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e4213e66b2
Using `misc/scripts/fix_headers.py` on all Godot files. Some missing header guards were added, and the header inclusion order was fixed in the Bullet module.
63 lines
2.8 KiB
C++
63 lines
2.8 KiB
C++
/*************************************************************************/
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/* shape.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) 2007-2018 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
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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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#ifndef SHAPE_H
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#define SHAPE_H
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#include "resource.h"
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class ArrayMesh;
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class Shape : public Resource {
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GDCLASS(Shape, Resource);
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OBJ_SAVE_TYPE(Shape);
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RES_BASE_EXTENSION("shape");
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RID shape;
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Ref<ArrayMesh> debug_mesh_cache;
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protected:
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_FORCE_INLINE_ RID get_shape() const { return shape; }
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Shape(RID p_shape);
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virtual Vector<Vector3> _gen_debug_mesh_lines() = 0; // { return Vector<Vector3>(); }
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public:
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virtual RID get_rid() const { return shape; }
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Ref<ArrayMesh> get_debug_mesh();
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void add_vertices_to_array(PoolVector<Vector3> &array, const Transform &p_xform);
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Shape();
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~Shape();
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};
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#endif // SHAPE_H
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