// Copyright (c) 2012-2023 Wojciech Figat. All rights reserved. #include "PhysicsColliderActor.h" #include "Engine/Scripting/Script.h" #include "RigidBody.h" PhysicsColliderActor::PhysicsColliderActor(const SpawnParams& params) : Actor(params) { } void PhysicsColliderActor::OnCollisionEnter(const Collision& c) { CollisionEnter(c); auto rigidBody = GetAttachedRigidBody(); if (rigidBody) rigidBody->OnCollisionEnter(c); } void PhysicsColliderActor::OnCollisionExit(const Collision& c) { CollisionExit(c); auto rigidBody = GetAttachedRigidBody(); if (rigidBody) rigidBody->OnCollisionExit(c); } void PhysicsColliderActor::OnTriggerEnter(PhysicsColliderActor* c) { TriggerEnter(c); auto rigidBody = GetAttachedRigidBody(); if (rigidBody) rigidBody->OnTriggerEnter(c); } void PhysicsColliderActor::OnTriggerExit(PhysicsColliderActor* c) { TriggerExit(c); auto rigidBody = GetAttachedRigidBody(); if (rigidBody) rigidBody->OnTriggerExit(c); }