d95794ec8a
As many open source projects have started doing it, we're removing the current year from the copyright notice, so that we don't need to bump it every year. It seems like only the first year of publication is technically relevant for copyright notices, and even that seems to be something that many companies stopped listing altogether (in a version controlled codebase, the commits are a much better source of date of publication than a hardcoded copyright statement). We also now list Godot Engine contributors first as we're collectively the current maintainers of the project, and we clarify that the "exclusive" copyright of the co-founders covers the timespan before opensourcing (their further contributions are included as part of Godot Engine contributors). Also fixed "cf." Frenchism - it's meant as "refer to / see".
373 lines
13 KiB
C++
373 lines
13 KiB
C++
/**************************************************************************/
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/* ray_cast_2d.cpp */
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/**************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/**************************************************************************/
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/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
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/* Copyright (c) 2007-2014 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 "collision_object_2d.h"
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#include "scene/resources/world_2d.h"
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void RayCast2D::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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queue_redraw();
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}
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}
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Vector2 RayCast2D::get_target_position() const {
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return target_position;
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}
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void RayCast2D::set_collision_mask(uint32_t p_mask) {
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collision_mask = p_mask;
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}
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uint32_t RayCast2D::get_collision_mask() const {
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return collision_mask;
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}
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void RayCast2D::set_collision_mask_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 RayCast2D::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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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.is_null()) {
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return nullptr;
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}
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return ObjectDB::get_instance(against);
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}
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RID RayCast2D::get_collider_rid() const {
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return against_rid;
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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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queue_redraw();
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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 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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}
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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 RayCast2D::get_exclude_parent_body() const {
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return exclude_parent_body;
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}
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void RayCast2D::_notification(int p_what) {
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switch (p_what) {
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case NOTIFICATION_ENTER_TREE: {
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if (enabled && !Engine::get_singleton()->is_editor_hint()) {
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set_physics_process_internal(true);
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} else {
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set_physics_process_internal(false);
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}
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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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} break;
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case NOTIFICATION_EXIT_TREE: {
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if (enabled) {
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set_physics_process_internal(false);
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}
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} break;
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case NOTIFICATION_DRAW: {
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ERR_FAIL_COND(!is_inside_tree());
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if (!Engine::get_singleton()->is_editor_hint() && !get_tree()->is_debugging_collisions_hint()) {
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break;
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}
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_draw_debug_shape();
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} break;
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case NOTIFICATION_INTERNAL_PHYSICS_PROCESS: {
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if (!enabled) {
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break;
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}
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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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PhysicsDirectSpaceState2D *dss = PhysicsServer2D::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 = target_position;
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if (to == Vector2()) {
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to = Vector2(0, 0.01);
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}
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PhysicsDirectSpaceState2D::RayResult rr;
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bool prev_collision_state = collided;
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PhysicsDirectSpaceState2D::RayParameters ray_params;
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ray_params.from = gt.get_origin();
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ray_params.to = gt.xform(to);
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ray_params.exclude = exclude;
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ray_params.collision_mask = collision_mask;
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ray_params.collide_with_bodies = collide_with_bodies;
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ray_params.collide_with_areas = collide_with_areas;
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ray_params.hit_from_inside = hit_from_inside;
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if (dss->intersect_ray(ray_params, rr)) {
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collided = true;
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against = rr.collider_id;
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against_rid = rr.rid;
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collision_point = rr.position;
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collision_normal = rr.normal;
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against_shape = rr.shape;
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} else {
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collided = false;
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against = ObjectID();
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against_rid = RID();
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against_shape = 0;
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}
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if (prev_collision_state != collided) {
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queue_redraw();
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}
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}
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void RayCast2D::_draw_debug_shape() {
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Color draw_col = collided ? Color(1.0, 0.01, 0) : get_tree()->get_debug_collisions_color();
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if (!enabled) {
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const float g = draw_col.get_v();
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draw_col.r = g;
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draw_col.g = g;
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draw_col.b = g;
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}
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// Draw an arrow indicating where the RayCast is pointing to
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const real_t max_arrow_size = 6;
