- Added Navigation Agents and Obstacles. - Integrated Collision Avoidance. This work has been kindly sponsored by IMVU.
187 lines
5.9 KiB
C++
187 lines
5.9 KiB
C++
/*************************************************************************/
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/* segment_shape_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) 2007-2020 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
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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 "segment_shape_2d.h"
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#include "servers/physics_2d_server.h"
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#include "servers/visual_server.h"
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bool SegmentShape2D::_edit_is_selected_on_click(const Point2 &p_point, double p_tolerance) const {
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Vector2 l[2] = { a, b };
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Vector2 closest = Geometry::get_closest_point_to_segment_2d(p_point, l);
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return p_point.distance_to(closest) < p_tolerance;
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}
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void SegmentShape2D::_update_shape() {
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Rect2 r;
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r.position = a;
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r.size = b;
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Physics2DServer::get_singleton()->shape_set_data(get_rid(), r);
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emit_changed();
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}
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void SegmentShape2D::set_a(const Vector2 &p_a) {
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a = p_a;
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_update_shape();
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}
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Vector2 SegmentShape2D::get_a() const {
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return a;
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}
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void SegmentShape2D::set_b(const Vector2 &p_b) {
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b = p_b;
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_update_shape();
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}
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Vector2 SegmentShape2D::get_b() const {
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return b;
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}
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void SegmentShape2D::draw(const RID &p_to_rid, const Color &p_color) {
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VisualServer::get_singleton()->canvas_item_add_line(p_to_rid, a, b, p_color, 3);
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}
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Rect2 SegmentShape2D::get_rect() const {
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Rect2 rect;
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rect.position = a;
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rect.expand_to(b);
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return rect;
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}
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real_t SegmentShape2D::get_enclosing_radius() const {
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return (a + b).length();
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}
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void SegmentShape2D::_bind_methods() {
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ClassDB::bind_method(D_METHOD("set_a", "a"), &SegmentShape2D::set_a);
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ClassDB::bind_method(D_METHOD("get_a"), &SegmentShape2D::get_a);
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ClassDB::bind_method(D_METHOD("set_b", "b"), &SegmentShape2D::set_b);
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ClassDB::bind_method(D_METHOD("get_b"), &SegmentShape2D::get_b);
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ADD_PROPERTY(PropertyInfo(Variant::VECTOR2, "a"), "set_a", "get_a");
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ADD_PROPERTY(PropertyInfo(Variant::VECTOR2, "b"), "set_b", "get_b");
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}
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SegmentShape2D::SegmentShape2D() :
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Shape2D(Physics2DServer::get_singleton()->segment_shape_create()) {
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a = Vector2();
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b = Vector2(0, 10);
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_update_shape();
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}
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////////////////////////////////////////////////////////////
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void RayShape2D::_update_shape() {
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Dictionary d;
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d["length"] = length;
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d["slips_on_slope"] = slips_on_slope;
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Physics2DServer::get_singleton()->shape_set_data(get_rid(), d);
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emit_changed();
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}
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void RayShape2D::draw(const RID &p_to_rid, const Color &p_color) {
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Vector2 tip = Vector2(0, get_length());
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VS::get_singleton()->canvas_item_add_line(p_to_rid, Vector2(), tip, p_color, 3);
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Vector<Vector2> pts;
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float tsize = 4;
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pts.push_back(tip + Vector2(0, tsize));
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pts.push_back(tip + Vector2(Math_SQRT12 * tsize, 0));
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pts.push_back(tip + Vector2(-Math_SQRT12 * 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(p_color);
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VS::get_singleton()->canvas_item_add_primitive(p_to_rid, pts, cols, Vector<Point2>(), RID());
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}
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Rect2 RayShape2D::get_rect() const {
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Rect2 rect;
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rect.position = Vector2();
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rect.expand_to(Vector2(0, length));
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rect = rect.grow(Math_SQRT12 * 4);
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return rect;
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}
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real_t RayShape2D::get_enclosing_radius() const {
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return length;
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}
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void RayShape2D::_bind_methods() {
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ClassDB::bind_method(D_METHOD("set_length", "length"), &RayShape2D::set_length);
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ClassDB::bind_method(D_METHOD("get_length"), &RayShape2D::get_length);
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ClassDB::bind_method(D_METHOD("set_slips_on_slope", "active"), &RayShape2D::set_slips_on_slope);
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ClassDB::bind_method(D_METHOD("get_slips_on_slope"), &RayShape2D::get_slips_on_slope);
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ADD_PROPERTY(PropertyInfo(Variant::REAL, "length"), "set_length", "get_length");
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ADD_PROPERTY(PropertyInfo(Variant::BOOL, "slips_on_slope"), "set_slips_on_slope", "get_slips_on_slope");
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}
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void RayShape2D::set_length(real_t p_length) {
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length = p_length;
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_update_shape();
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}
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real_t RayShape2D::get_length() const {
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return length;
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}
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void RayShape2D::set_slips_on_slope(bool p_active) {
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slips_on_slope = p_active;
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_update_shape();
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}
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bool RayShape2D::get_slips_on_slope() const {
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return slips_on_slope;
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}
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RayShape2D::RayShape2D() :
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Shape2D(Physics2DServer::get_singleton()->ray_shape_create()) {
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length = 20;
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slips_on_slope = false;
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_update_shape();
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}
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