virtualx-engine/modules/gltf/extensions/physics/gltf_collider.h
Rémi Verschelde 25b2f1780a
Style: Harmonize header includes in modules
This applies our existing style guide, and adds a new rule to that style
guide for modular components such as platform ports and modules:

Includes from the platform port or module ("local" includes) should be listed
first in their own block using relative paths, before Godot's "core" includes
which use "absolute" (project folder relative) paths, and finally thirdparty
includes.

Includes in `#ifdef`s come after their relevant section, i.e. the overall
structure is:

- Local includes
  * Conditional local includes
- Core includes
  * Conditional core includes
- Thirdparty includes
  * Conditional thirdparty includes
2023-06-15 14:35:45 +02:00

89 lines
3.7 KiB
C++

/**************************************************************************/
/* gltf_collider.h */
/**************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/**************************************************************************/
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* 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 GLTF_COLLIDER_H
#define GLTF_COLLIDER_H
#include "../../gltf_defines.h"
#include "scene/3d/collision_shape_3d.h"
class ImporterMesh;
// GLTFCollider is an intermediary between OMI_collider and Godot's collision shape nodes.
// https://github.com/omigroup/gltf-extensions/tree/main/extensions/2.0/OMI_collider
class GLTFCollider : public Resource {
GDCLASS(GLTFCollider, Resource)
protected:
static void _bind_methods();
private:
String shape_type;
Vector3 size = Vector3(1.0, 1.0, 1.0);
real_t radius = 0.5;
real_t height = 2.0;
bool is_trigger = false;
GLTFMeshIndex mesh_index = -1;
Ref<ImporterMesh> importer_mesh = nullptr;
// Internal only, for caching Godot shape resources. Used in `to_node`.
Ref<Shape3D> _shape_cache = nullptr;
public:
String get_shape_type() const;
void set_shape_type(String p_shape_type);
Vector3 get_size() const;
void set_size(Vector3 p_size);
real_t get_radius() const;
void set_radius(real_t p_radius);
real_t get_height() const;
void set_height(real_t p_height);
bool get_is_trigger() const;
void set_is_trigger(bool p_is_trigger);
GLTFMeshIndex get_mesh_index() const;
void set_mesh_index(GLTFMeshIndex p_mesh_index);
Ref<ImporterMesh> get_importer_mesh() const;
void set_importer_mesh(Ref<ImporterMesh> p_importer_mesh);
static Ref<GLTFCollider> from_node(const CollisionShape3D *p_collider_node);
CollisionShape3D *to_node(bool p_cache_shapes = false);
static Ref<GLTFCollider> from_dictionary(const Dictionary p_dictionary);
Dictionary to_dictionary() const;
};
#endif // GLTF_COLLIDER_H