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d95794ec8a
As many open source projects have started doing it, we're removing the current year from the copyright notice, so that we don't need to bump it every year. It seems like only the first year of publication is technically relevant for copyright notices, and even that seems to be something that many companies stopped listing altogether (in a version controlled codebase, the commits are a much better source of date of publication than a hardcoded copyright statement). We also now list Godot Engine contributors first as we're collectively the current maintainers of the project, and we clarify that the "exclusive" copyright of the co-founders covers the timespan before opensourcing (their further contributions are included as part of Godot Engine contributors). Also fixed "cf." Frenchism - it's meant as "refer to / see".
71 lines
3 KiB
C++
71 lines
3 KiB
C++
/**************************************************************************/
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/* collision_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) 2014-present Godot Engine contributors (see AUTHORS.md). */
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/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
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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 COLLISION_SHAPE_3D_H
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#define COLLISION_SHAPE_3D_H
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#include "scene/3d/node_3d.h"
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#include "scene/resources/shape_3d.h"
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class CollisionObject3D;
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class CollisionShape3D : public Node3D {
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GDCLASS(CollisionShape3D, Node3D);
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Ref<Shape3D> shape;
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uint32_t owner_id = 0;
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CollisionObject3D *parent = nullptr;
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void resource_changed(Ref<Resource> res);
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bool disabled = false;
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protected:
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void _update_in_shape_owner(bool p_xform_only = false);
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protected:
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void _notification(int p_what);
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static void _bind_methods();
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public:
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void make_convex_from_siblings();
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void set_shape(const Ref<Shape3D> &p_shape);
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Ref<Shape3D> get_shape() const;
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void set_disabled(bool p_disabled);
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bool is_disabled() const;
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PackedStringArray get_configuration_warnings() const override;
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CollisionShape3D();
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~CollisionShape3D();
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};
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#endif // COLLISION_SHAPE_3D_H
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