Add `ShapeCast2D` node
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<?xml version="1.0" encoding="UTF-8" ?>
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<class name="ShapeCast2D" inherits="Node2D" version="4.0">
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<brief_description>
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Node for physics collision sweep and immediate overlap queries. Similar to the [RayCast2D] node.
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</brief_description>
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<description>
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Shape casting allows to detect collision objects by sweeping the [member shape] along the cast direction determined by [member target_position] (useful for things like beam weapons).
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Immediate collision overlaps can be done with the [member target_position] set to [code]Vector2(0, 0)[/code] and by calling [method force_shapecast_update] within the same [b]physics_frame[/b]. This also helps to overcome some limitations of [Area2D] when used as a continuous detection area, often requiring waiting a couple of frames before collision information is available to [Area2D] nodes, and when using the signals creates unnecessary complexity.
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The node can detect multiple collision objects, but usually the first detected collision
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[b]Note:[/b] shape casting is more computationally expensive compared to ray casting.
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</description>
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<tutorials>
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</tutorials>
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<methods>
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<method name="add_exception">
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<return type="void" />
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<argument index="0" name="node" type="Object" />
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<description>
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Adds a collision exception so the shape does not report collisions with the specified node.
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</description>
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</method>
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<method name="add_exception_rid">
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<return type="void" />
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<argument index="0" name="rid" type="RID" />
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<description>
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Adds a collision exception so the shape does not report collisions with the specified [RID].
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</description>
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</method>
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<method name="clear_exceptions">
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<return type="void" />
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<description>
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Removes all collision exceptions for this shape.
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</description>
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</method>
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<method name="force_shapecast_update">
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<return type="void" />
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<description>
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Updates the collision information for the shape. Use this method to update the collision information immediately instead of waiting for the next [code]_physics_process[/code] call, for example if the shape or its parent has changed state.
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[b]Note:[/b] [code]enabled == true[/code] is not required for this to work.
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</description>
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</method>
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<method name="get_closest_collider" qualifiers="const">
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<return type="Object" />
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<description>
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Returns the first object that the shape intersects, or [code]null[/code] if no object is intersecting the shape (i.e. [method is_colliding] returns [code]false[/code]).
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</description>
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</method>
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<method name="get_closest_collider_shape" qualifiers="const">
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<return type="int" />
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<description>
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Returns the shape ID of the first object that the shape intersects, or [code]0[/code] if no object is intersecting the shape (i.e. [method is_colliding] returns [code]false[/code]).
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</description>
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</method>
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<method name="get_closest_collision_normal" qualifiers="const">
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<return type="Vector2" />
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<description>
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Returns the normal of the closest intersecting object's shape at the collision point.
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</description>
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</method>
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<method name="get_closest_collision_point" qualifiers="const">
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<return type="Vector2" />
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<description>
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Returns the collision point at which the shape intersects the closest object.
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[b]Note:[/b] this point is in the [b]global[/b] coordinate system.
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</description>
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</method>
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<method name="get_closest_collision_safe_fraction" qualifiers="const">
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<return type="float" />
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<description>
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The fraction of the motion (between 0 and 1) of how far the shape can move without triggering a collision. The motion is determined by [member target_position].
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</description>
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</method>
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<method name="get_closest_collision_unsafe_fraction" qualifiers="const">
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<return type="float" />
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<description>
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The fraction of the motion (between 0 and 1) when the shape triggers a collision. The motion is determined by [member target_position].
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</description>
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</method>
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<method name="get_collider" qualifiers="const">
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<return type="Object" />
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<argument index="0" name="index" type="int" />
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<description>
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Returns the [Object] of one of the multiple collisions at [code]index[/code], or [code]null[/code] if no object is intersecting the shape (i.e. [method is_colliding] returns [code]false[/code]).
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</description>
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</method>
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<method name="get_collider_shape" qualifiers="const">
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<return type="int" />
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<argument index="0" name="index" type="int" />
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<description>
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Returns the shape ID of one of the multiple collisions at [code]index[/code] that the shape intersects, or [code]0[/code] if no object is intersecting the shape (i.e. [method is_colliding] returns [code]false[/code]).
