NativeRigidbody.cs 14 KB

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  1. //********************************** Banshee Engine (www.banshee3d.com) **************************************************//
  2. //**************** Copyright (c) 2016 Marko Pintera ([email protected]). All rights reserved. **********************//
  3. using System;
  4. using System.Runtime.CompilerServices;
  5. namespace BansheeEngine
  6. {
  7. /** @cond INTEROP */
  8. /** @addtogroup Interop
  9. * @{
  10. */
  11. /// <summary>
  12. /// Wrapper around the native Rigidbody class.
  13. /// <see cref="Rigidbody"/>
  14. /// </summary>
  15. internal class NativeRigidbody : ScriptObject
  16. {
  17. private Rigidbody component;
  18. /// <summary>
  19. /// Component that owns the native rigidbody object.
  20. /// </summary>
  21. public Rigidbody Component
  22. {
  23. get { return component; }
  24. set { component = value; }
  25. }
  26. public Vector3 Position
  27. {
  28. get { Vector3 pos; Internal_GetPosition(mCachedPtr, out pos); return pos; }
  29. set { Quaternion rot = Rotation; Internal_SetTransform(mCachedPtr, ref value, ref rot); }
  30. }
  31. public Quaternion Rotation
  32. {
  33. get { Quaternion rot; Internal_GetRotation(mCachedPtr, out rot); return rot; }
  34. set { Vector3 pos = Position; Internal_SetTransform(mCachedPtr, ref pos, ref value); }
  35. }
  36. public float Mass
  37. {
  38. get { return Internal_GetMass(mCachedPtr); }
  39. set { Internal_SetMass(mCachedPtr, value); }
  40. }
  41. public bool Kinematic
  42. {
  43. get { return Internal_GetIsKinematic(mCachedPtr); }
  44. set { Internal_SetIsKinematic(mCachedPtr, value); }
  45. }
  46. public bool Sleeping
  47. {
  48. get { return Internal_IsSleeping(mCachedPtr); }
  49. set
  50. {
  51. if (value)
  52. Internal_Sleep(mCachedPtr);
  53. else
  54. Internal_WakeUp(mCachedPtr);
  55. }
  56. }
  57. public float SleepThreshold
  58. {
  59. get { return Internal_GetSleepThreshold(mCachedPtr); }
  60. set { Internal_SetSleepThreshold(mCachedPtr, value); }
  61. }
  62. public bool UseGravity
  63. {
  64. get { return Internal_GetUseGravity(mCachedPtr); }
  65. set { Internal_SetUseGravity(mCachedPtr, value); }
  66. }
  67. public Vector3 Velocity
  68. {
  69. get { Vector3 velocity; Internal_GetVelocity(mCachedPtr, out velocity); return velocity; }
  70. set { Internal_SetVelocity(mCachedPtr, ref value); }
  71. }
  72. public Vector3 AngularVelocity
  73. {
  74. get { Vector3 velocity; Internal_GetAngularVelocity(mCachedPtr, out velocity); return velocity; }
  75. set { Internal_SetAngularVelocity(mCachedPtr, ref value); }
  76. }
  77. public float Drag
  78. {
  79. get { return Internal_GetDrag(mCachedPtr); }
  80. set { Internal_SetDrag(mCachedPtr, value); }
  81. }
  82. public float AngularDrag
  83. {
  84. get { return Internal_GetAngularDrag(mCachedPtr); }
  85. set { Internal_SetAngularDrag(mCachedPtr, value); }
  86. }
  87. public Vector3 InertiaTensor
  88. {
  89. get { Vector3 tensor; Internal_GetInertiaTensor(mCachedPtr, out tensor); return tensor; }
  90. set { Internal_SetInertiaTensor(mCachedPtr, ref value); }
  91. }
  92. public Vector3 CenterOfMassPosition
  93. {
  94. get { Vector3 pos; Internal_GetCenterOfMassPosition(mCachedPtr, out pos); return pos; }
  95. set { Quaternion rot = CenterOfMassRotation; Internal_SetCenterOfMass(mCachedPtr, ref value, ref rot); }
