virtualx-engine/scene/3d/collision_shape_3d.h
Rémi Verschelde b5334d14f7
Update copyright statements to 2021
Happy new year to the wonderful Godot community!

2020 has been a tough year for most of us personally, but a good year for
Godot development nonetheless with a huge amount of work done towards Godot
4.0 and great improvements backported to the long-lived 3.2 branch.

We've had close to 400 contributors to engine code this year, authoring near
7,000 commit! (And that's only for the `master` branch and for the engine code,
there's a lot more when counting docs, demos and other first-party repos.)

Here's to a great year 2021 for all Godot users 🎆
2021-01-01 20:19:21 +01:00

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C++

/*************************************************************************/
/* collision_shape_3d.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* 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/node_3d.h"
#include "scene/resources/shape_3d.h"
class CollisionObject3D;
class CollisionShape3D : public Node3D {
GDCLASS(CollisionShape3D, Node3D);
OBJ_CATEGORY("3D Physics Nodes");
Ref<Shape3D> shape;
uint32_t owner_id;
CollisionObject3D *parent;
Node *debug_shape;
bool debug_shape_dirty;
void resource_changed(RES res);
bool disabled;
protected:
void _update_debug_shape();
void _shape_changed();
void _update_in_shape_owner(bool p_xform_only = false);
protected:
void _notification(int p_what);
static void _bind_methods();
public:
void make_convex_from_siblings();
void set_shape(const Ref<Shape3D> &p_shape);
Ref<Shape3D> get_shape() const;
void set_disabled(bool p_disabled);
bool is_disabled() const;
String get_configuration_warning() const override;
CollisionShape3D();
~CollisionShape3D();
};
#endif // BODY_VOLUME_H