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!
101 lines
3.8 KiB
C++
101 lines
3.8 KiB
C++
/*************************************************************************/
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/* collision_object_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 COLLISION_OBJECT_2D_H
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#define COLLISION_OBJECT_2D_H
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#include "scene/2d/node_2d.h"
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#include "scene/resources/shape_2d.h"
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class CollisionObject2D : public Node2D {
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OBJ_TYPE( CollisionObject2D, Node2D );
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bool area;
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RID rid;
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bool pickable;
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struct ShapeData {
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Matrix32 xform;
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Ref<Shape2D> shape;
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bool trigger;
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ShapeData() {
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trigger=false;
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}
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};
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Vector<ShapeData> shapes;
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void _update_shapes();
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friend class CollisionShape2D;
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friend class CollisionPolygon2D;
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void _update_shapes_from_children();
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protected:
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CollisionObject2D(RID p_rid, bool p_area);
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void _notification(int p_what);
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bool _set(const StringName& p_name, const Variant& p_value);
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bool _get(const StringName& p_name,Variant &r_ret) const;
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void _get_property_list( List<PropertyInfo> *p_list) const;
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static void _bind_methods();
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void _update_pickable();
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friend class Viewport;
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void _input_event(Node *p_viewport, const InputEvent& p_input_event, int p_shape);
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void _mouse_enter();
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void _mouse_exit();
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public:
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void add_shape(const Ref<Shape2D>& p_shape, const Matrix32& p_transform=Matrix32());
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int get_shape_count() const;
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void set_shape(int p_shape_idx, const Ref<Shape2D>& p_shape);
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void set_shape_transform(int p_shape_idx, const Matrix32& p_transform);
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Ref<Shape2D> get_shape(int p_shape_idx) const;
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Matrix32 get_shape_transform(int p_shape_idx) const;
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void set_shape_as_trigger(int p_shape_idx, bool p_trigger);
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bool is_shape_set_as_trigger(int p_shape_idx) const;
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void remove_shape(int p_shape_idx);
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void clear_shapes();
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void set_pickable(bool p_enabled);
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bool is_pickable() const;
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_FORCE_INLINE_ RID get_rid() const { return rid; }
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CollisionObject2D();
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~CollisionObject2D();
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};
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#endif // COLLISION_OBJECT_2D_H
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