/**************************************************************************/ /* separation_ray_shape_3d.cpp */ /**************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ /* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ /* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ /* "Software"), to deal in the Software without restriction, including */ /* without limitation the rights to use, copy, modify, merge, publish, */ /* distribute, sublicense, and/or sell copies of the Software, and to */ /* permit persons to whom the Software is furnished to do so, subject to */ /* the following conditions: */ /* */ /* The above copyright notice and this permission notice shall be */ /* included in all copies or substantial portions of the Software. */ /* */ /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */ /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */ /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */ /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */ /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */ /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */ /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ /**************************************************************************/ #include "separation_ray_shape_3d.h" #include "scene/resources/mesh.h" #include "servers/physics_server_3d.h" Vector<Vector3> SeparationRayShape3D::get_debug_mesh_lines() const { … } Ref<ArrayMesh> SeparationRayShape3D::get_debug_arraymesh_faces(const Color &p_modulate) const { … } real_t SeparationRayShape3D::get_enclosing_radius() const { … } void SeparationRayShape3D::_update_shape() { … } void SeparationRayShape3D::set_length(float p_length) { … } float SeparationRayShape3D::get_length() const { … } void SeparationRayShape3D::set_slide_on_slope(bool p_active) { … } bool SeparationRayShape3D::get_slide_on_slope() const { … } void SeparationRayShape3D::_bind_methods() { … } SeparationRayShape3D::SeparationRayShape3D() : … { … }