virtualx-engine/scene/2d/shape_cast_2d.cpp

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/*************************************************************************/
/* shape_cast_2d.cpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
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/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
#include "shape_cast_2d.h"
#include "core/config/engine.h"
#include "core/core_string_names.h"
#include "scene/2d/collision_object_2d.h"
#include "scene/2d/physics_body_2d.h"
#include "scene/resources/circle_shape_2d.h"
#include "servers/physics_2d/godot_physics_server_2d.h"
void ShapeCast2D::set_target_position(const Vector2 &p_point) {
target_position = p_point;
if (is_inside_tree() && (Engine::get_singleton()->is_editor_hint() || get_tree()->is_debugging_collisions_hint())) {
queue_redraw();
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}
}
Vector2 ShapeCast2D::get_target_position() const {
return target_position;
}
void ShapeCast2D::set_margin(real_t p_margin) {
margin = p_margin;
}
real_t ShapeCast2D::get_margin() const {
return margin;
}
void ShapeCast2D::set_max_results(int p_max_results) {
max_results = p_max_results;
}
int ShapeCast2D::get_max_results() const {
return max_results;
}
void ShapeCast2D::set_collision_mask(uint32_t p_mask) {
collision_mask = p_mask;
}
uint32_t ShapeCast2D::get_collision_mask() const {
return collision_mask;
}
void ShapeCast2D::set_collision_mask_value(int p_layer_number, bool p_value) {
ERR_FAIL_COND_MSG(p_layer_number < 1, "Collision layer number must be between 1 and 32 inclusive.");
ERR_FAIL_COND_MSG(p_layer_number > 32, "Collision layer number must be between 1 and 32 inclusive.");
uint32_t mask = get_collision_mask();
if (p_value) {
mask |= 1 << (p_layer_number - 1);
} else {
mask &= ~(1 << (p_layer_number - 1));
}
set_collision_mask(mask);
}
bool ShapeCast2D::get_collision_mask_value(int p_layer_number) const {
ERR_FAIL_COND_V_MSG(p_layer_number < 1, false, "Collision layer number must be between 1 and 32 inclusive.");
ERR_FAIL_COND_V_MSG(p_layer_number > 32, false, "Collision layer number must be between 1 and 32 inclusive.");
return get_collision_mask() & (1 << (p_layer_number - 1));
}
int ShapeCast2D::get_collision_count() const {
return result.size();
}
bool ShapeCast2D::is_colliding() const {
return collided;
}
Object *ShapeCast2D::get_collider(int p_idx) const {
ERR_FAIL_INDEX_V_MSG(p_idx, result.size(), nullptr, "No collider found.");
if (result[p_idx].collider_id.is_null()) {
return nullptr;
}
return ObjectDB::get_instance(result[p_idx].collider_id);
}
RID ShapeCast2D::get_collider_rid(int p_idx) const {
ERR_FAIL_INDEX_V_MSG(p_idx, result.size(), RID(), "No collider RID found.");
return result[p_idx].rid;
}
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int ShapeCast2D::get_collider_shape(int p_idx) const {
ERR_FAIL_INDEX_V_MSG(p_idx, result.size(), -1, "No collider shape found.");
return result[p_idx].shape;
}
Vector2 ShapeCast2D::get_collision_point(int p_idx) const {
ERR_FAIL_INDEX_V_MSG(p_idx, result.size(), Vector2(), "No collision point found.");
return result[p_idx].point;
}
Vector2 ShapeCast2D::get_collision_normal(int p_idx) const {
ERR_FAIL_INDEX_V_MSG(p_idx, result.size(), Vector2(), "No collision normal found.");
return result[p_idx].normal;
}
real_t ShapeCast2D::get_closest_collision_safe_fraction() const {
return collision_safe_fraction;
}
real_t ShapeCast2D::get_closest_collision_unsafe_fraction() const {
return collision_unsafe_fraction;
}
void ShapeCast2D::set_enabled(bool p_enabled) {
enabled = p_enabled;
queue_redraw();
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if (is_inside_tree() && !Engine::get_singleton()->is_editor_hint()) {
set_physics_process_internal(p_enabled);
}
if (!p_enabled) {
collided = false;
}
}
bool ShapeCast2D::is_enabled() const {
return enabled;
}
void ShapeCast2D::set_shape(const Ref<Shape2D> &p_shape) {
shape = p_shape;
if (p_shape.is_valid()) {
shape->connect(CoreStringNames::get_singleton()->changed, callable_mp(this, &ShapeCast2D::_redraw_shape));
shape_rid = shape->get_rid();
}
update_configuration_warnings();
queue_redraw();
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}
Ref<Shape2D> ShapeCast2D::get_shape() const {
return shape;
}
void ShapeCast2D::set_exclude_parent_body(bool p_exclude_parent_body) {
if (exclude_parent_body == p_exclude_parent_body) {
return;
}
exclude_parent_body = p_exclude_parent_body;
if (!is_inside_tree()) {
