godot/scene/2d/ray_cast_2d.cpp

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/*************************************************************************/
/* ray_cast_2d.cpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
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/*************************************************************************/
/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */
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/* */
/* 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 "ray_cast_2d.h"
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#include "collision_object_2d.h"
#include "core/engine.h"
#include "physics_body_2d.h"
#include "servers/physics_2d_server.h"
void RayCast2D::set_cast_to(const Vector2 &p_point) {
cast_to = p_point;
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if (is_inside_tree() && (Engine::get_singleton()->is_editor_hint() || get_tree()->is_debugging_collisions_hint()))
update();
}
Vector2 RayCast2D::get_cast_to() const {
return cast_to;
}
void RayCast2D::set_collision_mask(uint32_t p_mask) {
collision_mask = p_mask;
}
uint32_t RayCast2D::get_collision_mask() const {
return collision_mask;
}
void RayCast2D::set_collision_mask_bit(int p_bit, bool p_value) {
uint32_t mask = get_collision_mask();
if (p_value)
mask |= 1 << p_bit;
else
mask &= ~(1 << p_bit);
set_collision_mask(mask);
}
bool RayCast2D::get_collision_mask_bit(int p_bit) const {
return get_collision_mask() & (1 << p_bit);
}
bool RayCast2D::is_colliding() const {
return collided;
}
Object *RayCast2D::get_collider() const {
if (against == 0)
return NULL;
return ObjectDB::get_instance(against);
}
int RayCast2D::get_collider_shape() const {
return against_shape;
}
Vector2 RayCast2D::get_collision_point() const {
return collision_point;
}
Vector2 RayCast2D::get_collision_normal() const {
return collision_normal;
}
void RayCast2D::set_enabled(bool p_enabled) {
enabled = p_enabled;
update();
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if (is_inside_tree() && !Engine::get_singleton()->is_editor_hint())
set_physics_process_internal(p_enabled);
if (!p_enabled)
collided = false;
}
bool RayCast2D::is_enabled() const {
return enabled;
}
void RayCast2D::set_exclude_parent_body(bool p_exclude_parent_body) {
if (exclude_parent_body == p_exclude_parent_body)
return;
exclude_parent_body = p_exclude_parent_body;
if (!is_inside_tree())
return;
if (Object::cast_to<CollisionObject2D>(get_parent())) {
if (exclude_parent_body)
exclude.insert(Object::cast_to<CollisionObject2D>(get_parent())->get_rid());
else
exclude.erase(Object::cast_to<CollisionObject2D>(get_parent())->get_rid());
}
}
bool RayCast2D::get_exclude_parent_body() const {
return exclude_parent_body;
}
void RayCast2D::_notification(int p_what) {
switch (p_what) {
case NOTIFICATION_ENTER_TREE: {
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if (enabled && !Engine::get_singleton()->is_editor_hint())
set_physics_process_internal(true);
else
set_physics_process_internal(false);
if (Object::cast_to<CollisionObject2D>(get_parent())) {
if (exclude_parent_body)
exclude.insert(Object::cast_to<CollisionObject2D>(get_parent())->get_rid());
else
exclude.erase(Object::cast_to<CollisionObject2D>(get_parent())->get_rid());
}
} break;
case NOTIFICATION_EXIT_TREE: {
if (enabled)
set_physics_process_internal(false);
} break;
case NOTIFICATION_DRAW: {
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if (!Engine::get_singleton()->is_editor_hint() && !get_tree()->is_debugging_collisions_hint())
break;
Transform2D xf;
xf.rotate(cast_to.angle());
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xf.translate(Vector2(cast_to.length(), 0));
// Draw an arrow indicating where the RayCast is pointing to
Color draw_col = get_tree()->get_debug_collisions_color();
if (!enabled) {
float g = draw_col.get_v();
draw_col.r = g;
draw_col.g = g;
draw_col.b = g;
}
draw_line(Vector2(), cast_to, draw_col, 2, true);
Vector<Vector2> pts;
float tsize = 8;
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pts.push_back(xf.xform(Vector2(tsize, 0)));
pts.push_back(xf.xform(Vector2(0, 0.707 * tsize)));
pts.push_back(xf.xform(Vector2(0, -0.707 * tsize)));
Vector<Color> cols;
for (int i = 0; i < 3; i++)
cols.push_back(draw_col);
draw_primitive(pts, cols, Vector<Vector2>());
} break;
case NOTIFICATION_INTERNAL_PHYSICS_PROCESS: {
if (!enabled)
break;
_update_raycast_state();
} break;
}
}
void RayCast2D::_update_raycast_state() {
Ref<World2D> w2d = get_world_2d();
ERR_FAIL_COND(w2d.is_null());
Physics2DDirectSpaceState *dss = Physics2DServer::get_singleton()->space_get_direct_state(w2d->get_space());
ERR_FAIL_COND(!dss);
Transform2D gt = get_global_transform();
Vector2 to = cast_to;
if (to == Vector2())
to = Vector2(0, 0.01);
