Skylicht Engine
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CMeshCollider.h
1/*
2!@
3MIT License
4
5Copyright (c) 2024 Skylicht Technology CO., LTD
6
7Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files
8(the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify,
9merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so,
10subject to the following conditions:
11
12The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software.
13
14THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED,
15INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.
16IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY,
17WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
18OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
19
20This file is part of the "Skylicht Engine".
21https://github.com/skylicht-lab/skylicht-engine
22!#
23*/
24
25#pragma once
26
27#include "CCollider.h"
28#include "Entity/CEntityPrefab.h"
29#include "RenderMesh/CRenderMeshData.h"
30
31namespace Skylicht
32{
33 namespace Physics
34 {
47 class CMeshCollider : public CCollider
48 { protected:
49 std::string m_source;
50
51#ifdef USE_BULLET_PHYSIC_ENGINE
52 btTriangleMesh* m_mesh;
53#endif
54
55 public:
56 CMeshCollider();
57
58 virtual ~CMeshCollider();
59
64
65 virtual void updateComponent();
66
67 virtual CObjectSerializable* createSerializable();
68
69 virtual void loadSerializable(CObjectSerializable* object);
70
75 inline void setMeshSource(const char* source)
76 {
77 m_source = source;
78 }
79
84 inline const char* getMeshSource()
85 {
86 return m_source.c_str();
87 }
88
94
100
101#ifdef USE_BULLET_PHYSIC_ENGINE
102 virtual btCollisionShape* initCollisionShape();
103
109 void initFromPrefab(CEntityPrefab* prefab, std::function<void(const core::matrix4&, CMesh*)> callback);
110#endif
111
112 DECLARE_GETTYPENAME(CMeshCollider)
113 };
114 }
115}
This object class is created to store data in an array of multiple CEntities.
Definition CEntityPrefab.h:38
Definition CMesh.h:75
Definition CObjectSerializable.h:36
CEntityPrefab * getMeshPrefab()
Loads and returns the mesh prefab from the source path.
void setMeshSource(const char *source)
Sets the source path for the mesh prefab.
Definition CMeshCollider.h:75
const char * getMeshSource()
Gets the source path for the mesh prefab.
Definition CMeshCollider.h:84
core::matrix4 getWorldTransform()
Gets the world transform matrix of the collider.
void releaseMesh()
Releases the internal triangle mesh data.
Everything in the Skylicht Engine. You can start by looking at the topics.
Definition AudioDebugLog.h:29
CMatrix4< f32 > matrix4
Typedef for f32 matrix.
Definition matrix4.h:2241