/**************************************************************************/ /* shape2d.hpp */ /**************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ /* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ /* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */ /* */ /* 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 */ /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */ /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */ /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ /**************************************************************************/ // THIS FILE IS GENERATED. EDITS WILL BE LOST. #pragma once #include #include #include #include #include #include namespace godot { struct Color; class RID; struct Transform2D; struct Vector2; class Shape2D : public Resource { GDEXTENSION_CLASS(Shape2D, Resource) public: void set_custom_solver_bias(float p_bias); float get_custom_solver_bias() const; bool collide(const Transform2D &p_local_xform, const Ref &p_with_shape, const Transform2D &p_shape_xform); bool collide_with_motion(const Transform2D &p_local_xform, const Vector2 &p_local_motion, const Ref &p_with_shape, const Transform2D &p_shape_xform, const Vector2 &p_shape_motion); PackedVector2Array collide_and_get_contacts(const Transform2D &p_local_xform, const Ref &p_with_shape, const Transform2D &p_shape_xform); PackedVector2Array collide_with_motion_and_get_contacts(const Transform2D &p_local_xform, const Vector2 &p_local_motion, const Ref &p_with_shape, const Transform2D &p_shape_xform, const Vector2 &p_shape_motion); void draw(const RID &p_canvas_item, const Color &p_color); Rect2 get_rect() const; protected: template static void register_virtuals() { Resource::register_virtuals(); } public: }; } // namespace godot