/*************************************************************************/ /* collision_object_3d.h */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ /* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */ /* Copyright (c) 2014-2020 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_3D_H #define COLLISION_OBJECT_3D_H #include "scene/3d/node_3d.h" #include "scene/resources/shape_3d.h" class CollisionObject3D : public Node3D { GDCLASS(CollisionObject3D, Node3D); bool area; RID rid; struct ShapeData { Object *owner; Transform xform; struct ShapeBase { Ref shape; int index; }; Vector shapes; bool disabled; ShapeData() { disabled = false; owner = NULL; } }; int total_subshapes; Map shapes; bool capture_input_on_drag; bool ray_pickable; void _update_pickable(); protected: CollisionObject3D(RID p_rid, bool p_area); void _notification(int p_what); static void _bind_methods(); friend class Viewport; virtual void _input_event(Node *p_camera, const Ref &p_input_event, const Vector3 &p_pos, const Vector3 &p_normal, int p_shape); virtual void _mouse_enter(); virtual void _mouse_exit(); public: uint32_t create_shape_owner(Object *p_owner); void remove_shape_owner(uint32_t owner); void get_shape_owners(List *r_owners); Array _get_shape_owners(); void shape_owner_set_transform(uint32_t p_owner, const Transform &p_transform); Transform shape_owner_get_transform(uint32_t p_owner) const; Object *shape_owner_get_owner(uint32_t p_owner) const; void shape_owner_set_disabled(uint32_t p_owner, bool p_disabled); bool is_shape_owner_disabled(uint32_t p_owner) const; void shape_owner_add_shape(uint32_t p_owner, const Ref &p_shape); int shape_owner_get_shape_count(uint32_t p_owner) const; Ref shape_owner_get_shape(uint32_t p_owner, int p_shape) const; int shape_owner_get_shape_index(uint32_t p_owner, int p_shape) const; void shape_owner_remove_shape(uint32_t p_owner, int p_shape); void shape_owner_clear_shapes(uint32_t p_owner); uint32_t shape_find_owner(int p_shape_index) 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; } virtual String get_configuration_warning() const; CollisionObject3D(); ~CollisionObject3D(); }; #endif // COLLISION_OBJECT__H