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+/**************************************************************************/
+/* collision_object_2d.h */
+/**************************************************************************/
+/* This file is part of: */
+/* GODOT ENGINE */
+/* https://godotengine.org */
+/**************************************************************************/
+/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
+/* Copyright (c) 2007-2014 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 COLLISION_OBJECT_2D_H
+#define COLLISION_OBJECT_2D_H
+
+#include "scene/2d/node_2d.h"
+#include "scene/main/viewport.h"
+#include "scene/resources/2d/shape_2d.h"
+#include "servers/physics_server_2d.h"
+
+class CollisionObject2D : public Node2D {
+ GDCLASS(CollisionObject2D, Node2D);
+
+public:
+ enum DisableMode {
+ DISABLE_MODE_REMOVE,
+ DISABLE_MODE_MAKE_STATIC,
+ DISABLE_MODE_KEEP_ACTIVE,
+ };
+
+private:
+ uint32_t collision_layer = 1;
+ uint32_t collision_mask = 1;
+ real_t collision_priority = 1.0;
+
+ bool area = false;
+ RID rid;
+ uint32_t callback_lock = 0;
+ bool pickable = false;
+
+ DisableMode disable_mode = DISABLE_MODE_REMOVE;
+
+ PhysicsServer2D::BodyMode body_mode = PhysicsServer2D::BODY_MODE_STATIC;
+
+ struct ShapeData {
+ ObjectID owner_id;
+ Transform2D xform;
+ struct Shape {
+ Ref<Shape2D> shape;
+ int index = 0;
+ };
+
+ Vector<Shape> shapes;
+
+ bool disabled = false;
+ bool one_way_collision = false;
+ real_t one_way_collision_margin = 0.0;
+ };
+
+ int total_subshapes = 0;
+
+ RBMap<uint32_t, ShapeData> shapes;
+ bool only_update_transform_changes = false; // This is used for sync to physics.
+
+ void _apply_disabled();
+ void _apply_enabled();
+
+protected:
+ _FORCE_INLINE_ void lock_callback() { callback_lock++; }
+ _FORCE_INLINE_ void unlock_callback() {
+ ERR_FAIL_COND(callback_lock == 0);
+ callback_lock--;
+ }
+
+ 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_call(Viewport *p_viewport, const Ref<InputEvent> &p_input_event, int p_shape);
+ void _mouse_enter();
+ void _mouse_exit();
+
+ void _mouse_shape_enter(int p_shape);
+ void _mouse_shape_exit(int p_shape);
+
+ void set_only_update_transform_changes(bool p_enable);
+ bool is_only_update_transform_changes_enabled() const;
+
+ void set_body_mode(PhysicsServer2D::BodyMode p_mode);
+
+ virtual void _space_changed(const RID &p_new_space);
+
+ GDVIRTUAL3(_input_event, Viewport *, Ref<InputEvent>, int)
+ GDVIRTUAL0(_mouse_enter)
+ GDVIRTUAL0(_mouse_exit)
+ GDVIRTUAL1(_mouse_shape_enter, int)
+ GDVIRTUAL1(_mouse_shape_exit, int)
+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_value(int p_layer_number, bool p_value);
+ bool get_collision_layer_value(int p_layer_number) const;
+
+ void set_collision_mask_value(int p_layer_number, bool p_value);
+ bool get_collision_mask_value(int p_layer_number) const;
+
+ void set_collision_priority(real_t p_priority);
+ real_t get_collision_priority() const;
+
+ void set_disable_mode(DisableMode p_mode);
+ DisableMode get_disable_mode() 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);
+ PackedInt32Array _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, real_t p_margin);
+ real_t 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;
+
+ PackedStringArray get_configuration_warnings() const override;
+
+ _FORCE_INLINE_ RID get_rid() const { return rid; }
+
+ CollisionObject2D();
+ ~CollisionObject2D();
+};
+
+VARIANT_ENUM_CAST(CollisionObject2D::DisableMode);
+
+#endif // COLLISION_OBJECT_2D_H