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								/*  node_2d.h                                                            */
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								/*                       This file is part of:                           */
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								/*                           GODOT ENGINE                                */
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								/*                    http://www.godotengine.org                         */
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								/*************************************************************************/
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											2016-01-01 11:50:53 -02:00
										 
									 
								 
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								/* Copyright (c) 2007-2016 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 NODE2D_H
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								#define NODE2D_H
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								#include "scene/2d/canvas_item.h"
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								class Node2D : public CanvasItem {
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									OBJ_TYPE(Node2D, CanvasItem );
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									Point2 pos;
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									float angle;
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									Size2 _scale;
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									int z;
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									bool z_relative;
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									Matrix32 _mat;
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									bool _xform_dirty;
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									void _update_transform();
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									// Deprecated, should be removed in a future version.
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									void _set_rotd(float p_angle);
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									float _get_rotd() const;
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									void _update_xform_values();
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								protected:
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									void _notification(int p_what);
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									static void _bind_methods();
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								public:
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									virtual Variant edit_get_state() const;
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									virtual void edit_set_state(const Variant& p_state);
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									virtual void edit_set_rect(const Rect2& p_edit_rect);
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									virtual void edit_rotate(float p_rot);
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									virtual void edit_set_pivot(const Point2& p_pivot);
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									virtual Point2 edit_get_pivot() const;
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									virtual bool edit_has_pivot() const;
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									void set_pos(const Point2& p_pos);
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									void set_rot(float p_radians);
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									void set_rotd(float p_degrees);
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									void set_scale(const Size2& p_scale);
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									void rotate(float p_radians);
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									void move_x(float p_delta,bool p_scaled=false);
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									void move_y(float p_delta,bool p_scaled=false);
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									void translate(const Vector2& p_amount);
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									void global_translate(const Vector2& p_amount);
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									void scale(const Vector2& p_amount);
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									Point2 get_pos() const;
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									float get_rot() const;
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									float get_rotd() const;
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									Size2 get_scale() const;
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									Point2 get_global_pos() const;
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									virtual Rect2 get_item_rect() const;
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									void set_transform(const Matrix32& p_transform);
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									void set_global_transform(const Matrix32& p_transform);
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									void set_global_pos(const Point2& p_pos);
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									void set_z(int p_z);
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									int get_z() const;
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									void look_at(const Vector2& p_pos);
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									float get_angle_to(const Vector2& p_pos) const;
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									void set_z_as_relative(bool p_enabled);
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									bool is_z_relative() const;
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									Matrix32 get_relative_transform_to_parent(const Node *p_parent) const;
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									Matrix32 get_transform() const;
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									Node2D();
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								};
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								#endif // NODE2D_H
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