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277b24dfb7
This allows more consistency in the manner we include core headers, where previously there would be a mix of absolute, relative and include path-dependent includes.
344 lines
11 KiB
C++
344 lines
11 KiB
C++
/*************************************************************************/
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/* ray_cast_2d.cpp */
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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) 2007-2018 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
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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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#include "ray_cast_2d.h"
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#include "collision_object_2d.h"
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#include "core/engine.h"
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#include "physics_body_2d.h"
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#include "servers/physics_2d_server.h"
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void RayCast2D::set_cast_to(const Vector2 &p_point) {
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cast_to = p_point;
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if (is_inside_tree() && (Engine::get_singleton()->is_editor_hint() || get_tree()->is_debugging_collisions_hint()))
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update();
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}
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Vector2 RayCast2D::get_cast_to() const {
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return cast_to;
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}
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void RayCast2D::set_collision_mask(uint32_t p_mask) {
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collision_mask = p_mask;
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}
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uint32_t RayCast2D::get_collision_mask() const {
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return collision_mask;
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}
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void RayCast2D::set_collision_mask_bit(int p_bit, bool p_value) {
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uint32_t mask = get_collision_mask();
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if (p_value)
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mask |= 1 << p_bit;
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else
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mask &= ~(1 << p_bit);
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set_collision_mask(mask);
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}
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bool RayCast2D::get_collision_mask_bit(int p_bit) const {
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return get_collision_mask() & (1 << p_bit);
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}
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bool RayCast2D::is_colliding() const {
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return collided;
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}
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Object *RayCast2D::get_collider() const {
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if (against == 0)
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return NULL;
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return ObjectDB::get_instance(against);
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}
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int RayCast2D::get_collider_shape() const {
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return against_shape;
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}
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Vector2 RayCast2D::get_collision_point() const {
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return collision_point;
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}
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Vector2 RayCast2D::get_collision_normal() const {
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return collision_normal;
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}
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void RayCast2D::set_enabled(bool p_enabled) {
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enabled = p_enabled;
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if (is_inside_tree() && !Engine::get_singleton()->is_editor_hint())
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set_physics_process_internal(p_enabled);
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if (!p_enabled)
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collided = false;
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}
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bool RayCast2D::is_enabled() const {
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return enabled;
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}
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void RayCast2D::set_exclude_parent_body(bool p_exclude_parent_body) {
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if (exclude_parent_body == p_exclude_parent_body)
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return;
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exclude_parent_body = p_exclude_parent_body;
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if (!is_inside_tree())
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return;
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if (Object::cast_to<CollisionObject2D>(get_parent())) {
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if (exclude_parent_body)
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exclude.insert(Object::cast_to<CollisionObject2D>(get_parent())->get_rid());
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else
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exclude.erase(Object::cast_to<CollisionObject2D>(get_parent())->get_rid());
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}
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}
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bool RayCast2D::get_exclude_parent_body() const {
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return exclude_parent_body;
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}
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void RayCast2D::_notification(int p_what) {
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switch (p_what) {
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case NOTIFICATION_ENTER_TREE: {
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if (enabled && !Engine::get_singleton()->is_editor_hint())