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</description>
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</method>
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<method name="get_collision_count" qualifiers="const">
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<return type="int" />
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<description>
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The number of collisions detected at the point of impact. Use this to iterate over multiple collisions as provided by [method get_collider], [method get_collider_shape], [method get_collision_point], and [method get_collision_normal] methods.
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</description>
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</method>
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<method name="get_collision_mask_value" qualifiers="const">
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<return type="bool" />
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<argument index="0" name="layer_number" type="int" />
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<description>
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Returns whether or not the specified layer of the [member collision_mask] is enabled, given a [code]layer_number[/code] between 1 and 32.
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</description>
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</method>
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<method name="get_collision_normal" qualifiers="const">
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<return type="Vector2" />
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<argument index="0" name="index" type="int" />
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<description>
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Returns the normal containing one of the multiple collisions at [code]index[/code] of the intersecting object.
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</description>
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</method>
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<method name="get_collision_point" qualifiers="const">
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<return type="Vector2" />
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<argument index="0" name="index" type="int" />
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<description>
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Returns the collision point containing one of the multiple collisions at [code]index[/code] at which the shape intersects the object.
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[b]Note:[/b] this point is in the [b]global[/b] coordinate system.
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</description>
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</method>
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<method name="is_colliding" qualifiers="const">
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<return type="bool" />
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<description>
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Returns whether any object is intersecting with the shape's vector (considering the vector length).
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</description>
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</method>
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<method name="remove_exception">
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<return type="void" />
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<argument index="0" name="node" type="Object" />
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<description>
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Removes a collision exception so the shape does report collisions with the specified node.
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</description>
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</method>
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<method name="remove_exception_rid">
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<return type="void" />
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<argument index="0" name="rid" type="RID" />
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<description>
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Removes a collision exception so the shape does report collisions with the specified [RID].
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</description>
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</method>
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<method name="set_collision_mask_value">
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<return type="void" />
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<argument index="0" name="layer_number" type="int" />
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<argument index="1" name="value" type="bool" />
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<description>
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Based on [code]value[/code], enables or disables the specified layer in the [member collision_mask], given a [code]layer_number[/code] between 1 and 32.
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</description>
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</method>
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</methods>
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<members>
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<member name="collide_with_areas" type="bool" setter="set_collide_with_areas" getter="is_collide_with_areas_enabled" default="false">
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If [code]true[/code], collision with [Area2D]s will be reported.
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</member>
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<member name="collide_with_bodies" type="bool" setter="set_collide_with_bodies" getter="is_collide_with_bodies_enabled" default="true">
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If [code]true[/code], collision with [PhysicsBody2D]s will be reported.
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</member>
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<member name="collision_mask" type="int" setter="set_collision_mask" getter="get_collision_mask" default="1">
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The shape's collision mask. Only objects in at least one collision layer enabled in the mask will be detected.
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</member>
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<member name="collision_result" type="Array" setter="" getter="_get_collision_result" default="[]">
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A complete collision information. The data returned is the same as in the [method PhysicsDirectSpaceState2D.get_rest_info] method.
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</member>
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<member name="enabled" type="bool" setter="set_enabled" getter="is_enabled" default="true">
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If [code]true[/code], collisions will be reported.
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</member>
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<member name="exclude_parent" type="bool" setter="set_exclude_parent_body" getter="get_exclude_parent_body" default="true">
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If [code]true[/code], the parent node will be excluded from collision detection.
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</member>
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<member name="margin" type="float" setter="set_margin" getter="get_margin" default="0.0">
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The collision margin for the shape. A larger margin helps detecting collisions more consistently, at the cost of precision.
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</member>
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<member name="max_results" type="int" setter="set_max_results" getter="get_max_results" default="32">
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The number of intersections can be limited with this parameter, to reduce the processing time.
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</member>
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<member name="shape" type="Shape2D" setter="set_shape" getter="get_shape">
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Any [Shape2D] derived shape used for collision queries.
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</member>
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<member name="target_position" type="Vector2" setter="set_target_position" getter="get_target_position" default="Vector2(0, 50)">
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The shape's destination point, relative to this node's [code]position[/code].
