godot/scene/resources/shape.h

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/*************************************************************************/
/* shape.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
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/*************************************************************************/
/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */
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/* */
/* 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. */
/*************************************************************************/
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#ifndef SHAPE_H
#define SHAPE_H
#include "core/resource.h"
class ArrayMesh;
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class Shape : public Resource {
GDCLASS(Shape, Resource);
OBJ_SAVE_TYPE(Shape);
RES_BASE_EXTENSION("shape");
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RID shape;
real_t margin;
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Ref<ArrayMesh> debug_mesh_cache;
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protected:
static void _bind_methods();
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_FORCE_INLINE_ RID get_shape() const { return shape; }
Shape(RID p_shape);
virtual Vector<Vector3> _gen_debug_mesh_lines() = 0; // { return Vector<Vector3>(); }
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public:
virtual RID get_rid() const { return shape; }
Ref<ArrayMesh> get_debug_mesh();
void add_vertices_to_array(PoolVector<Vector3> &array, const Transform &p_xform);
real_t get_margin() const;
void set_margin(real_t p_margin);
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Shape();
~Shape();
};
#endif // SHAPE_H