80 lines
3 KiB
C++
80 lines
3 KiB
C++
/*************************************************************************/
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/* body_shape.h */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* http://www.godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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#ifndef COLLISION_SHAPE_H
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#define COLLISION_SHAPE_H
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#include "scene/3d/spatial.h"
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#include "scene/resources/shape.h"
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class CollisionShape : public Spatial {
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OBJ_TYPE( CollisionShape, Spatial );
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OBJ_CATEGORY("3D Physics Nodes");
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RID _get_visual_instance_rid() const;
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Ref<Shape> shape;
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void _update_indicator();
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RID material;
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RID indicator;
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RID indicator_instance;
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void resource_changed(RES res);
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bool updating_body;
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bool trigger;
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void _update_body();
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void _add_to_collision_object(Object* p_cshape);
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protected:
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void _notification(int p_what);
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static void _bind_methods();
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public:
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void make_convex_from_brothers();
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void set_shape(const Ref<Shape> &p_shape);
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Ref<Shape> get_shape() const;
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void set_updating_body(bool p_update);
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bool is_updating_body() const;
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void set_trigger(bool p_trigger);
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bool is_trigger() const;
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CollisionShape();
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~CollisionShape();
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};
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#endif // BODY_VOLUME_H
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