Expose shape property for shape query parameters classes

Co-authored-by: PouleyKetchoupp <pouleyketchoup@gmail.com>
This commit is contained in:
Andrii Doroshenko (Xrayez) 2020-01-27 21:04:16 +02:00
parent b92477d77e
commit da3fbc0296
6 changed files with 69 additions and 32 deletions

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@ -9,15 +9,6 @@
<tutorials> <tutorials>
</tutorials> </tutorials>
<methods> <methods>
<method name="set_shape">
<return type="void">
</return>
<argument index="0" name="shape" type="Resource">
</argument>
<description>
Sets the [Shape2D] that will be used for collision/intersection queries.
</description>
</method>
</methods> </methods>
<members> <members>
<member name="collide_with_areas" type="bool" setter="set_collide_with_areas" getter="is_collide_with_areas_enabled" default="false"> <member name="collide_with_areas" type="bool" setter="set_collide_with_areas" getter="is_collide_with_areas_enabled" default="false">
@ -38,8 +29,24 @@
<member name="motion" type="Vector2" setter="set_motion" getter="get_motion" default="Vector2( 0, 0 )"> <member name="motion" type="Vector2" setter="set_motion" getter="get_motion" default="Vector2( 0, 0 )">
The motion of the shape being queried for. The motion of the shape being queried for.
</member> </member>
<member name="shape" type="Resource" setter="set_shape" getter="get_shape">
The [Shape2D] that will be used for collision/intersection queries. This stores the actual reference which avoids the shape to be released while being used for queries, so always prefer using this over [member shape_rid].
</member>
<member name="shape_rid" type="RID" setter="set_shape_rid" getter="get_shape_rid"> <member name="shape_rid" type="RID" setter="set_shape_rid" getter="get_shape_rid">
The queried shape's [RID]. See also [method set_shape]. The queried shape's [RID] that will be used for collision/intersection queries. Use this over [member shape] if you want to optimize for performance using the Servers API:
[codeblock]
var shape_rid = PhysicsServer2D.circle_shape_create()
var radius = 64
PhysicsServer2D.shape_set_data(shape_rid, radius)
var params = PhysicsShapeQueryParameters2D.new()
params.shape_rid = shape_rid
# Execute physics queries here...
# Release the shape when done with physics queries.
PhysicsServer2D.free_rid(shape_rid)
[/codeblock]
</member> </member>
<member name="transform" type="Transform2D" setter="set_transform" getter="get_transform" default="Transform2D( 1, 0, 0, 1, 0, 0 )"> <member name="transform" type="Transform2D" setter="set_transform" getter="get_transform" default="Transform2D( 1, 0, 0, 1, 0, 0 )">
The queried shape's transform matrix. The queried shape's transform matrix.

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@ -9,15 +9,6 @@
<tutorials> <tutorials>
</tutorials> </tutorials>
<methods> <methods>
<method name="set_shape">
<return type="void">
</return>
<argument index="0" name="shape" type="Resource">
</argument>
<description>
Sets the [Shape3D] that will be used for collision/intersection queries.
</description>
</method>
</methods> </methods>
<members> <members>
<member name="collide_with_areas" type="bool" setter="set_collide_with_areas" getter="is_collide_with_areas_enabled" default="false"> <member name="collide_with_areas" type="bool" setter="set_collide_with_areas" getter="is_collide_with_areas_enabled" default="false">
@ -35,8 +26,24 @@
<member name="margin" type="float" setter="set_margin" getter="get_margin" default="0.0"> <member name="margin" type="float" setter="set_margin" getter="get_margin" default="0.0">
The collision margin for the shape. The collision margin for the shape.
</member> </member>
<member name="shape" type="Resource" setter="set_shape" getter="get_shape">
The [Shape3D] that will be used for collision/intersection queries. This stores the actual reference which avoids the shape to be released while being used for queries, so always prefer using this over [member shape_rid].
</member>
<member name="shape_rid" type="RID" setter="set_shape_rid" getter="get_shape_rid"> <member name="shape_rid" type="RID" setter="set_shape_rid" getter="get_shape_rid">
The queried shape's [RID]. See also [method set_shape]. The queried shape's [RID] that will be used for collision/intersection queries. Use this over [member shape] if you want to optimize for performance using the Servers API:
[codeblock]
var shape_rid = PhysicsServer3D.shape_create(PhysicsServer3D.SHAPE_SPHERE)
var radius = 2.0
PhysicsServer3D.shape_set_data(shape_rid, radius)
var params = PhysicsShapeQueryParameters3D.new()
params.shape_rid = shape_rid
# Execute physics queries here...
# Release the shape when done with physics queries.
PhysicsServer3D.free_rid(shape_rid)
[/codeblock]
</member> </member>
<member name="transform" type="Transform" setter="set_transform" getter="get_transform" default="Transform( 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0 )"> <member name="transform" type="Transform" setter="set_transform" getter="get_transform" default="Transform( 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0 )">
The queried shape's transform matrix. The queried shape's transform matrix.

