2e73be99d8
-Added new 3D stream player node -Added ability for Area to capture sound from streams -Added small features in physics to be able to properly guess distance to areas for sound -Fixed 3D CollisionObject so shapes are added the same as in 2D, directly from children -Fixed KinematicBody API to make it the same as 2D.
114 lines
4.2 KiB
C++
114 lines
4.2 KiB
C++
/*************************************************************************/
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/* collision_object.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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/* Copyright (c) 2014-2017 Godot Engine contributors (cf. AUTHORS.md) */
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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 COLLISION_OBJECT_H
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#define COLLISION_OBJECT_H
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#include "scene/3d/spatial.h"
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#include "scene/resources/shape.h"
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class CollisionObject : public Spatial {
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GDCLASS(CollisionObject, Spatial);
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bool area;
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RID rid;
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struct ShapeData {
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Object *owner;
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Transform xform;
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struct ShapeBase {
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Ref<Shape> shape;
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int index;
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};
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Vector<ShapeBase> shapes;
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bool disabled;
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ShapeData() {
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disabled = false;
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owner = NULL;
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}
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};
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int total_subshapes;
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Map<uint32_t, ShapeData> shapes;
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bool capture_input_on_drag;
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bool ray_pickable;
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void _update_pickable();
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protected:
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CollisionObject(RID p_rid, bool p_area);
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void _notification(int p_what);
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static void _bind_methods();
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friend class Viewport;
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virtual void _input_event(Node *p_camera, const Ref<InputEvent> &p_input_event, const Vector3 &p_pos, const Vector3 &p_normal, int p_shape);
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virtual void _mouse_enter();
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virtual void _mouse_exit();
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public:
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uint32_t create_shape_owner(Object *p_owner);
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void remove_shape_owner(uint32_t owner);
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void get_shape_owners(List<uint32_t> *r_owners);
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void shape_owner_set_transform(uint32_t p_owner, const Transform &p_transform);
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Transform shape_owner_get_transform(uint32_t p_owner) const;
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Object *shape_owner_get_owner(uint32_t p_owner) const;
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void shape_owner_set_disabled(uint32_t p_owner, bool p_disabled);
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bool is_shape_owner_disabled(uint32_t p_owner) const;
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void shape_owner_add_shape(uint32_t p_owner, const Ref<Shape> &p_shape);
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int shape_owner_get_shape_count(uint32_t p_owner) const;
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Ref<Shape> shape_owner_get_shape(uint32_t p_owner, int p_shape) const;
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int shape_owner_get_shape_index(uint32_t p_owner, int p_shape) const;
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void shape_owner_remove_shape(uint32_t p_owner, int p_shape);
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void shape_owner_clear_shapes(uint32_t p_owner);
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uint32_t shape_find_owner(int p_shape_index) const;
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void set_ray_pickable(bool p_ray_pickable);
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bool is_ray_pickable() const;
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void set_capture_input_on_drag(bool p_capture);
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bool get_capture_input_on_drag() const;
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_FORCE_INLINE_ RID get_rid() const { return rid; }
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CollisionObject();
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~CollisionObject();
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};
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#endif // COLLISION_OBJECT__H
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