Vulkan Schnee
0.0.1
High-performance rendering engine
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SphereCollision.h
Go to the documentation of this file.
1
#pragma once
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#include "
CollisionShape.h
"
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#include "
Engine/World/Transform.h
"
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#include "glm/vec3.hpp"
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struct
btDefaultMotionState;
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class
btCollisionShape;
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namespace
Physics
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{
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class
SphereCollision
:
public
CollisionShape
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{
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public
:
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SphereCollision
();
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SphereCollision
(
float
radius);
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private
:
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void
setup
();
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btTransform
physicsTransform
;
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EngineCore::Transform
transform
;
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btDefaultMotionState*
motionState
;
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};
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}
CollisionShape.h
Transform.h
EngineCore::Transform
Definition
Transform.h:42
Physics::CollisionShape::CollisionShape
CollisionShape(bool isDynamic)
Definition
CollisionShape.h:14
Physics::SphereCollision::SphereCollision
SphereCollision()
Definition
SphereCollision.cpp:10
Physics::SphereCollision::physicsTransform
btTransform physicsTransform
Definition
SphereCollision.h:18
Physics::SphereCollision::motionState
btDefaultMotionState * motionState
Definition
SphereCollision.h:21
Physics::SphereCollision::transform
EngineCore::Transform transform
Definition
SphereCollision.h:19
Physics::SphereCollision::setup
void setup()
Definition
SphereCollision.cpp:22
Physics
Namespace for all physics only components. This could be shapes for the pyhsics engine.
Definition
SphereCollision.cpp:8
Engine
include
Engine
Physics
SphereCollision.h
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1.14.0