/**************************************************************************/ /* concave_polygon_shape_3d.h */ /**************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ /* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ /* Copyright (c) 2007-2014 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: */ /* */ /* 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 CONCAVE_POLYGON_SHAPE_3D_H #define CONCAVE_POLYGON_SHAPE_3D_H #include "scene/resources/shape_3d.h" class ConcavePolygonShape3D : public Shape3D { GDCLASS(ConcavePolygonShape3D, Shape3D); Vector<Vector3> faces; bool backface_collision = false; struct DrawEdge { Vector3 a; Vector3 b; static uint32_t hash(const DrawEdge &p_edge) { uint32_t h = hash_murmur3_one_32(HashMapHasherDefault::hash(p_edge.a)); return hash_murmur3_one_32(HashMapHasherDefault::hash(p_edge.b), h); } bool operator==(const DrawEdge &p_edge) const { return (a == p_edge.a && b == p_edge.b); } DrawEdge(const Vector3 &p_a = Vector3(), const Vector3 &p_b = Vector3()) { a = p_a; b = p_b; if (a < b) { SWAP(a, b); } } }; protected: static void _bind_methods(); virtual void _update_shape() override; public: void set_faces(const Vector<Vector3> &p_faces); Vector<Vector3> get_faces() const; void set_backface_collision_enabled(bool p_enabled); bool is_backface_collision_enabled() const; virtual Vector<Vector3> get_debug_mesh_lines() const override; virtual real_t get_enclosing_radius() const override; ConcavePolygonShape3D(); }; #endif // CONCAVE_POLYGON_SHAPE_3D_H