d8223ffa75
That year should bring the long-awaited OpenGL ES 3.0 compatible renderer
with state-of-the-art rendering techniques tuned to work as low as middle
end handheld devices - without compromising with the possibilities given
for higher end desktop games of course. Great times ahead for the Godot
community and the gamers that will play our games!
(cherry picked from commit c7bc44d5ad
)
278 lines
8.1 KiB
C++
278 lines
8.1 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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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::_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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} 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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Matrix32 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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Matrix32 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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ObjectTypeDB::bind_method(_MD("set_enabled","enabled"),&RayCast2D::set_enabled);
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ObjectTypeDB::bind_method(_MD("is_enabled"),&RayCast2D::is_enabled);
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ObjectTypeDB::bind_method(_MD("set_cast_to","local_point"),&RayCast2D::set_cast_to);
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ObjectTypeDB::bind_method(_MD("get_cast_to"),&RayCast2D::get_cast_to);
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ObjectTypeDB::bind_method(_MD("is_colliding"),&RayCast2D::is_colliding);
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ObjectTypeDB::bind_method(_MD("force_raycast_update"),&RayCast2D::force_raycast_update);
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ObjectTypeDB::bind_method(_MD("get_collider"),&RayCast2D::get_collider);
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ObjectTypeDB::bind_method(_MD("get_collider_shape"),&RayCast2D::get_collider_shape);
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ObjectTypeDB::bind_method(_MD("get_collision_point"),&RayCast2D::get_collision_point);
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ObjectTypeDB::bind_method(_MD("get_collision_normal"),&RayCast2D::get_collision_normal);
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ObjectTypeDB::bind_method(_MD("add_exception_rid","rid"),&RayCast2D::add_exception_rid);
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ObjectTypeDB::bind_method(_MD("add_exception","node"),&RayCast2D::add_exception);
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ObjectTypeDB::bind_method(_MD("remove_exception_rid","rid"),&RayCast2D::remove_exception_rid);
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ObjectTypeDB::bind_method(_MD("remove_exception","node"),&RayCast2D::remove_exception);
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ObjectTypeDB::bind_method(_MD("clear_exceptions"),&RayCast2D::clear_exceptions);
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ObjectTypeDB::bind_method(_MD("set_layer_mask","mask"),&RayCast2D::set_layer_mask);
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ObjectTypeDB::bind_method(_MD("get_layer_mask"),&RayCast2D::get_layer_mask);
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ObjectTypeDB::bind_method(_MD("set_type_mask","mask"),&RayCast2D::set_type_mask);
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ObjectTypeDB::bind_method(_MD("get_type_mask"),&RayCast2D::get_type_mask);
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ADD_PROPERTY(PropertyInfo(Variant::BOOL,"enabled"),_SCS("set_enabled"),_SCS("is_enabled"));
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ADD_PROPERTY(PropertyInfo(Variant::VECTOR2,"cast_to"),_SCS("set_cast_to"),_SCS("get_cast_to"));
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ADD_PROPERTY(PropertyInfo(Variant::INT,"layer_mask",PROPERTY_HINT_ALL_FLAGS),_SCS("set_layer_mask"),_SCS("get_layer_mask"));
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ADD_PROPERTY(PropertyInfo(Variant::INT,"type_mask",PROPERTY_HINT_FLAGS,"Static,Kinematic,Rigid,Character,Area"),_SCS("set_type_mask"),_SCS("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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}
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