/**************************************************************************/ /* godot_collision_object_2d.cpp */ /**************************************************************************/ /* 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. */ /**************************************************************************/ #include "godot_collision_object_2d.h" #include "godot_physics_server_2d.h" #include "godot_space_2d.h" void GodotCollisionObject2D::add_shape(GodotShape2D *p_shape, const Transform2D &p_transform, bool p_disabled) { … } void GodotCollisionObject2D::set_shape(int p_index, GodotShape2D *p_shape) { … } void GodotCollisionObject2D::set_shape_transform(int p_index, const Transform2D &p_transform) { … } void GodotCollisionObject2D::set_shape_disabled(int p_idx, bool p_disabled) { … } void GodotCollisionObject2D::remove_shape(GodotShape2D *p_shape) { … } void GodotCollisionObject2D::remove_shape(int p_index) { … } void GodotCollisionObject2D::_set_static(bool p_static) { … } void GodotCollisionObject2D::_unregister_shapes() { … } void GodotCollisionObject2D::_update_shapes() { … } void GodotCollisionObject2D::_update_shapes_with_motion(const Vector2 &p_motion) { … } void GodotCollisionObject2D::_set_space(GodotSpace2D *p_space) { … } void GodotCollisionObject2D::_shape_changed() { … } GodotCollisionObject2D::GodotCollisionObject2D(Type p_type) : … { … }