Files
FlaxEngine/Source/Engine/Physics/Colliders/MeshCollider.h

48 lines
1.5 KiB
C++

// Copyright (c) Wojciech Figat. All rights reserved.
#pragma once
#include "Collider.h"
#include "Engine/Content/AssetReference.h"
#include "Engine/Physics/CollisionData.h"
/// <summary>
/// A collider represented by an arbitrary mesh.
/// </summary>
/// <seealso cref="Collider" />
API_CLASS(Attributes="ActorContextMenu(\"New/Physics/Colliders/Mesh Collider\"), ActorToolbox(\"Physics\")")
class FLAXENGINE_API MeshCollider : public Collider
{
API_AUTO_SERIALIZATION();
DECLARE_SCENE_OBJECT(MeshCollider);
public:
/// <summary>
/// Linked collision data asset that contains convex mesh or triangle mesh used to represent a mesh collider shape.
/// </summary>
API_FIELD(Attributes="EditorOrder(100), DefaultValue(null), EditorDisplay(\"Collider\")")
AssetReference<CollisionData> CollisionData;
private:
void OnCollisionDataChanged();
void OnCollisionDataLoaded();
public:
// [Collider]
bool CanAttach(RigidBody* rigidBody) const override;
bool CanBeTrigger() const override;
#if USE_EDITOR
void OnDebugDrawSelected() override;
#endif
bool IntersectsItself(const Ray& ray, Real& distance, Vector3& normal) override;
protected:
// [Collider]
#if USE_EDITOR
void DrawPhysicsDebug(RenderView& view) override;
#endif
void UpdateBounds() override;
void GetGeometry(CollisionShape& collision) override;
void OnAssetChanged(Asset* asset, void* caller) override;
void OnAssetLoaded(Asset* asset, void* caller) override;
};