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</member>
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</members>
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</class>
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<svg height="16" viewBox="0 0 16 16" width="16" xmlns="http://www.w3.org/2000/svg"><g fill="#a5b7f3"><path d="m7 1v9h-3l4 5 4-5h-3v-9z"/><circle cx="7.990566" cy="4.8202" r="4.009434"/></g></svg>
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After Width: | Height: | Size: 196 B |
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/*************************************************************************/
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/* shape_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) 2007-2021 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2021 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 "shape_cast_2d.h"
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#include "core/config/engine.h"
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#include "core/core_string_names.h"
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#include "scene/2d/collision_object_2d.h"
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#include "scene/2d/physics_body_2d.h"
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#include "scene/resources/circle_shape_2d.h"
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#include "servers/physics_2d/godot_physics_server_2d.h"
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void ShapeCast2D::set_target_position(const Vector2 &p_point) {
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target_position = 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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}
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Vector2 ShapeCast2D::get_target_position() const {
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return target_position;
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}
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void ShapeCast2D::set_margin(real_t p_margin) {
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margin = p_margin;
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}
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real_t ShapeCast2D::get_margin() const {
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return margin;
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}
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void ShapeCast2D::set_max_results(int p_max_results) {
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max_results = p_max_results;
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}
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int ShapeCast2D::get_max_results() const {
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return max_results;
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}
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void ShapeCast2D::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 ShapeCast2D::get_collision_mask() const {
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return collision_mask;
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}
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void ShapeCast2D::set_collision_mask_value(int p_layer_number, bool p_value) {
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ERR_FAIL_COND_MSG(p_layer_number < 1, "Collision layer number must be between 1 and 32 inclusive.");
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ERR_FAIL_COND_MSG(p_layer_number > 32, "Collision layer number must be between 1 and 32 inclusive.");
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uint32_t mask = get_collision_mask();
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if (p_value) {
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mask |= 1 << (p_layer_number - 1);
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} else {
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mask &= ~(1 << (p_layer_number - 1));
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}
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set_collision_mask(mask);
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}
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bool ShapeCast2D::get_collision_mask_value(int p_layer_number) const {
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ERR_FAIL_COND_V_MSG(p_layer_number < 1, false, "Collision layer number must be between 1 and 32 inclusive.");
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ERR_FAIL_COND_V_MSG(p_layer_number > 32, false, "Collision layer number must be between 1 and 32 inclusive.");
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return get_collision_mask() & (1 << (p_layer_number - 1));
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}
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int ShapeCast2D::get_collision_count() const {
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return result.size();
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}
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bool ShapeCast2D::is_colliding() const {
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return collided;
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}
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Object *ShapeCast2D::get_collider(int p_idx) const {
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ERR_FAIL_INDEX_V_MSG(p_idx, result.size(), nullptr, "No collider found.");
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if (result[p_idx].collider_id.is_null()) {
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return nullptr;
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}
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return ObjectDB::get_instance(result[p_idx].collider_id);
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}
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int ShapeCast2D::get_collider_shape(int p_idx) const {
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ERR_FAIL_INDEX_V_MSG(p_idx, result.size(), -1, "No collider shape found.");
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return result[p_idx].shape;
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}
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Vector2 ShapeCast2D::get_collision_point(int p_idx) const {
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ERR_FAIL_INDEX_V_MSG(p_idx, result.size(), Vector2(), "No collision point found.");
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return result[p_idx].point;
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}
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Vector2 ShapeCast2D::get_collision_normal(int p_idx) const {
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ERR_FAIL_INDEX_V_MSG(p_idx, result.size(), Vector2(), "No collision normal found.");
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return result[p_idx].normal;
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}
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real_t ShapeCast2D::get_closest_collision_safe_fraction() const {
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return collision_safe_fraction;
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}
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real_t ShapeCast2D::get_closest_collision_unsafe_fraction() const {
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return collision_unsafe_fraction;
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}