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@ -132,13 +132,21 @@ PhysicsDirectBodyState2D::PhysicsDirectBodyState2D() {}
/////////////////////////////////////////////////////// ///////////////////////////////////////////////////////
void PhysicsShapeQueryParameters2D::set_shape(const RES &p_shape) { void PhysicsShapeQueryParameters2D::set_shape(const RES &p_shape_ref) {
ERR_FAIL_COND(p_shape.is_null()); ERR_FAIL_COND(p_shape_ref.is_null());
shape = p_shape->get_rid(); shape_ref = p_shape_ref;
shape = p_shape_ref->get_rid();
}
RES PhysicsShapeQueryParameters2D::get_shape() const {
return shape_ref;
} }
void PhysicsShapeQueryParameters2D::set_shape_rid(const RID &p_shape) { void PhysicsShapeQueryParameters2D::set_shape_rid(const RID &p_shape) {
shape = p_shape; if (shape != p_shape) {
shape_ref = RES();
shape = p_shape;
}
} }
RID PhysicsShapeQueryParameters2D::get_shape_rid() const { RID PhysicsShapeQueryParameters2D::get_shape_rid() const {
@ -212,6 +220,7 @@ bool PhysicsShapeQueryParameters2D::is_collide_with_areas_enabled() const {
void PhysicsShapeQueryParameters2D::_bind_methods() { void PhysicsShapeQueryParameters2D::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_shape", "shape"), &PhysicsShapeQueryParameters2D::set_shape); ClassDB::bind_method(D_METHOD("set_shape", "shape"), &PhysicsShapeQueryParameters2D::set_shape);
ClassDB::bind_method(D_METHOD("get_shape"), &PhysicsShapeQueryParameters2D::get_shape);
ClassDB::bind_method(D_METHOD("set_shape_rid", "shape"), &PhysicsShapeQueryParameters2D::set_shape_rid); ClassDB::bind_method(D_METHOD("set_shape_rid", "shape"), &PhysicsShapeQueryParameters2D::set_shape_rid);
ClassDB::bind_method(D_METHOD("get_shape_rid"), &PhysicsShapeQueryParameters2D::get_shape_rid); ClassDB::bind_method(D_METHOD("get_shape_rid"), &PhysicsShapeQueryParameters2D::get_shape_rid);
@ -240,7 +249,7 @@ void PhysicsShapeQueryParameters2D::_bind_methods() {
ADD_PROPERTY(PropertyInfo(Variant::ARRAY, "exclude", PROPERTY_HINT_NONE, itos(Variant::_RID) + ":"), "set_exclude", "get_exclude"); ADD_PROPERTY(PropertyInfo(Variant::ARRAY, "exclude", PROPERTY_HINT_NONE, itos(Variant::_RID) + ":"), "set_exclude", "get_exclude");
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "margin", PROPERTY_HINT_RANGE, "0,100,0.01"), "set_margin", "get_margin"); ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "margin", PROPERTY_HINT_RANGE, "0,100,0.01"), "set_margin", "get_margin");
ADD_PROPERTY(PropertyInfo(Variant::VECTOR2, "motion"), "set_motion", "get_motion"); ADD_PROPERTY(PropertyInfo(Variant::VECTOR2, "motion"), "set_motion", "get_motion");
//ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "shape", PROPERTY_HINT_RESOURCE_TYPE, "Shape2D"), "set_shape", ""); // FIXME: Lacks a getter ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "shape", PROPERTY_HINT_RESOURCE_TYPE, "Shape2D"), "set_shape", "get_shape");
ADD_PROPERTY(PropertyInfo(Variant::_RID, "shape_rid"), "set_shape_rid", "get_shape_rid"); ADD_PROPERTY(PropertyInfo(Variant::_RID, "shape_rid"), "set_shape_rid", "get_shape_rid");
ADD_PROPERTY(PropertyInfo(Variant::TRANSFORM2D, "transform"), "set_transform", "get_transform"); ADD_PROPERTY(PropertyInfo(Variant::TRANSFORM2D, "transform"), "set_transform", "get_transform");
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "collide_with_bodies"), "set_collide_with_bodies", "is_collide_with_bodies_enabled"); ADD_PROPERTY(PropertyInfo(Variant::BOOL, "collide_with_bodies"), "set_collide_with_bodies", "is_collide_with_bodies_enabled");

