#include "BsRigidbody.h" #include "BsPhysics.h" namespace BansheeEngine { Rigidbody::~Rigidbody() { // It is assumed that child colliders will keep the parent Rigidbody alive, so we don't need to clear their parents } void Rigidbody::addCollider(Collider* collider) { mColliders.push_back(collider); } void Rigidbody::removeCollider(Collider* collider) { auto iterFind = std::find(mColliders.begin(), mColliders.end(), collider); if (iterFind != mColliders.end()) mColliders.erase(iterFind); } void Rigidbody::setIsActive(bool value) { mIsActive = value; } SPtr Rigidbody::create(const Vector3& position, const Quaternion& rotation) { return gPhysics().createRigidbody(position, rotation); } }