private static extern IntPtr CreateCollisionBody_Native(IntPtr pworld, Mathematics.Vector3 pos, Mathematics.Quaternion rot, UpdateRigidBodyCallback cback);
internal void OnCollisionBodyUpdate(Mathematics.Vector3 pos, Mathematics.Quaternion rot) { position = pos; rotation = rot; }
public void SetTransform(Mathematics.Vector3 position, Mathematics.Quaternion rotation) { this.position = position; this.rotation = rotation; SetTransformCb_Native(NativePtr, position, rotation); }
internal CollisionBody(Mathematics.Vector3 pos, Mathematics.Quaternion rot) { position = pos; rotation = rot; shapes = new List <CollisionShape>(); }
private static extern void SetTransformCb_Native(IntPtr cb, Mathematics.Vector3 pos, Mathematics.Quaternion rot);