private static extern void ICall_PhysicsEntity_RemoveShapeAt(PhysicsBodyComponent self, int index);
예제 #2
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 extern private static void ICall_PhysicsBodyComponent_SetKinematic(PhysicsBodyComponent self, bool Kinematic);
예제 #3
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 extern private static void ICall_PhysicsBodyComponent_SetCollision(PhysicsBodyComponent self, bool IsCollision);
예제 #4
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 extern private static void ICall_PhysicsBodyComponent_GetLinearVelocity(PhysicsBodyComponent self, out Vector3 velocity);
예제 #5
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 extern private static void ICall_PhysicsBodyComponent_SetLinearDamping(PhysicsBodyComponent self, float scalar);
예제 #6
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 extern private static void ICall_PhysicsRole_SetCenter(PhysicsBodyComponent self, ref Vector3 center);
예제 #7
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 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);
예제 #15
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 extern private static bool ICall_PhysicsRole_IsFreeFloat(PhysicsBodyComponent self);
 private static extern bool ICall_PhysicsRole_IsOnGround(PhysicsBodyComponent self);
예제 #17
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 extern private static void ICall_PhysicsRole_SetRadius(PhysicsBodyComponent self, float radius);
 private static extern bool ICall_PhysicsRole_IsTouchSides(PhysicsBodyComponent self);
예제 #19
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 extern private static void ICall_PhysicsRole_SetHeight(PhysicsBodyComponent self, float height);
 private static extern void ICall_PhysicsRole_SetCenter(PhysicsBodyComponent self, ref Vector3 center);
예제 #21
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 extern private static void ICall_PhysicsRole_SetStepOffset(PhysicsBodyComponent self, float offset);
 private static extern void ICall_PhysicsRole_SetHeight(PhysicsBodyComponent self, float height);
예제 #23
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 extern private static void ICall_PhysicsBodyComponent_SetConstLineVelocity(PhysicsBodyComponent self, ref Vector3 force);
 private static extern void ICall_PhysicsRole_SetRadius(PhysicsBodyComponent self, float radius);
예제 #25
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 extern private static float ICall_PhysicsBodyComponent_GetAngularDamping(PhysicsBodyComponent self);
 private static extern void ICall_PhysicsRole_SetSlopeLimit(PhysicsBodyComponent self, float slope);
예제 #27
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 extern private static void ICall_PhysicsBodyComponent_SetUseGravity(PhysicsBodyComponent self, bool UseGravity);
 private static extern void ICall_PhysicsRole_SetStepOffset(PhysicsBodyComponent self, float offset);
예제 #29
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 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);
예제 #31
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 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);
예제 #33
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 extern private static bool ICall_PhysicsRole_IsTouchSides(PhysicsBodyComponent self);
 private static extern bool ICall_PhysicsBodyComponent_GetCollision(PhysicsBodyComponent self);
예제 #35
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 extern private static float ICall_PhysicsRole_GetRadius(PhysicsBodyComponent self);
 private static extern void ICall_PhysicsBodyComponent_GetConstForce(PhysicsBodyComponent self, out Vector4 force);
예제 #37
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 extern private static Vector3 ICall_PhysicsRole_GetCenter(PhysicsBodyComponent self);
 private static extern void ICall_PhysicsBodyComponent_GetConstTorque(PhysicsBodyComponent self, out Vector4 torque);
예제 #39
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 extern private static float ICall_PhysicsRole_GetHeight(PhysicsBodyComponent self);
 private static extern void ICall_PhysicsBodyComponent_GetGravityCenter(PhysicsBodyComponent self, out Vector4 pos);
예제 #41
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 extern private static float ICall_PhysicsRole_GetSlopeLimit(PhysicsBodyComponent self);
 private static extern bool ICall_PhysicsBodyComponent_GetKinematic(PhysicsBodyComponent self);
예제 #43
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 extern private static float ICall_PhysicsRole_GetStepOffset(PhysicsBodyComponent self);
 private static extern float ICall_PhysicsBodyComponent_GetLinearDamping(PhysicsBodyComponent self );
예제 #45
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 extern private static void ICall_PhysicsBodyComponent_SetAngularVelocity(PhysicsBodyComponent self, ref Vector3 velocity);
 private static extern void ICall_PhysicsBodyComponent_GetLinearVelocity(PhysicsBodyComponent self, out Vector3 velocity);
예제 #47
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 extern private static void ICall_PhysicsBodyComponent_GetConstAngularVelocity(PhysicsBodyComponent self, out Vector3 torque);
 private static extern float ICall_PhysicsBodyComponent_GetMass(PhysicsBodyComponent self);
예제 #49
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 extern private static void ICall_PhysicsBodyComponent_SetAngularDamping(PhysicsBodyComponent self, float damping);
 private static extern bool ICall_PhysicsBodyComponent_GetUseGravity(PhysicsBodyComponent self);
예제 #51
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 extern private static float ICall_PhysicsBodyComponent_GetMass(PhysicsBodyComponent self);
 private static extern void ICall_PhysicsBodyComponent_MoveToPostion(PhysicsBodyComponent self, ref Vector3 pos);
예제 #53
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 extern private static bool ICall_PhysicsBodyComponent_GetKinematic(PhysicsBodyComponent self);
 private static extern void ICall_PhysicsBodyComponent_RotateRotation(PhysicsBodyComponent self, ref Quaternion qua);
예제 #55
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 extern private static bool ICall_PhysicsBodyComponent_GetUseGravity(PhysicsBodyComponent self);
예제 #56
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 /// <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;
 }
예제 #57
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 extern private static bool ICall_PhysicsBodyComponent_GetCollision(PhysicsBodyComponent self);
예제 #58
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 extern private static int ICall_PhysicsEntity_GetShapeCount(PhysicsBodyComponent self);
예제 #59
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 extern private static void ICall_PhysicsBodyComponent_SetConstTorque(PhysicsBodyComponent self, ref Vector3 torque);
 private static extern int ICall_PhysicsEntity_GetShapeCount(PhysicsBodyComponent self);