return;
}
if (Object::cast_to<CollisionObject2D>(get_parent())) {
if (exclude_parent_body) {
exclude.insert(Object::cast_to<CollisionObject2D>(get_parent())->get_rid());
} else {
exclude.erase(Object::cast_to<CollisionObject2D>(get_parent())->get_rid());
}
}
}
bool ShapeCast2D::get_exclude_parent_body() const {
return exclude_parent_body;
}
void ShapeCast2D::_redraw_shape() {
queue_redraw();
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}
void ShapeCast2D::_notification(int p_what) {
switch (p_what) {
case NOTIFICATION_ENTER_TREE: {
if (enabled && !Engine::get_singleton()->is_editor_hint()) {
set_physics_process_internal(true);
} else {
set_physics_process_internal(false);
}
if (Object::cast_to<CollisionObject2D>(get_parent())) {
if (exclude_parent_body) {
exclude.insert(Object::cast_to<CollisionObject2D>(get_parent())->get_rid());
} else {
exclude.erase(Object::cast_to<CollisionObject2D>(get_parent())->get_rid());
}
}
} break;
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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 = collided ? Color(1.0, 0.01, 0) : get_tree()->get_debug_collisions_color();
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if (!enabled) {
float g = draw_col.get_v();
draw_col.r = g;
draw_col.g = g;
draw_col.b = g;
}
// Draw continuous chain of shapes along the cast.
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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()) {
const real_t max_arrow_size = 6;
const real_t line_width = 1.4;
bool no_line = target_position.length() < line_width;
real_t arrow_size = CLAMP(target_position.length() * 2 / 3, line_width, max_arrow_size);
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if (no_line) {
arrow_size = target_position.length();
} else {
draw_line(Vector2(), target_position - target_position.normalized() * arrow_size, draw_col, line_width);
}
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Transform2D xf;
xf.rotate(target_position.angle());
xf.translate_local(Vector2(no_line ? 0 : target_position.length() - arrow_size, 0));
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Vector<Vector2> pts = {
xf.xform(Vector2(arrow_size, 0)),
xf.xform(Vector2(0, 0.5 * arrow_size)),
xf.xform(Vector2(0, -0.5 * arrow_size))
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};
Vector<Color> cols = { draw_col, draw_col, draw_col };
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draw_primitive(pts, cols, Vector<Vector2>());
}
#endif
} break;
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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;
bool prev_collision_state = collided;
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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();
if (prev_collision_state != collided) {
queue_redraw();
}
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}
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 CollisionObject2D *p_node) {
ERR_FAIL_NULL_MSG(p_node, "The passed Node must be an instance of CollisionObject2D.");
add_exception_rid(p_node->get_rid());
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}
void ShapeCast2D::remove_exception_rid(const RID &p_rid) {
exclude.erase(p_rid);
}
void ShapeCast2D::remove_exception(const CollisionObject2D *p_node) {
ERR_FAIL_NULL_MSG(p_node, "The passed Node must be an instance of CollisionObject2D.");
remove_exception_rid(p_node->get_rid());
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}
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;
}
PackedStringArray ShapeCast2D::get_configuration_warnings() const {
PackedStringArray warnings = Node2D::get_configuration_warnings();
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if (shape.is_null()) {
warnings.push_back(RTR("This node cannot interact with other objects unless a Shape2D is assigned."));
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}
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_rid", "index"), &ShapeCast2D::get_collider_rid);
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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_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", PROPERTY_HINT_NONE, "suffix:px"), "set_target_position", "get_target_position");
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "margin", PROPERTY_HINT_RANGE, "0,100,0.01,suffix:px"), "set_margin", "get_margin");
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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");
}