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bc26f90581
Matrix32 -> Transform2D Matrix3 -> Basis AABB -> Rect3 RawArray -> PoolByteArray IntArray -> PoolIntArray FloatArray -> PoolFloatArray Vector2Array -> PoolVector2Array Vector3Array -> PoolVector3Array ColorArray -> PoolColorArray
93 lines
3.3 KiB
C++
93 lines
3.3 KiB
C++
/*************************************************************************/
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/* collision_polygon.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_POLYGON_H
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#define COLLISION_POLYGON_H
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#include "scene/3d/spatial.h"
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#include "scene/resources/shape.h"
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class CollisionPolygon : public Spatial {
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GDCLASS(CollisionPolygon,Spatial);
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public:
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enum BuildMode {
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BUILD_SOLIDS,
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BUILD_TRIANGLES,
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};
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protected:
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float depth;
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Rect3 aabb;
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BuildMode build_mode;
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Vector<Point2> polygon;
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void _add_to_collision_object(Object *p_obj);
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void _update_parent();
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bool can_update_body;
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int shape_from;
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int shape_to;
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void _set_shape_range(const Vector2& p_range);
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Vector2 _get_shape_range() const;
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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 set_build_mode(BuildMode p_mode);
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BuildMode get_build_mode() const;
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void set_depth(float p_depth);
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float get_depth() const;
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void set_polygon(const Vector<Point2>& p_polygon);
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Vector<Point2> get_polygon() const;
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virtual Rect3 get_item_rect() const;
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int get_collision_object_first_shape() const { return shape_from; }
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int get_collision_object_last_shape() const { return shape_to; }
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String get_configuration_warning() const;
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CollisionPolygon();
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};
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VARIANT_ENUM_CAST( CollisionPolygon::BuildMode );
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#endif // COLLISION_POLYGON_H
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