godot/scene/2d/collision_shape_2d.h
Pedro J. Estébanez d7195c18d7 Update collision shapes data on tree entered
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.
2018-01-11 21:29:46 +01:00

73 lines
3.1 KiB
C++

/*************************************************************************/
/* collision_shape_2d.h */
/*************************************************************************/
/* This file is part of: */
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/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
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#ifndef COLLISION_SHAPE_2D_H
#define COLLISION_SHAPE_2D_H
#include "scene/2d/node_2d.h"
#include "scene/resources/shape_2d.h"
class CollisionShape2D : public Node2D {
OBJ_TYPE(CollisionShape2D, Node2D);
Ref<Shape2D> shape;
Rect2 rect;
bool trigger;
bool unparenting;
bool can_update_body;
void _shape_changed();
int update_shape_index;
void _set_update_shape_index(int p_index);
int _get_update_shape_index() const;
void _update_xform_in_parent();
protected:
void _update_parent();
void _notification(int p_what);
static void _bind_methods();
void _add_to_collision_object(Object *p_obj);
public:
void set_shape(const Ref<Shape2D> &p_shape);
Ref<Shape2D> get_shape() const;
virtual Rect2 get_item_rect() const;
void set_trigger(bool p_trigger);
bool is_trigger() const;
int get_collision_object_shape_index() const { return _get_update_shape_index(); }
virtual String get_configuration_warning() const;
CollisionShape2D();
};
#endif // COLLISION_SHAPE_2D_H