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o3de/Gems/PhysX/Code/Source/SphereColliderComponent.h

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C++

/*
* All or portions of this file Copyright (c) Amazon.com, Inc. or its affiliates or
* its licensors.
*
* For complete copyright and license terms please see the LICENSE at the root of this
* distribution (the "License"). All use of this software is governed by the License,
* or, if provided, by the license below or the license accompanying this file. Do not
* remove or modify any license notices. This file is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
*
*/
#pragma once
#include <BaseColliderComponent.h>
#include <AzCore/Component/Component.h>
#include <AzCore/Math/Vector3.h>
namespace PhysX
{
/// Component that provides sphere shape collider.
/// May be used in conjunction with a PhysX Rigid Body Component to create a dynamic rigid body, or on its own
/// to create a static rigid body.
class SphereColliderComponent
: public BaseColliderComponent
{
public:
using Configuration = Physics::SphereShapeConfiguration;
AZ_COMPONENT(SphereColliderComponent, "{108CD341-E5C3-4AE1-B712-21E81ED6C277}", BaseColliderComponent);
static void Reflect(AZ::ReflectContext* context);
SphereColliderComponent() = default;
// BaseColliderComponent
void UpdateScaleForShapeConfigs() override;
};
}