d8223ffa75
That year should bring the long-awaited OpenGL ES 3.0 compatible renderer
with state-of-the-art rendering techniques tuned to work as low as middle
end handheld devices - without compromising with the possibilities given
for higher end desktop games of course. Great times ahead for the Godot
community and the gamers that will play our games!
(cherry picked from commit c7bc44d5ad
)
101 lines
3.3 KiB
C++
101 lines
3.3 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) 2007-2017 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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Ref<Shape> shape;
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/*
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RID _get_visual_instance_rid() const;
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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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*/
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Node* debug_shape;
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void resource_changed(RES res);
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bool updating_body;
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bool unparenting;
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bool trigger;
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bool can_update_body;
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int update_shape_index;
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void _update_body();
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void _add_to_collision_object(Object* p_cshape);
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void _set_update_shape_index(int p_index);
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int _get_update_shape_index() const;
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void _create_debug_shape();
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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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int get_collision_object_shape_index() const { return _get_update_shape_index(); }
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String get_configuration_warning() 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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