Пример #1
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 /// <summary>Performs a sweep into the scene using a convex mesh and returns the closest found hit, if any.</summary>
 /// <param name="mesh">Mesh to sweep through the scene. Must be convex.</param>
 /// <param name="position">Starting position of the mesh.</param>
 /// <param name="rotation">Orientation of the mesh.</param>
 /// <param name="unitDir">Unit direction towards which to perform the sweep.</param>
 /// <param name="hit">Information recorded about a hit. Only valid if method returns true.</param>
 /// <param name="layer">Layers to consider for the query. This allows you to ignore certain groups of objects.</param>
 /// <param name="max">
 /// Maximum distance at which to perform the query. Hits past this distance will not be detected.
 /// </param>
 /// <returns>True if something was hit, false otherwise.</returns>
 public static bool ConvexCast(RRef <PhysicsMesh> mesh, Vector3 position, Quaternion rotation, Vector3 unitDir, out PhysicsQueryHit hit, ulong layer = 18446744073709551615, float max = 3.40282347E+38f)
 {
     return(Internal_convexCast(mesh, ref position, ref rotation, ref unitDir, out hit, layer, max));
 }
 /// <summary>Creates a new sprite texture that references the entire area of the provided texture.</summary>
 public SpriteTexture(RRef <Texture> texture)
 {
     Internal_create(this, texture);
 }
 /// <summary>Creates a new sprite texture that references a sub-area of the provided texture.</summary>
 public SpriteTexture(Vector2 uvOffset, Vector2 uvScale, RRef <Texture> texture)
 {
     Internal_create0(this, ref uvOffset, ref uvScale, texture);
 }
 private static extern void Internal_create(SpriteTexture managedInstance, RRef <Texture> texture);
 private static extern void Internal_create0(SpriteTexture managedInstance, ref Vector2 uvOffset, ref Vector2 uvScale, RRef <Texture> texture);
 private static extern void Internal_setmesh(IntPtr thisPtr, RRef <Mesh> value);
 private static extern void Internal_setTexture(IntPtr thisPtr, RRef <Texture> texture);
Пример #8
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 private static extern void Internal_setClip(IntPtr thisPtr, RRef <AudioClip> clip);
 private static extern void Internal_setmaterial(IntPtr thisPtr, RRef <Material> value);
Пример #10
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 /// <summary>
 /// Sets a material that will be used for rendering a sub-mesh with the specified index. If a sub-mesh doesn't have a
 /// specific material set then the primary material will be used.
 /// </summary>
 public void SetMaterial(RRef <Material> material)
 {
     Internal_setMaterial0(mCachedPtr, material);
 }
Пример #11
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 private static extern void Internal_setMesh(IntPtr thisPtr, RRef <Mesh> mesh);
Пример #12
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 /// <summary>
 /// Sets a material that will be used for rendering a sub-mesh with the specified index. If a sub-mesh doesn't have a
 /// specific material set then the primary material will be used.
 /// </summary>
 public void SetMaterial(uint idx, RRef <Material> material)
 {
     Internal_setMaterial(mCachedPtr, idx, material);
 }
Пример #13
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 private static extern void Internal_setMaterial0(IntPtr thisPtr, RRef <Material> material);
 private static extern void Internal_setTable(uint id, RRef <StringTable> table);
 /// <summary>Registers a new string table or replaces an old one at the specified id.</summary>
 /// <param name="id">Identifier of the string table.</param>
 /// <param name="table">New string table to assign to the specified identifier.</param>
 public static void SetTable(uint id, RRef <StringTable> table)
 {
     Internal_setTable(id, table);
 }
Пример #16
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 private static extern void Internal_setMaterial(IntPtr thisPtr, RRef <PhysicsMaterial> material);