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set_physics_process_internal(true);
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else
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set_physics_process_internal(false);
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if (Object::cast_to<CollisionObject2D>(get_parent())) {
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if (exclude_parent_body)
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exclude.insert(Object::cast_to<CollisionObject2D>(get_parent())->get_rid());
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else
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exclude.erase(Object::cast_to<CollisionObject2D>(get_parent())->get_rid());
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}
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} break;
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case NOTIFICATION_EXIT_TREE: {
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if (enabled)
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set_physics_process_internal(false);
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} break;
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case NOTIFICATION_DRAW: {
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if (!Engine::get_singleton()->is_editor_hint() && !get_tree()->is_debugging_collisions_hint())
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break;
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Transform2D xf;
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xf.rotate(cast_to.angle());
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xf.translate(Vector2(cast_to.length(), 0));
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//Vector2 tip = Vector2(0,s->get_length());
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Color dcol = get_tree()->get_debug_collisions_color(); //0.9,0.2,0.2,0.4);
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draw_line(Vector2(), cast_to, dcol, 3);
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Vector<Vector2> pts;
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float tsize = 4;
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pts.push_back(xf.xform(Vector2(tsize, 0)));
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pts.push_back(xf.xform(Vector2(0, 0.707 * tsize)));
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pts.push_back(xf.xform(Vector2(0, -0.707 * tsize)));
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Vector<Color> cols;
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for (int i = 0; i < 3; i++)
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cols.push_back(dcol);
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draw_primitive(pts, cols, Vector<Vector2>()); //small arrow
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} break;
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case NOTIFICATION_INTERNAL_PHYSICS_PROCESS: {
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if (!enabled)
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break;
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_update_raycast_state();
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} break;
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}
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}
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void RayCast2D::_update_raycast_state() {
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Ref<World2D> w2d = get_world_2d();
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ERR_FAIL_COND(w2d.is_null());
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Physics2DDirectSpaceState *dss = Physics2DServer::get_singleton()->space_get_direct_state(w2d->get_space());
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ERR_FAIL_COND(!dss);
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Transform2D gt = get_global_transform();
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Vector2 to = cast_to;
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if (to == Vector2())
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to = Vector2(0, 0.01);
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Physics2DDirectSpaceState::RayResult rr;
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if (dss->intersect_ray(gt.get_origin(), gt.xform(to), rr, exclude, collision_mask, collide_with_bodies, collide_with_areas)) {
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collided = true;
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against = rr.collider_id;
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collision_point = rr.position;
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collision_normal = rr.normal;
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against_shape = rr.shape;
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} else {
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collided = false;
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against = 0;
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against_shape = 0;
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}
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}
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void RayCast2D::force_raycast_update() {
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_update_raycast_state();
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}
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void RayCast2D::add_exception_rid(const RID &p_rid) {
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exclude.insert(p_rid);
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}
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void RayCast2D::add_exception(const Object *p_object) {
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ERR_FAIL_NULL(p_object);
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const CollisionObject2D *co = Object::cast_to<CollisionObject2D>(p_object);
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if (!co)
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return;
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add_exception_rid(co->get_rid());
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}
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void RayCast2D::remove_exception_rid(const RID &p_rid) {
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exclude.erase(p_rid);
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}
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void RayCast2D::remove_exception(const Object *p_object) {
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ERR_FAIL_NULL(p_object);
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const CollisionObject2D *co = Object::cast_to<CollisionObject2D>(p_object);
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if (!co)
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return;
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remove_exception_rid(co->get_rid());
