/*************************************************************************/ /* collision_object_2d.h */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ /* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */ /* Copyright (c) 2014-2018 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 { OBJ_TYPE(CollisionObject2D, Node2D); bool area; RID rid; bool pickable; struct ShapeData { Matrix32 xform; Ref shape; bool trigger; ShapeData() { trigger = false; } }; Vector shapes; void _update_shapes(); friend class CollisionShape2D; friend class CollisionPolygon2D; void _update_shapes_from_children(); protected: CollisionObject2D(RID p_rid, bool p_area); void _notification(int p_what); bool _set(const StringName &p_name, const Variant &p_value); bool _get(const StringName &p_name, Variant &r_ret) const; void _get_property_list(List *p_list) const; static void _bind_methods(); void _update_pickable(); friend class Viewport; void _input_event(Node *p_viewport, const InputEvent &p_input_event, int p_shape); void _mouse_enter(); void _mouse_exit(); public: void add_shape(const Ref &p_shape, const Matrix32 &p_transform = Matrix32()); int get_shape_count() const; void set_shape(int p_shape_idx, const Ref &p_shape); void set_shape_transform(int p_shape_idx, const Matrix32 &p_transform); Ref get_shape(int p_shape_idx) const; Matrix32 get_shape_transform(int p_shape_idx) const; void set_shape_as_trigger(int p_shape_idx, bool p_trigger); bool is_shape_set_as_trigger(int p_shape_idx) const; void remove_shape(int p_shape_idx); void clear_shapes(); void set_pickable(bool p_enabled); bool is_pickable() const; _FORCE_INLINE_ RID get_rid() const { return rid; } CollisionObject2D(); ~CollisionObject2D(); }; #endif // COLLISION_OBJECT_2D_H