5#include <ext/reactphysics3d/src/body/CollisionBody.h>
6#include <ext/reactphysics3d/src/collision/narrowphase/DefaultCollisionDispatch.h>
7#include <ext/reactphysics3d/src/collision/narrowphase/NarrowPhaseAlgorithm.h>
8#include <ext/reactphysics3d/src/collision/shapes/CollisionShape.h>
9#include <ext/reactphysics3d/src/collision/CollisionCallback.h>
10#include <ext/reactphysics3d/src/collision/NarrowPhaseInfo.h>
11#include <ext/reactphysics3d/src/collision/ProxyShape.h>
12#include <ext/reactphysics3d/src/constraint/ContactPoint.h>
13#include <ext/reactphysics3d/src/engine/CollisionWorld.h>
14#include <ext/reactphysics3d/src/engine/OverlappingPair.h>
15#include <ext/reactphysics3d/src/mathematics/Transform.h>
16#include <ext/reactphysics3d/src/memory/MemoryAllocator.h>
29BoundingVolume::~BoundingVolume() {
48 reactphysics3d::Vector3(
55 reactphysics3d::Quaternion(
Axis aligned bounding box used for frustum, this is not directly connectable with physics engine.
const Vector3 & getCenter() const
Bounding volume interface.
virtual void setScale(const Vector3 &scale)=0
Set local scale.
BoundingBox boundingBoxTransformed
reactphysics3d::Transform collisionShapeLocalTransform
const Vector3 & getCenterTransformed() const
reactphysics3d::Transform collisionShapeTransform
reactphysics3d::AABB collisionShapeAABB
Vector3 centerTransformed
const Vector3 & getCenter() const
virtual void fromTransformations(const Transformations &transformations)
Transform bounding volume from given transformations.
reactphysics3d::CollisionShape * collisionShape
const Vector3 & getScale()
Get local scale.
void computeBoundingBox()
Compute bounding box.
BoundingBox & getBoundingBoxTransformed()
Get bounding box transformed.