godot/scene/2d/collision_polygon_2d.h

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/*************************************************************************/
/* collision_polygon_2d.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* http://www.godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
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/* */
/* 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_POLYGON_2D_H
#define COLLISION_POLYGON_2D_H
#include "scene/2d/node_2d.h"
#include "scene/resources/shape_2d.h"
class CollisionPolygon2D : public Node2D {
GDCLASS(CollisionPolygon2D, Node2D);
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public:
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enum BuildMode {
BUILD_SOLIDS,
BUILD_SEGMENTS,
};
protected:
Rect2 aabb;
BuildMode build_mode;
Vector<Point2> polygon;
bool trigger;
bool unparenting;
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void _add_to_collision_object(Object *p_obj);
void _update_parent();
bool can_update_body;
int shape_from;
int shape_to;
void _set_shape_range(const Vector2 &p_range);
Vector2 _get_shape_range() const;
Vector<Vector<Vector2> > _decompose_in_convex();
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protected:
void _notification(int p_what);
static void _bind_methods();
public:
void set_trigger(bool p_trigger);
bool is_trigger() const;
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void set_build_mode(BuildMode p_mode);
BuildMode get_build_mode() const;
void set_polygon(const Vector<Point2> &p_polygon);
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Vector<Point2> get_polygon() const;
virtual Rect2 get_item_rect() const;
int get_collision_object_first_shape() const { return shape_from; }
int get_collision_object_last_shape() const { return shape_to; }
virtual String get_configuration_warning() const;
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CollisionPolygon2D();
};
VARIANT_ENUM_CAST(CollisionPolygon2D::BuildMode);
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#endif // COLLISION_POLYGON_2D_H