예제 #1
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 private static extern IntPtr CreateCollisionBody_Native(IntPtr pworld, Mathematics.Vector3 pos,
                                                         Mathematics.Quaternion rot, UpdateRigidBodyCallback cback);
예제 #2
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 private static extern void SetGravity_Native(IntPtr pworld, Mathematics.Vector3 gravuty);
예제 #3
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 internal CollisionBody(Mathematics.Vector3 pos, Mathematics.Quaternion rot)
 {
     position = pos;
     rotation = rot;
     shapes   = new List <CollisionShape>();
 }
예제 #4
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 internal void OnCollisionBodyUpdate(Mathematics.Vector3 pos, Mathematics.Quaternion rot)
 {
     position = pos;
     rotation = rot;
 }
예제 #5
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 public void SetTransform(Mathematics.Vector3 position, Mathematics.Quaternion rotation)
 {
     this.position = position;
     this.rotation = rotation;
     SetTransformCb_Native(NativePtr, position, rotation);
 }
예제 #6
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 private static extern void SetTransformCb_Native(IntPtr cb, Mathematics.Vector3 pos, Mathematics.Quaternion rot);
예제 #7
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 private static extern void ApplyTorque_Native(IntPtr rb, Mathematics.Vector3 torque);
예제 #8
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 private static extern void ApplyForceToCenterOfMass_Native(IntPtr rb, Mathematics.Vector3 force);
예제 #9
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 private static extern void ApplyForce_Native(IntPtr rb, Mathematics.Vector3 force, Mathematics.Vector3 pos);