shape_3d.h 3.9 KB

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  1. /**************************************************************************/
  2. /* shape_3d.h */
  3. /**************************************************************************/
  4. /* This file is part of: */
  5. /* GODOT ENGINE */
  6. /* https://godotengine.org */
  7. /**************************************************************************/
  8. /* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
  9. /* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
  10. /* */
  11. /* Permission is hereby granted, free of charge, to any person obtaining */
  12. /* a copy of this software and associated documentation files (the */
  13. /* "Software"), to deal in the Software without restriction, including */
  14. /* without limitation the rights to use, copy, modify, merge, publish, */
  15. /* distribute, sublicense, and/or sell copies of the Software, and to */
  16. /* permit persons to whom the Software is furnished to do so, subject to */
  17. /* the following conditions: */
  18. /* */
  19. /* The above copyright notice and this permission notice shall be */
  20. /* included in all copies or substantial portions of the Software. */
  21. /* */
  22. /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
  23. /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
  24. /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
  25. /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
  26. /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
  27. /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
  28. /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
  29. /**************************************************************************/
  30. #ifndef SHAPE_3D_H
  31. #define SHAPE_3D_H
  32. #include "core/io/resource.h"
  33. class ArrayMesh;
  34. class Material;
  35. class Shape3D : public Resource {
  36. GDCLASS(Shape3D, Resource);
  37. OBJ_SAVE_TYPE(Shape3D);
  38. RES_BASE_EXTENSION("shape");
  39. RID shape;
  40. real_t custom_bias = 0.0;
  41. real_t margin = 0.04;
  42. Ref<ArrayMesh> debug_mesh_cache;
  43. Ref<Material> collision_material;
  44. // Not wrapped in `#ifdef DEBUG_ENABLED` as it is used for rendering.
  45. Color debug_color = Color(0.0, 0.0, 0.0, 0.0);
  46. bool debug_fill = true;
  47. #ifdef DEBUG_ENABLED
  48. bool debug_properties_edited = false;
  49. #endif // DEBUG_ENABLED
  50. protected:
  51. static void _bind_methods();
  52. _FORCE_INLINE_ RID get_shape() const { return shape; }
  53. Shape3D(RID p_shape);
  54. Ref<Material> get_debug_collision_material();
  55. virtual void _update_shape();
  56. public:
  57. virtual RID get_rid() const override { return shape; }
  58. Ref<ArrayMesh> get_debug_mesh();
  59. virtual Vector<Vector3> get_debug_mesh_lines() const = 0; // { return Vector<Vector3>(); }
  60. virtual Ref<ArrayMesh> get_debug_arraymesh_faces(const Color &p_modulate) const = 0;
  61. /// Returns the radius of a sphere that fully enclose this shape
  62. virtual real_t get_enclosing_radius() const = 0;
  63. void add_vertices_to_array(Vector<Vector3> &array, const Transform3D &p_xform);
  64. void set_custom_solver_bias(real_t p_bias);
  65. real_t get_custom_solver_bias() const;
  66. real_t get_margin() const;
  67. void set_margin(real_t p_margin);
  68. void set_debug_color(const Color &p_color);
  69. Color get_debug_color() const;
  70. void set_debug_fill(bool p_fill);
  71. bool get_debug_fill() const;
  72. #ifdef DEBUG_ENABLED
  73. _FORCE_INLINE_ bool are_debug_properties_edited() const { return debug_properties_edited; }
  74. #endif // DEBUG_ENABLED
  75. Shape3D();
  76. ~Shape3D();
  77. };
  78. #endif // SHAPE_3D_H