/*************************************************************************/ /* 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.*/ /* 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/config/engine.h" #include "physics_body_2d.h" #include "servers/physics_server_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_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(get_parent())) { if (exclude_parent_body) { exclude.insert(Object::cast_to(get_parent())->get_rid()); } else { exclude.erase(Object::cast_to(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(get_parent())) { if (exclude_parent_body) { exclude.insert(Object::cast_to(get_parent())->get_rid()); } else { exclude.erase(Object::cast_to(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; } _draw_debug_shape(); } break; case NOTIFICATION_INTERNAL_PHYSICS_PROCESS: { if (!enabled) { break; } _update_raycast_state(); } break; } } void RayCast2D::_update_raycast_state() { Ref 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; 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; } if (prev_collision_state != collided) { update(); } } void RayCast2D::_draw_debug_shape() { float tsize = 6.0; bool draw_arrow = target_position.length() >= tsize; Color draw_col = collided ? Color(1.0, 0.01, 0) : 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(), target_position - Vector2(0, tsize * draw_arrow), draw_col, 1.4); // Draw an arrow indicating where the RayCast is pointing to if (draw_arrow) { Transform2D xf; xf.rotate(target_position.angle()); xf.translate(Vector2(target_position.length() - tsize, 0)); Vector pts; pts.push_back(xf.xform(Vector2(tsize, 0))); pts.push_back(xf.xform(Vector2(0, 0.5 * tsize))); pts.push_back(xf.xform(Vector2(0, -0.5 * tsize))); Vector cols; for (int i = 0; i < 3; i++) { cols.push_back(draw_col); } draw_primitive(pts, cols, Vector()); } } 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(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(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_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, "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() { }