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