/*************************************************************************/ /* collision_object.h */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* http://www.godotengine.org */ /*************************************************************************/ /* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */ /* Copyright (c) 2014-2017 Godot Engine contributors (cf. AUTHORS.md) */ /* */ /* 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 COLLISION_OBJECT_H #define COLLISION_OBJECT_H #include "scene/3d/spatial.h" #include "scene/resources/shape.h" class CollisionObject : public Spatial { GDCLASS(CollisionObject, Spatial); bool area; RID rid; struct ShapeData { Transform xform; Ref shape; bool trigger; ShapeData() { trigger = false; } }; bool capture_input_on_drag; bool ray_pickable; Vector shapes; void _update_pickable(); void _update_shapes(); friend class CollisionShape; friend class CollisionPolygon; void _update_shapes_from_children(); protected: CollisionObject(RID p_rid, bool p_area); void _notification(int p_what); bool _set(const StringName &p_name, const Variant &p_value); bool _get(const StringName &p_name, Variant &r_ret) const; void _get_property_list(List *p_list) const; static void _bind_methods(); friend class Viewport; virtual void _input_event(Node *p_camera, const InputEvent &p_input_event, const Vector3 &p_pos, const Vector3 &p_normal, int p_shape); virtual void _mouse_enter(); virtual void _mouse_exit(); public: void add_shape(const Ref &p_shape, const Transform &p_transform = Transform()); int get_shape_count() const; void set_shape(int p_shape_idx, const Ref &p_shape); void set_shape_transform(int p_shape_idx, const Transform &p_transform); Ref get_shape(int p_shape_idx) const; Transform get_shape_transform(int p_shape_idx) const; void remove_shape(int p_shape_idx); void clear_shapes(); void set_shape_as_trigger(int p_shape_idx, bool p_trigger); bool is_shape_set_as_trigger(int p_shape_idx) const; void set_ray_pickable(bool p_ray_pickable); bool is_ray_pickable() const; void set_capture_input_on_drag(bool p_capture); bool get_capture_input_on_drag() const; _FORCE_INLINE_ RID get_rid() const { return rid; } CollisionObject(); ~CollisionObject(); }; #endif // COLLISION_OBJECT__H