6 #include <reactphysics3d/collision/TriangleMesh.h>
7 #include <reactphysics3d/collision/TriangleVertexArray.h>
16 using std::unique_ptr;
Dynamic physics world class.
Bounding volume interface.
Terrain mesh physics primitive.
vector< int32_t > indices
reactphysics3d::TriangleMesh * triangleMesh
BoundingVolume * clone() const override
Clones this bounding volume.
unique_ptr< reactphysics3d::TriangleVertexArray > triangleVertexArray
void setTransform(const Transform &transform) override
Transform bounding volume from given transform.
~TerrainMesh()
Destructor.
void destroyCollisionShape() override
Destroy collision shape.
void setScale(const Vector3 &scale) override
Set local scale.
TerrainMesh()
Public constructor.
void createCollisionShape(World *world) override
Create collision shap.
Triangle entity, this is not directly connectable with physics engine.
Vector3 class representing vector3 mathematical structure and operations with x, y,...
#define FORBID_CLASS_COPY(CLASS)