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Object *ShapeCast2D::get_closest_collider() const {
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ERR_FAIL_COND_V_MSG(result.is_empty(), nullptr, "Shape cast has not collided with anything yet.");
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return ObjectDB::get_instance(result[0].collider_id);
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}
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int ShapeCast2D::get_closest_collider_shape() const {
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ERR_FAIL_COND_V_MSG(result.is_empty(), -1, "Shape cast has not collided with anything yet.");
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return result[0].shape;
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}
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Vector2 ShapeCast2D::get_closest_collision_point() const {
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ERR_FAIL_COND_V_MSG(result.is_empty(), Vector2(), "Shape cast has not collided with anything yet.");
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return result[0].point;
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}
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Vector2 ShapeCast2D::get_closest_collision_normal() const {
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ERR_FAIL_COND_V_MSG(result.is_empty(), Vector2(), "Shape cast has not collided with anything yet.");
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return result[0].normal;
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}
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void ShapeCast2D::set_enabled(bool p_enabled) {
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enabled = p_enabled;
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update();
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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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}
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if (!p_enabled) {
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collided = false;
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}
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}
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bool ShapeCast2D::is_enabled() const {
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return enabled;
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}
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void ShapeCast2D::set_shape(const Ref<Shape2D> &p_shape) {
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shape = p_shape;
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if (p_shape.is_valid()) {
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shape->connect(CoreStringNames::get_singleton()->changed, callable_mp(this, &ShapeCast2D::_redraw_shape));
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shape_rid = shape->get_rid();
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}
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update_configuration_warnings();
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update();
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}
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Ref<Shape2D> ShapeCast2D::get_shape() const {
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return shape;
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}
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void ShapeCast2D::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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}
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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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}
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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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}
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bool ShapeCast2D::get_exclude_parent_body() const {
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return exclude_parent_body;
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}
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void ShapeCast2D::_redraw_shape() {
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update();
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}
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void ShapeCast2D::_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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}
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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 {
|
||||
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: {
|
||||
#ifdef TOOLS_ENABLED
|
||||
ERR_FAIL_COND(!is_inside_tree());
|
||||
if (!Engine::get_singleton()->is_editor_hint() && !get_tree()->is_debugging_collisions_hint()) {
|
||||
break;
|
||||
}
|
||||
if (shape.is_null()) {
|
||||
break;
|
||||
}
|
||||
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 continuos chain of shapes along the cast.
|
||||
const int steps = MAX(2, target_position.length() / shape->get_rect().get_size().length() * 4);
|
||||
for (int i = 0; i <= steps; ++i) {
|
||||
Vector2 t = (real_t(i) / steps) * target_position;
|
||||
draw_set_transform(t, 0.0, Size2(1, 1));
|
||||
shape->draw(get_canvas_item(), draw_col);
|
||||
}
|
||||
draw_set_transform(Vector2(), 0.0, Size2(1, 1));
|
||||
|
||||
// Draw an arrow indicating where the ShapeCast is pointing to.
|
||||
if (target_position != Vector2()) {
|
||||
Transform2D xf;
|
||||
xf.rotate(target_position.angle());
|
||||
xf.translate(Vector2(target_position.length(), 0));
|
||||
|
||||
draw_line(Vector2(), target_position, draw_col, 2);
|
||||
Vector<Vector2> pts;
|
||||
float tsize = 8;
|
||||
pts.push_back(xf.xform(Vector2(tsize, 0)));
|
||||
pts.push_back(xf.xform(Vector2(0, Math_SQRT12 * tsize)));
|
||||
pts.push_back(xf.xform(Vector2(0, -Math_SQRT12 * tsize)));
|
||||
Vector<Color> cols;
|
||||
for (int i = 0; i < 3; i++)
|
||||
cols.push_back(draw_col);
|
||||
|
||||
draw_primitive(pts, cols, Vector<Vector2>());
|
||||
}
|
||||
#endif
|
||||
} break;
|
||||
case NOTIFICATION_INTERNAL_PHYSICS_PROCESS: {
|
||||
if (!enabled) {
|
||||
break;
|
||||
}
|
||||
_update_shapecast_state();
|
||||
} break;
|
||||
}
|
||||
}
|
||||
|
||||
void ShapeCast2D::_update_shapecast_state() {
|
||||
result.clear();
|
||||
|
||||
ERR_FAIL_COND_MSG(shape.is_null(), "Invalid shape.");
|
||||
|
||||
Ref<World2D> w2d = get_world_2d();
|
||||
ERR_FAIL_COND(w2d.is_null());
|
||||
|
||||
PhysicsDirectSpaceState2D *dss = PhysicsServer2D::get_singleton()->space_get_direct_state(w2d->get_space());
|
||||
ERR_FAIL_COND(!dss);
|
||||
|
||||
Transform2D gt = get_global_transform();
|
||||
|
||||
PhysicsDirectSpaceState2D::ShapeParameters params;
|
||||
params.shape_rid = shape_rid;
|
||||
params.transform = gt;
|
||||
params.motion = gt.basis_xform(target_position);
|
||||
params.margin = margin;
|
||||
params.exclude = exclude;
|
||||
params.collision_mask = collision_mask;
|
||||
params.collide_with_bodies = collide_with_bodies;
|
||||
params.collide_with_areas = collide_with_areas;
|
||||
|
||||
collision_safe_fraction = 0.0;
|
||||
collision_unsafe_fraction = 0.0;
|
||||
|
||||
if (target_position != Vector2()) {
|
||||
dss->cast_motion(params, collision_safe_fraction, collision_unsafe_fraction);
|
||||
if (collision_unsafe_fraction < 1.0) {
|
||||
// Move shape transform to the point of impact,
|
||||
// so we can collect contact info at that point.