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@ -98,6 +98,8 @@ class PhysicsShapeQueryResult2D;
class PhysicsShapeQueryParameters2D : public Reference { class PhysicsShapeQueryParameters2D : public Reference {
GDCLASS(PhysicsShapeQueryParameters2D, Reference); GDCLASS(PhysicsShapeQueryParameters2D, Reference);
friend class PhysicsDirectSpaceState2D; friend class PhysicsDirectSpaceState2D;
RES shape_ref;
RID shape; RID shape;
Transform2D transform; Transform2D transform;
Vector2 motion; Vector2 motion;
@ -112,7 +114,8 @@ protected:
static void _bind_methods(); static void _bind_methods();
public: public:
void set_shape(const RES &p_shape); void set_shape(const RES &p_shape_ref);
RES get_shape() const;
void set_shape_rid(const RID &p_shape); void set_shape_rid(const RID &p_shape);
RID get_shape_rid() const; RID get_shape_rid() const;

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@ -136,13 +136,21 @@ PhysicsDirectBodyState3D::PhysicsDirectBodyState3D() {}
/////////////////////////////////////////////////////// ///////////////////////////////////////////////////////
void PhysicsShapeQueryParameters3D::set_shape(const RES &p_shape) { void PhysicsShapeQueryParameters3D::set_shape(const RES &p_shape_ref) {
ERR_FAIL_COND(p_shape.is_null()); ERR_FAIL_COND(p_shape_ref.is_null());
shape = p_shape->get_rid(); shape_ref = p_shape_ref;
shape = p_shape_ref->get_rid();
}
RES PhysicsShapeQueryParameters3D::get_shape() const {
return shape_ref;
} }
void PhysicsShapeQueryParameters3D::set_shape_rid(const RID &p_shape) { void PhysicsShapeQueryParameters3D::set_shape_rid(const RID &p_shape) {
shape = p_shape; if (shape != p_shape) {
shape_ref = RES();
shape = p_shape;
}
} }
RID PhysicsShapeQueryParameters3D::get_shape_rid() const { RID PhysicsShapeQueryParameters3D::get_shape_rid() const {
@ -208,6 +216,7 @@ bool PhysicsShapeQueryParameters3D::is_collide_with_areas_enabled() const {
void PhysicsShapeQueryParameters3D::_bind_methods() { void PhysicsShapeQueryParameters3D::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_shape", "shape"), &PhysicsShapeQueryParameters3D::set_shape); ClassDB::bind_method(D_METHOD("set_shape", "shape"), &PhysicsShapeQueryParameters3D::set_shape);
ClassDB::bind_method(D_METHOD("get_shape"), &PhysicsShapeQueryParameters3D::get_shape);
ClassDB::bind_method(D_METHOD("set_shape_rid", "shape"), &PhysicsShapeQueryParameters3D::set_shape_rid); ClassDB::bind_method(D_METHOD("set_shape_rid", "shape"), &PhysicsShapeQueryParameters3D::set_shape_rid);
ClassDB::bind_method(D_METHOD("get_shape_rid"), &PhysicsShapeQueryParameters3D::get_shape_rid); ClassDB::bind_method(D_METHOD("get_shape_rid"), &PhysicsShapeQueryParameters3D::get_shape_rid);
