#include "BsPhysXPlaneCollider.h" #include "BsPhysX.h" #include "PxPhysics.h" #include "BsFPhysXCollider.h" using namespace physx; namespace bs { PhysXPlaneCollider::PhysXPlaneCollider(PxPhysics* physx, const Vector3& position, const Quaternion& rotation) { PxPlaneGeometry geometry; PxShape* shape = physx->createShape(geometry, *gPhysX().getDefaultMaterial(), true); shape->setLocalPose(toPxTransform(position, rotation)); shape->userData = this; mInternal = bs_new(shape); } PhysXPlaneCollider::~PhysXPlaneCollider() { bs_delete(mInternal); } FPhysXCollider* PhysXPlaneCollider::getInternal() const { return static_cast(mInternal); } }