Physics2DDirectSpaceState::RayResult rr;
if (dss->intersect_ray(gt.get_origin(), gt.xform(to), rr, exclude, collision_mask, collide_with_bodies, collide_with_areas)) {
collided = true;
against = rr.collider_id;
collision_point = rr.position;
collision_normal = rr.normal;
against_shape = rr.shape;
} else {
collided = false;
against = 0;
against_shape = 0;
}
}
void RayCast2D::force_raycast_update() {
_update_raycast_state();
}
void RayCast2D::add_exception_rid(const RID &p_rid) {
exclude.insert(p_rid);
}
void RayCast2D::add_exception(const Object *p_object) {
ERR_FAIL_NULL(p_object);
const CollisionObject2D *co = Object::cast_to<CollisionObject2D>(p_object);
if (!co)
return;
add_exception_rid(co->get_rid());
}
void RayCast2D::remove_exception_rid(const RID &p_rid) {
exclude.erase(p_rid);
}
void RayCast2D::remove_exception(const Object *p_object) {
ERR_FAIL_NULL(p_object);
const CollisionObject2D *co = Object::cast_to<CollisionObject2D>(p_object);
if (!co)
return;
remove_exception_rid(co->get_rid());
}
void RayCast2D::clear_exceptions() {
exclude.clear();
}
void RayCast2D::set_collide_with_areas(bool p_clip) {
collide_with_areas = p_clip;
}
bool RayCast2D::is_collide_with_areas_enabled() const {
return collide_with_areas;
}
void RayCast2D::set_collide_with_bodies(bool p_clip) {
collide_with_bodies = p_clip;
}
bool RayCast2D::is_collide_with_bodies_enabled() const {
return collide_with_bodies;
}
void RayCast2D::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_enabled", "enabled"), &RayCast2D::set_enabled);
ClassDB::bind_method(D_METHOD("is_enabled"), &RayCast2D::is_enabled);
ClassDB::bind_method(D_METHOD("set_cast_to", "local_point"), &RayCast2D::set_cast_to);
ClassDB::bind_method(D_METHOD("get_cast_to"), &RayCast2D::get_cast_to);
ClassDB::bind_method(D_METHOD("is_colliding"), &RayCast2D::is_colliding);
ClassDB::bind_method(D_METHOD("force_raycast_update"), &RayCast2D::force_raycast_update);
ClassDB::bind_method(D_METHOD("get_collider"), &RayCast2D::get_collider);
ClassDB::bind_method(D_METHOD("get_collider_shape"), &RayCast2D::get_collider_shape);
ClassDB::bind_method(D_METHOD("get_collision_point"), &RayCast2D::get_collision_point);
ClassDB::bind_method(D_METHOD("get_collision_normal"), &RayCast2D::get_collision_normal);
ClassDB::bind_method(D_METHOD("add_exception_rid", "rid"), &RayCast2D::add_exception_rid);
ClassDB::bind_method(D_METHOD("add_exception", "node"), &RayCast2D::add_exception);
ClassDB::bind_method(D_METHOD("remove_exception_rid", "rid"), &RayCast2D::remove_exception_rid);
ClassDB::bind_method(D_METHOD("remove_exception", "node"), &RayCast2D::remove_exception);
ClassDB::bind_method(D_METHOD("clear_exceptions"), &RayCast2D::clear_exceptions);
ClassDB::bind_method(D_METHOD("set_collision_mask", "mask"), &RayCast2D::set_collision_mask);
ClassDB::bind_method(D_METHOD("get_collision_mask"), &RayCast2D::get_collision_mask);
ClassDB::bind_method(D_METHOD("set_collision_mask_bit", "bit", "value"), &RayCast2D::set_collision_mask_bit);
ClassDB::bind_method(D_METHOD("get_collision_mask_bit", "bit"), &RayCast2D::get_collision_mask_bit);
ClassDB::bind_method(D_METHOD("set_exclude_parent_body", "mask"), &RayCast2D::set_exclude_parent_body);
ClassDB::bind_method(D_METHOD("get_exclude_parent_body"), &RayCast2D::get_exclude_parent_body);
ClassDB::bind_method(D_METHOD("set_collide_with_areas", "enable"), &RayCast2D::set_collide_with_areas);
ClassDB::bind_method(D_METHOD("is_collide_with_areas_enabled"), &RayCast2D::is_collide_with_areas_enabled);
ClassDB::bind_method(D_METHOD("set_collide_with_bodies", "enable"), &RayCast2D::set_collide_with_bodies);
ClassDB::bind_method(D_METHOD("is_collide_with_bodies_enabled"), &RayCast2D::is_collide_with_bodies_enabled);
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "enabled"), "set_enabled", "is_enabled");
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "exclude_parent"), "set_exclude_parent_body", "get_exclude_parent_body");
ADD_PROPERTY(PropertyInfo(Variant::VECTOR2, "cast_to"), "set_cast_to", "get_cast_to");
ADD_PROPERTY(PropertyInfo(Variant::INT, "collision_mask", PROPERTY_HINT_LAYERS_2D_PHYSICS), "set_collision_mask", "get_collision_mask");
ADD_GROUP("Collide With", "collide_with");
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "collide_with_areas", PROPERTY_HINT_LAYERS_3D_PHYSICS), "set_collide_with_areas", "is_collide_with_areas_enabled");
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "collide_with_bodies", PROPERTY_HINT_LAYERS_3D_PHYSICS), "set_collide_with_bodies", "is_collide_with_bodies_enabled");
}
RayCast2D::RayCast2D() {
enabled = false;
against = 0;
collided = false;
against_shape = 0;
collision_mask = 1;
cast_to = Vector2(0, 50);
exclude_parent_body = true;
collide_with_bodies = true;
collide_with_areas = false;
}