# Conflicts: # Source/Engine/Level/Scene/SceneRendering.cpp # Source/Engine/Physics/Colliders/Collider.cpp # Source/Engine/Physics/Colliders/Collider.h
46 lines
1.4 KiB
C++
46 lines
1.4 KiB
C++
// Copyright (c) Wojciech Figat. All rights reserved.
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#pragma once
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#include "Collider.h"
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#include "Engine/Content/AssetReference.h"
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#include "Engine/Physics/CollisionData.h"
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/// <summary>
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/// A collider represented by an arbitrary mesh.
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/// </summary>
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/// <seealso cref="Collider" />
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API_CLASS(Attributes="ActorContextMenu(\"New/Physics/Colliders/Mesh Collider\"), ActorToolbox(\"Physics\")")
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class FLAXENGINE_API MeshCollider : public Collider
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{
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API_AUTO_SERIALIZATION();
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DECLARE_SCENE_OBJECT(MeshCollider);
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public:
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/// <summary>
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/// Linked collision data asset that contains convex mesh or triangle mesh used to represent a mesh collider shape.
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/// </summary>
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API_FIELD(Attributes="EditorOrder(100), DefaultValue(null), EditorDisplay(\"Collider\")")
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AssetReference<CollisionData> CollisionData;
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private:
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void OnCollisionDataChanged();
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void OnCollisionDataLoaded();
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public:
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// [Collider]
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bool CanAttach(RigidBody* rigidBody) const override;
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bool CanBeTrigger() const override;
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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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ImplementPhysicsDebug;
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void UpdateBounds() override;
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void GetGeometry(CollisionShape& collision) override;
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void OnAssetChanged(Asset* asset, void* caller) override;
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void OnAssetLoaded(Asset* asset, void* caller) override;
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};
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