#include "BsPhysXBoxCollider.h" #include "BsPhysX.h" #include "PxPhysics.h" #include "BsFPhysXCollider.h" using namespace physx; namespace BansheeEngine { PhysXBoxCollider::PhysXBoxCollider(PxPhysics* physx, const Vector3& position, const Quaternion& rotation, float extentX, float extentY, float extentZ) { PxBoxGeometry geometry(extentX, extentY, extentZ); PxShape* shape = physx->createShape(geometry, *gPhysX().getDefaultMaterial(), true); shape->setLocalPose(toPxTransform(position, rotation)); mInternal = bs_new(shape); } PhysXBoxCollider::~PhysXBoxCollider() { bs_delete(mInternal); } FPhysXCollider* PhysXBoxCollider::getInternal() const { return static_cast(mInternal); } }