godot/scene/2d/ray_cast_2d.cpp
PouleyKetchoupp acbd24ea84 Use parameter classes instead of arguments for all physics queries
Same as what is already done for shape queries, applied to point and ray
queries. Easier to document and more flexible to add more parameters.

Also expose intersect_point method to script in 3D.
Remove intersect_point_on_canvas in 2D, replaced with a parameter.
2021-11-04 11:44:39 -07:00

359 lines
12 KiB
C++

/*************************************************************************/
/* ray_cast_2d.cpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2021 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.*/
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/*************************************************************************/
#include "ray_cast_2d.h"
#include "collision_object_2d.h"
void RayCast2D::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())) {
update();
}
}
Vector2 RayCast2D::get_target_position() const {
return target_position;
}
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_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 RayCast2D::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));
}
bool RayCast2D::is_colliding() const {
return collided;
}
Object *RayCast2D::get_collider() const {
if (against.is_null()) {
return nullptr;
}
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;
update();
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: {
ERR_FAIL_COND(!is_inside_tree());
if (!Engine::get_singleton()->is_editor_hint() && !get_tree()->is_debugging_collisions_hint()) {
break;
}
_draw_debug_shape();
} 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());
PhysicsDirectSpaceState2D *dss = PhysicsServer2D::get_singleton()->space_get_direct_state(w2d->get_space());
ERR_FAIL_COND(!dss);
Transform2D gt = get_global_transform();
Vector2 to = target_position;
if (to == Vector2()) {
to = Vector2(0, 0.01);
}
PhysicsDirectSpaceState2D::RayResult rr;
bool prev_collision_state = collided;
PhysicsDirectSpaceState2D::RayParameters ray_params;
ray_params.from = gt.get_origin();
ray_params.to = gt.xform(to);
ray_params.exclude = exclude;
ray_params.collision_mask = collision_mask;
ray_params.collide_with_bodies = collide_with_bodies;
ray_params.collide_with_areas = collide_with_areas;
if (dss->intersect_ray(ray_params, rr)) {
collided = true;
against = rr.collider_id;
collision_point = rr.position;
collision_normal = rr.normal;
against_shape = rr.shape;
} else {
collided = false;
against = ObjectID();
against_shape = 0;
}
if (prev_collision_state != collided) {
update();
}
}
void RayCast2D::_draw_debug_shape() {
Color draw_col = collided ? Color(1.0, 0.01, 0) : get_tree()->get_debug_collisions_color();
if (!enabled) {
const float g = draw_col.get_v();
draw_col.r = g;
draw_col.g = g;
draw_col.b = g;
}
// Draw an arrow indicating where the RayCast is pointing to
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);
if (no_line) {
arrow_size = target_position.length();
} else {
draw_line(Vector2(), target_position - target_position.normalized() * arrow_size, draw_col, line_width);
}
Transform2D xf;
xf.rotate(target_position.angle());
xf.translate(Vector2(no_line ? 0 : target_position.length() - arrow_size, 0));
Vector<Vector2> pts;
pts.push_back(xf.xform(Vector2(arrow_size, 0)));
pts.push_back(xf.xform(Vector2(0, 0.5 * arrow_size)));
pts.push_back(xf.xform(Vector2(0, -0.5 * arrow_size)));
Vector<Color> cols;
for (int i = 0; i < 3; i++) {
cols.push_back(draw_col);
}
draw_primitive(pts, cols, Vector<Vector2>());
}
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_target_position", "local_point"), &RayCast2D::set_target_position);
ClassDB::bind_method(D_METHOD("get_target_position"), &RayCast2D::get_target_position);
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_value", "layer_number", "value"), &RayCast2D::set_collision_mask_value);
ClassDB::bind_method(D_METHOD("get_collision_mask_value", "layer_number"), &RayCast2D::get_collision_mask_value);
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, "target_position"), "set_target_position", "get_target_position");
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() {
}