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Disabling collision outlines can be useful for performance when the game is running and many collision shapes are displayed.
72 lines
3.6 KiB
C++
72 lines
3.6 KiB
C++
/*************************************************************************/
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/* shape_2d.h */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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#ifndef SHAPE_2D_H
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#define SHAPE_2D_H
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#include "core/io/resource.h"
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class Shape2D : public Resource {
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GDCLASS(Shape2D, Resource);
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OBJ_SAVE_TYPE(Shape2D);
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RID shape;
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real_t custom_bias = 0.0;
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protected:
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static void _bind_methods();
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Shape2D(const RID &p_rid);
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public:
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virtual bool _edit_is_selected_on_click(const Point2 &p_point, double p_tolerance) const { return get_rect().has_point(p_point); }
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void set_custom_solver_bias(real_t p_bias);
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real_t get_custom_solver_bias() const;
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bool collide_with_motion(const Transform2D &p_local_xform, const Vector2 &p_local_motion, const Ref<Shape2D> &p_shape, const Transform2D &p_shape_xform, const Vector2 &p_shape_motion);
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bool collide(const Transform2D &p_local_xform, const Ref<Shape2D> &p_shape, const Transform2D &p_shape_xform);
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Array collide_with_motion_and_get_contacts(const Transform2D &p_local_xform, const Vector2 &p_local_motion, const Ref<Shape2D> &p_shape, const Transform2D &p_shape_xform, const Vector2 &p_shape_motion);
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Array collide_and_get_contacts(const Transform2D &p_local_xform, const Ref<Shape2D> &p_shape, const Transform2D &p_shape_xform);
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virtual void draw(const RID &p_to_rid, const Color &p_color) {}
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virtual Rect2 get_rect() const { return Rect2(); }
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/// Returns the radius of a circle that fully enclose this shape
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virtual real_t get_enclosing_radius() const = 0;
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virtual RID get_rid() const override;
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static bool is_collision_outline_enabled();
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Shape2D();
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~Shape2D();
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};
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#endif // SHAPE_2D_H
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