3 #include <reactphysics3d/collision/shapes/AABB.h>
4 #include <reactphysics3d/collision/shapes/CollisionShape.h>
5 #include <reactphysics3d/mathematics/Transform.h>
59 return world !=
nullptr;
Dynamic physics world class.
Axis aligned bounding box used for frustum, this is not directly connectable with physics engine.
Bounding volume interface.
virtual void setTransform(const Transform &transform)
Transform bounding volume from given transform.
virtual void setScale(const Vector3 &scale)=0
Set local scale.
reactphysics3d::Transform collisionShapeLocalTransform
virtual void destroyCollisionShape()=0
Destroy collision shape.
reactphysics3d::Transform collisionShapeTransform
virtual void createCollisionShape(World *world)=0
Create collision shap.
virtual ~BoundingVolume()
Destructor.
const Vector3 & getCenter() const
Vector3 collisionShapeLocalTranslation
reactphysics3d::CollisionShape * collisionShape
virtual BoundingVolume * clone() const =0
Clones this bounding volume.
const Vector3 & getScale()
Get local scale.
Capsule physics primitive.
Convex mesh physics primitive.
Oriented bounding box physics primitive.
Sphere physics primitive.
Vector3 class representing vector3 mathematical structure and operations with x, y,...
Helper class to create models from physics primitive bounding volumes.