BsCSphereCollider.cpp 1.6 KB

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  1. //********************************** Banshee Engine (www.banshee3d.com) **************************************************//
  2. //**************** Copyright (c) 2016 Marko Pintera ([email protected]). All rights reserved. **********************//
  3. #include "Components/BsCSphereCollider.h"
  4. #include "Scene/BsSceneObject.h"
  5. #include "Components/BsCRigidbody.h"
  6. #include "Private/RTTI/BsCSphereColliderRTTI.h"
  7. namespace bs
  8. {
  9. CSphereCollider::CSphereCollider()
  10. {
  11. setName("SphereCollider");
  12. }
  13. CSphereCollider::CSphereCollider(const HSceneObject& parent, float radius)
  14. : CCollider(parent), mRadius(radius)
  15. {
  16. setName("SphereCollider");
  17. }
  18. void CSphereCollider::setRadius(float radius)
  19. {
  20. float clampedRadius = std::max(radius, 0.01f);
  21. if (mRadius == clampedRadius)
  22. return;
  23. mRadius = clampedRadius;
  24. if (mInternal != nullptr)
  25. {
  26. _getInternal()->setRadius(clampedRadius);
  27. if (mParent != nullptr)
  28. mParent->_updateMassDistribution();
  29. }
  30. }
  31. void CSphereCollider::setCenter(const Vector3& center)
  32. {
  33. if (mLocalPosition == center)
  34. return;
  35. mLocalPosition = center;
  36. if (mInternal != nullptr)
  37. updateTransform();
  38. }
  39. SPtr<Collider> CSphereCollider::createInternal()
  40. {
  41. const Transform& tfrm = SO()->getTransform();
  42. SPtr<Collider> collider = SphereCollider::create(mRadius, tfrm.getPosition(), tfrm.getRotation());
  43. collider->_setOwner(PhysicsOwnerType::Component, this);
  44. return collider;
  45. }
  46. RTTITypeBase* CSphereCollider::getRTTIStatic()
  47. {
  48. return CSphereColliderRTTI::instance();
  49. }
  50. RTTITypeBase* CSphereCollider::getRTTI() const
  51. {
  52. return CSphereCollider::getRTTIStatic();
  53. }
  54. }