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213 lines (163 loc) · 6.97 KB
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using System.Numerics;
using System.Runtime.InteropServices;
using Engine3DRadSpace.Math;
namespace Engine3DRadSpace.Physics;
public class ICollider : NatPtrWrapper
{
[DllImport("3DRadSpace.FFI.dll", EntryPoint = "E3DRSP_ICollider_GetMass")]
private static extern float _getMass(IntPtr collider);
[DllImport("3DRadSpace.FFI.dll", EntryPoint = "E3DRSP_ICollider_SetMass")]
private static extern void _setMass(IntPtr collider, float mass);
[DllImport("3DRadSpace.FFI.dll", EntryPoint = "E3DRSP_ICollider_GetLinearDamping")]
private static extern float _getLinearDamping(IntPtr collider);
[DllImport("3DRadSpace.FFI.dll", EntryPoint = "E3DRSP_ICollider_SetLinearDamping")]
private static extern void _setLinearDamping(IntPtr collider, float linearDamping);
[DllImport("3DRadSpace.FFI.dll", EntryPoint = "E3DRSP_ICollider_GetAngularDamping")]
private static extern float _getAngularDamping(IntPtr collider);
[DllImport("3DRadSpace.FFI.dll", EntryPoint = "E3DRSP_ICollider_SetAngularDamping")]
private static extern void _setAngularDamping(IntPtr collider, float angularDamping);
[DllImport("3DRadSpace.FFI.dll", EntryPoint = "E3DRSP_ICollider_GetStaticFriction")]
private static extern float _getStaticFriction(IntPtr collider);
[DllImport("3DRadSpace.FFI.dll", EntryPoint = "E3DRSP_ICollider_SetStaticFriction")]
private static extern void _setStaticFriction(IntPtr collider, float staticFriction);
[DllImport("3DRadSpace.FFI.dll", EntryPoint = "E3DRSP_ICollider_GetDynamicFriction")]
private static extern float _getDynamicFriction(IntPtr collider);
[DllImport("3DRadSpace.FFI.dll", EntryPoint = "E3DRSP_ICollider_SetDynamicFriction")]
private static extern void _setDynamicFriction(IntPtr collider, float dynFriction);
[DllImport("3DRadSpace.FFI.dll", EntryPoint = "E3DRSP_ICollider_GetRestitution")]
private static extern float _getRestitution(IntPtr collider);
[DllImport("3DRadSpace.FFI.dll", EntryPoint = "E3DRSP_ICollider_SetRestitution")]
private static extern void _setRestitution(IntPtr collider, float restitution);
[DllImport("3DRadSpace.FFI.dll", EntryPoint = "E3DRSP_ICollider_GetLinearVelocity")]
private static extern Vector3 _getLinearVelocity(IntPtr collider);
[DllImport("3DRadSpace.FFI.dll", EntryPoint = "E3DRSP_ICollider_SetLinearVelocity")]
private static extern void _setLinearVelocity(IntPtr collider, ref Vector3 vel);
[DllImport("3DRadSpace.FFI.dll", EntryPoint = "E3DRSP_ICollider_GetAngularVelocity")]
private static extern Vector3 _getAngularVelocity(IntPtr collider);
[DllImport("3DRadSpace.FFI.dll", EntryPoint = "E3DRSP_ICollider_SetAngularVelocity")]
private static extern void _setAngularVelocity(IntPtr collider, ref Vector3 vel);
[DllImport("3DRadSpace.FFI.dll", EntryPoint = "E3DRSP_ICollider_GetMaxAngularVelocity")]
private static extern Vector3 _getMaxAngularVelocity(IntPtr collider);
[DllImport("3DRadSpace.FFI.dll", EntryPoint = "E3DRSP_ICollider_SetMaxAngularVelocity")]
private static extern void _setMaxAngularVelocity(IntPtr collider, ref Vector3 vel);
[DllImport("3DRadSpace.FFI.dll", EntryPoint = "E3DRSP_ICollider_GetPhysics")]
private static extern IntPtr _getPhysics(IntPtr collider);
[DllImport("3DRadSpace.FFI.dll", EntryPoint = "E3DRSP_ICollider_ApplyForce")]
[return: MarshalAs(UnmanagedType.I1)]
private static extern bool _applyForce(IntPtr collider, ref Vector3 force);
[DllImport("3DRadSpace.FFI.dll", EntryPoint = "E3DRSP_ICollider_ApplyForce2")]
