/**************************************************************************/
/* concave_polygon_shape_3d.h */
/**************************************************************************/
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/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
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#ifndef CONCAVE_POLYGON_SHAPE_3D_H
#define CONCAVE_POLYGON_SHAPE_3D_H
#include "scene/resources/3d/shape_3d.h"
class ArrayMesh;
class ConcavePolygonShape3D : public Shape3D {
GDCLASS(ConcavePolygonShape3D, Shape3D);
Vector<Vector3> faces;
bool backface_collision = false;
struct DrawEdge {
Vector3 a;
Vector3 b;
static uint32_t hash(const DrawEdge &p_edge) {
uint32_t h = hash_murmur3_one_32(HashMapHasherDefault::hash(p_edge.a));
return hash_murmur3_one_32(HashMapHasherDefault::hash(p_edge.b), h);
}
bool operator==(const DrawEdge &p_edge) const {
return (a == p_edge.a && b == p_edge.b);
}
DrawEdge(const Vector3 &p_a = Vector3(), const Vector3 &p_b = Vector3()) {
a = p_a;<--- Variable 'a' is assigned in constructor body. Consider performing initialization in initialization list. [+]When an object of a class is created, the constructors of all member variables are called consecutively in the order the variables are declared, even if you don't explicitly write them to the initialization list. You could avoid assigning 'a' a value by passing the value to the constructor in the initialization list.
b = p_b;<--- Variable 'b' is assigned in constructor body. Consider performing initialization in initialization list. [+]When an object of a class is created, the constructors of all member variables are called consecutively in the order the variables are declared, even if you don't explicitly write them to the initialization list. You could avoid assigning 'b' a value by passing the value to the constructor in the initialization list.
if (a < b) {
SWAP(a, b);
}
}
};
protected:
static void _bind_methods();
virtual void _update_shape() override;
public:
void set_faces(const Vector<Vector3> &p_faces);
Vector<Vector3> get_faces() const;
void set_backface_collision_enabled(bool p_enabled);
bool is_backface_collision_enabled() const;
virtual Vector<Vector3> get_debug_mesh_lines() const override;
virtual Ref<ArrayMesh> get_debug_arraymesh_faces(const Color &p_modulate) const override;
virtual real_t get_enclosing_radius() const override;
ConcavePolygonShape3D();
};
#endif // CONCAVE_POLYGON_SHAPE_3D_H