6e8fbca745
match the genesis editor version 1.3.0.653.
140 lines
3.9 KiB
C#
140 lines
3.9 KiB
C#
/****************************************************************************
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Copyright (c) 2011-2013,WebJet Business Division,CYOU
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http://www.genesis-3d.com.cn
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Permission is hereby granted, free of charge, to any person obtaining a copy
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of this software and associated documentation files (the "Software"), to deal
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in the Software without restriction, including without limitation the rights
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to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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copies of the Software, and to permit persons to whom the Software is
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furnished to do so, subject to the following conditions:
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The above copyright notice and this permission notice shall be included in
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all copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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THE SOFTWARE.
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****************************************************************************/
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using System;
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using System.Runtime.CompilerServices;
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using ScriptRuntime;
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namespace ScriptRuntime
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{
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/// <summary>
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/// 物理形状类
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/// 设置物理性状后,可以根据设置的形状进行碰撞等物理模拟
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/// </summary>
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public partial class PhysicsShape:Base
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{
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private PhysicsShape( DummyClass__ dummyObj )
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{
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}
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protected PhysicsShape()
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{
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}
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/// <summary>
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/// 读写属性:物理形状的相对中心位置
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/// </summary>
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public Vector3 Center
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{
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get
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{
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Vector3 temp;
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ICall_PhysicsShape_GetCenterPos(this, out temp);
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return temp;
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}
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set
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{
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ICall_PhysicsShape_SetCenterPos(this, ref value);
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}
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}
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/// <summary>
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/// 读写属性:物理形状的相对旋转角度
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/// </summary>
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public Quaternion Roation
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{
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get
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{
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Quaternion temp;
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ICall_PhysicsShape_GetRotation(this, out temp);
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return temp;
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}
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set
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{
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ICall_PhysicsShape_SetRotation(this, ref value);
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}
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}
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/// <summary>
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/// 读写属性:物理形状的材质文件
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/// </summary>
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public String MaterialID
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{
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get
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{
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return ICall_PhysicsShape_GetMaterialID(this);
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}
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set
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{
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ICall_PhysicsShape_SetMaterialID(this, value);
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}
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}
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/// <summary>
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/// 读写属性:物理形状的UserData数据
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/// </summary>
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public object UserData
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{
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get
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{
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return ICall_PhysicsShape_GetUserData(this);
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}
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set
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{
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ICall_PhysicsShape_SetUserData(this, value);
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}
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}
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/// <summary>
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/// 读写属性:物理形状碰撞分组
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/// </summary>
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public int Group
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{
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get
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{
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return ICall_PhysicsShape_GetGroup(this);
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}
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set
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{
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ICall_PhysicsShape_SetGroup(this, value);
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}
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}
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/// <summary>
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/// 读写属性:设置物理碰撞体密度
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/// </summary>
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public float Density
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{
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get
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{
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return ICall_PhysicsShape_GetDensity(this);
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}
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set
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{
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ICall_PhysicsShape_SetDensity(this, value);
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}
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}
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}
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}
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