|
||||
gt.set_origin(gt.get_origin() + params.motion * (collision_unsafe_fraction + CMP_EPSILON));
|
||||
params.transform = gt;
|
||||
}
|
||||
}
|
||||
// Regardless of whether the shape is stuck or it's moved along
|
||||
// the motion vector, we'll only consider static collisions from now on.
|
||||
params.motion = Vector2();
|
||||
|
||||
bool intersected = true;
|
||||
while (intersected && result.size() < max_results) {
|
||||
PhysicsDirectSpaceState2D::ShapeRestInfo info;
|
||||
intersected = dss->rest_info(params, &info);
|
||||
if (intersected) {
|
||||
result.push_back(info);
|
||||
params.exclude.insert(info.rid);
|
||||
}
|
||||
}
|
||||
collided = !result.is_empty();
|
||||
}
|
||||
|
||||
void ShapeCast2D::force_shapecast_update() {
|
||||
_update_shapecast_state();
|
||||
}
|
||||
|
||||
void ShapeCast2D::add_exception_rid(const RID &p_rid) {
|
||||
exclude.insert(p_rid);
|
||||
}
|
||||
|
||||
void ShapeCast2D::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 ShapeCast2D::remove_exception_rid(const RID &p_rid) {
|
||||
exclude.erase(p_rid);
|
||||
}
|
||||
|
||||
void ShapeCast2D::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 ShapeCast2D::clear_exceptions() {
|
||||
exclude.clear();
|
||||
}
|
||||
|
||||
void ShapeCast2D::set_collide_with_areas(bool p_clip) {
|
||||
collide_with_areas = p_clip;
|
||||
}
|
||||
|
||||
bool ShapeCast2D::is_collide_with_areas_enabled() const {
|
||||
return collide_with_areas;
|
||||
}
|
||||
|
||||
void ShapeCast2D::set_collide_with_bodies(bool p_clip) {
|
||||
collide_with_bodies = p_clip;
|
||||
}
|
||||
|
||||
bool ShapeCast2D::is_collide_with_bodies_enabled() const {
|
||||
return collide_with_bodies;
|
||||
}
|
||||
|
||||
Array ShapeCast2D::_get_collision_result() const {
|
||||
Array ret;
|
||||
|
||||
for (int i = 0; i < result.size(); ++i) {
|
||||
const PhysicsDirectSpaceState2D::ShapeRestInfo &sri = result[i];
|
||||
|
||||
Dictionary col;
|
||||
col["point"] = sri.point;
|
||||
col["normal"] = sri.normal;
|
||||
col["rid"] = sri.rid;
|
||||
col["collider"] = ObjectDB::get_instance(sri.collider_id);
|
||||
col["collider_id"] = sri.collider_id;
|
||||
col["shape"] = sri.shape;
|
||||
col["linear_velocity"] = sri.linear_velocity;
|
||||
|
||||
ret.push_back(col);
|
||||
}
|
||||
return ret;
|
||||
}
|
||||
|
||||
TypedArray<String> ShapeCast2D::get_configuration_warnings() const {
|
||||
TypedArray<String> warnings = Node2D::get_configuration_warnings();
|
||||
|
||||
if (shape.is_null()) {
|
||||
warnings.push_back(TTR("This node cannot interact with other objects unless a Shape2D is assigned."));
|
||||
}
|
||||
return warnings;
|
||||
}
|
||||
|
||||
void ShapeCast2D::_bind_methods() {
|
||||
ClassDB::bind_method(D_METHOD("set_enabled", "enabled"), &ShapeCast2D::set_enabled);
|
||||
ClassDB::bind_method(D_METHOD("is_enabled"), &ShapeCast2D::is_enabled);
|
||||
|
||||
ClassDB::bind_method(D_METHOD("set_shape", "shape"), &ShapeCast2D::set_shape);
|
||||
ClassDB::bind_method(D_METHOD("get_shape"), &ShapeCast2D::get_shape);
|
||||
|
||||
ClassDB::bind_method(D_METHOD("set_target_position", "local_point"), &ShapeCast2D::set_target_position);
