411ee71b4d
This new name also makes its purpose a little clearer This is a step towards fixing #56
315 lines
9.1 KiB
C++
315 lines
9.1 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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/* http://www.godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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#include "ray_cast_2d.h"
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#include "servers/physics_2d_server.h"
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#include "collision_object_2d.h"
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#include "physics_body_2d.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() && (get_tree()->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_layer_mask(uint32_t p_mask) {
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layer_mask=p_mask;
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}
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uint32_t RayCast2D::get_layer_mask() const {
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return layer_mask;
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}
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void RayCast2D::set_type_mask(uint32_t p_mask) {
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type_mask=p_mask;
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}
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uint32_t RayCast2D::get_type_mask() const {
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return type_mask;
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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() && !get_tree()->is_editor_hint())
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set_fixed_process(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 (get_parent()->cast_to<PhysicsBody2D>()) {
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if (exclude_parent_body)
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exclude.insert( get_parent()->cast_to<PhysicsBody2D>()->get_rid() );
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else
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exclude.erase( get_parent()->cast_to<PhysicsBody2D>()->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 && !get_tree()->is_editor_hint())
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set_fixed_process(true);
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else
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set_fixed_process(false);
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if (get_parent()->cast_to<PhysicsBody2D>()) {
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if (exclude_parent_body)
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exclude.insert( get_parent()->cast_to<PhysicsBody2D>()->get_rid() );
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else
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exclude.erase( get_parent()->cast_to<PhysicsBody2D>()->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_fixed_process(false);
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} break;
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case NOTIFICATION_DRAW: {
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if (!get_tree()->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(0,cast_to.length()));
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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(0,tsize)));
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pts.push_back(xf.xform(Vector2(0.707*tsize,0)));
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pts.push_back(xf.xform(Vector2(-0.707*tsize,0)));
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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_FIXED_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,layer_mask,type_mask)) {
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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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}
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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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CollisionObject2D *co=((Object*)p_object)->cast_to<CollisionObject2D>();
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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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CollisionObject2D *co=((Object*)p_object)->cast_to<CollisionObject2D>();
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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::_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_layer_mask","mask"),&RayCast2D::set_layer_mask);
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ClassDB::bind_method(D_METHOD("get_layer_mask"),&RayCast2D::get_layer_mask);
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ClassDB::bind_method(D_METHOD("set_type_mask","mask"),&RayCast2D::set_type_mask);
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ClassDB::bind_method(D_METHOD("get_type_mask"),&RayCast2D::get_type_mask);
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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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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,"layer_mask",PROPERTY_HINT_LAYERS_2D_PHYSICS),"set_layer_mask","get_layer_mask");
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ADD_PROPERTY(PropertyInfo(Variant::INT,"type_mask",PROPERTY_HINT_FLAGS,"Static,Kinematic,Rigid,Character,Area"),"set_type_mask","get_type_mask");
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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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layer_mask=1;
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type_mask=Physics2DDirectSpaceState::TYPE_MASK_COLLISION;
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cast_to=Vector2(0,50);
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exclude_parent_body=true;
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}
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