godot/scene/2d/collision_object_2d.h
Juan Linietsky bc26f90581 Type renames:
Matrix32 -> Transform2D
	Matrix3 -> Basis
	AABB -> Rect3
	RawArray -> PoolByteArray
	IntArray -> PoolIntArray
	FloatArray -> PoolFloatArray
	Vector2Array -> PoolVector2Array
	Vector3Array -> PoolVector3Array
	ColorArray -> PoolColorArray
2017-01-11 00:52:51 -03:00

102 lines
3.8 KiB
C++

/*************************************************************************/
/* collision_object_2d.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* http://www.godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
/* */
/* 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 {
Transform2D xform;
Ref<Shape2D> shape;
bool trigger;
ShapeData() {
trigger=false;
}
};
Vector<ShapeData> 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<PropertyInfo> *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<Shape2D>& p_shape, const Transform2D& p_transform=Transform2D());
int get_shape_count() const;
void set_shape(int p_shape_idx, const Ref<Shape2D>& p_shape);
void set_shape_transform(int p_shape_idx, const Transform2D& p_transform);
Ref<Shape2D> get_shape(int p_shape_idx) const;
Transform2D 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