godot/scene/2d/ray_cast_2d.cpp
Juan Linietsky b324ff7ea5 A bit of everything:
-IMA-ADPCM support for samples, this means that sound effects can be compressed and use 4 timess less RAM.
-New 3D import workflow based on Wavefront OBJ. Import single objects as mesh resources instead of full scenes. Many people prefers to work this way. Just like the rest of the imported resources, these are updated in realtime if modified externally.
-Mesh resources now support naming surfaces. This helps reimporting to identify which user-created materials must be kept.
-Several fixes and improvements to SurfaceTool.
-Anti Aliasing added to WorldEnvironment effects (using FXAA)
-2D Physics bodies (RigidBody, KinematicBody, etc), Raycasts, Tilemap, etc support collision layers. This makes easy to group which objects collide against which.
-2D Trigger shapes can now also trigger collision reporting in other 2D bodies (it used to be in Area2D before)
-Viewport render target textures can now be filtered.
-Few fixes in GDscript make it easier to work with static functions and class members.
-Several and many bugfixes.
2014-05-14 01:22:15 -03:00

258 lines
7.2 KiB
C++

/*************************************************************************/
/* ray_cast_2d.cpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* http://www.godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
/* */
/* 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 "servers/physics_2d_server.h"
#include "collision_object_2d.h"
void RayCast2D::set_cast_to(const Vector2& p_point) {
cast_to=p_point;
if (is_inside_scene() && get_scene()->is_editor_hint())
update();
}
Vector2 RayCast2D::get_cast_to() const{
return cast_to;
}
void RayCast2D::set_layer_mask(uint32_t p_mask) {
layer_mask=p_mask;
}
uint32_t RayCast2D::get_layer_mask() const {
return layer_mask;
}
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_scene() && !get_scene()->is_editor_hint())
set_fixed_process(p_enabled);
if (!p_enabled)
collided=false;
}
bool RayCast2D::is_enabled() const {
return enabled;
}
void RayCast2D::_notification(int p_what) {
switch(p_what) {
case NOTIFICATION_ENTER_SCENE: {
if (enabled && !get_scene()->is_editor_hint())
set_fixed_process(true);
else
set_fixed_process(false);
} break;
case NOTIFICATION_EXIT_SCENE: {
if (enabled)
set_fixed_process(false);
} break;
#ifdef TOOLS_ENABLED
case NOTIFICATION_DRAW: {
if (!get_scene()->is_editor_hint())
break;
Matrix32 xf;
xf.rotate(cast_to.atan2());
xf.translate(Vector2(0,cast_to.length()));
//Vector2 tip = Vector2(0,s->get_length());
Color dcol(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(0,tsize)));
pts.push_back(xf.xform(Vector2(0.707*tsize,0)));
pts.push_back(xf.xform(Vector2(-0.707*tsize,0)));
Vector<Color> cols;
for(int i=0;i<3;i++)
cols.push_back(dcol);
draw_primitive(pts,cols,Vector<Vector2>()); //small arrow
} break;
#endif
case NOTIFICATION_FIXED_PROCESS: {
if (!enabled)
break;
Ref<World2D> w2d = get_world_2d();
ERR_BREAK( w2d.is_null() );
Physics2DDirectSpaceState *dss = Physics2DServer::get_singleton()->space_get_direct_state(w2d->get_space());
ERR_BREAK( !dss );
Matrix32 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,layer_mask)) {
collided=true;
against=rr.collider_id;
collision_point=rr.position;
collision_normal=rr.normal;
against_shape=rr.shape;
} else {
collided=false;
}
} break;
}
}
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);
CollisionObject2D *co=((Object*)p_object)->cast_to<CollisionObject2D>();
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);
CollisionObject2D *co=((Object*)p_object)->cast_to<CollisionObject2D>();
if (!co)
return;
remove_exception_rid(co->get_rid());
}
void RayCast2D::clear_exceptions(){
exclude.clear();
}
void RayCast2D::_bind_methods() {
ObjectTypeDB::bind_method(_MD("set_enabled","enabled"),&RayCast2D::set_enabled);
ObjectTypeDB::bind_method(_MD("is_enabled"),&RayCast2D::is_enabled);
ObjectTypeDB::bind_method(_MD("set_cast_to","local_point"),&RayCast2D::set_cast_to);
ObjectTypeDB::bind_method(_MD("get_cast_to"),&RayCast2D::get_cast_to);
ObjectTypeDB::bind_method(_MD("is_colliding"),&RayCast2D::is_colliding);
ObjectTypeDB::bind_method(_MD("get_collider"),&RayCast2D::get_collider);
ObjectTypeDB::bind_method(_MD("get_collider_shape"),&RayCast2D::get_collider_shape);
ObjectTypeDB::bind_method(_MD("get_collision_point"),&RayCast2D::get_collision_point);
ObjectTypeDB::bind_method(_MD("get_collision_normal"),&RayCast2D::get_collision_normal);
ObjectTypeDB::bind_method(_MD("add_exception_rid","rid"),&RayCast2D::add_exception_rid);
ObjectTypeDB::bind_method(_MD("add_exception","node"),&RayCast2D::add_exception);
ObjectTypeDB::bind_method(_MD("remove_exception_rid","rid"),&RayCast2D::remove_exception_rid);
ObjectTypeDB::bind_method(_MD("remove_exception","node"),&RayCast2D::remove_exception);
ObjectTypeDB::bind_method(_MD("clear_exceptions"),&RayCast2D::clear_exceptions);
ObjectTypeDB::bind_method(_MD("set_layer_mask","mask"),&RayCast2D::set_layer_mask);
ObjectTypeDB::bind_method(_MD("get_layer_mask"),&RayCast2D::get_layer_mask);
ADD_PROPERTY(PropertyInfo(Variant::BOOL,"enabled"),_SCS("set_enabled"),_SCS("is_enabled"));
ADD_PROPERTY(PropertyInfo(Variant::VECTOR2,"cast_to"),_SCS("set_cast_to"),_SCS("get_cast_to"));
ADD_PROPERTY(PropertyInfo(Variant::INT,"layer_mask",PROPERTY_HINT_ALL_FLAGS),_SCS("set_layer_mask"),_SCS("get_layer_mask"));
}
RayCast2D::RayCast2D() {
enabled=false;
against=0;
collided=false;
against_shape=0;
layer_mask=1;
cast_to=Vector2(0,50);
}