That year should bring the long-awaited OpenGL ES 3.0 compatible renderer
with state-of-the-art rendering techniques tuned to work as low as middle
end handheld devices - without compromising with the possibilities given
for higher end desktop games of course. Great times ahead for the Godot
community and the gamers that will play our games!
(cherry picked from commit c7bc44d5ad
)
104 lines
4 KiB
C++
104 lines
4 KiB
C++
/*************************************************************************/
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/* collision_object.h */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* http://www.godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
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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 COLLISION_OBJECT_H
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#define COLLISION_OBJECT_H
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#include "scene/3d/spatial.h"
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#include "scene/resources/shape.h"
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class CollisionObject : public Spatial {
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OBJ_TYPE( CollisionObject, Spatial );
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bool area;
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RID rid;
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struct ShapeData {
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Transform xform;
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Ref<Shape> shape;
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bool trigger;
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ShapeData() {
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trigger=false;
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}
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};
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bool capture_input_on_drag;
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bool ray_pickable;
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Vector<ShapeData> shapes;
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void _update_pickable();
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void _update_shapes();
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friend class CollisionShape;
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friend class CollisionPolygon;
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void _update_shapes_from_children();
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protected:
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CollisionObject(RID p_rid, bool p_area);
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void _notification(int p_what);
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bool _set(const StringName& p_name, const Variant& p_value);
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bool _get(const StringName& p_name,Variant &r_ret) const;
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void _get_property_list( List<PropertyInfo> *p_list) const;
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static void _bind_methods();
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friend class Viewport;
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virtual void _input_event(Node* p_camera,const InputEvent& p_input_event,const Vector3& p_pos, const Vector3& p_normal, int p_shape);
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virtual void _mouse_enter();
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virtual void _mouse_exit();
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public:
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void add_shape(const Ref<Shape>& p_shape, const Transform& p_transform=Transform());
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int get_shape_count() const;
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void set_shape(int p_shape_idx, const Ref<Shape>& p_shape);
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void set_shape_transform(int p_shape_idx, const Transform& p_transform);
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Ref<Shape> get_shape(int p_shape_idx) const;
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Transform get_shape_transform(int p_shape_idx) const;
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void remove_shape(int p_shape_idx);
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void clear_shapes();
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void set_shape_as_trigger(int p_shape_idx, bool p_trigger);
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bool is_shape_set_as_trigger(int p_shape_idx) const;
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void set_ray_pickable(bool p_ray_pickable);
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bool is_ray_pickable() const;
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void set_capture_input_on_drag(bool p_capture);
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bool get_capture_input_on_drag() const;
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_FORCE_INLINE_ RID get_rid() const { return rid; }
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CollisionObject();
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~CollisionObject();
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};
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#endif // COLLISION_OBJECT__H
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