|
||||
ClassDB::bind_method(D_METHOD("get_target_position"), &ShapeCast2D::get_target_position);
|
||||
|
||||
ClassDB::bind_method(D_METHOD("set_margin", "margin"), &ShapeCast2D::set_margin);
|
||||
ClassDB::bind_method(D_METHOD("get_margin"), &ShapeCast2D::get_margin);
|
||||
|
||||
ClassDB::bind_method(D_METHOD("set_max_results", "max_results"), &ShapeCast2D::set_max_results);
|
||||
ClassDB::bind_method(D_METHOD("get_max_results"), &ShapeCast2D::get_max_results);
|
||||
|
||||
ClassDB::bind_method(D_METHOD("is_colliding"), &ShapeCast2D::is_colliding);
|
||||
ClassDB::bind_method(D_METHOD("get_collision_count"), &ShapeCast2D::get_collision_count);
|
||||
|
||||
ClassDB::bind_method(D_METHOD("force_shapecast_update"), &ShapeCast2D::force_shapecast_update);
|
||||
|
||||
ClassDB::bind_method(D_METHOD("get_collider", "index"), &ShapeCast2D::get_collider);
|
||||
ClassDB::bind_method(D_METHOD("get_collider_shape", "index"), &ShapeCast2D::get_collider_shape);
|
||||
ClassDB::bind_method(D_METHOD("get_collision_point", "index"), &ShapeCast2D::get_collision_point);
|
||||
ClassDB::bind_method(D_METHOD("get_collision_normal", "index"), &ShapeCast2D::get_collision_normal);
|
||||
|
||||
ClassDB::bind_method(D_METHOD("get_closest_collider"), &ShapeCast2D::get_closest_collider);
|
||||
ClassDB::bind_method(D_METHOD("get_closest_collider_shape"), &ShapeCast2D::get_closest_collider_shape);
|
||||
ClassDB::bind_method(D_METHOD("get_closest_collision_point"), &ShapeCast2D::get_closest_collision_point);
|
||||
ClassDB::bind_method(D_METHOD("get_closest_collision_normal"), &ShapeCast2D::get_closest_collision_normal);
|
||||
ClassDB::bind_method(D_METHOD("get_closest_collision_safe_fraction"), &ShapeCast2D::get_closest_collision_safe_fraction);
|
||||
ClassDB::bind_method(D_METHOD("get_closest_collision_unsafe_fraction"), &ShapeCast2D::get_closest_collision_unsafe_fraction);
|
||||
|
||||
ClassDB::bind_method(D_METHOD("add_exception_rid", "rid"), &ShapeCast2D::add_exception_rid);
|
||||
ClassDB::bind_method(D_METHOD("add_exception", "node"), &ShapeCast2D::add_exception);
|
||||
|
||||
ClassDB::bind_method(D_METHOD("remove_exception_rid", "rid"), &ShapeCast2D::remove_exception_rid);
|
||||
ClassDB::bind_method(D_METHOD("remove_exception", "node"), &ShapeCast2D::remove_exception);
|
||||
|
||||
ClassDB::bind_method(D_METHOD("clear_exceptions"), &ShapeCast2D::clear_exceptions);
|
||||
|
||||
ClassDB::bind_method(D_METHOD("set_collision_mask", "mask"), &ShapeCast2D::set_collision_mask);
|
||||
ClassDB::bind_method(D_METHOD("get_collision_mask"), &ShapeCast2D::get_collision_mask);
|
||||
|
||||
ClassDB::bind_method(D_METHOD("set_collision_mask_value", "layer_number", "value"), &ShapeCast2D::set_collision_mask_value);
|
||||
ClassDB::bind_method(D_METHOD("get_collision_mask_value", "layer_number"), &ShapeCast2D::get_collision_mask_value);
|
||||
|
||||
ClassDB::bind_method(D_METHOD("set_exclude_parent_body", "mask"), &ShapeCast2D::set_exclude_parent_body);
|
||||
ClassDB::bind_method(D_METHOD("get_exclude_parent_body"), &ShapeCast2D::get_exclude_parent_body);
