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#ifndef MESHCOLLIDER_H
#define MESHCOLLIDER_H
#include "Collider.h"
#include "Runtime/Math/Vector3.h"
class Mesh;
#if UNITY_EDITOR
class NxConvexMesh;
class NxTriangleMesh;
#endif
class MeshCollider : public Collider
{
public:
REGISTER_DERIVED_CLASS (MeshCollider, Collider)
DECLARE_OBJECT_SERIALIZE (MeshCollider)
MeshCollider (MemLabelId label, ObjectCreationMode mode);
void SetSharedMesh (const PPtr<Mesh> m);
PPtr<Mesh> GetSharedMesh ();
void SetConvex (bool convex);
bool GetConvex () const { return m_Convex; }
void SetSmoothSphereCollisions (bool convex);
bool GetSmoothSphereCollisions () const { return m_SmoothSphereCollisions; }
virtual void Reset ();
virtual void AwakeFromLoad(AwakeFromLoadMode mode);
virtual void TransformChanged (int changeMask);
static void InitializeClass ();
static void CleanupClass () {}
void DidDeleteMesh ();
#if UNITY_EDITOR
const NxConvexMesh* GetConvexMesh() const;
const NxTriangleMesh* GetTriangleMesh() const;
#endif
private:
void CreateShape( void* nxmesh, const Rigidbody* ignoreRigidbody );
protected:
virtual void Create (const Rigidbody* ignoreRigidbody);
virtual void Cleanup ();
virtual void ReCreate();
void ScaleChanged ();
//virtual NxCCDSkeleton* CreateCCDSkeleton(float scale);
bool m_SmoothSphereCollisions;
bool m_Convex;
bool m_Shared;
PPtr<Mesh> m_Mesh;
PPtr<Mesh> m_CachedMesh;
ListNode<Object> m_MeshNode;
};
#endif
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