@ -232,7 +241,7 @@ void PhysicsShapeQueryParameters3D::_bind_methods() {
ADD_PROPERTY(PropertyInfo(Variant::INT, "collision_mask", PROPERTY_HINT_LAYERS_3D_PHYSICS), "set_collision_mask", "get_collision_mask"); ADD_PROPERTY(PropertyInfo(Variant::INT, "collision_mask", PROPERTY_HINT_LAYERS_3D_PHYSICS), "set_collision_mask", "get_collision_mask");
ADD_PROPERTY(PropertyInfo(Variant::ARRAY, "exclude", PROPERTY_HINT_NONE, itos(Variant::_RID) + ":"), "set_exclude", "get_exclude"); ADD_PROPERTY(PropertyInfo(Variant::ARRAY, "exclude", PROPERTY_HINT_NONE, itos(Variant::_RID) + ":"), "set_exclude", "get_exclude");
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "margin", PROPERTY_HINT_RANGE, "0,100,0.01"), "set_margin", "get_margin"); ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "margin", PROPERTY_HINT_RANGE, "0,100,0.01"), "set_margin", "get_margin");
//ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "shape", PROPERTY_HINT_RESOURCE_TYPE, "Shape2D"), "set_shape", ""); // FIXME: Lacks a getter ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "shape", PROPERTY_HINT_RESOURCE_TYPE, "Shape3D"), "set_shape", "get_shape");
ADD_PROPERTY(PropertyInfo(Variant::_RID, "shape_rid"), "set_shape_rid", "get_shape_rid"); ADD_PROPERTY(PropertyInfo(Variant::_RID, "shape_rid"), "set_shape_rid", "get_shape_rid");
ADD_PROPERTY(PropertyInfo(Variant::TRANSFORM, "transform"), "set_transform", "get_transform"); ADD_PROPERTY(PropertyInfo(Variant::TRANSFORM, "transform"), "set_transform", "get_transform");
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "collide_with_bodies"), "set_collide_with_bodies", "is_collide_with_bodies_enabled"); ADD_PROPERTY(PropertyInfo(Variant::BOOL, "collide_with_bodies"), "set_collide_with_bodies", "is_collide_with_bodies_enabled");

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@ -100,6 +100,7 @@ class PhysicsShapeQueryParameters3D : public Reference {
GDCLASS(PhysicsShapeQueryParameters3D, Reference); GDCLASS(PhysicsShapeQueryParameters3D, Reference);
friend class PhysicsDirectSpaceState3D; friend class PhysicsDirectSpaceState3D;
RES shape_ref;
RID shape; RID shape;
Transform transform; Transform transform;
float margin; float margin;
@ -113,7 +114,8 @@ protected:
static void _bind_methods(); static void _bind_methods();
public: public:
void set_shape(const RES &p_shape); void set_shape(const RES &p_shape_ref);
RES get_shape() const;
void set_shape_rid(const RID &p_shape); void set_shape_rid(const RID &p_shape);
RID get_shape_rid() const; RID get_shape_rid() const;