Happy new year to the wonderful Godot community!
2020 has been a tough year for most of us personally, but a good year for
Godot development nonetheless with a huge amount of work done towards Godot
4.0 and great improvements backported to the long-lived 3.2 branch.
We've had close to 400 contributors to engine code this year, authoring near
7,000 commit! (And that's only for the `master` branch and for the engine code,
there's a lot more when counting docs, demos and other first-party repos.)
Here's to a great year 2021 for all Godot users 🎆
(cherry picked from commit b5334d14f7
)
77 lines
3.2 KiB
C++
77 lines
3.2 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) 2007-2021 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 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 CollisionObject2D;
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class CollisionShape2D : public Node2D {
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GDCLASS(CollisionShape2D, Node2D);
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Ref<Shape2D> shape;
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Rect2 rect;
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uint32_t owner_id;
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CollisionObject2D *parent;
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void _shape_changed();
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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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void _update_in_shape_owner(bool p_xform_only = false);
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protected:
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void _notification(int p_what);
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static void _bind_methods();
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public:
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virtual bool _edit_is_selected_on_click(const Point2 &p_point, double p_tolerance) const;
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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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void set_disabled(bool p_disabled);
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bool is_disabled() const;
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void set_one_way_collision(bool p_enable);
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bool is_one_way_collision_enabled() const;
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void set_one_way_collision_margin(float p_margin);
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float get_one_way_collision_margin() const;
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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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