Skylicht Engine
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Collider
CMeshCollider.h
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/*
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!@
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MIT License
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Copyright (c) 2024 Skylicht Technology CO., LTD
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Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files
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(the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify,
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merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so,
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subject to the following conditions:
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The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED,
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INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.
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IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY,
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WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
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This file is part of the "Skylicht Engine".
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https://github.com/skylicht-lab/skylicht-engine
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!#
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*/
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#pragma once
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#include "CCollider.h"
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#include "Entity/CEntityPrefab.h"
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#include "RenderMesh/CRenderMeshData.h"
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namespace
Skylicht
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{
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namespace
Physics
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{
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class
CMeshCollider :
public
CCollider
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{
protected
:
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std::string m_source;
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#ifdef USE_BULLET_PHYSIC_ENGINE
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btTriangleMesh* m_mesh;
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#endif
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public
:
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CMeshCollider();
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virtual
~CMeshCollider();
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void
releaseMesh
();
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virtual
void
updateComponent();
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virtual
CObjectSerializable
* createSerializable();
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virtual
void
loadSerializable(
CObjectSerializable
*
object
);
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inline
void
setMeshSource
(
const
char
* source)
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{
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m_source = source;
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}
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inline
const
char
*
getMeshSource
()
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{
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return
m_source.c_str();
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}
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CEntityPrefab
*
getMeshPrefab
();
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core::matrix4
getWorldTransform
();
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#ifdef USE_BULLET_PHYSIC_ENGINE
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virtual
btCollisionShape* initCollisionShape();
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void
initFromPrefab(
CEntityPrefab
* prefab, std::function<
void
(
const
core::matrix4
&,
CMesh
*)> callback);
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#endif
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DECLARE_GETTYPENAME(CMeshCollider)
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};
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}
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}
Skylicht::CEntityPrefab
This object class is created to store data in an array of multiple CEntities.
Definition
CEntityPrefab.h:38
Skylicht::CMesh
Definition
CMesh.h:75
Skylicht::CObjectSerializable
Definition
CObjectSerializable.h:36
Skylicht::Physics::CMeshCollider::getMeshPrefab
CEntityPrefab * getMeshPrefab()
Loads and returns the mesh prefab from the source path.
Skylicht::Physics::CMeshCollider::setMeshSource
void setMeshSource(const char *source)
Sets the source path for the mesh prefab.
Definition
CMeshCollider.h:75
Skylicht::Physics::CMeshCollider::getMeshSource
const char * getMeshSource()
Gets the source path for the mesh prefab.
Definition
CMeshCollider.h:84
Skylicht::Physics::CMeshCollider::getWorldTransform
core::matrix4 getWorldTransform()
Gets the world transform matrix of the collider.
Skylicht::Physics::CMeshCollider::releaseMesh
void releaseMesh()
Releases the internal triangle mesh data.
Skylicht
Everything in the Skylicht Engine. You can start by looking at the topics.
Definition
AudioDebugLog.h:29
irr::core::matrix4
CMatrix4< f32 > matrix4
Typedef for f32 matrix.
Definition
matrix4.h:2241
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