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#include "UnityPrefix.h"
#if ENABLE_PHYSICS
#include "Runtime/BaseClasses/ClassRegistration.h"
#include "Runtime/Modules/ModuleRegistration.h"
static void RegisterPhysicsClasses (ClassRegistrationContext& context)
{
REGISTER_CLASS (Rigidbody)
REGISTER_CLASS (PhysicsManager)
REGISTER_CLASS (Collider)
REGISTER_CLASS (Joint)
REGISTER_CLASS (HingeJoint)
REGISTER_CLASS (MeshCollider)
REGISTER_CLASS (BoxCollider)
REGISTER_CLASS (ConstantForce)
REGISTER_CLASS (PhysicMaterial)
REGISTER_CLASS (SphereCollider)
REGISTER_CLASS (CapsuleCollider)
REGISTER_CLASS (FixedJoint)
REGISTER_CLASS (RaycastCollider)
REGISTER_CLASS (CharacterController)
REGISTER_CLASS (CharacterJoint)
REGISTER_CLASS (SpringJoint)
REGISTER_CLASS (WheelCollider)
REGISTER_CLASS (ConfigurableJoint)
#if ENABLE_CLOTH
REGISTER_CLASS (Cloth)
REGISTER_CLASS (InteractiveCloth)
REGISTER_CLASS (ClothRenderer)
REGISTER_CLASS (SkinnedCloth)
#endif
#if ENABLE_TERRAIN
REGISTER_CLASS (TerrainCollider)
#endif
}
#if ENABLE_MONO || UNITY_WINRT
void ExportNewDynamics ();
#if UNITY_EDITOR
void ExportColliderUtil ();
#endif
static void RegisterPhysicsICallModule ()
{
///@TODO: Maybe this ifdef should be moved to the cspreprocess generated code instead???? (For all modules)
#if !INTERNAL_CALL_STRIPPING
ExportNewDynamics ();
#if UNITY_EDITOR
ExportColliderUtil ();
#endif
#endif
}
#endif
extern "C" EXPORT_MODULE void RegisterModule_Physics ()
{
ModuleRegistrationInfo info;
info.registerClassesCallback = &RegisterPhysicsClasses;
#if ENABLE_MONO || UNITY_WINRT
info.registerIcallsCallback = &RegisterPhysicsICallModule;
#endif
RegisterModuleInfo (info);
}
#endif
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