15void internal_m2n_physics_apply_explosion_force(entt::entity
id,
16 float explosion_force,
17 const math::vec3& explosion_position,
18 float explosion_radius,
19 float upwards_modifier,
24 comp->apply_explosion_force(explosion_force, explosion_position, explosion_radius, upwards_modifier, mode);
27void internal_m2n_physics_apply_force(entt::entity
id,
const math::vec3& value,
force_mode mode)
31 comp->apply_force(value, mode);
35void internal_m2n_physics_apply_torque(entt::entity
id,
const math::vec3& value,
force_mode mode)
39 comp->apply_torque(value, mode);
43auto internal_m2n_physics_get_velocity(entt::entity
id) -> math::vec3
47 return comp->get_velocity();
53void internal_m2n_physics_set_velocity(entt::entity
id,
const math::vec3&
velocity)
61auto internal_m2n_physics_get_angular_velocity(entt::entity
id) -> math::vec3
65 return comp->get_angular_velocity();
71void internal_m2n_physics_set_angular_velocity(entt::entity
id,
const math::vec3&
velocity)
75 comp->set_angular_velocity(
velocity);
79auto internal_m2n_physics_get_include_layers(entt::entity
id) ->
layer_mask
83 return comp->get_collision_include_mask();
89void internal_m2n_physics_set_include_layers(entt::entity
id,
layer_mask mask)
93 comp->set_collision_include_mask(
mask);
97auto internal_m2n_physics_get_exclude_layers(entt::entity
id) ->
layer_mask
101 return comp->get_collision_exclude_mask();
107void internal_m2n_physics_set_exclude_layers(entt::entity
id,
layer_mask mask)
111 comp->set_collision_exclude_mask(
mask);
115auto internal_m2n_physics_get_collision_layers(entt::entity
id) ->
layer_mask
119 return comp->get_collision_mask();
125auto internal_m2n_physics_get_is_sensor(entt::entity
id) ->
bool
129 return comp->is_sensor();
135void internal_m2n_physics_set_is_sensor(entt::entity
id,
bool sensor)
139 comp->set_is_sensor(
sensor);
143auto internal_m2n_physics_get_mass(entt::entity
id) ->
float
147 return comp->get_mass();
153void internal_m2n_physics_set_mass(entt::entity
id,
float mass)
157 comp->set_mass(
mass);
161auto internal_m2n_physics_get_is_kinematic(entt::entity
id) ->
bool
165 return comp->is_kinematic();
171void internal_m2n_physics_set_is_kinematic(entt::entity
id,
bool kinematic)
175 comp->set_is_kinematic(kinematic);
179auto internal_m2n_physics_get_use_gravity(entt::entity
id) ->
bool
183 return comp->is_using_gravity();
189void internal_m2n_physics_set_use_gravity(entt::entity
id,
bool use_gravity)
193 comp->set_is_using_gravity(use_gravity);
203 auto reg = dotnet::internal_call_registry(
"Unravel.Core.PhysicsComponent");
204 reg.add_internal_call(
"internal_m2n_physics_apply_explosion_force",
205 dotnet_internal_call(internal_m2n_physics_apply_explosion_force));
206 reg.add_internal_call(
"internal_m2n_physics_apply_force", dotnet_internal_call(internal_m2n_physics_apply_force));
207 reg.add_internal_call(
"internal_m2n_physics_apply_torque", dotnet_internal_call(internal_m2n_physics_apply_torque));
208 reg.add_internal_call(
"internal_m2n_physics_get_velocity", dotnet_internal_call(internal_m2n_physics_get_velocity));
209 reg.add_internal_call(
"internal_m2n_physics_set_velocity", dotnet_internal_call(internal_m2n_physics_set_velocity));
210 reg.add_internal_call(
"internal_m2n_physics_get_angular_velocity",
211 dotnet_internal_call(internal_m2n_physics_get_angular_velocity));
212 reg.add_internal_call(
"internal_m2n_physics_set_angular_velocity",
213 dotnet_internal_call(internal_m2n_physics_set_angular_velocity));
215 reg.add_internal_call(
"internal_m2n_physics_get_include_layers",
216 dotnet_internal_call(internal_m2n_physics_get_include_layers));
217 reg.add_internal_call(
"internal_m2n_physics_set_include_layers",
218 dotnet_internal_call(internal_m2n_physics_set_include_layers));
219 reg.add_internal_call(
"internal_m2n_physics_get_exclude_layers",
220 dotnet_internal_call(internal_m2n_physics_get_exclude_layers));
221 reg.add_internal_call(
"internal_m2n_physics_set_exclude_layers",
222 dotnet_internal_call(internal_m2n_physics_set_exclude_layers));
223 reg.add_internal_call(
"internal_m2n_physics_get_collision_layers",
224 dotnet_internal_call(internal_m2n_physics_get_collision_layers));
226 reg.add_internal_call(
"internal_m2n_physics_get_is_sensor",
227 dotnet_internal_call(internal_m2n_physics_get_is_sensor));
228 reg.add_internal_call(
"internal_m2n_physics_set_is_sensor",
229 dotnet_internal_call(internal_m2n_physics_set_is_sensor));
230 reg.add_internal_call(
"internal_m2n_physics_get_mass",
231 dotnet_internal_call(internal_m2n_physics_get_mass));
232 reg.add_internal_call(
"internal_m2n_physics_set_mass",
233 dotnet_internal_call(internal_m2n_physics_set_mass));
234 reg.add_internal_call(
"internal_m2n_physics_get_is_kinematic",
235 dotnet_internal_call(internal_m2n_physics_get_is_kinematic));
236 reg.add_internal_call(
"internal_m2n_physics_set_is_kinematic",
237 dotnet_internal_call(internal_m2n_physics_set_is_kinematic));
238 reg.add_internal_call(
"internal_m2n_physics_get_use_gravity",
239 dotnet_internal_call(internal_m2n_physics_get_use_gravity));
240 reg.add_internal_call(
"internal_m2n_physics_set_use_gravity",
241 dotnet_internal_call(internal_m2n_physics_set_use_gravity));
#define APPLOG_TRACE(...)
void register_physics_component_script_bindings()
@ mask
Hard alpha cutoff; casts cutout shadows.
auto safe_get_component(entt::entity id) -> T *