godot/scene/resources/world_margin_shape_2d.h
Hugo Locurcio 8e3f71d750
Rename LineShape2D to WorldMarginShape2D
The new name makes it more obvious that it acts as an infinite plane,
and is consistent with its 3D counterpart (WorldMarginShape3D).
2021-08-14 03:12:13 +02:00

65 lines
3.0 KiB
C++

/*************************************************************************/
/* world_margin_shape_2d.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
#ifndef WORLD_MARGIN_SHAPE_2D_H
#define WORLD_MARGIN_SHAPE_2D_H
#include "scene/resources/shape_2d.h"
class WorldMarginShape2D : public Shape2D {
GDCLASS(WorldMarginShape2D, Shape2D);
// WorldMarginShape2D is often used for one-way platforms, where the normal pointing up makes sense.
Vector2 normal = Vector2(0, -1);
real_t distance = 0.0;
void _update_shape();
protected:
static void _bind_methods();
public:
virtual bool _edit_is_selected_on_click(const Point2 &p_point, double p_tolerance) const override;
void set_normal(const Vector2 &p_normal);
void set_distance(real_t p_distance);
Vector2 get_normal() const;
real_t get_distance() const;
virtual void draw(const RID &p_to_rid, const Color &p_color) override;
virtual Rect2 get_rect() const override;
virtual real_t get_enclosing_radius() const override;
WorldMarginShape2D();
};
#endif // WORLD_MARGIN_SHAPE_2D_H