private static extern IntPtr CreateCollisionBody_Native(IntPtr pworld, Mathematics.Vector3 pos, Mathematics.Quaternion rot, UpdateRigidBodyCallback cback);
private static extern void SetGravity_Native(IntPtr pworld, Mathematics.Vector3 gravuty);
internal CollisionBody(Mathematics.Vector3 pos, Mathematics.Quaternion rot) { position = pos; rotation = rot; shapes = new List <CollisionShape>(); }
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); }
private static extern void SetTransformCb_Native(IntPtr cb, Mathematics.Vector3 pos, Mathematics.Quaternion rot);
private static extern void ApplyTorque_Native(IntPtr rb, Mathematics.Vector3 torque);
private static extern void ApplyForceToCenterOfMass_Native(IntPtr rb, Mathematics.Vector3 force);
private static extern void ApplyForce_Native(IntPtr rb, Mathematics.Vector3 force, Mathematics.Vector3 pos);