virtualx-engine/scene/2d/collision_object_2d.h
PouleyKetchoupp d12b44ca13 Move sync to physics to StaticBody2D
Now static body is used for moving platforms through kinematic motion
property, so sync to physics needs to be in StaticBody2D instead of
CharacterBody2D.

Constant kinematic motion is also supported in combination with sync to
physics for smoother movements.
2021-07-15 10:13:27 -07:00

157 lines
5.6 KiB
C++

/*************************************************************************/
/* collision_object_2d.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
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/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* 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. */
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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"
#include "servers/physics_server_2d.h"
class CollisionObject2D : public Node2D {
GDCLASS(CollisionObject2D, Node2D);
public:
enum DisableMode {
DISABLE_MODE_REMOVE,
DISABLE_MODE_MAKE_STATIC,
DISABLE_MODE_KEEP_ACTIVE,
};
private:
uint32_t collision_layer = 1;
uint32_t collision_mask = 1;
bool area = false;
RID rid;
bool pickable = false;
DisableMode disable_mode = DISABLE_MODE_REMOVE;
PhysicsServer2D::BodyMode body_mode = PhysicsServer2D::BODY_MODE_STATIC;
struct ShapeData {
Object *owner = nullptr;
Transform2D xform;
struct Shape {
Ref<Shape2D> shape;
int index = 0;
};
Vector<Shape> shapes;
bool disabled = false;
bool one_way_collision = false;
real_t one_way_collision_margin = 0.0;
};
int total_subshapes = 0;
Map<uint32_t, ShapeData> shapes;
bool only_update_transform_changes = false; // This is used for sync to physics.
void _apply_disabled();
void _apply_enabled();
protected:
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);
bool is_only_update_transform_changes_enabled() const;
void set_body_mode(PhysicsServer2D::BodyMode p_mode);
public:
void set_collision_layer(uint32_t p_layer);
uint32_t get_collision_layer() const;
void set_collision_mask(uint32_t p_mask);
uint32_t get_collision_mask() const;
void set_collision_layer_bit(int p_bit, bool p_value);
bool get_collision_layer_bit(int p_bit) const;
void set_collision_mask_bit(int p_bit, bool p_value);
bool get_collision_mask_bit(int p_bit) const;
void set_disable_mode(DisableMode p_mode);
DisableMode get_disable_mode() const;
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, real_t p_margin);
real_t 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;
void set_pickable(bool p_enabled);
bool is_pickable() const;
TypedArray<String> get_configuration_warnings() const override;
_FORCE_INLINE_ RID get_rid() const { return rid; }
CollisionObject2D();
~CollisionObject2D();
};
VARIANT_ENUM_CAST(CollisionObject2D::DisableMode);
#endif // COLLISION_OBJECT_2D_H