  96. }
  97. public Quaternion CenterOfMassRotation
  98. {
  99. get { Quaternion rot; Internal_GetCenterOfMassRotation(mCachedPtr, out rot); return rot; }
  100. set { Vector3 pos = CenterOfMassPosition; Internal_SetCenterOfMass(mCachedPtr, ref pos, ref value); }
  101. }
  102. public float MaxAngularVelocity
  103. {
  104. get { return Internal_GetMaxAngularVelocity(mCachedPtr); }
  105. set { Internal_SetMaxAngularVelocity(mCachedPtr, value); }
  106. }
  107. public int PositionSolverCount
  108. {
  109. get { return Internal_GetPositionSolverCount(mCachedPtr); }
  110. set { Internal_SetPositionSolverCount(mCachedPtr, value); }
  111. }
  112. public int VelocitySolverCount
  113. {
  114. get { return Internal_GetVelocitySolverCount(mCachedPtr); }
  115. set { Internal_SetVelocitySolverCount(mCachedPtr, value); }
  116. }
  117. public RigidbodyFlag Flags
  118. {
  119. get { return Internal_GetFlags(mCachedPtr); }
  120. set { Internal_SetFlags(mCachedPtr, value); }
  121. }
  122. public NativeRigidbody(SceneObject linkedSO)
  123. {
  124. IntPtr linkedSOPtr = IntPtr.Zero;
  125. if (linkedSO != null)
  126. linkedSOPtr = linkedSO.GetCachedPtr();
  127. Internal_CreateInstance(this, linkedSOPtr);
  128. }
  129. public void Destroy()
  130. {
  131. Internal_Destroy(mCachedPtr);
  132. }
  133. public void Move(Vector3 position)
  134. {
  135. Internal_Move(mCachedPtr, ref position);
  136. }
  137. public void Rotate(Quaternion rotation)
  138. {
  139. Internal_Rotate(mCachedPtr, ref rotation);
  140. }
  141. public void AddForce(Vector3 force, ForceMode mode)
  142. {
  143. Internal_AddForce(mCachedPtr, ref force, mode);
  144. }
  145. public void AddTorque(Vector3 torque, ForceMode mode)
  146. {
  147. Internal_AddTorque(mCachedPtr, ref torque, mode);
  148. }
  149. public void AddForceAtPoint(Vector3 force, Vector3 position, PointForceMode mode)
  150. {
  151. Internal_AddForceAtPoint(mCachedPtr, ref force, ref position, mode);
  152. }
  153. public Vector3 GetVelocityAtPoint(Vector3 position)
  154. {
  155. Vector3 velocity;
  156. Internal_GetVelocityAtPoint(mCachedPtr, ref position, out velocity);
  157. return velocity;
  158. }
  159. public void AddCollider(Collider collider)
  160. {
  161. if (collider == null || collider.native == null)
  162. return;
  163. IntPtr colliderPtr = collider.native.GetCachedPtr();
  164. Internal_AddCollider(mCachedPtr, colliderPtr);
  165. }
  166. public void RemoveCollider(Collider collider)
  167. {
  168. if (collider == null)
  169. return;
  170. IntPtr colliderPtr = collider.native.GetCachedPtr();
  171. Internal_RemoveCollider(mCachedPtr, colliderPtr);
  172. }
  173. public void RemoveColliders()
  174. {
  175. Internal_RemoveColliders(mCachedPtr);
  176. }
  177. public void UpdateMassDistribution()
  178. {
  179. Internal_UpdateMassDistribution(mCachedPtr);
  180. }
  181. private void Internal_DoOnCollisionBegin(ScriptCollisionData scriptCollisionData)
  182. {
  183. Component.DoOnCollisionBegin(new CollisionData(scriptCollisionData));
  184. }
  185. private void Internal_DoOnCollisionStay(ScriptCollisionData scriptCollisionData)
  186. {
  187. Component.DoOnCollisionStay(new CollisionData(scriptCollisionData));
  188. }
  189. private void Internal_DoOnCollisionEnd(ScriptCollisionData scriptCollisionData)
  190. {
