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godotengine
GitHub Repository: godotengine/godot
Path: blob/master/scene/resources/3d/shape_3d.h
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/**************************************************************************/
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/* shape_3d.h */
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/**************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/**************************************************************************/
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/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
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/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/**************************************************************************/
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#pragma once
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#include "core/io/resource.h"
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class ArrayMesh;
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class Material;
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class Shape3D : public Resource {
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GDCLASS(Shape3D, Resource);
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OBJ_SAVE_TYPE(Shape3D);
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RES_BASE_EXTENSION("shape");
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RID shape;
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real_t custom_bias = 0.0;
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real_t margin = 0.04;
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Ref<ArrayMesh> debug_mesh_cache;
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// Not wrapped in `#ifdef DEBUG_ENABLED` as it is used for rendering.
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Color debug_color = Color(0.0, 0.0, 0.0, 0.0);
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bool debug_fill = true;
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#ifdef DEBUG_ENABLED
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bool debug_properties_edited = false;
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#endif // DEBUG_ENABLED
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protected:
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static void _bind_methods();
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_FORCE_INLINE_ RID get_shape() const { return shape; }
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Shape3D(RID p_shape);
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virtual void _update_shape();
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public:
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virtual RID get_rid() const override { return shape; }
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Ref<ArrayMesh> get_debug_mesh();
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virtual Vector<Vector3> get_debug_mesh_lines() const = 0; // { return Vector<Vector3>(); }
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virtual Ref<ArrayMesh> get_debug_arraymesh_faces(const Color &p_modulate) const = 0;
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/// Returns the radius of a sphere that fully enclose this shape
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virtual real_t get_enclosing_radius() const = 0;
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void add_vertices_to_array(Vector<Vector3> &array, const Transform3D &p_xform);
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void set_custom_solver_bias(real_t p_bias);
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real_t get_custom_solver_bias() const;
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real_t get_margin() const;
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void set_margin(real_t p_margin);
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void set_debug_color(const Color &p_color);
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Color get_debug_color() const;
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void set_debug_fill(bool p_fill);
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bool get_debug_fill() const;
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#ifdef DEBUG_ENABLED
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_FORCE_INLINE_ bool are_debug_properties_edited() const { return debug_properties_edited; }
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#endif // DEBUG_ENABLED
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Shape3D();
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~Shape3D();
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};
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