godot/scene/resources/3d/world_boundary_shape_3d.h

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/**************************************************************************/
/* world_boundary_shape_3d.h */
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/**************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/**************************************************************************/
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
/* */
/* 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 WORLD_BOUNDARY_SHAPE_3D_H
#define WORLD_BOUNDARY_SHAPE_3D_H
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#include "scene/resources/3d/shape_3d.h"
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class WorldBoundaryShape3D : public Shape3D {
GDCLASS(WorldBoundaryShape3D, Shape3D);
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Plane plane;
protected:
static void _bind_methods();
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virtual void _update_shape() override;
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public:
void set_plane(const Plane &p_plane);
const Plane &get_plane() const;
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virtual Vector<Vector3> get_debug_mesh_lines() const override;
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virtual real_t get_enclosing_radius() const override {
// Should be infinite?
return 0;
}
WorldBoundaryShape3D();
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};
#endif // WORLD_BOUNDARY_SHAPE_3D_H