  191. Component.DoOnCollisionEnd(new CollisionData(scriptCollisionData));
  192. }
  193. [MethodImpl(MethodImplOptions.InternalCall)]
  194. private static extern void Internal_CreateInstance(NativeRigidbody instance, IntPtr linkedSO);
  195. [MethodImpl(MethodImplOptions.InternalCall)]
  196. private static extern void Internal_Destroy(IntPtr thisPtr);
  197. [MethodImpl(MethodImplOptions.InternalCall)]
  198. private static extern void Internal_Move(IntPtr thisPtr, ref Vector3 position);
  199. [MethodImpl(MethodImplOptions.InternalCall)]
  200. private static extern void Internal_Rotate(IntPtr thisPtr, ref Quaternion rotation);
  201. [MethodImpl(MethodImplOptions.InternalCall)]
  202. private static extern void Internal_GetPosition(IntPtr thisPtr, out Vector3 position);
  203. [MethodImpl(MethodImplOptions.InternalCall)]
  204. private static extern void Internal_GetRotation(IntPtr thisPtr, out Quaternion rotation);
  205. [MethodImpl(MethodImplOptions.InternalCall)]
  206. private static extern void Internal_SetTransform(IntPtr thisPtr, ref Vector3 pos, ref Quaternion rot);
  207. [MethodImpl(MethodImplOptions.InternalCall)]
  208. private static extern void Internal_SetMass(IntPtr thisPtr, float mass);
  209. [MethodImpl(MethodImplOptions.InternalCall)]
  210. private static extern float Internal_GetMass(IntPtr thisPtr);
  211. [MethodImpl(MethodImplOptions.InternalCall)]
  212. private static extern void Internal_SetIsKinematic(IntPtr thisPtr, bool kinematic);
  213. [MethodImpl(MethodImplOptions.InternalCall)]
  214. private static extern bool Internal_GetIsKinematic(IntPtr thisPtr);
  215. [MethodImpl(MethodImplOptions.InternalCall)]
  216. private static extern bool Internal_IsSleeping(IntPtr thisPtr);
  217. [MethodImpl(MethodImplOptions.InternalCall)]
  218. private static extern void Internal_Sleep(IntPtr thisPtr);
  219. [MethodImpl(MethodImplOptions.InternalCall)]
  220. private static extern void Internal_WakeUp(IntPtr thisPtr);
  221. [MethodImpl(MethodImplOptions.InternalCall)]
  222. private static extern void Internal_SetSleepThreshold(IntPtr thisPtr, float threshold);
  223. [MethodImpl(MethodImplOptions.InternalCall)]
  224. private static extern float Internal_GetSleepThreshold(IntPtr thisPtr);
  225. [MethodImpl(MethodImplOptions.InternalCall)]
  226. private static extern void Internal_SetUseGravity(IntPtr thisPtr, bool gravity);
  227. [MethodImpl(MethodImplOptions.InternalCall)]
  228. private static extern bool Internal_GetUseGravity(IntPtr thisPtr);
  229. [MethodImpl(MethodImplOptions.InternalCall)]
  230. private static extern void Internal_SetVelocity(IntPtr thisPtr, ref Vector3 velocity);
  231. [MethodImpl(MethodImplOptions.InternalCall)]
  232. private static extern void Internal_GetVelocity(IntPtr thisPtr, out Vector3 velocity);
  233. [MethodImpl(MethodImplOptions.InternalCall)]
  234. private static extern void Internal_SetAngularVelocity(IntPtr thisPtr, ref Vector3 velocity);
  235. [MethodImpl(MethodImplOptions.InternalCall)]
  236. private static extern void Internal_GetAngularVelocity(IntPtr thisPtr, out Vector3 velocity);
  237. [MethodImpl(MethodImplOptions.InternalCall)]
  238. private static extern void Internal_SetDrag(IntPtr thisPtr, float drag);
  239. [MethodImpl(MethodImplOptions.InternalCall)]
  240. private static extern float Internal_GetDrag(IntPtr thisPtr);
  241. [MethodImpl(MethodImplOptions.InternalCall)]
