private void OnGetTransform(out BulletDotNet.Vector3 position, out BulletDotNet.Quaternion rotation) { position = new BulletDotNet.Vector3(transform.position.x, transform.position.y, transform.position.z); rotation = new BulletDotNet.Quaternion(transform.rotation.x, transform.rotation.y, transform.rotation.z, transform.rotation.w); }
private void OnSetTransform(BulletDotNet.Vector3 position, BulletDotNet.Quaternion rotation) { transform.position = new UnityEngine.Vector3(position.X, position.Y, position.Z); transform.rotation = new UnityEngine.Quaternion(rotation.X, rotation.Y, rotation.Z, rotation.W); }
private void MotionStateSetTransform(IntPtr userData, Vector3 position, Quaternion rotation) { if (OnSetTransform != null) { OnSetTransform(position, rotation); } }
private void MotionStateGetTransform(IntPtr userData, ref Vector3 outPosition, ref Quaternion outRotation) { if (OnGetTransform != null) { Vector3 position; Quaternion rotation; OnGetTransform(out position, out rotation); outPosition = position; outRotation = rotation; } }
static void OnSetTransform1(Vector3 position, Quaternion rotation) { rbPosition1 = position; rbRotation1 = rotation; }
static void OnSetTransform0(Vector3 position, Quaternion rotation) { rbPosition0 = position; rbRotation0 = rotation; Console.WriteLine("T {0} R {1}", position, rotation); }
static void OnGetTransform1(out Vector3 position, out Quaternion rotation) { position = rbPosition1; rotation = rbRotation1; }