using System; using System.Runtime.CompilerServices; using System.Runtime.InteropServices; namespace BansheeEngine { /** @addtogroup Physics * @{ */ /// A collider with sphere geometry. [ShowInInspector] public partial class SphereCollider : Collider { private SphereCollider(bool __dummy0) { } protected SphereCollider() { } /// Determines the radius of the sphere geometry. [ShowInInspector] [NativeWrapper] public float Radius { get { return Internal_getRadius(mCachedPtr); } set { Internal_setRadius(mCachedPtr, value); } } /// Determines position of the sphere shape, relative to the component's scene object. [ShowInInspector] [NativeWrapper] public Vector3 Center { get { Vector3 temp; Internal_getCenter(mCachedPtr, out temp); return temp; } set { Internal_setCenter(mCachedPtr, ref value); } } [MethodImpl(MethodImplOptions.InternalCall)] private static extern void Internal_setRadius(IntPtr thisPtr, float radius); [MethodImpl(MethodImplOptions.InternalCall)] private static extern float Internal_getRadius(IntPtr thisPtr); [MethodImpl(MethodImplOptions.InternalCall)] private static extern void Internal_setCenter(IntPtr thisPtr, ref Vector3 center); [MethodImpl(MethodImplOptions.InternalCall)] private static extern void Internal_getCenter(IntPtr thisPtr, out Vector3 __output); } /** @} */ }