Esempio n. 1
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 internal static extern float Sphere_Distance(IntPtr handle, ref Urho.Vector3 point);
Esempio n. 2
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 internal static extern Vector3 Camera_ScreenToWorldPoint(IntPtr handle, ref Urho.Vector3 screenPos);
Esempio n. 3
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 internal static extern float Camera_GetDistanceSquared(IntPtr handle, ref Urho.Vector3 worldPos);
Esempio n. 4
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 internal static extern void Constraint_SetWorldPosition(IntPtr handle, ref Urho.Vector3 position);
Esempio n. 5
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 internal static extern Vector2 Camera_WorldToScreenPoint(IntPtr handle, ref Urho.Vector3 worldPos);
Esempio n. 6
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 /// <summary>
 /// Set offset transform.
 /// </summary>
 public void SetTransform(Urho.Vector3 position, Urho.Quaternion rotation)
 {
     Runtime.ValidateRefCounted(this);
     CollisionShape_SetTransform(handle, ref position, ref rotation);
 }
Esempio n. 7
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 internal static extern void Constraint_SetOtherAxis(IntPtr handle, ref Urho.Vector3 axis);
Esempio n. 8
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 internal static extern void CollisionShape_SetCone(IntPtr handle, float diameter, float height, ref Urho.Vector3 position, ref Urho.Quaternion rotation);
Esempio n. 9
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 /// <summary>
 /// Set as a cone.
 /// </summary>
 public void SetCone(float diameter, float height, Urho.Vector3 position, Urho.Quaternion rotation)
 {
     Runtime.ValidateRefCounted(this);
     CollisionShape_SetCone(handle, diameter, height, ref position, ref rotation);
 }
Esempio n. 10
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 internal static extern bool XmlElement_SetVector3(IntPtr handle, string name, ref Urho.Vector3 value);
Esempio n. 11
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 /// <summary>
 /// Set a Vector3 attribute.
 /// </summary>
 public bool SetVector3(string name, Urho.Vector3 value)
 {
     Runtime.ValidateObject(this);
     return(XmlElement_SetVector3(handle, name, ref value));
 }
Esempio n. 12
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 public SphereShape(Urho.Vector3 center, float radius)
 {
     Runtime.Validate(typeof(SphereShape));
     handle = Sphere_Sphere1(ref center, radius);
     OnSphereCreated();
 }
Esempio n. 13
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 internal static extern IntPtr Sphere_Sphere1(ref Urho.Vector3 center, float radius);
Esempio n. 14
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 /// <summary>
 /// Return distance of a point to the surface, or 0 if inside.
 /// </summary>
 public float Distance(Urho.Vector3 point)
 {
     Runtime.ValidateObject(this);
     return(Sphere_Distance(handle, ref point));
 }
Esempio n. 15
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 /// <summary>
 /// Set offset position.
 /// </summary>
 private void SetPosition(Urho.Vector3 position)
 {
     Runtime.ValidateRefCounted(this);
     CollisionShape_SetPosition(handle, ref position);
 }
Esempio n. 16
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 internal static extern void CollisionShape_SetConvexHull(IntPtr handle, IntPtr model, uint lodLevel, ref Urho.Vector3 scale, ref Urho.Vector3 position, ref Urho.Quaternion rotation);
Esempio n. 17
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 internal static extern void CollisionShape_SetTransform(IntPtr handle, ref Urho.Vector3 position, ref Urho.Quaternion rotation);
Esempio n. 18
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 /// <summary>
 /// Set as a convex hull from Model.
 /// </summary>
 public void SetConvexHull(Model model, uint lodLevel, Urho.Vector3 scale, Urho.Vector3 position, Urho.Quaternion rotation)
 {
     Runtime.ValidateRefCounted(this);
     CollisionShape_SetConvexHull(handle, (object)model == null ? IntPtr.Zero : model.Handle, lodLevel, ref scale, ref position, ref rotation);
 }
Esempio n. 19
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 /// <summary>
 /// Set constraint position relative to the other body. If connected to the static world, is a world space position.
 /// </summary>
 private void SetOtherPosition(Urho.Vector3 position)
 {
     Runtime.ValidateRefCounted(this);
     Constraint_SetOtherPosition(handle, ref position);
 }
Esempio n. 20
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 internal static extern void CollisionShape_SetCustomConvexHull(IntPtr handle, IntPtr custom, ref Urho.Vector3 scale, ref Urho.Vector3 position, ref Urho.Quaternion rotation);
Esempio n. 21
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 /// <summary>
 /// Set constraint rotation relative to the other body by specifying the axis.
 /// </summary>
 public void SetOtherAxis(Urho.Vector3 axis)
 {
     Runtime.ValidateRefCounted(this);
     Constraint_SetOtherAxis(handle, ref axis);
 }
Esempio n. 22
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 /// <summary>
 /// Set as a convex hull from CustomGeometry.
 /// </summary>
 public void SetCustomConvexHull(CustomGeometry custom, Urho.Vector3 scale, Urho.Vector3 position, Urho.Quaternion rotation)
 {
     Runtime.ValidateRefCounted(this);
     CollisionShape_SetCustomConvexHull(handle, (object)custom == null ? IntPtr.Zero : custom.Handle, ref scale, ref position, ref rotation);
 }
Esempio n. 23
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 /// <summary>
 /// Set constraint world space position. Resets both own and other body relative position, ie. zeroes the constraint error.
 /// </summary>
 public void SetWorldPosition(Urho.Vector3 position)
 {
     Runtime.ValidateRefCounted(this);
     Constraint_SetWorldPosition(handle, ref position);
 }
Esempio n. 24
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 internal static extern void CollisionShape_SetSize(IntPtr handle, ref Urho.Vector3 size);
Esempio n. 25
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 /// <summary>
 /// Convert a world space point to normalized screen coordinates (0.0 - 1.0).
 /// </summary>
 public Vector2 WorldToScreenPoint(Urho.Vector3 worldPos)
 {
     Runtime.ValidateRefCounted(this);
     return(Camera_WorldToScreenPoint(handle, ref worldPos));
 }
Esempio n. 26
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 /// <summary>
 /// Set shape size.
 /// </summary>
 private void SetSize(Urho.Vector3 size)
 {
     Runtime.ValidateRefCounted(this);
     CollisionShape_SetSize(handle, ref size);
 }
Esempio n. 27
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 /// <summary>
 /// Convert normalized screen coordinates (0.0 - 1.0) and distance (in Z coordinate) to a world space point. The distance can not be closer than the near clip plane.
 /// </summary>
 public Vector3 ScreenToWorldPoint(Urho.Vector3 screenPos)
 {
     Runtime.ValidateRefCounted(this);
     return(Camera_ScreenToWorldPoint(handle, ref screenPos));
 }
Esempio n. 28
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 internal static extern void CollisionShape_SetPosition(IntPtr handle, ref Urho.Vector3 position);
Esempio n. 29
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 /// <summary>
 /// Return squared distance to position. In orthographic mode uses only Z coordinate.
 /// </summary>
 public float GetDistanceSquared(Urho.Vector3 worldPos)
 {
     Runtime.ValidateRefCounted(this);
     return(Camera_GetDistanceSquared(handle, ref worldPos));
 }
Esempio n. 30
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 /// <summary>
 /// Test if a point is inside.
 /// </summary>
 public Intersection IsInside(Urho.Vector3 point)
 {
     Runtime.ValidateObject(this);
     return(Sphere_IsInside(handle, ref point));
 }