[return: MarshalAs(UnmanagedType.I1)]
private static extern bool _applyForce2(IntPtr collider, ref Vector3 force, ref Vector3 center);
[DllImport("3DRadSpace.FFI.dll", EntryPoint = "E3DRSP_ICollider_ApplyTorque")]
[return: MarshalAs(UnmanagedType.I1)]
private static extern bool _applyTorque(IntPtr collider, ref Vector3 force);
[DllImport("3DRadSpace.FFI.dll", EntryPoint = "E3DRSP_ICollider_ApplyAcceleration")]
[return: MarshalAs(UnmanagedType.I1)]
private static extern bool _applyAcceleration(IntPtr collider, ref Vector3 acc);
[DllImport("3DRadSpace.FFI.dll", EntryPoint = "E3DRSP_ICollider_ApplyAngularAcceleration")]
[return: MarshalAs(UnmanagedType.I1)]
private static extern bool _applyAngularAcceleration(IntPtr collider, ref Vector3 acc);
[DllImport("3DRadSpace.FFI.dll", EntryPoint = "E3DRSP_ICollider_Intersects")]
private static extern float _intersects(IntPtr collider, ref Ray r);
[DllImport("3DRadSpace.FFI.dll", EntryPoint = "E3DRSP_ICollider_UpdateTransform")]
private static extern void _updateTransform(IntPtr collider);
[DllImport("3DRadSpace.FFI.dll", EntryPoint = "E3DRSP_ICollider_UpdateTransform2")]
private static extern void _updateTransform2(IntPtr collider, ref Vector3 position, ref Quaternion rotation);
[DllImport("3DRadSpace.FFI.dll", EntryPoint = "E3DRSP_ICollider_Destroy")]
private static extern void _destroy(IntPtr collider);
public float Mass
{
get => _getMass(_handle);
set => _setMass(_handle, value);
}
public Vector3 Position
{
get => _getPosition(_handle);
set => _setPosition(_handle, ref value);
}
public Quaternion Rotation
{
get => _getRotation(_handle);
set => _setRotation(_handle, ref value);
}
public float LinearDamping
{
get => _getLinearDamping(_handle);
set => _setLinearDamping(_handle, value);
}
public float AngularDamping
{
get => _getAngularDamping(_handle);
set => _setAngularDamping(_handle, value);
}
public float StaticFriction
{
get => _getStaticFriction(_handle);
set => _setStaticFriction(_handle, value);
}
public float DynamicFriction
{
get => _getDynamicFriction(_handle);
set => _setDynamicFriction(_handle, value);
}
public float Restitution
{
get => _getRestitution(_handle);
set => _setRestitution(_handle, value);
}
public Vector3 LinearVelocity
{
get => _getLinearVelocity(_handle);
set => _setLinearVelocity(_handle, ref value);
}
public Vector3 AngularVelocity
{
get => _getAngularVelocity(_handle);
set => _setAngularVelocity(_handle, ref value);
}
public Vector3 MaxAngularVelocity
{
get => _getMaxAngularVelocity(_handle);
set => _setMaxAngularVelocity(_handle, ref value);
}
public IPhysicsEngine GetPhysics()
{
return new IPhysicsEngine(_getPhysics(_handle));
}
public bool ApplyForce(Vector3 force)
{
return _applyForce(_handle, ref force);
}
public bool ApplyForce(Vector3 force, Vector3 center)
{
return _applyForce2(_handle, ref force, ref center);
}
public bool ApplyTorque(Vector3 force)
{
return _applyTorque(_handle, ref force);
}
public bool ApplyAcceleration(Vector3 acc)
{
return _applyAcceleration(_handle, ref acc);
}
public bool ApplyAngularAcceleration(Vector3 acc)
{
return _applyAngularAcceleration(_handle, ref acc);
}
public float? Intersects(Ray r)
{
float result = _intersects(_handle, ref r);
return float.IsNaN(result) ? null : result;
}
public void UpdateTransform()
{
_updateTransform(_handle);
}
public void UpdateTransform(Vector3 position, Quaternion rotation)
{
_updateTransform2(_handle, ref position, ref rotation);
}
public ICollider(IntPtr natPtr) : base(natPtr, _destroy)
{
}
}