b324ff7ea5
-IMA-ADPCM support for samples, this means that sound effects can be compressed and use 4 timess less RAM. -New 3D import workflow based on Wavefront OBJ. Import single objects as mesh resources instead of full scenes. Many people prefers to work this way. Just like the rest of the imported resources, these are updated in realtime if modified externally. -Mesh resources now support naming surfaces. This helps reimporting to identify which user-created materials must be kept. -Several fixes and improvements to SurfaceTool. -Anti Aliasing added to WorldEnvironment effects (using FXAA) -2D Physics bodies (RigidBody, KinematicBody, etc), Raycasts, Tilemap, etc support collision layers. This makes easy to group which objects collide against which. -2D Trigger shapes can now also trigger collision reporting in other 2D bodies (it used to be in Area2D before) -Viewport render target textures can now be filtered. -Few fixes in GDscript make it easier to work with static functions and class members. -Several and many bugfixes.
94 lines
3.4 KiB
C++
94 lines
3.4 KiB
C++
/*************************************************************************/
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/* node_2d.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 NODE2D_H
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#define NODE2D_H
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#include "scene/2d/canvas_item.h"
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class Node2D : public CanvasItem {
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OBJ_TYPE(Node2D, CanvasItem );
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Point2 pos;
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float angle;
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Size2 scale;
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Matrix32 _mat;
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bool _xform_dirty;
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void _update_transform();
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void _set_rotd(float p_angle);
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float _get_rotd() const;
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void _update_xform_values();
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protected:
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void _notification(int p_what);
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static void _bind_methods();
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public:
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virtual Variant edit_get_state() const;
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virtual void edit_set_state(const Variant& p_state);
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virtual void edit_set_rect(const Rect2& p_edit_rect);
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virtual void edit_rotate(float p_rot);
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virtual void edit_set_pivot(const Point2& p_pivot);
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virtual Point2 edit_get_pivot() const;
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virtual bool edit_has_pivot() const;
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void set_pos(const Point2& p_pos);
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void set_rot(float p_angle);
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void set_scale(const Size2& p_scale);
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void rotate(float p_degrees);
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void move_x(float p_delta,bool p_scaled=false);
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void move_y(float p_delta,bool p_scaled=false);
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Point2 get_pos() const;
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float get_rot() const;
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Size2 get_scale() const;
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Point2 get_global_pos() const;
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virtual Rect2 get_item_rect() const;
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void set_transform(const Matrix32& p_transform);
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void set_global_transform(const Matrix32& p_transform);
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Matrix32 get_transform() const;
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Node2D();
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};
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#endif // NODE2D_H
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