d7d65fa2f2
-html5 exporter works again -disable repeat on image loader by default -can change shape offset en tileset, texture offset was broken
133 lines
5.5 KiB
C++
133 lines
5.5 KiB
C++
/*************************************************************************/
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/* collision_object_2d_sw.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 COLLISION_OBJECT_2D_SW_H
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#define COLLISION_OBJECT_2D_SW_H
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#include "shape_2d_sw.h"
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#include "servers/physics_2d_server.h"
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#include "self_list.h"
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#include "broad_phase_2d_sw.h"
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class Space2DSW;
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class CollisionObject2DSW : public ShapeOwner2DSW {
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public:
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enum Type {
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TYPE_AREA,
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TYPE_BODY
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};
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private:
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Type type;
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RID self;
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ObjectID instance_id;
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struct Shape {
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Matrix32 xform;
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Matrix32 xform_inv;
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BroadPhase2DSW::ID bpid;
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Rect2 aabb_cache; //for rayqueries
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Shape2DSW *shape;
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Vector2 kinematic_advance;
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float kinematic_retreat;
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bool trigger;
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Shape() { trigger=false; kinematic_retreat=0; }
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};
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Vector<Shape> shapes;
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Space2DSW *space;
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Matrix32 transform;
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Matrix32 inv_transform;
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bool _static;
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void _update_shapes();
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protected:
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void _update_shapes_with_motion(const Vector2& p_motion);
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void _unregister_shapes();
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_FORCE_INLINE_ void _set_transform(const Matrix32& p_transform, bool p_update_shapes=true) { transform=p_transform; if (p_update_shapes) {_update_shapes();} }
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_FORCE_INLINE_ void _set_inv_transform(const Matrix32& p_transform) { inv_transform=p_transform; }
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void _set_static(bool p_static);
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virtual void _shapes_changed()=0;
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void _set_space(Space2DSW *space);
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CollisionObject2DSW(Type p_type);
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public:
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_FORCE_INLINE_ void set_self(const RID& p_self) { self=p_self; }
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_FORCE_INLINE_ RID get_self() const { return self; }
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_FORCE_INLINE_ void set_instance_id(const ObjectID& p_instance_id) { instance_id=p_instance_id; }
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_FORCE_INLINE_ ObjectID get_instance_id() const { return instance_id; }
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void _shape_changed();
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_FORCE_INLINE_ Type get_type() const { return type; }
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void add_shape(Shape2DSW *p_shape,const Matrix32& p_transform=Matrix32());
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void set_shape(int p_index,Shape2DSW *p_shape);
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void set_shape_transform(int p_index,const Matrix32& p_transform);
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_FORCE_INLINE_ int get_shape_count() const { return shapes.size(); }
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_FORCE_INLINE_ Shape2DSW *get_shape(int p_index) const { return shapes[p_index].shape; }
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_FORCE_INLINE_ const Matrix32& get_shape_transform(int p_index) const { return shapes[p_index].xform; }
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_FORCE_INLINE_ const Matrix32& get_shape_inv_transform(int p_index) const { return shapes[p_index].xform_inv; }
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_FORCE_INLINE_ const Rect2& get_shape_aabb(int p_index) const { return shapes[p_index].aabb_cache; }
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_FORCE_INLINE_ void set_shape_kinematic_advance(int p_index,const Vector2& p_advance) { shapes[p_index].kinematic_advance=p_advance; }
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_FORCE_INLINE_ Vector2 get_shape_kinematic_advance(int p_index) const { return shapes[p_index].kinematic_advance; }
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_FORCE_INLINE_ void set_shape_kinematic_retreat(int p_index,float p_retreat) { shapes[p_index].kinematic_retreat=p_retreat; }
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_FORCE_INLINE_ float get_shape_kinematic_retreat(int p_index) const { return shapes[p_index].kinematic_retreat; }
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_FORCE_INLINE_ Matrix32 get_transform() const { return transform; }
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_FORCE_INLINE_ Matrix32 get_inv_transform() const { return inv_transform; }
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_FORCE_INLINE_ Space2DSW* get_space() const { return space; }
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_FORCE_INLINE_ void set_shape_as_trigger(int p_idx,bool p_enable) { shapes[p_idx].trigger=p_enable; }
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_FORCE_INLINE_ bool is_shape_set_as_trigger(int p_idx) const { return shapes[p_idx].trigger; }
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void remove_shape(Shape2DSW *p_shape);
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void remove_shape(int p_index);
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virtual void set_space(Space2DSW *p_space)=0;
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_FORCE_INLINE_ bool is_static() const { return _static; }
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virtual ~CollisionObject2DSW() {}
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};
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#endif // COLLISION_OBJECT_2D_SW_H
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