BsCollider.h 1.4 KB

12345678910111213141516171819202122232425262728293031323334353637383940414243444546474849
  1. //********************************** Banshee Engine (www.banshee3d.com) **************************************************//
  2. //**************** Copyright (c) 2016 Marko Pintera ([email protected]). All rights reserved. **********************//
  3. #pragma once
  4. #include "BsCorePrerequisites.h"
  5. #include "BsCollision.h"
  6. #include "BsVector3.h"
  7. #include "BsQuaternion.h"
  8. namespace BansheeEngine
  9. {
  10. class BS_CORE_EXPORT Collider
  11. {
  12. public:
  13. virtual ~Collider() { }
  14. inline Vector3 getPosition() const;
  15. inline Quaternion getRotation() const;
  16. inline void setTransform(const Vector3& pos, const Quaternion& rot);
  17. inline void setIsTrigger(bool value);
  18. inline bool getIsTrigger() const;
  19. inline void setMass(float mass);
  20. inline float getMass() const;
  21. inline void setRigidbody(const SPtr<Rigidbody>& rigidbody);
  22. inline SPtr<Rigidbody> getRigidbody() const;
  23. inline void setMaterial(const HPhysicsMaterial& material);
  24. inline HPhysicsMaterial getMaterial() const;
  25. inline void setContactOffset(float value);
  26. inline float getContactOffset();
  27. inline void setRestOffset(float value);
  28. inline float getRestOffset();
  29. inline void setLayer(UINT64 layer);
  30. inline UINT64 getLayer() const;
  31. Event<void(const CollisionData&)> onCollisionBegin;
  32. Event<void(const CollisionData&)> onCollisionStay;
  33. Event<void(const CollisionData&)> onCollisionEnd;
  34. protected:
  35. FCollider* mInternal = nullptr;
  36. };
  37. }