| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127 | /*************************************************************************//*  collision_object_2d.h                                                *//*************************************************************************//*                       This file is part of:                           *//*                           GODOT ENGINE                                *//*                      https://godotengine.org                          *//*************************************************************************//* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur.                 *//* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md)    *//*                                                                       *//* 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 {		Object *owner;		Transform2D xform;		struct Shape {			Ref<Shape2D> shape;			int index;		};		Vector<Shape> shapes;		bool disabled;		bool one_way_collision;		float one_way_collision_margin;		ShapeData() {			disabled = false;			one_way_collision = false;			one_way_collision_margin = 0;			owner = NULL;		}	};	int total_subshapes;	Map<uint32_t, ShapeData> shapes;	Transform2D last_transform;	bool only_update_transform_changes; //this is used for sync physics in KinematicBodyprotected:	CollisionObject2D(RID p_rid, bool p_area);	void _notification(int p_what);	static void _bind_methods();	void _update_pickable();	friend class Viewport;	void _input_event(Node *p_viewport, const Ref<InputEvent> &p_input_event, int p_shape);	void _mouse_enter();	void _mouse_exit();	void set_only_update_transform_changes(bool p_enable);public:	uint32_t create_shape_owner(Object *p_owner);	void remove_shape_owner(uint32_t owner);	void get_shape_owners(List<uint32_t> *r_owners);	Array _get_shape_owners();	void shape_owner_set_transform(uint32_t p_owner, const Transform2D &p_transform);	Transform2D shape_owner_get_transform(uint32_t p_owner) const;	Object *shape_owner_get_owner(uint32_t p_owner) const;	void shape_owner_set_disabled(uint32_t p_owner, bool p_disabled);	bool is_shape_owner_disabled(uint32_t p_owner) const;	void shape_owner_set_one_way_collision(uint32_t p_owner, bool p_enable);	bool is_shape_owner_one_way_collision_enabled(uint32_t p_owner) const;	void shape_owner_set_one_way_collision_margin(uint32_t p_owner, float p_margin);	float get_shape_owner_one_way_collision_margin(uint32_t p_owner) const;	void shape_owner_add_shape(uint32_t p_owner, const Ref<Shape2D> &p_shape);	int shape_owner_get_shape_count(uint32_t p_owner) const;	Ref<Shape2D> shape_owner_get_shape(uint32_t p_owner, int p_shape) const;	int shape_owner_get_shape_index(uint32_t p_owner, int p_shape) const;	void shape_owner_remove_shape(uint32_t p_owner, int p_shape);	void shape_owner_clear_shapes(uint32_t p_owner);	uint32_t shape_find_owner(int p_shape_index) const;	void set_pickable(bool p_enabled);	bool is_pickable() const;	String get_configuration_warning() const;	_FORCE_INLINE_ RID get_rid() const { return rid; }	CollisionObject2D();	~CollisionObject2D();};#endif // COLLISION_OBJECT_2D_H
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