51 lines
1.5 KiB
C++
51 lines
1.5 KiB
C++
// Copyright (c) 2012-2024 Wojciech Figat. All rights reserved.
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#pragma once
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#include "Collider.h"
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/// <summary>
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/// A sphere-shaped primitive collider.
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/// </summary>
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/// <seealso cref="Collider" />
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API_CLASS(Attributes="ActorContextMenu(\"New/Physics/Colliders/Sphere Collider\"), ActorToolbox(\"Physics\")")
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class FLAXENGINE_API SphereCollider : public Collider
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{
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API_AUTO_SERIALIZATION();
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DECLARE_SCENE_OBJECT(SphereCollider);
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private:
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float _radius;
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public:
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/// <summary>
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/// Gets the radius of the sphere, measured in the object's local space.
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/// </summary>
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/// <remarks>The sphere radius will be scaled by the actor's world scale.</remarks>
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API_PROPERTY(Attributes="EditorOrder(100), DefaultValue(50.0f), EditorDisplay(\"Collider\"), ValueCategory(Utils.ValueCategory.Distance)")
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FORCE_INLINE float GetRadius() const
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{
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return _radius;
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}
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/// <summary>
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/// Sets the radius of the sphere, measured in the object's local space.
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/// </summary>
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/// <remarks>The sphere radius will be scaled by the actor's world scale.</remarks>
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API_PROPERTY() void SetRadius(float value);
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public:
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// [Collider]
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#if USE_EDITOR
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void OnDebugDrawSelected() override;
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#endif
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bool IntersectsItself(const Ray& ray, Real& distance, Vector3& normal) override;
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protected:
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// [Collider]
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#if USE_EDITOR
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void DrawPhysicsDebug(RenderView& view) override;
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#endif
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void UpdateBounds() override;
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void GetGeometry(CollisionShape& collision) override;
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};
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