| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343 | /*************************************************************************//*  ray_cast_2d.cpp                                                      *//*************************************************************************//*                       This file is part of:                           *//*                           GODOT ENGINE                                *//*                      https://godotengine.org                          *//*************************************************************************//* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur.                 *//* Copyright (c) 2014-2019 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.                *//*************************************************************************/#include "ray_cast_2d.h"#include "collision_object_2d.h"#include "core/engine.h"#include "physics_body_2d.h"#include "servers/physics_2d_server.h"void RayCast2D::set_cast_to(const Vector2 &p_point) {	cast_to = p_point;	if (is_inside_tree() && (Engine::get_singleton()->is_editor_hint() || get_tree()->is_debugging_collisions_hint()))		update();}Vector2 RayCast2D::get_cast_to() const {	return cast_to;}void RayCast2D::set_collision_mask(uint32_t p_mask) {	collision_mask = p_mask;}uint32_t RayCast2D::get_collision_mask() const {	return collision_mask;}void RayCast2D::set_collision_mask_bit(int p_bit, bool p_value) {	uint32_t mask = get_collision_mask();	if (p_value)		mask |= 1 << p_bit;	else		mask &= ~(1 << p_bit);	set_collision_mask(mask);}bool RayCast2D::get_collision_mask_bit(int p_bit) const {	return get_collision_mask() & (1 << p_bit);}bool RayCast2D::is_colliding() const {	return collided;}Object *RayCast2D::get_collider() const {	if (against == 0)		return NULL;	return ObjectDB::get_instance(against);}int RayCast2D::get_collider_shape() const {	return against_shape;}Vector2 RayCast2D::get_collision_point() const {	return collision_point;}Vector2 RayCast2D::get_collision_normal() const {	return collision_normal;}void RayCast2D::set_enabled(bool p_enabled) {	enabled = p_enabled;	if (is_inside_tree() && !Engine::get_singleton()->is_editor_hint())		set_physics_process_internal(p_enabled);	if (!p_enabled)		collided = false;}bool RayCast2D::is_enabled() const {	return enabled;}void RayCast2D::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 RayCast2D::get_exclude_parent_body() const {	return exclude_parent_body;}void RayCast2D::_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;		case NOTIFICATION_EXIT_TREE: {			if (enabled)				set_physics_process_internal(false);		} break;		case NOTIFICATION_DRAW: {			if (!Engine::get_singleton()->is_editor_hint() && !get_tree()->is_debugging_collisions_hint())				break;			Transform2D xf;			xf.rotate(cast_to.angle());			xf.translate(Vector2(cast_to.length(), 0));			//Vector2 tip = Vector2(0,s->get_length());			Color dcol = get_tree()->get_debug_collisions_color(); //0.9,0.2,0.2,0.4);			draw_line(Vector2(), cast_to, dcol, 3);			Vector<Vector2> pts;			float tsize = 4;			pts.push_back(xf.xform(Vector2(tsize, 0)));			pts.push_back(xf.xform(Vector2(0, 0.707 * tsize)));			pts.push_back(xf.xform(Vector2(0, -0.707 * tsize)));			Vector<Color> cols;			for (int i = 0; i < 3; i++)				cols.push_back(dcol);			draw_primitive(pts, cols, Vector<Vector2>()); //small arrow		} break;		case NOTIFICATION_INTERNAL_PHYSICS_PROCESS: {			if (!enabled)				break;			_update_raycast_state();		} break;	}}void RayCast2D::_update_raycast_state() {	Ref<World2D> w2d = get_world_2d();	ERR_FAIL_COND(w2d.is_null());	Physics2DDirectSpaceState *dss = Physics2DServer::get_singleton()->space_get_direct_state(w2d->get_space());	ERR_FAIL_COND(!dss);	Transform2D gt = get_global_transform();	Vector2 to = cast_to;	if (to == Vector2())		to = Vector2(0, 0.01);	Physics2DDirectSpaceState::RayResult rr;	if (dss->intersect_ray(gt.get_origin(), gt.xform(to), rr, exclude, collision_mask, collide_with_bodies, collide_with_areas)) {		