godot/scene/resources/concave_polygon_shape_3d.h

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/*************************************************************************/
/* concave_polygon_shape_3d.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2022 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 CONCAVE_POLYGON_SHAPE_3D_H
#define CONCAVE_POLYGON_SHAPE_3D_H
#include "scene/resources/shape_3d.h"
class ConcavePolygonShape3D : public Shape3D {
GDCLASS(ConcavePolygonShape3D, Shape3D);
Vector<Vector3> faces;
bool backface_collision = false;
struct DrawEdge {
Vector3 a;
Vector3 b;
static uint32_t hash(const DrawEdge &p_edge) {
uint32_t h = hash_murmur3_one_32(HashMapHasherDefault::hash(p_edge.a));
return hash_murmur3_one_32(HashMapHasherDefault::hash(p_edge.b), h);
}
bool operator==(const DrawEdge &p_edge) const {
return (a == p_edge.a && b == p_edge.b);
}
DrawEdge(const Vector3 &p_a = Vector3(), const Vector3 &p_b = Vector3()) {
a = p_a;
b = p_b;
if (a < b) {
SWAP(a, b);
}
}
};
protected:
static void _bind_methods();
virtual void _update_shape() override;
public:
void set_faces(const Vector<Vector3> &p_faces);
Vector<Vector3> get_faces() const;
void set_backface_collision_enabled(bool p_enabled);
bool is_backface_collision_enabled() const;
virtual Vector<Vector3> get_debug_mesh_lines() const override;
virtual real_t get_enclosing_radius() const override;
ConcavePolygonShape3D();
};
#endif // CONCAVE_POLYGON_SHAPE_3D_H