godot/scene/3d/collision_object.h

105 lines
4.0 KiB
C++

/*************************************************************************/
/* collision_object.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* http://www.godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2017 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_OBJECT_H
#define COLLISION_OBJECT_H
#include "scene/3d/spatial.h"
#include "scene/resources/shape.h"
class CollisionObject : public Spatial {
GDCLASS( CollisionObject, Spatial );
bool area;
RID rid;
struct ShapeData {
Transform xform;
Ref<Shape> shape;
bool trigger;
ShapeData() {
trigger=false;
}
};
bool capture_input_on_drag;
bool ray_pickable;
Vector<ShapeData> shapes;
void _update_pickable();
void _update_shapes();
friend class CollisionShape;
friend class CollisionPolygon;
void _update_shapes_from_children();
protected:
CollisionObject(RID p_rid, bool p_area);
void _notification(int p_what);
bool _set(const StringName& p_name, const Variant& p_value);
bool _get(const StringName& p_name,Variant &r_ret) const;
void _get_property_list( List<PropertyInfo> *p_list) const;
static void _bind_methods();
friend class Viewport;
virtual void _input_event(Node* p_camera,const InputEvent& p_input_event,const Vector3& p_pos, const Vector3& p_normal, int p_shape);
virtual void _mouse_enter();
virtual void _mouse_exit();
public:
void add_shape(const Ref<Shape>& p_shape, const Transform& p_transform=Transform());
int get_shape_count() const;
void set_shape(int p_shape_idx, const Ref<Shape>& p_shape);
void set_shape_transform(int p_shape_idx, const Transform& p_transform);
Ref<Shape> get_shape(int p_shape_idx) const;
Transform get_shape_transform(int p_shape_idx) const;
void remove_shape(int p_shape_idx);
void clear_shapes();
void set_shape_as_trigger(int p_shape_idx, bool p_trigger);
bool is_shape_set_as_trigger(int p_shape_idx) const;
void set_ray_pickable(bool p_ray_pickable);
bool is_ray_pickable() const;
void set_capture_input_on_drag(bool p_capture);
bool get_capture_input_on_drag() const;
_FORCE_INLINE_ RID get_rid() const { return rid; }
CollisionObject();
~CollisionObject();
};
#endif // COLLISION_OBJECT__H