virtualx-engine/scene/3d/collision_polygon.h
Pedro J. Estébanez aefedb73fc Update collision shapes data on tree entered
This is needed because the final startup values for shapes may change between parenting and entering the scene tree. For instance, if the collision shape belongs to a inherited scene.

Fixes #13835.
2018-01-11 21:08:58 +01:00

77 lines
3 KiB
C++

/*************************************************************************/
/* collision_polygon.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
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/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
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#ifndef COLLISION_POLYGON_H
#define COLLISION_POLYGON_H
#include "scene/3d/spatial.h"
#include "scene/resources/shape.h"
class CollisionObject;
class CollisionPolygon : public Spatial {
GDCLASS(CollisionPolygon, Spatial);
protected:
float depth;
AABB aabb;
Vector<Point2> polygon;
uint32_t owner_id;
CollisionObject *parent;
bool disabled;
void _build_polygon();
void _update_in_shape_owner(bool p_xform_only = false);
protected:
void _notification(int p_what);
static void _bind_methods();
public:
void set_depth(float p_depth);
float get_depth() const;
void set_polygon(const Vector<Point2> &p_polygon);
Vector<Point2> get_polygon() const;
void set_disabled(bool p_disabled);
bool is_disabled() const;
virtual AABB get_item_rect() const;
String get_configuration_warning() const;
CollisionPolygon();
};
#endif // COLLISION_POLYGON_H