c7bc44d5ad
That year should bring the long-awaited OpenGL ES 3.0 compatible renderer with state-of-the-art rendering techniques tuned to work as low as middle end handheld devices - without compromising with the possibilities given for higher end desktop games of course. Great times ahead for the Godot community and the gamers that will play our games!
63 lines
3.2 KiB
C++
63 lines
3.2 KiB
C++
/*************************************************************************/
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/* shape_2d.h */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* http://www.godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2017 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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#ifndef SHAPE_2D_H
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#define SHAPE_2D_H
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#include "resource.h"
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class Shape2D : public Resource {
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OBJ_TYPE( Shape2D, Resource );
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OBJ_SAVE_TYPE( Shape2D );
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RID shape;
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real_t custom_bias;
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protected:
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static void _bind_methods();
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Shape2D(const RID& p_rid);
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public:
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void set_custom_solver_bias(real_t p_bias);
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real_t get_custom_solver_bias() const;
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bool collide_with_motion(const Matrix32& p_local_xform, const Vector2& p_local_motion, const Ref<Shape2D>& p_shape, const Matrix32& p_shape_xform, const Vector2 &p_p_shape_motion);
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bool collide(const Matrix32& p_local_xform, const Ref<Shape2D>& p_shape, const Matrix32& p_shape_xform);
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Variant collide_with_motion_and_get_contacts(const Matrix32& p_local_xform, const Vector2& p_local_motion, const Ref<Shape2D>& p_shape, const Matrix32& p_shape_xform, const Vector2 &p_p_shape_motion);
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Variant collide_and_get_contacts(const Matrix32& p_local_xform, const Ref<Shape2D>& p_shape, const Matrix32& p_shape_xform);
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virtual void draw(const RID& p_to_rid,const Color& p_color) {}
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virtual Rect2 get_rect() const { return Rect2(); }
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virtual RID get_rid() const;
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Shape2D();
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~Shape2D();
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};
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#endif // SHAPE_2D_H
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