godot/scene/2d/ray_cast_2d.cpp
Rémi Verschelde 0be6d925dc Style: clang-format: Disable KeepEmptyLinesAtTheStartOfBlocks
Which means that reduz' beloved style which we all became used to
will now be changed automatically to remove the first empty line.

This makes us lean closer to 1TBS (the one true brace style) instead
of hybridating it with some Allman-inspired spacing.

There's still the case of braces around single-statement blocks that
needs to be addressed (but clang-format can't help with that, but
clang-tidy may if we agree about it).

Part of #33027.
2020-05-14 16:54:55 +02:00

318 lines
11 KiB
C++

/*************************************************************************/
/* ray_cast_2d.cpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2020 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_server_2d.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.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: {
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));
// Draw an arrow indicating where the RayCast is pointing to
Color draw_col = get_tree()->get_debug_collisions_color();
if (!enabled) {
float g = draw_col.get_v();
draw_col.r = g;
draw_col.g = g;
draw_col.b = g;
}
draw_line(Vector2(), cast_to, draw_col, 2);
Vector<Vector2> pts;
float tsize = 8;
pts.push_back(xf.xform(Vector2(tsize, 0)));
pts.push_back(xf.xform(Vector2(0, Math_SQRT12 * tsize)));
pts.push_back(xf.xform(Vector2(0, -Math_SQRT12 * tsize)));
Vector<Color> cols;
for (int i = 0; i < 3; i++)
cols.push_back(draw_col);
draw_primitive(pts, cols, Vector<Vector2>());
} 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 = cast_to;
if (to == Vector2())
to = Vector2(0, 0.01);
PhysicsDirectSpaceState2D::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 = ObjectID();
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;
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;
}