This is needed because the final startup values for shapes may change between parenting and entering the scene tree. For instance, if the collision shape belongs to a inherited scene. Fixes #8896.
73 lines
3.1 KiB
C++
73 lines
3.1 KiB
C++
/*************************************************************************/
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/* collision_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) 2007-2018 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2018 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 COLLISION_SHAPE_2D_H
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#define COLLISION_SHAPE_2D_H
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#include "scene/2d/node_2d.h"
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#include "scene/resources/shape_2d.h"
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class CollisionShape2D : public Node2D {
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OBJ_TYPE(CollisionShape2D, Node2D);
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Ref<Shape2D> shape;
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Rect2 rect;
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bool trigger;
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bool unparenting;
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bool can_update_body;
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void _shape_changed();
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int update_shape_index;
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void _set_update_shape_index(int p_index);
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int _get_update_shape_index() const;
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void _update_xform_in_parent();
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protected:
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void _update_parent();
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void _notification(int p_what);
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static void _bind_methods();
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void _add_to_collision_object(Object *p_obj);
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public:
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void set_shape(const Ref<Shape2D> &p_shape);
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Ref<Shape2D> get_shape() const;
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virtual Rect2 get_item_rect() const;
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void set_trigger(bool p_trigger);
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bool is_trigger() const;
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int get_collision_object_shape_index() const { return _get_update_shape_index(); }
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virtual String get_configuration_warning() const;
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CollisionShape2D();
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};
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#endif // COLLISION_SHAPE_2D_H
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