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Helps a lot with soft bodies and generally useful to avoid shapes to go through the ground in certain cases. Added an option in ConcavePolygonShape to re-enable backface collision on specific bodies if needed.
81 lines
3.2 KiB
C++
81 lines
3.2 KiB
C++
/*************************************************************************/
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/* concave_polygon_shape_3d.h */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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#ifndef CONCAVE_POLYGON_SHAPE_3D_H
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#define CONCAVE_POLYGON_SHAPE_3D_H
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#include "scene/resources/shape_3d.h"
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class ConcavePolygonShape3D : public Shape3D {
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GDCLASS(ConcavePolygonShape3D, Shape3D);
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Vector<Vector3> faces;
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bool backface_collision = false;
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struct DrawEdge {
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Vector3 a;
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Vector3 b;
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bool operator<(const DrawEdge &p_edge) const {
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if (a == p_edge.a) {
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return b < p_edge.b;
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} else {
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return a < p_edge.a;
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}
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}
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DrawEdge(const Vector3 &p_a = Vector3(), const Vector3 &p_b = Vector3()) {
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a = p_a;
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b = p_b;
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if (a < b) {
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SWAP(a, b);
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}
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}
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};
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protected:
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static void _bind_methods();
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virtual void _update_shape() override;
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public:
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void set_faces(const Vector<Vector3> &p_faces);
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Vector<Vector3> get_faces() const;
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void set_backface_collision_enabled(bool p_enabled);
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bool is_backface_collision_enabled() const;
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virtual Vector<Vector3> get_debug_mesh_lines() const override;
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virtual real_t get_enclosing_radius() const override;
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ConcavePolygonShape3D();
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};
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#endif // CONCAVE_POLYGON_SHAPE_H
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