#ifndef ANKI_PHYSICS_MOTION_STATE_H #define ANKI_PHYSICS_MOTION_STATE_H #include "anki/scene/MoveComponent.h" #include namespace anki { /// A custom motion state class MotionState: public btMotionState { public: MotionState(); MotionState(const Transform& initialTransform, MoveComponent* node); ~MotionState() {} MotionState& operator=(const MotionState& b); /// @name Bullet implementation of virtuals /// @{ void getWorldTransform(btTransform& worldTrans) const { worldTrans = worldTransform; } void setWorldTransform(const btTransform& worldTrans); /// @} private: btTransform worldTransform; MoveComponent* node; ///< Pointer cause it may be NULL }; } // end namespace anki #endif