godot/scene/3d/physics/collision_polygon_3d.h
smix8 35dafc9fa8 Split monolithic physics class files
Splits monolithic physics class files.
2024-02-27 11:18:16 +01:00

83 lines
3.3 KiB
C++

/**************************************************************************/
/* collision_polygon_3d.h */
/**************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/**************************************************************************/
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
/* */
/* 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_3D_H
#define COLLISION_POLYGON_3D_H
#include "scene/3d/node_3d.h"
#include "scene/resources/3d/shape_3d.h"
class CollisionObject3D;
class CollisionPolygon3D : public Node3D {
GDCLASS(CollisionPolygon3D, Node3D);
real_t margin = 0.04;
protected:
real_t depth = 1.0;
AABB aabb = AABB(Vector3(-1, -1, -1), Vector3(2, 2, 2));
Vector<Point2> polygon;
uint32_t owner_id = 0;
CollisionObject3D *collision_object = nullptr;
bool disabled = false;
void _build_polygon();
void _update_in_shape_owner(bool p_xform_only = false);
bool _is_editable_3d_polygon() const;
protected:
void _notification(int p_what);
static void _bind_methods();
public:
void set_depth(real_t p_depth);
real_t 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;
real_t get_margin() const;
void set_margin(real_t p_margin);
PackedStringArray get_configuration_warnings() const override;
CollisionPolygon3D();
};
#endif // COLLISION_POLYGON_3D_H