 offset, float rotation, float repeat);
/// <summary> /// Set hot spot. /// </summary> private void SetHotSpot(Urho.Vector2 hotspot) { Runtime.ValidateRefCounted(this); StaticSprite2D_SetHotSpot(handle, ref hotspot); }
internal static extern void StaticSprite2D_SetHotSpot(IntPtr handle, ref Urho.Vector2 hotspot);
/// <summary> /// Apply linear impulse to center. /// </summary> public void ApplyLinearImpulseToCenter(Urho.Vector2 impulse, bool wake) { Runtime.ValidateRefCounted(this); RigidBody2D_ApplyLinearImpulseToCenter(handle, ref impulse, wake); }
/// <summary> /// Set mass center. /// </summary> public void SetMassCenter(Urho.Vector2 center) { Runtime.ValidateRefCounted(this); RigidBody2D_SetMassCenter(handle, ref center); }
internal static extern void Sprite_SetPosition(IntPtr handle, ref Urho.Vector2 position);
internal static extern void RigidBody2D_SetLinearVelocity(IntPtr handle, ref Urho.Vector2 linearVelocity);
internal static extern void Sprite_SetScale(IntPtr handle, ref Urho.Vector2 scale);
/// <summary> /// Set linear velocity. /// </summary> public void SetLinearVelocity(Urho.Vector2 linearVelocity) { Runtime.ValidateRefCounted(this); RigidBody2D_SetLinearVelocity(handle, ref linearVelocity); }
internal static extern void ConstraintRope2D_SetOtherBodyAnchor(IntPtr handle, ref Urho.Vector2 anchor);
/// <summary> /// Apply force. /// </summary> public void ApplyForce(Urho.Vector2 force, Urho.Vector2 point, bool wake) { Runtime.ValidateRefCounted(this); RigidBody2D_ApplyForce(handle, ref force, ref point, wake); }
/// <summary> /// Set vertex 2. /// </summary> private void SetVertex2(Urho.Vector2 vertex) { Runtime.ValidateRefCounted(this); CollisionEdge2D_SetVertex2(handle, ref vertex); }
internal static extern void RigidBody2D_ApplyForceToCenter(IntPtr handle, ref Urho.Vector2 force, bool wake);
internal static extern void CollisionEdge2D_SetVertex1(IntPtr handle, ref Urho.Vector2 vertex);
/// <summary> /// Apply force to center. /// </summary> public void ApplyForceToCenter(Urho.Vector2 force, bool wake) { Runtime.ValidateRefCounted(this); RigidBody2D_ApplyForceToCenter(handle, ref force, wake); }
/// <summary> /// Set gravity. /// </summary> private void SetGravity(Urho.Vector2 gravity) { Runtime.ValidateRefCounted(this); PhysicsWorld2D_SetGravity(handle, ref gravity); }
internal static extern void RigidBody2D_ApplyLinearImpulseToCenter(IntPtr handle, ref Urho.Vector2 impulse, bool wake);
/// <summary> /// Return rigid body at point. /// </summary> public RigidBody2D GetRigidBody(Urho.Vector2 point, uint collisionMask) { Runtime.ValidateRefCounted(this); return(Runtime.LookupObject <RigidBody2D> (PhysicsWorld2D_GetRigidBody(handle, ref point, collisionMask))); }
/// <summary> /// Set linear offset. /// </summary> private void SetLinearOffset(Urho.Vector2 linearOffset) { Runtime.ValidateRefCounted(this); ConstraintMotor2D_SetLinearOffset(handle, ref linearOffset); }