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/*************************************************************************/
/*  collision_object_2d.h                                                */
/*************************************************************************/
/*                       This file is part of:                           */
/*                           GODOT ENGINE                                */
/*                    http://www.godotengine.org                         */
/*************************************************************************/
/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur.                 */
/* Copyright (c) 2014-2017 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 {
		Transform2D xform;
		Ref<Shape2D> shape;
		bool trigger;

		ShapeData() {
			trigger = false;
		}
	};

	Vector<ShapeData> shapes;

	void _update_shapes();

	friend class CollisionShape2D;
	friend class CollisionPolygon2D;
	void _update_shapes_from_children();

protected:
	CollisionObject2D(RID p_rid, bool p_area);

	void _notification(int p_what);
	bool _set(const StringName &p_name, const Variant &p_value);
	bool _get(const StringName &p_name, Variant &r_ret) const;
	void _get_property_list(List<PropertyInfo> *p_list) const;
	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();

public:
	void add_shape(const Ref<Shape2D> &p_shape, const Transform2D &p_transform = Transform2D());
	int get_shape_count() const;
	void set_shape(int p_shape_idx, const Ref<Shape2D> &p_shape);
	void set_shape_transform(int p_shape_idx, const Transform2D &p_transform);
	Ref<Shape2D> get_shape(int p_shape_idx) const;
	Transform2D get_shape_transform(int p_shape_idx) const;
	void set_shape_as_trigger(int p_shape_idx, bool p_trigger);
	bool is_shape_set_as_trigger(int p_shape_idx) const;
	void remove_shape(int p_shape_idx);
	void clear_shapes();

	void set_pickable(bool p_enabled);
	bool is_pickable() const;

	_FORCE_INLINE_ RID get_rid() const { return rid; }

	CollisionObject2D();
	~CollisionObject2D();
};

#endif // COLLISION_OBJECT_2D_H