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#ifndef SPHERECOLLIDER_H
#define SPHERECOLLIDER_H
#include "Collider.h"
#include "Runtime/Math/Vector3.h"
class SphereCollider : public Collider
{
public:
REGISTER_DERIVED_CLASS (SphereCollider, Collider)
DECLARE_OBJECT_SERIALIZE (SphereCollider)
SphereCollider (MemLabelId label, ObjectCreationMode mode);
virtual void Reset ();
virtual void SmartReset ();
virtual void AwakeFromLoad(AwakeFromLoadMode mode);
void SetRadius (float r);
float GetRadius () const { return m_Radius; }
float GetScaledRadius () const;
void SetCenter (const Vector3f& center);
Vector3f GetCenter () { return m_Center; }
Vector3f GetGlobalCenter () const;
void TransformChanged (int changeMask);
virtual AABB GetBounds ();
protected:
virtual void Create (const Rigidbody* ignoreAttachRigidbody);
virtual void FetchPoseFromTransform ();
virtual bool GetRelativeToParentPositionAndRotation (Transform& transform, Transform& anyParent, Matrix4x4f& matrix);
virtual NxCCDSkeleton* CreateCCDSkeleton(float scale);
void ScaleChanged ();
/// The radius of the sphere. range { 0.00001, infinity }
float m_Radius;
Vector3f m_Center;
#if UNITY_EDITOR
/// In unity version 1.0 sphere radius did not change with scale.
/// This was fixed with version 1.1
/// In the transfer function we check if we should up to account for the now introduced scale.
bool fixupSphereColliderBackwardsCompatibility;
#endif
};
#endif
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