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https://github.com/Relintai/pandemonium_engine_minimal.git
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113 lines
3.1 KiB
C++
113 lines
3.1 KiB
C++
#ifndef COLLISION_OBJECT_2D_H
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#define COLLISION_OBJECT_2D_H
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/* collision_object_2d.h */
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#include "scene/main/node_2d.h"
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#include "scene/resources/shapes_2d/shape_2d.h"
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class CollisionObject2D : public Node2D {
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GDCLASS(CollisionObject2D, Node2D);
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uint32_t collision_layer = 1;
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uint32_t collision_mask = 1;
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bool area;
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RID rid;
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bool pickable;
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struct ShapeData {
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ObjectID owner_id;
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Transform2D xform;
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struct Shape {
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Ref<Shape2D> shape;
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int index;
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};
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Vector<Shape> shapes;
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bool disabled;
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bool one_way_collision;
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float one_way_collision_margin;
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ShapeData() {
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disabled = false;
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one_way_collision = false;
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one_way_collision_margin = 0;
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owner_id = 0;
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}
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};
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int total_subshapes;
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RBMap<uint32_t, ShapeData> shapes;
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bool only_update_transform_changes; //this is used for sync physics in KinematicBody
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protected:
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CollisionObject2D(RID p_rid, bool p_area);
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void _notification(int p_what);
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static void _bind_methods();
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void _update_pickable();
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friend class Viewport;
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void _input_event(Node *p_viewport, const Ref<InputEvent> &p_input_event, int p_shape);
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void _mouse_enter();
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void _mouse_exit();
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void set_only_update_transform_changes(bool p_enable);
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public:
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void set_collision_layer(uint32_t p_layer);
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uint32_t get_collision_layer() const;
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void set_collision_mask(uint32_t p_mask);
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uint32_t get_collision_mask() const;
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void set_collision_layer_bit(int p_bit, bool p_value);
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bool get_collision_layer_bit(int p_bit) const;
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void set_collision_mask_bit(int p_bit, bool p_value);
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bool get_collision_mask_bit(int p_bit) const;
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uint32_t create_shape_owner(Object *p_owner);
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void remove_shape_owner(uint32_t owner);
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void get_shape_owners(List<uint32_t> *r_owners);
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Array _get_shape_owners();
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void shape_owner_set_transform(uint32_t p_owner, const Transform2D &p_transform);
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Transform2D shape_owner_get_transform(uint32_t p_owner) const;
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Object *shape_owner_get_owner(uint32_t p_owner) const;
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void shape_owner_set_disabled(uint32_t p_owner, bool p_disabled);
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bool is_shape_owner_disabled(uint32_t p_owner) const;
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void shape_owner_set_one_way_collision(uint32_t p_owner, bool p_enable);
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bool is_shape_owner_one_way_collision_enabled(uint32_t p_owner) const;
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void shape_owner_set_one_way_collision_margin(uint32_t p_owner, float p_margin);
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float get_shape_owner_one_way_collision_margin(uint32_t p_owner) const;
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void shape_owner_add_shape(uint32_t p_owner, const Ref<Shape2D> &p_shape);
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int shape_owner_get_shape_count(uint32_t p_owner) const;
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Ref<Shape2D> shape_owner_get_shape(uint32_t p_owner, int p_shape) const;
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int shape_owner_get_shape_index(uint32_t p_owner, int p_shape) const;
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void shape_owner_remove_shape(uint32_t p_owner, int p_shape);
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void shape_owner_clear_shapes(uint32_t p_owner);
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uint32_t shape_find_owner(int p_shape_index) const;
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void set_pickable(bool p_enabled);
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bool is_pickable() const;
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String get_configuration_warning() const;
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_FORCE_INLINE_ RID get_rid() const { return rid; }
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CollisionObject2D();
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~CollisionObject2D();
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};
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#endif // COLLISION_OBJECT_2D_H
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