|
||||
|
||||
ClassDB::bind_method(D_METHOD("set_collide_with_areas", "enable"), &ShapeCast2D::set_collide_with_areas);
|
||||
ClassDB::bind_method(D_METHOD("is_collide_with_areas_enabled"), &ShapeCast2D::is_collide_with_areas_enabled);
|
||||
|
||||
ClassDB::bind_method(D_METHOD("set_collide_with_bodies", "enable"), &ShapeCast2D::set_collide_with_bodies);
|
||||
ClassDB::bind_method(D_METHOD("is_collide_with_bodies_enabled"), &ShapeCast2D::is_collide_with_bodies_enabled);
|
||||
|
||||
ClassDB::bind_method(D_METHOD("_get_collision_result"), &ShapeCast2D::_get_collision_result);
|
||||
|
||||
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "enabled"), "set_enabled", "is_enabled");
|
||||
ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "shape", PROPERTY_HINT_RESOURCE_TYPE, "Shape2D"), "set_shape", "get_shape");
|
||||
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "exclude_parent"), "set_exclude_parent_body", "get_exclude_parent_body");
|
||||
ADD_PROPERTY(PropertyInfo(Variant::VECTOR2, "target_position"), "set_target_position", "get_target_position");
|
||||
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "margin", PROPERTY_HINT_RANGE, "0,100,0.01"), "set_margin", "get_margin");
|
||||
ADD_PROPERTY(PropertyInfo(Variant::INT, "max_results"), "set_max_results", "get_max_results");
|
||||
ADD_PROPERTY(PropertyInfo(Variant::INT, "collision_mask", PROPERTY_HINT_LAYERS_2D_PHYSICS), "set_collision_mask", "get_collision_mask");
|
||||
ADD_PROPERTY(PropertyInfo(Variant::ARRAY, "collision_result", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NO_EDITOR), "", "_get_collision_result");
|
||||
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");
|
||||
}
|
|
@ -0,0 +1,124 @@
|
|||
/*************************************************************************/
|
||||
/* shape_cast_2d.h */
|
||||
/*************************************************************************/
|
||||
/* This file is part of: */
|
||||
/* GODOT ENGINE */
|
||||
/* https://godotengine.org */
|
||||
/*************************************************************************/
|
||||
/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
|
||||
/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
|
||||
/* */
|
||||
/* 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. */
|
||||
/*************************************************************************/
|
||||
|
||||
#ifndef SHAPE_CAST_2D
|
||||
#define SHAPE_CAST_2D
|
||||
|
||||
#include "scene/2d/node_2d.h"
|
||||
#include "scene/resources/shape_2d.h"
|
||||
|
||||
class ShapeCast2D : public Node2D {
|
||||
GDCLASS(ShapeCast2D, Node2D);
|
||||
|
||||
bool enabled = true;
|
||||
|
||||
Ref<Shape2D> shape;
|
||||
RID shape_rid;
|
||||
Vector2 target_position = Vector2(0, 50);
|
||||
|
||||
Set<RID> exclude;
|
||||
real_t margin = 0.0;
|
||||
uint32_t collision_mask = 1;
|
||||
bool exclude_parent_body = true;
|
||||
bool collide_with_areas = false;
|
||||
bool collide_with_bodies = true;
|
||||
|
||||
// Result
|
||||
int max_results = 32;
|
||||
Vector<PhysicsDirectSpaceState2D::ShapeRestInfo> result;
