forked from Unity-Technologies/UnityCsReference
-
Notifications
You must be signed in to change notification settings - Fork 0
Expand file tree
/
Copy pathVehicles.bindings.cs
More file actions
60 lines (51 loc) · 2.8 KB
/
Vehicles.bindings.cs
File metadata and controls
60 lines (51 loc) · 2.8 KB
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
// Unity C# reference source
// Copyright (c) Unity Technologies. For terms of use, see
// https://unity3d.com/legal/licenses/Unity_Reference_Only_License
using UnityEngine.Bindings;
using UnityEngine.Scripting;
namespace UnityEngine
{
[NativeHeader("Modules/Vehicles/WheelCollider.h")]
public struct WheelHit
{
[NativeName("point")] private Vector3 m_Point;
[NativeName("normal")] private Vector3 m_Normal;
[NativeName("forwardDir")] private Vector3 m_ForwardDir;
[NativeName("sidewaysDir")] private Vector3 m_SidewaysDir;
[NativeName("force")] private float m_Force;
[NativeName("forwardSlip")] private float m_ForwardSlip;
[NativeName("sidewaysSlip")] private float m_SidewaysSlip;
[NativeName("collider")] private Collider m_Collider;
public Collider collider { get { return m_Collider; } set { m_Collider = value; }}
public Vector3 point { get { return m_Point; } set { m_Point = value; } }
public Vector3 normal { get { return m_Normal; } set { m_Normal = value; } }
public Vector3 forwardDir { get { return m_ForwardDir; } set { m_ForwardDir = value; } }
public Vector3 sidewaysDir { get { return m_SidewaysDir; } set { m_SidewaysDir = value; } }
public float force { get { return m_Force; } set { m_Force = value; } }
public float forwardSlip { get { return m_ForwardSlip; } set { m_ForwardSlip = value; } }
public float sidewaysSlip { get { return m_SidewaysSlip; } set { m_SidewaysSlip = value; } }
}
[NativeHeader("Modules/Vehicles/WheelCollider.h")]
[NativeHeader("PhysicsScriptingClasses.h")]
public class WheelCollider : Collider
{
public extern Vector3 center {get; set; }
public extern float radius {get; set; }
public extern float suspensionDistance {get; set; }
public extern JointSpring suspensionSpring {get; set; }
public extern float forceAppPointDistance {get; set; }
public extern float mass {get; set; }
public extern float wheelDampingRate {get; set; }
public extern WheelFrictionCurve forwardFriction {get; set; }
public extern WheelFrictionCurve sidewaysFriction {get; set; }
public extern float motorTorque {get; set; }
public extern float brakeTorque {get; set; }
public extern float steerAngle {get; set; }
public extern bool isGrounded {[NativeName("IsGrounded")] get; }
public extern float rpm { get; }
public extern float sprungMass { get; }
public extern void ConfigureVehicleSubsteps(float speedThreshold, int stepsBelowThreshold, int stepsAboveThreshold);
public extern void GetWorldPose(out Vector3 pos, out Quaternion quat);
public extern bool GetGroundHit(out WheelHit hit);
}
}