/*************************************************************************/ /* collision_polygon.h */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ /* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */ /* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ /* "Software"), to deal in the Software without restriction, including */ /* without limitation the rights to use, copy, modify, merge, publish, */ /* distribute, sublicense, and/or sell copies of the Software, and to */ /* permit persons to whom the Software is furnished to do so, subject to */ /* the following conditions: */ /* */ /* The above copyright notice and this permission notice shall be */ /* included in all copies or substantial portions of the Software. */ /* */ /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */ /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */ /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/ /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */ /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */ /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */ /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ /*************************************************************************/ #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 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 &p_polygon); Vector 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