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/*************************************************************************/
/*  collision_object.h                                                   */
/*************************************************************************/
/*                       This file is part of:                           */
/*                           GODOT ENGINE                                */
/*                    http://www.godotengine.org                         */
/*************************************************************************/
/* Copyright (c) 2007-2017 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 COLLISION_OBJECT_H
#define COLLISION_OBJECT_H

#include "scene/3d/spatial.h"
#include "scene/resources/shape.h"

class CollisionObject : public Spatial {

	GDCLASS( CollisionObject, Spatial );

	bool area;
	RID rid;

	struct ShapeData {
		Transform xform;
		Ref<Shape> shape;
        bool trigger;

        ShapeData() {
            trigger=false;
        }

	};

	bool capture_input_on_drag;
	bool ray_pickable;
	Vector<ShapeData> shapes;

	void _update_pickable();
	void _update_shapes();

friend class CollisionShape;
friend class CollisionPolygon;
	void _update_shapes_from_children();
protected:

	CollisionObject(RID p_rid, bool p_area);

	void _notification(int p_what);
	bool _set(const StringName& p_name, const Variant& p_value);
	bool _get(const StringName& p_name,Variant &r_ret) const;
	void _get_property_list( List<PropertyInfo> *p_list) const;
	static void _bind_methods();
friend class Viewport;
	virtual void _input_event(Node* p_camera,const InputEvent& p_input_event,const Vector3& p_pos, const Vector3& p_normal, int p_shape);
	virtual void _mouse_enter();
	virtual void _mouse_exit();

public:


	void add_shape(const Ref<Shape>& p_shape, const Transform& p_transform=Transform());
	int get_shape_count() const;
	void set_shape(int p_shape_idx, const Ref<Shape>& p_shape);
	void set_shape_transform(int p_shape_idx, const Transform& p_transform);
	Ref<Shape> get_shape(int p_shape_idx) const;
	Transform get_shape_transform(int p_shape_idx) const;
	void remove_shape(int p_shape_idx);
	void clear_shapes();
	void set_shape_as_trigger(int p_shape_idx, bool p_trigger);
	bool is_shape_set_as_trigger(int p_shape_idx) 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; }

	CollisionObject();
	~CollisionObject();
};

#endif // COLLISION_OBJECT__H