/*************************************************************************/
/*  collision_shape.h                                                    */
/*************************************************************************/
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/*                           GODOT ENGINE                                */
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/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur.                 */
/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md)    */
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#ifndef COLLISION_SHAPE_H
#define COLLISION_SHAPE_H

#include "scene/3d/spatial.h"
#include "scene/resources/shape.h"
class CollisionObject;
class CollisionShape : public Spatial {

	GDCLASS(CollisionShape, Spatial);
	OBJ_CATEGORY("3D Physics Nodes");

	Ref<Shape> shape;

	uint32_t owner_id;
	CollisionObject *parent;

	Node *debug_shape;

	void resource_changed(RES res);
	bool disabled;

	void _create_debug_shape();

	void _update_in_shape_owner(bool p_xform_only = false);

protected:
	void _notification(int p_what);
	static void _bind_methods();

public:
	void make_convex_from_brothers();

	void set_shape(const Ref<Shape> &p_shape);
	Ref<Shape> get_shape() const;

	void set_disabled(bool p_disabled);
	bool is_disabled() const;

	String get_configuration_warning() const;

	CollisionShape();
	~CollisionShape();
};

#endif // BODY_VOLUME_H