/*************************************************************************/ /* shape_2d.h */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* http://www.godotengine.org */ /*************************************************************************/ /* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */ /* */ /* 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 SHAPE_2D_H #define SHAPE_2D_H #include "resource.h" class Shape2D : public Resource { GDCLASS(Shape2D, Resource); OBJ_SAVE_TYPE(Shape2D); RID shape; real_t custom_bias; protected: static void _bind_methods(); Shape2D(const RID &p_rid); public: void set_custom_solver_bias(real_t p_bias); real_t get_custom_solver_bias() const; bool collide_with_motion(const Transform2D &p_local_xform, const Vector2 &p_local_motion, const Ref &p_shape, const Transform2D &p_shape_xform, const Vector2 &p_p_shape_motion); bool collide(const Transform2D &p_local_xform, const Ref &p_shape, const Transform2D &p_shape_xform); Variant collide_with_motion_and_get_contacts(const Transform2D &p_local_xform, const Vector2 &p_local_motion, const Ref &p_shape, const Transform2D &p_shape_xform, const Vector2 &p_p_shape_motion); Variant collide_and_get_contacts(const Transform2D &p_local_xform, const Ref &p_shape, const Transform2D &p_shape_xform); virtual void draw(const RID &p_to_rid, const Color &p_color) {} virtual Rect2 get_rect() const { return Rect2(); } virtual RID get_rid() const; Shape2D(); ~Shape2D(); }; #endif // SHAPE_2D_H