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d95794ec8a
As many open source projects have started doing it, we're removing the current year from the copyright notice, so that we don't need to bump it every year. It seems like only the first year of publication is technically relevant for copyright notices, and even that seems to be something that many companies stopped listing altogether (in a version controlled codebase, the commits are a much better source of date of publication than a hardcoded copyright statement). We also now list Godot Engine contributors first as we're collectively the current maintainers of the project, and we clarify that the "exclusive" copyright of the co-founders covers the timespan before opensourcing (their further contributions are included as part of Godot Engine contributors). Also fixed "cf." Frenchism - it's meant as "refer to / see".
65 lines
3.1 KiB
C++
65 lines
3.1 KiB
C++
/**************************************************************************/
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/* world_boundary_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) 2014-present Godot Engine contributors (see AUTHORS.md). */
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/* Copyright (c) 2007-2014 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 WORLD_BOUNDARY_SHAPE_2D_H
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#define WORLD_BOUNDARY_SHAPE_2D_H
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#include "scene/resources/shape_2d.h"
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class WorldBoundaryShape2D : public Shape2D {
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GDCLASS(WorldBoundaryShape2D, Shape2D);
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// WorldBoundaryShape2D is often used for one-way platforms, where the normal pointing up makes sense.
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Vector2 normal = Vector2(0, -1);
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real_t distance = 0.0;
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void _update_shape();
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protected:
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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 override;
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void set_normal(const Vector2 &p_normal);
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void set_distance(real_t p_distance);
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Vector2 get_normal() const;
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real_t get_distance() const;
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virtual void draw(const RID &p_to_rid, const Color &p_color) override;
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virtual Rect2 get_rect() const override;
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virtual real_t get_enclosing_radius() const override;
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WorldBoundaryShape2D();
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};
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#endif // WORLD_BOUNDARY_SHAPE_2D_H
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