virtualx-engine/scene/2d/collision_object_2d.h
Rémi Verschelde a7f49ac9a1 Update copyright statements to 2020
Happy new year to the wonderful Godot community!

We're starting a new decade with a well-established, non-profit, free
and open source game engine, and tons of further improvements in the
pipeline from hundreds of contributors.

Godot will keep getting better, and we're looking forward to all the
games that the community will keep developing and releasing with it.
2020-01-01 11:16:22 +01:00

126 lines
4.7 KiB
C++

/*************************************************************************/
/* collision_object_2d.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2020 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. */
/* */
/* 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. */
/*************************************************************************/
#ifndef COLLISION_OBJECT_2D_H
#define COLLISION_OBJECT_2D_H
#include "scene/2d/node_2d.h"
#include "scene/resources/shape_2d.h"
class CollisionObject2D : public Node2D {
GDCLASS(CollisionObject2D, Node2D);
bool area;
RID rid;
bool pickable;
struct ShapeData {
Object *owner;
Transform2D xform;
struct Shape {
Ref<Shape2D> shape;
int index;
};
Vector<Shape> shapes;
bool disabled;
bool one_way_collision;
float one_way_collision_margin;
ShapeData() {
disabled = false;
one_way_collision = false;
one_way_collision_margin = 0;
owner = NULL;
}
};
int total_subshapes;
Map<uint32_t, ShapeData> shapes;
bool only_update_transform_changes; //this is used for sync physics in KinematicBody
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);
public:
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, float p_margin);
float 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;
String get_configuration_warning() const;
_FORCE_INLINE_ RID get_rid() const { return rid; }
CollisionObject2D();
~CollisionObject2D();
};
#endif // COLLISION_OBJECT_2D_H