collided = true;		against = rr.collider_id;		collision_point = rr.position;		collision_normal = rr.normal;		against_shape = rr.shape;	} else {		collided = false;		against = 0;		against_shape = 0;	}}void RayCast2D::force_raycast_update() {	_update_raycast_state();}void RayCast2D::add_exception_rid(const RID &p_rid) {	exclude.insert(p_rid);}void RayCast2D::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 RayCast2D::remove_exception_rid(const RID &p_rid) {	exclude.erase(p_rid);}void RayCast2D::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 RayCast2D::clear_exceptions() {	exclude.clear();}void RayCast2D::set_collide_with_areas(bool p_clip) {	collide_with_areas = p_clip;}bool RayCast2D::is_collide_with_areas_enabled() const {	return collide_with_areas;}void RayCast2D::set_collide_with_bodies(bool p_clip) {	collide_with_bodies = p_clip;}bool RayCast2D::is_collide_with_bodies_enabled() const {	return collide_with_bodies;}void RayCast2D::_bind_methods() {	ClassDB::bind_method(D_METHOD("set_enabled", "enabled"), &RayCast2D::set_enabled);	ClassDB::bind_method(D_METHOD("is_enabled"), &RayCast2D::is_enabled);	ClassDB::bind_method(D_METHOD("set_cast_to", "local_point"), &RayCast2D::set_cast_to);	ClassDB::bind_method(D_METHOD("get_cast_to"), &RayCast2D::get_cast_to);	ClassDB::bind_method(D_METHOD("is_colliding"), &RayCast2D::is_colliding);	ClassDB::bind_method(D_METHOD("force_raycast_update"), &RayCast2D::force_raycast_update);	ClassDB::bind_method(D_METHOD("get_collider"), &RayCast2D::get_collider);	ClassDB::bind_method(D_METHOD("get_collider_shape"), &RayCast2D::get_collider_shape);	ClassDB::bind_method(D_METHOD("get_collision_point"), &RayCast2D::get_collision_point);	ClassDB::bind_method(D_METHOD("get_collision_normal"), &RayCast2D::get_collision_normal);	ClassDB::bind_method(D_METHOD("add_exception_rid", "rid"), &RayCast2D::add_exception_rid);	ClassDB::bind_method(D_METHOD("add_exception", "node"), &RayCast2D::add_exception);	ClassDB::bind_method(D_METHOD("remove_exception_rid", "rid"), &RayCast2D::remove_exception_rid);	ClassDB::bind_method(D_METHOD("remove_exception", "node"), &RayCast2D::remove_exception);	ClassDB::bind_method(D_METHOD("clear_exceptions"), &RayCast2D::clear_exceptions);	ClassDB::bind_method(D_METHOD("set_collision_mask", "mask"), &RayCast2D::set_collision_mask);	ClassDB::bind_method(D_METHOD("get_collision_mask"), &RayCast2D::get_collision_mask);	ClassDB::bind_method(D_METHOD("set_collision_mask_bit", "bit", "value"), &RayCast2D::set_collision_mask_bit);	ClassDB::bind_method(D_METHOD("get_collision_mask_bit", "bit"), &RayCast2D::get_collision_mask_bit);	ClassDB::bind_method(D_METHOD("set_exclude_parent_body", "mask"), &RayCast2D::set_exclude_parent_body);	ClassDB::bind_method(D_METHOD("get_exclude_parent_body"), &RayCast2D::get_exclude_parent_body);	ClassDB::bind_method(D_METHOD("set_collide_with_areas", "enable"), &RayCast2D::set_collide_with_areas);	ClassDB::bind_method(D_METHOD("is_collide_with_areas_enabled"), &RayCast2D::is_collide_with_areas_enabled);	ClassDB::bind_method(D_METHOD("set_collide_with_bodies", "enable"), &RayCast2D::set_collide_with_bodies);	ClassDB::bind_method(D_METHOD("is_collide_with_bodies_enabled"), &RayCast2D::is_collide_with_bodies_enabled);	ADD_PROPERTY(PropertyInfo(Variant::BOOL, "enabled"), "set_enabled", "is_enabled");	ADD_PROPERTY(PropertyInfo(Variant::BOOL, "exclude_parent"), "set_exclude_parent_body", "get_exclude_parent_body");	ADD_PROPERTY(PropertyInfo(Variant::VECTOR2, "cast_to"), "set_cast_to", "get_cast_to");	ADD_PROPERTY(PropertyInfo(Variant::INT, "collision_mask", PROPERTY_HINT_LAYERS_2D_PHYSICS), "set_collision_mask", "get_collision_mask");	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");}RayCast2D::RayCast2D() {	enabled = false;	against = 0;	collided = false;	against_shape = 0;	collision_mask = 1;	cast_to = Vector2(0, 50);	exclude_parent_body = true;	collide_with_bodies = true;	collide_with_areas = false;}
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