ba13d23140
PhysicsBody now has methods move_and_collide/test_move and needed properties for these methods: safe margin, locked axes (3D only). Moved collision_exceptions from StaticBody to PhysicsBody for 3D (same as 2D, and conforms to documentation). RigidBody doesn't have test_motion method anymore, it's now redundant with PhysicsBody.test_move.
135 lines
5.1 KiB
C++
135 lines
5.1 KiB
C++
/*************************************************************************/
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/* collision_object_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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/* https://godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
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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 COLLISION_OBJECT_2D_H
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#define COLLISION_OBJECT_2D_H
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#include "scene/2d/node_2d.h"
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#include "scene/resources/shape_2d.h"
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class CollisionObject2D : public Node2D {
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GDCLASS(CollisionObject2D, Node2D);
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uint32_t collision_layer = 1;
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uint32_t collision_mask = 1;
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bool area = false;
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RID rid;
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bool pickable = false;
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struct ShapeData {
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Object *owner = nullptr;
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Transform2D xform;
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struct Shape {
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Ref<Shape2D> shape;
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int index = 0;
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};
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Vector<Shape> shapes;
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bool disabled = false;
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bool one_way_collision = false;
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real_t one_way_collision_margin = 0.0;
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};
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int total_subshapes = 0;
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Map<uint32_t, ShapeData> shapes;
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bool only_update_transform_changes = false; //this is used for sync physics in CharacterBody2D
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protected:
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CollisionObject2D(RID p_rid, bool p_area);
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void _notification(int p_what);
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static void _bind_methods();
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void _update_pickable();
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friend class Viewport;
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void _input_event(Node *p_viewport, const Ref<InputEvent> &p_input_event, int p_shape);
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void _mouse_enter();
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void _mouse_exit();
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void set_only_update_transform_changes(bool p_enable);
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bool is_only_update_transform_changes_enabled() const;
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public:
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void set_collision_layer(uint32_t p_layer);
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uint32_t get_collision_layer() const;
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void set_collision_mask(uint32_t p_mask);
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uint32_t get_collision_mask() const;
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void set_collision_layer_bit(int p_bit, bool p_value);
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bool get_collision_layer_bit(int p_bit) const;
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void set_collision_mask_bit(int p_bit, bool p_value);
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bool get_collision_mask_bit(int p_bit) const;
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uint32_t create_shape_owner(Object *p_owner);
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void remove_shape_owner(uint32_t owner);
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void get_shape_owners(List<uint32_t> *r_owners);
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Array _get_shape_owners();
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void shape_owner_set_transform(uint32_t p_owner, const Transform2D &p_transform);
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Transform2D shape_owner_get_transform(uint32_t p_owner) const;
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Object *shape_owner_get_owner(uint32_t p_owner) const;
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void shape_owner_set_disabled(uint32_t p_owner, bool p_disabled);
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bool is_shape_owner_disabled(uint32_t p_owner) const;
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void shape_owner_set_one_way_collision(uint32_t p_owner, bool p_enable);
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bool is_shape_owner_one_way_collision_enabled(uint32_t p_owner) const;
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void shape_owner_set_one_way_collision_margin(uint32_t p_owner, real_t p_margin);
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real_t get_shape_owner_one_way_collision_margin(uint32_t p_owner) const;
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void shape_owner_add_shape(uint32_t p_owner, const Ref<Shape2D> &p_shape);
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int shape_owner_get_shape_count(uint32_t p_owner) const;
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Ref<Shape2D> shape_owner_get_shape(uint32_t p_owner, int p_shape) const;
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int shape_owner_get_shape_index(uint32_t p_owner, int p_shape) const;
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void shape_owner_remove_shape(uint32_t p_owner, int p_shape);
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void shape_owner_clear_shapes(uint32_t p_owner);
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uint32_t shape_find_owner(int p_shape_index) const;
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void set_pickable(bool p_enabled);
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bool is_pickable() const;
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TypedArray<String> get_configuration_warnings() const override;
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_FORCE_INLINE_ RID get_rid() const { return rid; }
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CollisionObject2D();
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~CollisionObject2D();
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};
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#endif // COLLISION_OBJECT_2D_H
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