  242. private static extern void Internal_SetAngularDrag(IntPtr thisPtr, float drag);
  243. [MethodImpl(MethodImplOptions.InternalCall)]
  244. private static extern float Internal_GetAngularDrag(IntPtr thisPtr);
  245. [MethodImpl(MethodImplOptions.InternalCall)]
  246. private static extern void Internal_SetInertiaTensor(IntPtr thisPtr, ref Vector3 tensor);
  247. [MethodImpl(MethodImplOptions.InternalCall)]
  248. private static extern void Internal_GetInertiaTensor(IntPtr thisPtr, out Vector3 tensor);
  249. [MethodImpl(MethodImplOptions.InternalCall)]
  250. private static extern void Internal_SetMaxAngularVelocity(IntPtr thisPtr, float maxVelocity);
  251. [MethodImpl(MethodImplOptions.InternalCall)]
  252. private static extern float Internal_GetMaxAngularVelocity(IntPtr thisPtr);
  253. [MethodImpl(MethodImplOptions.InternalCall)]
  254. private static extern void Internal_SetCenterOfMass(IntPtr thisPtr, ref Vector3 position, ref Quaternion rotation);
  255. [MethodImpl(MethodImplOptions.InternalCall)]
  256. private static extern void Internal_GetCenterOfMassPosition(IntPtr thisPtr, out Vector3 position);
  257. [MethodImpl(MethodImplOptions.InternalCall)]
  258. private static extern void Internal_GetCenterOfMassRotation(IntPtr thisPtr, out Quaternion rotation);
  259. [MethodImpl(MethodImplOptions.InternalCall)]
  260. private static extern void Internal_SetPositionSolverCount(IntPtr thisPtr, int count);
  261. [MethodImpl(MethodImplOptions.InternalCall)]
  262. private static extern int Internal_GetPositionSolverCount(IntPtr thisPtr);
  263. [MethodImpl(MethodImplOptions.InternalCall)]
  264. private static extern void Internal_SetVelocitySolverCount(IntPtr thisPtr, int count);
  265. [MethodImpl(MethodImplOptions.InternalCall)]
  266. private static extern int Internal_GetVelocitySolverCount(IntPtr thisPtr);
  267. [MethodImpl(MethodImplOptions.InternalCall)]
  268. private static extern void Internal_SetFlags(IntPtr thisPtr, RigidbodyFlag flags);
  269. [MethodImpl(MethodImplOptions.InternalCall)]
  270. private static extern RigidbodyFlag Internal_GetFlags(IntPtr thisPtr);
  271. [MethodImpl(MethodImplOptions.InternalCall)]
  272. private static extern void Internal_AddForce(IntPtr thisPtr, ref Vector3 force, ForceMode mode);
  273. [MethodImpl(MethodImplOptions.InternalCall)]
  274. private static extern void Internal_AddTorque(IntPtr thisPtr, ref Vector3 torque, ForceMode mode);
  275. [MethodImpl(MethodImplOptions.InternalCall)]
  276. private static extern void Internal_AddForceAtPoint(IntPtr thisPtr, ref Vector3 force, ref Vector3 position, PointForceMode mode);
  277. [MethodImpl(MethodImplOptions.InternalCall)]
  278. private static extern void Internal_GetVelocityAtPoint(IntPtr thisPtr, ref Vector3 point, out Vector3 velocity);
  279. [MethodImpl(MethodImplOptions.InternalCall)]
  280. private static extern void Internal_AddCollider(IntPtr thisPtr, IntPtr collider);
  281. [MethodImpl(MethodImplOptions.InternalCall)]
  282. private static extern void Internal_RemoveCollider(IntPtr thisPtr, IntPtr collider);
  283. [MethodImpl(MethodImplOptions.InternalCall)]
  284. private static extern void Internal_RemoveColliders(IntPtr thisPtr);
  285. [MethodImpl(MethodImplOptions.InternalCall)]
  286. private static extern void Internal_UpdateMassDistribution(IntPtr thisPtr);
  287. }
  288. /** @} */
  289. /** @endcond */
  290. }