private static extern void ICall_PhysicsEntity_RemoveShapeAt(PhysicsBodyComponent self, int index);
extern private static void ICall_PhysicsBodyComponent_SetKinematic(PhysicsBodyComponent self, bool Kinematic);
extern private static void ICall_PhysicsBodyComponent_SetCollision(PhysicsBodyComponent self, bool IsCollision);
extern private static void ICall_PhysicsBodyComponent_GetLinearVelocity(PhysicsBodyComponent self, out Vector3 velocity);
extern private static void ICall_PhysicsBodyComponent_SetLinearDamping(PhysicsBodyComponent self, float scalar);
extern private static void ICall_PhysicsRole_SetCenter(PhysicsBodyComponent self, ref Vector3 center);
extern private static void ICall_PhysicsRole_SetSlopeLimit(PhysicsBodyComponent self, float slope);
private static extern float ICall_PhysicsRole_GetStepOffset(PhysicsBodyComponent self);
private static extern bool ICall_PhysicsRole_IsFreeFloat(PhysicsBodyComponent self);
private static extern float ICall_PhysicsRole_GetRadius(PhysicsBodyComponent self);
private static extern float ICall_PhysicsRole_GetSlopeLimit(PhysicsBodyComponent self);
private static extern float ICall_PhysicsRole_GetHeight(PhysicsBodyComponent self);
private static extern Vector3 ICall_PhysicsRole_GetCenter(PhysicsBodyComponent self);
private static extern void ICall_PhysicsEntity_ReplaceShape(PhysicsBodyComponent self, int index, int shapeType);
extern private static bool ICall_PhysicsRole_IsFreeFloat(PhysicsBodyComponent self);
private static extern bool ICall_PhysicsRole_IsOnGround(PhysicsBodyComponent self);
extern private static void ICall_PhysicsRole_SetRadius(PhysicsBodyComponent self, float radius);
private static extern bool ICall_PhysicsRole_IsTouchSides(PhysicsBodyComponent self);
extern private static void ICall_PhysicsRole_SetHeight(PhysicsBodyComponent self, float height);
private static extern void ICall_PhysicsRole_SetCenter(PhysicsBodyComponent self, ref Vector3 center);
extern private static void ICall_PhysicsRole_SetStepOffset(PhysicsBodyComponent self, float offset);
private static extern void ICall_PhysicsRole_SetHeight(PhysicsBodyComponent self, float height);
extern private static void ICall_PhysicsBodyComponent_SetConstLineVelocity(PhysicsBodyComponent self, ref Vector3 force);
private static extern void ICall_PhysicsRole_SetRadius(PhysicsBodyComponent self, float radius);
extern private static float ICall_PhysicsBodyComponent_GetAngularDamping(PhysicsBodyComponent self);
private static extern void ICall_PhysicsRole_SetSlopeLimit(PhysicsBodyComponent self, float slope);
extern private static void ICall_PhysicsBodyComponent_SetUseGravity(PhysicsBodyComponent self, bool UseGravity);
private static extern void ICall_PhysicsRole_SetStepOffset(PhysicsBodyComponent self, float offset);
extern private static void ICall_PhysicsBodyComponent_GetConstForce(PhysicsBodyComponent self, out Vector3 force);
private static extern void ICall_PhysicsBodyComponent_AddForce(PhysicsBodyComponent self,ref Vector3 force, ForceType forcetype, bool bWakeUp);
extern private static bool ICall_PhysicsRole_IsOnGround(PhysicsBodyComponent self);
private static extern void ICall_PhysicsBodyComponent_AddLocalForceAtPos(PhysicsBodyComponent self, ref Vector3 force, ref Vector3 pos, ForceType forcetype, bool bWakeUp);
extern private static bool ICall_PhysicsRole_IsTouchSides(PhysicsBodyComponent self);
private static extern bool ICall_PhysicsBodyComponent_GetCollision(PhysicsBodyComponent self);
extern private static float ICall_PhysicsRole_GetRadius(PhysicsBodyComponent self);
private static extern void ICall_PhysicsBodyComponent_GetConstForce(PhysicsBodyComponent self, out Vector4 force);
extern private static Vector3 ICall_PhysicsRole_GetCenter(PhysicsBodyComponent self);
private static extern void ICall_PhysicsBodyComponent_GetConstTorque(PhysicsBodyComponent self, out Vector4 torque);
extern private static float ICall_PhysicsRole_GetHeight(PhysicsBodyComponent self);
private static extern void ICall_PhysicsBodyComponent_GetGravityCenter(PhysicsBodyComponent self, out Vector4 pos);
extern private static float ICall_PhysicsRole_GetSlopeLimit(PhysicsBodyComponent self);
private static extern bool ICall_PhysicsBodyComponent_GetKinematic(PhysicsBodyComponent self);
extern private static float ICall_PhysicsRole_GetStepOffset(PhysicsBodyComponent self);
private static extern float ICall_PhysicsBodyComponent_GetLinearDamping(PhysicsBodyComponent self );
extern private static void ICall_PhysicsBodyComponent_SetAngularVelocity(PhysicsBodyComponent self, ref Vector3 velocity);
private static extern void ICall_PhysicsBodyComponent_GetLinearVelocity(PhysicsBodyComponent self, out Vector3 velocity);
extern private static void ICall_PhysicsBodyComponent_GetConstAngularVelocity(PhysicsBodyComponent self, out Vector3 torque);
private static extern float ICall_PhysicsBodyComponent_GetMass(PhysicsBodyComponent self);
extern private static void ICall_PhysicsBodyComponent_SetAngularDamping(PhysicsBodyComponent self, float damping);
private static extern bool ICall_PhysicsBodyComponent_GetUseGravity(PhysicsBodyComponent self);
extern private static float ICall_PhysicsBodyComponent_GetMass(PhysicsBodyComponent self);
private static extern void ICall_PhysicsBodyComponent_MoveToPostion(PhysicsBodyComponent self, ref Vector3 pos);
extern private static bool ICall_PhysicsBodyComponent_GetKinematic(PhysicsBodyComponent self);
private static extern void ICall_PhysicsBodyComponent_RotateRotation(PhysicsBodyComponent self, ref Quaternion qua);
extern private static bool ICall_PhysicsBodyComponent_GetUseGravity(PhysicsBodyComponent self);
/// <summary> /// 设置脚本回调返回结构的值 /// </summary> /// <param name="body1">脚本回调的对象</param> /// <param name="body2">脚本回调的对象</param> public void SetValue(PhysicsBodyComponent body1, PhysicsBodyComponent body2) { self = body1; other = body2; }
extern private static bool ICall_PhysicsBodyComponent_GetCollision(PhysicsBodyComponent self);
extern private static int ICall_PhysicsEntity_GetShapeCount(PhysicsBodyComponent self);
extern private static void ICall_PhysicsBodyComponent_SetConstTorque(PhysicsBodyComponent self, ref Vector3 torque);
private static extern int ICall_PhysicsEntity_GetShapeCount(PhysicsBodyComponent self);