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const real_t line_width = 1.4;
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bool no_line = target_position.length() < line_width;
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real_t arrow_size = CLAMP(target_position.length() * 2 / 3, line_width, max_arrow_size);
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if (no_line) {
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arrow_size = target_position.length();
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} else {
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draw_line(Vector2(), target_position - target_position.normalized() * arrow_size, draw_col, line_width);
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}
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Transform2D xf;
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xf.rotate(target_position.angle());
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xf.translate_local(Vector2(no_line ? 0 : target_position.length() - arrow_size, 0));
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Vector<Vector2> pts = {
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xf.xform(Vector2(arrow_size, 0)),
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xf.xform(Vector2(0, 0.5 * arrow_size)),
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xf.xform(Vector2(0, -0.5 * arrow_size))
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};
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Vector<Color> cols = { draw_col, draw_col, draw_col };
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draw_primitive(pts, cols, Vector<Vector2>());
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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 CollisionObject2D *p_node) {
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ERR_FAIL_NULL_MSG(p_node, "The passed Node must be an instance of CollisionObject2D.");
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add_exception_rid(p_node->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 CollisionObject2D *p_node) {
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ERR_FAIL_NULL_MSG(p_node, "The passed Node must be an instance of CollisionObject2D.");
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remove_exception_rid(p_node->get_rid());
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}
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void RayCast2D::clear_exceptions() {
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exclude.clear();
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if (exclude_parent_body && is_inside_tree()) {
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CollisionObject2D *parent = Object::cast_to<CollisionObject2D>(get_parent());
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if (parent) {
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exclude.insert(parent->get_rid());
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}
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}
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}
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void RayCast2D::set_collide_with_areas(bool p_enabled) {
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collide_with_areas = p_enabled;
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}
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bool RayCast2D::is_collide_with_areas_enabled() const {
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return collide_with_areas;
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}
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void RayCast2D::set_collide_with_bodies(bool p_enabled) {
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collide_with_bodies = p_enabled;
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}
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bool RayCast2D::is_collide_with_bodies_enabled() const {
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return collide_with_bodies;
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}
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void RayCast2D::set_hit_from_inside(bool p_enabled) {
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hit_from_inside = p_enabled;
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}
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bool RayCast2D::is_hit_from_inside_enabled() const {
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return hit_from_inside;
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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_target_position", "local_point"), &RayCast2D::set_target_position);
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ClassDB::bind_method(D_METHOD("get_target_position"), &RayCast2D::get_target_position);
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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_rid"), &RayCast2D::get_collider_rid);
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ClassDB::bind_method(D_METHOD("get_collider_shape"), &RayCast2D::get_collider_shape);
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ClassDB::bind_method(D_METHOD("get_collision_point"), &RayCast2D::get_collision_point);
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ClassDB::bind_method(D_METHOD("get_collision_normal"), &RayCast2D::get_collision_normal);
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ClassDB::bind_method(D_METHOD("add_exception_rid", "rid"), &RayCast2D::add_exception_rid);
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ClassDB::bind_method(D_METHOD("add_exception", "node"), &RayCast2D::add_exception);
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ClassDB::bind_method(D_METHOD("remove_exception_rid", "rid"), &RayCast2D::remove_exception_rid);
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ClassDB::bind_method(D_METHOD("remove_exception", "node"), &RayCast2D::remove_exception);
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ClassDB::bind_method(D_METHOD("clear_exceptions"), &RayCast2D::clear_exceptions);
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ClassDB::bind_method(D_METHOD("set_collision_mask", "mask"), &RayCast2D::set_collision_mask);
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ClassDB::bind_method(D_METHOD("get_collision_mask"), &RayCast2D::get_collision_mask);
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ClassDB::bind_method(D_METHOD("set_collision_mask_value", "layer_number", "value"), &RayCast2D::set_collision_mask_value);
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ClassDB::bind_method(D_METHOD("get_collision_mask_value", "layer_number"), &RayCast2D::get_collision_mask_value);
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ClassDB::bind_method(D_METHOD("set_exclude_parent_body", "mask"), &RayCast2D::set_exclude_parent_body);
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ClassDB::bind_method(D_METHOD("get_exclude_parent_body"), &RayCast2D::get_exclude_parent_body);
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ClassDB::bind_method(D_METHOD("set_collide_with_areas", "enable"), &RayCast2D::set_collide_with_areas);
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ClassDB::bind_method(D_METHOD("is_collide_with_areas_enabled"), &RayCast2D::is_collide_with_areas_enabled);
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ClassDB::bind_method(D_METHOD("set_collide_with_bodies", "enable"), &RayCast2D::set_collide_with_bodies);
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ClassDB::bind_method(D_METHOD("is_collide_with_bodies_enabled"), &RayCast2D::is_collide_with_bodies_enabled);
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ClassDB::bind_method(D_METHOD("set_hit_from_inside", "enable"), &RayCast2D::set_hit_from_inside);
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ClassDB::bind_method(D_METHOD("is_hit_from_inside_enabled"), &RayCast2D::is_hit_from_inside_enabled);
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ADD_PROPERTY(PropertyInfo(Variant::BOOL, "enabled"), "set_enabled", "is_enabled");
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ADD_PROPERTY(PropertyInfo(Variant::BOOL, "exclude_parent"), "set_exclude_parent_body", "get_exclude_parent_body");
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ADD_PROPERTY(PropertyInfo(Variant::VECTOR2, "target_position", PROPERTY_HINT_NONE, "suffix:px"), "set_target_position", "get_target_position");
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ADD_PROPERTY(PropertyInfo(Variant::INT, "collision_mask", PROPERTY_HINT_LAYERS_2D_PHYSICS), "set_collision_mask", "get_collision_mask");
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ADD_PROPERTY(PropertyInfo(Variant::BOOL, "hit_from_inside"), "set_hit_from_inside", "is_hit_from_inside_enabled");
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ADD_GROUP("Collide With", "collide_with");
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ADD_PROPERTY(PropertyInfo(Variant::BOOL, "collide_with_areas", PROPERTY_HINT_LAYERS_3D_PHYSICS), "set_collide_with_areas", "is_collide_with_areas_enabled");
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ADD_PROPERTY(PropertyInfo(Variant::BOOL, "collide_with_bodies", PROPERTY_HINT_LAYERS_3D_PHYSICS), "set_collide_with_bodies", "is_collide_with_bodies_enabled");
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}
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RayCast2D::RayCast2D() {
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}
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