//********************************** Banshee Engine (www.banshee3d.com) **************************************************// //**************** Copyright (c) 2016 Marko Pintera (marko.pintera@gmail.com). All rights reserved. **********************// #pragma once #include "BsScriptEnginePrerequisites.h" #include "BsScriptObject.h" #include "BsCharacterController.h" namespace bs { /** @addtogroup ScriptInteropEngine * @{ */ /** Interop struct between C++ & CLR for ControllerCollision. */ struct ScriptControllerCollision // Note: Must match C++ struct ScriptControllerCollision { Vector3 position; Vector3 normal; Vector3 motionDir; float motionAmount; MonoObject* collider; int triangleIndex; MonoObject* controller; }; /** Helper class for dealing with ControllerCollision structure. */ class BS_SCR_BE_EXPORT ScriptControllerCollisionHelper : public ScriptObject { public: SCRIPT_OBJ(ENGINE_ASSEMBLY, "BansheeEngine", "ScriptControllerCollision") /** Converts native collision data to its managed counterpart. */ static ScriptControllerCollision create(const ControllerColliderCollision& data); /** Converts native collision data to its managed counterpart. */ static ScriptControllerCollision create(const ControllerControllerCollision& data); /** Unboxes a boxed managed ScriptControllerCollision struct and returns the native version of the structure. */ static ScriptControllerCollision unbox(MonoObject* obj); /** Boxes a native ScriptControllerCollision struct and returns a managed object containing it. */ static MonoObject* box(const ScriptControllerCollision& value); private: ScriptControllerCollisionHelper(MonoObject* instance); }; /** @} */ }