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#pragma once
#if ENABLE_TERRAIN && ENABLE_PHYSICS
#include "Runtime/Math/Vector3.h"
#include "Runtime/Utilities/LinkedList.h"
#include "Runtime/Dynamics/Collider.h"
class TerrainData;
class TerrainCollider : public Collider
{
PPtr<TerrainData> m_TerrainData;
bool m_CreateTreeColliders;
ListNode<TerrainCollider> m_Node;
std::vector<NxShape*> m_TreeColliders;
Vector3f m_CachedInvSize;
public:
TerrainCollider (MemLabelId label, ObjectCreationMode mode);
REGISTER_DERIVED_CLASS(TerrainCollider, Collider)
DECLARE_OBJECT_SERIALIZE(TerrainCollider)
void ScaleChanged (){}
void FetchPoseFromTransform ();
Vector3f GetCachedInvSize () { return m_CachedInvSize; }
void SetTerrainData (PPtr<TerrainData> map);
TerrainData* GetTerrainData ();
void CreateTrees ();
virtual void TransformChanged (int changeMask);
void TerrainChanged (int changeMask);
virtual void Create (const Rigidbody* ignoreAttachRigidbody);
virtual void Cleanup ();
static void InitializeClass ();
static void CleanupClass () {}
bool HasShape() const { return m_Shape != NULL; }
virtual bool SupportsMaterial () const { return false; }
};
#endif
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