godot/scene/3d/collision_polygon.h
Pedro J. Estébanez d7195c18d7 Update collision shapes data on tree entered
This is needed because the final startup values for shapes may change between parenting and entering the scene tree. For instance, if the collision shape belongs to a inherited scene.

Fixes #8896.
2018-01-11 21:29:46 +01:00

88 lines
3.4 KiB
C++

/*************************************************************************/
/* collision_polygon.h */
/*************************************************************************/
/* This file is part of: */
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/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
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#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_xform_in_parent();
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; }
String get_configuration_warning() const;
CollisionPolygon();
};
VARIANT_ENUM_CAST(CollisionPolygon::BuildMode);
#endif // COLLISION_POLYGON_H