// Copyright (c) Wojciech Figat. All rights reserved.
#pragma once
#include "Collider.h"
///
/// A sphere-shaped primitive collider.
///
///
API_CLASS(Attributes="ActorContextMenu(\"New/Physics/Colliders/Sphere Collider\"), ActorToolbox(\"Physics\")")
class FLAXENGINE_API SphereCollider : public Collider
{
API_AUTO_SERIALIZATION();
DECLARE_SCENE_OBJECT(SphereCollider);
private:
float _radius;
public:
///
/// Gets the radius of the sphere, measured in the object's local space.
///
/// The sphere radius will be scaled by the actor's world scale.
API_PROPERTY(Attributes="EditorOrder(100), DefaultValue(50.0f), EditorDisplay(\"Collider\"), ValueCategory(Utils.ValueCategory.Distance)")
FORCE_INLINE float GetRadius() const
{
return _radius;
}
///
/// Sets the radius of the sphere, measured in the object's local space.
///
/// The sphere radius will be scaled by the actor's world scale.
API_PROPERTY() void SetRadius(float value);
public:
// [Collider]
#if USE_EDITOR
void OnDebugDrawSelected() override;
#endif
bool IntersectsItself(const Ray& ray, Real& distance, Vector3& normal) override;
protected:
// [Collider]
ImplementPhysicsDebug;
void UpdateBounds() override;
void GetGeometry(CollisionShape& collision) override;
};