godot/scene/3d/collision_polygon.h

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#ifndef COLLISION_POLYGON_H
#define COLLISION_POLYGON_H
#include "scene/3d/spatial.h"
#include "scene/resources/shape.h"
class CollisionPolygon : public Spatial {
OBJ_TYPE(CollisionPolygon,Spatial);
public:
enum BuildMode {
BUILD_SOLIDS,
BUILD_TRIANGLES,
};
protected:
float depth;
AABB aabb;
BuildMode build_mode;
Vector<Point2> polygon;
void _add_to_collision_object(Object *p_obj);
void _update_parent();
bool can_update_body;
int shape_from;
int shape_to;
void _set_shape_range(const Vector2& p_range);
Vector2 _get_shape_range() const;
protected:
void _notification(int p_what);
static void _bind_methods();
public:
void set_build_mode(BuildMode p_mode);
BuildMode get_build_mode() const;
void set_depth(float p_depth);
float get_depth() const;
void set_polygon(const Vector<Point2>& p_polygon);
Vector<Point2> get_polygon() const;
virtual AABB get_item_rect() const;
int get_collision_object_first_shape() const { return shape_from; }
int get_collision_object_last_shape() const { return shape_to; }
String get_configuration_warning() const;
CollisionPolygon();
};
VARIANT_ENUM_CAST( CollisionPolygon::BuildMode );
#endif // COLLISION_POLYGON_H