1#include "physics/Collider.h"
3#include <btBulletCollisionCommon.h>
24 vec3 halfExtents = extents * 0.5f;
25 m_shape =
new btBoxShape(btVector3(halfExtents.x, halfExtents.y, halfExtents.z));
30 m_shape =
new btSphereShape(radius);
35 m_shape =
new btCapsuleShape(btScalar(radius), btScalar(height));
Engine-wide primitive type aliases and GLM math imports.
BoxCollider(const glm::vec3 &extents)
CapsuleCollider(float radius, float height)
btCollisionShape * GetShape()
Underlying Bullet shape (borrowed, do not delete).
btCollisionShape * m_shape
SphereCollider(float radius)
glm::vec3 vec3
3-component float vector (e.g. world position, RGB colour, normals).