godot/scene/3d/collision_polygon.h
Juan Linietsky 2e73be99d8 Lots of work on Audio & Physics engine:
-Added new 3D stream player node
-Added ability for Area to capture sound from streams
-Added small features in physics to be able to properly guess distance to areas for sound
-Fixed 3D CollisionObject so shapes are added the same as in 2D, directly from children
-Fixed KinematicBody API to make it the same as 2D.
2017-07-15 08:32:34 -03:00

75 lines
2.9 KiB
C++

/*************************************************************************/
/* collision_polygon.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* http://www.godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2017 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 CollisionObject;
class CollisionPolygon : public Spatial {
GDCLASS(CollisionPolygon, Spatial);
protected:
float depth;
Rect3 aabb;
Vector<Point2> polygon;
uint32_t owner_id;
CollisionObject *parent;
bool disabled;
void _build_polygon();
protected:
void _notification(int p_what);
static void _bind_methods();
public:
void set_depth(float p_depth);
float 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 Rect3 get_item_rect() const;
String get_configuration_warning() const;
CollisionPolygon();
};
#endif // COLLISION_POLYGON_H