virtualx-engine/scene/2d/collision_object_2d.h

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/*************************************************************************/
/* collision_object_2d.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
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/*************************************************************************/
/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */
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/* */
/* 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. */
/*************************************************************************/
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#ifndef COLLISION_OBJECT_2D_H
#define COLLISION_OBJECT_2D_H
#include "scene/2d/node_2d.h"
#include "scene/resources/shape_2d.h"
class CollisionObject2D : public Node2D {
GDCLASS(CollisionObject2D, Node2D);
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bool area;
RID rid;
bool pickable;
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struct ShapeData {
Object *owner;
Transform2D xform;
struct Shape {
Ref<Shape2D> shape;
int index;
};
Vector<Shape> shapes;
bool disabled;
bool one_way_collision;
float one_way_collision_margin;
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ShapeData() {
disabled = false;
one_way_collision = false;
one_way_collision_margin = 0;
owner = NULL;
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}
};
int total_subshapes;
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Map<uint32_t, ShapeData> shapes;
Transform2D last_transform;
bool only_update_transform_changes; //this is used for sync physics in KinematicBody
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protected:
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CollisionObject2D(RID p_rid, bool p_area);
void _notification(int p_what);
static void _bind_methods();
void _update_pickable();
friend class Viewport;
void _input_event(Node *p_viewport, const Ref<InputEvent> &p_input_event, int p_shape);
void _mouse_enter();
void _mouse_exit();
void set_only_update_transform_changes(bool p_enable);
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public:
uint32_t create_shape_owner(Object *p_owner);
void remove_shape_owner(uint32_t owner);
void get_shape_owners(List<uint32_t> *r_owners);
Array _get_shape_owners();
void shape_owner_set_transform(uint32_t p_owner, const Transform2D &p_transform);
Transform2D shape_owner_get_transform(uint32_t p_owner) const;
Object *shape_owner_get_owner(uint32_t p_owner) const;
void shape_owner_set_disabled(uint32_t p_owner, bool p_disabled);
bool is_shape_owner_disabled(uint32_t p_owner) const;
void shape_owner_set_one_way_collision(uint32_t p_owner, bool p_enable);
bool is_shape_owner_one_way_collision_enabled(uint32_t p_owner) const;
void shape_owner_set_one_way_collision_margin(uint32_t p_owner, float p_margin);
float get_shape_owner_one_way_collision_margin(uint32_t p_owner) const;
void shape_owner_add_shape(uint32_t p_owner, const Ref<Shape2D> &p_shape);
int shape_owner_get_shape_count(uint32_t p_owner) const;
Ref<Shape2D> shape_owner_get_shape(uint32_t p_owner, int p_shape) const;
int shape_owner_get_shape_index(uint32_t p_owner, int p_shape) const;
void shape_owner_remove_shape(uint32_t p_owner, int p_shape);
void shape_owner_clear_shapes(uint32_t p_owner);
uint32_t shape_find_owner(int p_shape_index) const;
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void set_pickable(bool p_enabled);
bool is_pickable() const;
String get_configuration_warning() const;
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_FORCE_INLINE_ RID get_rid() const { return rid; }
CollisionObject2D();
~CollisionObject2D();
};
#endif // COLLISION_OBJECT_2D_H