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}
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void RayCast2D::clear_exceptions() {
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exclude.clear();
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}
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void RayCast2D::set_collide_with_areas(bool p_clip) {
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collide_with_areas = p_clip;
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}
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bool RayCast2D::is_collide_with_areas_enabled() const {
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return collide_with_areas;
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}
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void RayCast2D::set_collide_with_bodies(bool p_clip) {
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collide_with_bodies = p_clip;
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}
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bool RayCast2D::is_collide_with_bodies_enabled() const {
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return collide_with_bodies;
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}
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void RayCast2D::_bind_methods() {
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ClassDB::bind_method(D_METHOD("set_enabled", "enabled"), &RayCast2D::set_enabled);
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ClassDB::bind_method(D_METHOD("is_enabled"), &RayCast2D::is_enabled);
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ClassDB::bind_method(D_METHOD("set_cast_to", "local_point"), &RayCast2D::set_cast_to);
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ClassDB::bind_method(D_METHOD("get_cast_to"), &RayCast2D::get_cast_to);
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ClassDB::bind_method(D_METHOD("is_colliding"), &RayCast2D::is_colliding);
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ClassDB::bind_method(D_METHOD("force_raycast_update"), &RayCast2D::force_raycast_update);
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ClassDB::bind_method(D_METHOD("get_collider"), &RayCast2D::get_collider);
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ClassDB::bind_method(D_METHOD("get_collider_shape"), &RayCast2D::get_collider_shape);
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ClassDB::bind_method(D_METHOD("get_collision_point"), &RayCast2D::get_collision_point);
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ClassDB::bind_method(D_METHOD("get_collision_normal"), &RayCast2D::get_collision_normal);
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ClassDB::bind_method(D_METHOD("add_exception_rid", "rid"), &RayCast2D::add_exception_rid);
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ClassDB::bind_method(D_METHOD("add_exception", "node"), &RayCast2D::add_exception);
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ClassDB::bind_method(D_METHOD("remove_exception_rid", "rid"), &RayCast2D::remove_exception_rid);
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ClassDB::bind_method(D_METHOD("remove_exception", "node"), &RayCast2D::remove_exception);
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ClassDB::bind_method(D_METHOD("clear_exceptions"), &RayCast2D::clear_exceptions);
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ClassDB::bind_method(D_METHOD("set_collision_mask", "mask"), &RayCast2D::set_collision_mask);
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ClassDB::bind_method(D_METHOD("get_collision_mask"), &RayCast2D::get_collision_mask);
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ClassDB::bind_method(D_METHOD("set_collision_mask_bit", "bit", "value"), &RayCast2D::set_collision_mask_bit);
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ClassDB::bind_method(D_METHOD("get_collision_mask_bit", "bit"), &RayCast2D::get_collision_mask_bit);
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ClassDB::bind_method(D_METHOD("set_exclude_parent_body", "mask"), &RayCast2D::set_exclude_parent_body);
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ClassDB::bind_method(D_METHOD("get_exclude_parent_body"), &RayCast2D::get_exclude_parent_body);
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ClassDB::bind_method(D_METHOD("set_collide_with_areas", "enable"), &RayCast2D::set_collide_with_areas);
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ClassDB::bind_method(D_METHOD("is_collide_with_areas_enabled"), &RayCast2D::is_collide_with_areas_enabled);
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ClassDB::bind_method(D_METHOD("set_collide_with_bodies", "enable"), &RayCast2D::set_collide_with_bodies);
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ClassDB::bind_method(D_METHOD("is_collide_with_bodies_enabled"), &RayCast2D::is_collide_with_bodies_enabled);
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ADD_PROPERTY(PropertyInfo(Variant::BOOL, "enabled"), "set_enabled", "is_enabled");
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ADD_PROPERTY(PropertyInfo(Variant::BOOL, "exclude_parent"), "set_exclude_parent_body", "get_exclude_parent_body");
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ADD_PROPERTY(PropertyInfo(Variant::VECTOR2, "cast_to"), "set_cast_to", "get_cast_to");
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ADD_PROPERTY(PropertyInfo(Variant::INT, "collision_mask", PROPERTY_HINT_LAYERS_2D_PHYSICS), "set_collision_mask", "get_collision_mask");
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ADD_GROUP("Collide With", "collide_with");
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ADD_PROPERTY(PropertyInfo(Variant::BOOL, "collide_with_areas", PROPERTY_HINT_LAYERS_3D_PHYSICS), "set_collide_with_areas", "is_collide_with_areas_enabled");
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ADD_PROPERTY(PropertyInfo(Variant::BOOL, "collide_with_bodies", PROPERTY_HINT_LAYERS_3D_PHYSICS), "set_collide_with_bodies", "is_collide_with_bodies_enabled");
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}
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RayCast2D::RayCast2D() {
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enabled = false;
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against = 0;
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collided = false;
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against_shape = 0;
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collision_mask = 1;
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cast_to = Vector2(0, 50);
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exclude_parent_body = true;
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collide_with_bodies = true;
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collide_with_areas = false;
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}
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