initial commit, 4.5 stable
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80
scene/resources/3d/concave_polygon_shape_3d.h
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80
scene/resources/3d/concave_polygon_shape_3d.h
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/**************************************************************************/
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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) 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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#pragma once
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#include "scene/resources/3d/shape_3d.h"
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class ArrayMesh;
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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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static uint32_t hash(const DrawEdge &p_edge) {
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uint32_t h = hash_murmur3_one_32(HashMapHasherDefault::hash(p_edge.a));
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return hash_murmur3_one_32(HashMapHasherDefault::hash(p_edge.b), h);
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}
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bool operator==(const DrawEdge &p_edge) const {
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return (a == p_edge.a && b == p_edge.b);
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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 Ref<ArrayMesh> get_debug_arraymesh_faces(const Color &p_modulate) 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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