/*************************************************************************/
/*  box_shape.h                                                          */
/*************************************************************************/
/*                       This file is part of:                           */
/*                           GODOT ENGINE                                */
/*                    http://www.godotengine.org                         */
/*************************************************************************/
/* Copyright (c) 2007-2016 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:                                             */
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/* The above copyright notice and this permission notice shall be        */
/* included in all copies or substantial portions of the Software.       */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,       */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF    */
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/*************************************************************************/
#ifndef BOX_SHAPE_H
#define BOX_SHAPE_H

#include "scene/resources/shape.h"

class BoxShape : public Shape {

	OBJ_TYPE(BoxShape,Shape);
	Vector3 extents;

protected:

	static void _bind_methods();

	virtual void _update_shape();
	virtual Vector<Vector3> _gen_debug_mesh_lines();

public:

	void set_extents(const Vector3& p_extents);
	Vector3 get_extents() const;

	BoxShape();
};

#endif // BOX_SHAPE_H