//********************************** Banshee Engine (www.banshee3d.com) **************************************************// //**************** Copyright (c) 2016 Marko Pintera (marko.pintera@gmail.com). All rights reserved. **********************// #pragma once #include "BsScriptEnginePrerequisites.h" #include "BsScriptCollider.h" #include "BsScriptJoint.h" namespace bs { /** @addtogroup ScriptInteropEngine * @{ */ struct ScriptSphericalJointData; /** Interop class between C++ & CLR for SphericalJoint. */ class BS_SCR_BE_EXPORT ScriptSphericalJoint : public TScriptJoint { public: SCRIPT_OBJ(ENGINE_ASSEMBLY, "BansheeEngine", "NativeSphericalJoint") private: ScriptSphericalJoint(MonoObject* instance, const SPtr& joint); /** Returns the native spherical joint wrapped by this object. */ SphericalJoint* getSphericalJoint() const; /************************************************************************/ /* CLR HOOKS */ /************************************************************************/ static void internal_CreateInstance(MonoObject* instance, ScriptCommonJointData* commonData, ScriptSphericalJointData* data); static void internal_SetLimit(ScriptSphericalJoint* thisPtr, MonoObject* limit); static void internal_SetEnableLimit(ScriptSphericalJoint* thisPtr, bool enable); }; /** Used for passing common Joint initialization data between native and managed code. */ struct ScriptSphericalJointData // Note: Must match C# struct ScriptSphericalJointData { MonoObject* limit; bool enableLimit; /** Converts this structure into a descriptor used for initializing a joint. */ void toDesc(SPHERICAL_JOINT_DESC& desc) const; }; /** @} */ }