pandemonium_engine_minimal/scene/2d/collision_object_2d.h

113 lines
3.1 KiB
C++

#ifndef COLLISION_OBJECT_2D_H
#define COLLISION_OBJECT_2D_H
/* collision_object_2d.h */
#include "scene/main/node_2d.h"
#include "scene/resources/shapes_2d/shape_2d.h"
class CollisionObject2D : public Node2D {
GDCLASS(CollisionObject2D, Node2D);
uint32_t collision_layer = 1;
uint32_t collision_mask = 1;
bool area;
RID rid;
bool pickable;
struct ShapeData {
ObjectID owner_id;
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_id = 0;
}
};
int total_subshapes;
RBMap<uint32_t, ShapeData> shapes;
bool only_update_transform_changes; //this is used for sync physics in KinematicBody
protected:
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:
void set_collision_layer(uint32_t p_layer);
uint32_t get_collision_layer() const;
void set_collision_mask(uint32_t p_mask);
uint32_t get_collision_mask() const;
void set_collision_layer_bit(int p_bit, bool p_value);
bool get_collision_layer_bit(int p_bit) const;
void set_collision_mask_bit(int p_bit, bool p_value);
bool get_collision_mask_bit(int p_bit) const;
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