b24fe3dd20
-=-=-=-=-=-=-=-=-=-=- -Fixes to Collada Exporter (avoid crash situtions) -Fixed to Collada Importer (Fixed Animation Optimizer Bugs) -Fixes to RigidBody/RigidBody2D body_enter/body_exit, was buggy -Fixed ability for RigidBody/RigidBody2D to get contacts reported and bodyin/out in Kinematic mode. -Added proper trigger support for 3D Physics shapes -Changed proper value for Z-Offset in OmniLight -Fixed spot attenuation bug in SpotLight -Fixed some 3D and 2D spatial soudn bugs related to distance attenuation. -Fixed bugs in EventPlayer (channels were muted by default) -Fix in ButtonGroup (get nodes in group are now returned in order) -Fixed Linear->SRGB Conversion, previous algo sucked, new algo works OK -Changed SRGB->Linear conversion to use hardware if supported, improves texture quality a lot -Fixed options for Y-Fov and X-Fov in camera, should be more intuitive. -Fixed bugs related to viewports and transparency Huge Amount of New Stuff: -=-=-=-=-=-=-=-==-=-=-=- -Ability to manually advance an AnimationPlayer that is inactive (with advance() function) -More work in WinRT platform -Added XY normalmap support, imports on this format by default. Reduces normlmap size and enables much nice compression using LATC -Added Anisotropic filter support to textures, can be specified on import -Added support for Non-Square, Isometric and Hexagonal tilemaps in TileMap. -Added Isometric Dungeon demo. -Added simple hexagonal map demo. -Added Truck-Town demo. Shows how most types of joints and vehicles are used. Please somebody make a nicer town, this one is too hardcore. -Added an Object-Picking API to both RigidBody and Area! (and relevant demo)
104 lines
4 KiB
C++
104 lines
4 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) 2007-2014 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_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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OBJ_TYPE( CollisionObject, Spatial );
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bool area;
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RID rid;
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struct ShapeData {
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Transform xform;
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Ref<Shape> 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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bool capture_input_on_drag;
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bool ray_pickable;
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Vector<ShapeData> shapes;
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void _update_pickable();
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void _update_shapes();
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friend class CollisionShape;
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friend class CollisionPolygon;
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void _update_shapes_from_children();
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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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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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friend class Viewport;
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virtual void _input_event(Node* p_camera,const 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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void add_shape(const Ref<Shape>& p_shape, const Transform& p_transform=Transform());
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int get_shape_count() const;
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void set_shape(int p_shape_idx, const Ref<Shape>& p_shape);
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void set_shape_transform(int p_shape_idx, const Transform& p_transform);
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Ref<Shape> get_shape(int p_shape_idx) const;
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Transform get_shape_transform(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_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 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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