/*************************************************************************/ /* shape_3d.h */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ /* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ /* Copyright (c) 2014-2022 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 SHAPE_3D_H #define SHAPE_3D_H #include "core/io/resource.h" class ArrayMesh; class Shape3D : public Resource { GDCLASS(Shape3D, Resource); OBJ_SAVE_TYPE(Shape3D); RES_BASE_EXTENSION("shape"); RID shape; real_t custom_bias = 0.0; real_t margin = 0.04; Ref<ArrayMesh> debug_mesh_cache; protected: static void _bind_methods(); _FORCE_INLINE_ RID get_shape() const { return shape; } Shape3D(RID p_shape); virtual void _update_shape(); public: virtual RID get_rid() const override { return shape; } Ref<ArrayMesh> get_debug_mesh(); virtual Vector<Vector3> get_debug_mesh_lines() const = 0; // { return Vector<Vector3>(); } /// Returns the radius of a sphere that fully enclose this shape virtual real_t get_enclosing_radius() const = 0; void add_vertices_to_array(Vector<Vector3> &array, const Transform3D &p_xform); void set_custom_solver_bias(real_t p_bias); real_t get_custom_solver_bias() const; real_t get_margin() const; void set_margin(real_t p_margin); Shape3D(); ~Shape3D(); }; #endif // SHAPE_H