/*************************************************************************/ /* body_shape.h */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* http://www.godotengine.org */ /*************************************************************************/ /* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */ /* */ /* 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; /* RID _get_visual_instance_rid() const; void _update_indicator(); RID material; RID indicator; RID indicator_instance; */ void resource_changed(RES res); bool updating_body; bool unparenting; bool trigger; void _update_body(); void _add_to_collision_object(Object* p_cshape); 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; CollisionShape(); ~CollisionShape(); }; #endif // BODY_VOLUME_H