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			Happy new year to the wonderful Godot community!
2020 has been a tough year for most of us personally, but a good year for
Godot development nonetheless with a huge amount of work done towards Godot
4.0 and great improvements backported to the long-lived 3.2 branch.
We've had close to 400 contributors to engine code this year, authoring near
7,000 commit! (And that's only for the `master` branch and for the engine code,
there's a lot more when counting docs, demos and other first-party repos.)
Here's to a great year 2021 for all Godot users 🎆
		
	
			
		
			
				
	
	
		
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			72 lines
		
	
	
	
		
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			C++
		
	
	
	
	
	
| /*************************************************************************/
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| /*  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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| 
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| #ifndef SHAPE_3D_H
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| #define SHAPE_3D_H
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| 
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| #include "core/io/resource.h"
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| 
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| class ArrayMesh;
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| 
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| class Shape3D : public Resource {
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| 	GDCLASS(Shape3D, Resource);
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| 	OBJ_SAVE_TYPE(Shape3D);
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| 	RES_BASE_EXTENSION("shape");
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| 	RID shape;
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| 	real_t margin = 0.04;
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| 
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| 	Ref<ArrayMesh> debug_mesh_cache;
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| 
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| protected:
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| 	static void _bind_methods();
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| 
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| 	_FORCE_INLINE_ RID get_shape() const { return shape; }
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| 	Shape3D(RID p_shape);
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| 
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| 	virtual void _update_shape();
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| 
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| public:
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| 	virtual RID get_rid() const override { return shape; }
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| 
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| 	Ref<ArrayMesh> get_debug_mesh();
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| 	virtual Vector<Vector3> get_debug_mesh_lines() const = 0; // { return Vector<Vector3>(); }
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| 	/// Returns the radius of a sphere that fully enclose this shape
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| 	virtual real_t get_enclosing_radius() const = 0;
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| 
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| 	void add_vertices_to_array(Vector<Vector3> &array, const Transform &p_xform);
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| 
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| 	real_t get_margin() const;
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| 	void set_margin(real_t p_margin);
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| 
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| 	Shape3D();
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| 	~Shape3D();
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| };
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| 
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| #endif // SHAPE_H
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