virtualx-engine/scene/3d/body_shape.h

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/*************************************************************************/
/* body_shape.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* http://www.godotengine.org */
/*************************************************************************/
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/* Copyright (c) 2007-2015 Juan Linietsky, Ariel Manzur. */
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/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
#ifndef COLLISION_SHAPE_H
#define COLLISION_SHAPE_H
#include "scene/3d/spatial.h"
#include "scene/resources/shape.h"
class CollisionShape : public Spatial {
OBJ_TYPE( CollisionShape, Spatial );
OBJ_CATEGORY("3D Physics Nodes");
Ref<Shape> shape;
/*
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RID _get_visual_instance_rid() const;
void _update_indicator();
RID material;
RID indicator;
RID indicator_instance;
*/
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Node* debug_shape;
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void resource_changed(RES res);
bool updating_body;
bool unparenting;
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bool trigger;
bool can_update_body;
int update_shape_index;
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void _update_body();
void _add_to_collision_object(Object* p_cshape);
void _set_update_shape_index(int p_index);
int _get_update_shape_index() const;
void _create_debug_shape();
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protected:
void _notification(int p_what);
static void _bind_methods();
public:
void make_convex_from_brothers();
void set_shape(const Ref<Shape> &p_shape);
Ref<Shape> get_shape() const;
void set_updating_body(bool p_update);
bool is_updating_body() const;
void set_trigger(bool p_trigger);
bool is_trigger() const;
int get_collision_object_shape_index() const { return _get_update_shape_index(); }
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CollisionShape();
~CollisionShape();
};
#endif // BODY_VOLUME_H