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- #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));
- shape->userData = this;
- mInternal = bs_new<FPhysXCollider>(shape);
- }
- PhysXBoxCollider::~PhysXBoxCollider()
- {
- bs_delete(mInternal);
- }
- FPhysXCollider* PhysXBoxCollider::getInternal() const
- {
- return static_cast<FPhysXCollider*>(mInternal);
- }
- }
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