using System;
using System.Runtime.CompilerServices;
using System.Runtime.InteropServices;
namespace BansheeEngine
{
/** @addtogroup Physics
* @{
*/
/// A collider with sphere geometry.
public partial class SphereCollider : Collider
{
private SphereCollider(bool __dummy0) { }
protected SphereCollider() { }
/// Determines the radius of the sphere geometry.
[ShowInInspector]
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]
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);
}
/** @} */
}