godot/scene/3d/collision_polygon.h
reduz 2580ca01e6 Ability to keep collisionshapes and collisionpolygons when running the game.
Works for 2D and 3D
These are still just helpers in case you want to animate them or access them
directly.
Modifying the real shapes is still done via CollisionObject and CollisionObject2D APIs
But an API was added so you can query which shapes from CollisionObject correspond to which CollisionShape.

Have Fun!
2015-09-15 22:07:03 -03:00

63 lines
1.1 KiB
C++

#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; }
CollisionPolygon();
};
VARIANT_ENUM_CAST( CollisionPolygon::BuildMode );
#endif // COLLISION_POLYGON_H