|
||||
bool collided = false;
|
||||
real_t collision_safe_fraction = 1.0;
|
||||
real_t collision_unsafe_fraction = 1.0;
|
||||
|
||||
Array _get_collision_result() const;
|
||||
void _redraw_shape();
|
||||
|
||||
protected:
|
||||
void _notification(int p_what);
|
||||
void _update_shapecast_state();
|
||||
static void _bind_methods();
|
||||
|
||||
public:
|
||||
void set_collide_with_areas(bool p_clip);
|
||||
bool is_collide_with_areas_enabled() const;
|
||||
|
||||
void set_collide_with_bodies(bool p_clip);
|
||||
bool is_collide_with_bodies_enabled() const;
|
||||
|
||||
void set_enabled(bool p_enabled);
|
||||
bool is_enabled() const;
|
||||
|
||||
void set_shape(const Ref<Shape2D> &p_shape);
|
||||
Ref<Shape2D> get_shape() const;
|
||||
|
||||
void set_target_position(const Vector2 &p_point);
|
||||
Vector2 get_target_position() const;
|
||||
|
||||
void set_margin(real_t p_margin);
|
||||
real_t get_margin() const;
|
||||
|
||||
void set_max_results(int p_max_results);
|
||||
int get_max_results() const;
|
||||
|
||||
void set_collision_mask(uint32_t p_mask);
|
||||
uint32_t get_collision_mask() const;
|
||||
|
||||
void set_collision_mask_value(int p_layer_number, bool p_value);
|
||||
bool get_collision_mask_value(int p_layer_number) const;
|
||||
|
||||
void set_exclude_parent_body(bool p_exclude_parent_body);
|
||||
bool get_exclude_parent_body() const;
|
||||
|
||||
void force_shapecast_update();
|
||||
bool is_colliding() const;
|
||||
|
||||
int get_collision_count() const;
|
||||
Object *get_collider(int p_idx) const;
|
||||
int get_collider_shape(int p_idx) const;
|
||||
Vector2 get_collision_point(int p_idx) const;
|
||||
Vector2 get_collision_normal(int p_idx) const;
|
||||
|
||||
Object *get_closest_collider() const;
|
||||
int get_closest_collider_shape() const;
|
||||
Vector2 get_closest_collision_point() const;
|
||||
Vector2 get_closest_collision_normal() const;
|
||||
real_t get_closest_collision_safe_fraction() const;
|
||||
real_t get_closest_collision_unsafe_fraction() const;
|
||||
|
||||
void add_exception_rid(const RID &p_rid);
|
||||
void add_exception(const Object *p_object);
|
||||
void remove_exception_rid(const RID &p_rid);
|
||||
void remove_exception(const Object *p_object);
|
||||
void clear_exceptions();
|
||||
|
||||
TypedArray<String> get_configuration_warnings() const override;
|
||||
};
|
||||
|
||||
#endif
|
|
@ -63,6 +63,7 @@
|
|||
#include "scene/2d/position_2d.h"
|
||||
#include "scene/2d/ray_cast_2d.h"
|
||||
#include "scene/2d/remote_transform_2d.h"
|
||||
#include "scene/2d/shape_cast_2d.h"
|
||||
#include "scene/2d/skeleton_2d.h"
|
||||
#include "scene/2d/sprite_2d.h"
|
||||
#include "scene/2d/tile_map.h"
|
||||
|
@ -665,6 +666,7 @@ void register_scene_types() {
|
|||
GDREGISTER_CLASS(CollisionShape2D);
|
||||
GDREGISTER_CLASS(CollisionPolygon2D);
|
||||
GDREGISTER_CLASS(RayCast2D);
|
||||
GDREGISTER_CLASS(ShapeCast2D);
|
||||
GDREGISTER_CLASS(VisibleOnScreenNotifier2D);
|
||||
GDREGISTER_CLASS(VisibleOnScreenEnabler2D);
|
||||
GDREGISTER_CLASS(Polygon2D);
|
||||
|
|
Loading…
Reference in New Issue