virtualx-engine/scene/resources/space_2d.cpp
Rémi Verschelde c7bc44d5ad Welcome in 2017, dear changelog reader!
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!
2017-01-01 22:03:33 +01:00

68 lines
2.8 KiB
C++

/*************************************************************************/
/* space_2d.cpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* http://www.godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2017 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 "space_2d.h"
RID Space2D::get_rid() const {
return space;
}
void Space2D::set_active(bool p_active) {
active=p_active;
Physics2DServer::get_singleton()->space_set_active(space,active);
}
bool Space2D::is_active() const {
return active;
}
void Space2D::_bind_methods() {
ObjectTypeDB::bind_method(_MD("set_active","active"),&Space2D::set_active);
ObjectTypeDB::bind_method(_MD("is_active"),&Space2D::is_active);
ADD_PROPERTY( PropertyInfo(Variant::BOOL,"active"),_SCS("set_active"),_SCS("is_active") );
}
Space2D::Space2D() {
active=false;
space=Physics2DServer::get_singleton()->space_create();
}
Space2D::~Space2D() {
Physics2DServer::get_singleton()->free(space);
}