d8223ffa75
That year should bring the long-awaited OpenGL ES 3.0 compatible renderer
with state-of-the-art rendering techniques tuned to work as low as middle
end handheld devices - without compromising with the possibilities given
for higher end desktop games of course. Great times ahead for the Godot
community and the gamers that will play our games!
(cherry picked from commit c7bc44d5ad
)
96 lines
3.4 KiB
C++
96 lines
3.4 KiB
C++
/*************************************************************************/
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/* collision_polygon_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) 2007-2017 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_POLYGON_2D_H
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#define COLLISION_POLYGON_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 CollisionPolygon2D : public Node2D {
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OBJ_TYPE(CollisionPolygon2D,Node2D);
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public:
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enum BuildMode {
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BUILD_SOLIDS,
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BUILD_SEGMENTS,
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};
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protected:
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Rect2 aabb;
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BuildMode build_mode;
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Vector<Point2> polygon;
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bool trigger;
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bool unparenting;
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void _add_to_collision_object(Object *p_obj);
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void _update_parent();
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bool can_update_body;
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int shape_from;
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int shape_to;
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void _set_shape_range(const Vector2& p_range);
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Vector2 _get_shape_range() const;
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Vector< Vector<Vector2> > _decompose_in_convex();
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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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void set_trigger(bool p_trigger);
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bool is_trigger() const;
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void set_build_mode(BuildMode p_mode);
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BuildMode get_build_mode() const;
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void set_polygon(const Vector<Point2>& p_polygon);
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Vector<Point2> get_polygon() const;
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virtual Rect2 get_item_rect() const;
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int get_collision_object_first_shape() const { return shape_from; }
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int get_collision_object_last_shape() const { return shape_to; }
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virtual String get_configuration_warning() const;
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CollisionPolygon2D();
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};
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VARIANT_ENUM_CAST( CollisionPolygon2D::BuildMode );
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#endif // COLLISION_POLYGON_2D_H
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