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/*************************************************************************/
/* shape_cast_2d.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2022 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. */
/*************************************************************************/
#ifndef SHAPE_CAST_2D
#define SHAPE_CAST_2D
#include "scene/2d/node_2d.h"
#include "scene/resources/shape_2d.h"
#include "scene/resources/world_2d.h"
class CollisionObject2D;
class ShapeCast2D : public Node2D {
GDCLASS(ShapeCast2D, Node2D);
bool enabled = true;
Ref<Shape2D> shape;
RID shape_rid;
Vector2 target_position = Vector2(0, 50);
RBSet<RID> exclude;
real_t margin = 0.0;
uint32_t collision_mask = 1;
bool exclude_parent_body = true;
bool collide_with_areas = false;
bool collide_with_bodies = true;
// Result
int max_results = 32;
Vector<PhysicsDirectSpaceState2D::ShapeRestInfo> result;
bool collided = false;
real_t collision_safe_fraction = 1.0;
real_t collision_unsafe_fraction = 1.0;
Array _get_collision_result() const;
void _redraw_shape();
protected:
void _notification(int p_what);
void _update_shapecast_state();
static void _bind_methods();
public:
void set_collide_with_areas(bool p_clip);
bool is_collide_with_areas_enabled() const;
void set_collide_with_bodies(bool p_clip);
bool is_collide_with_bodies_enabled() const;
void set_enabled(bool p_enabled);
bool is_enabled() const;
void set_shape(const Ref<Shape2D> &p_shape);
Ref<Shape2D> get_shape() const;
void set_target_position(const Vector2 &p_point);
Vector2 get_target_position() const;
void set_margin(real_t p_margin);
real_t get_margin() const;
void set_max_results(int p_max_results);
int get_max_results() const;
void set_collision_mask(uint32_t p_mask);
uint32_t get_collision_mask() const;
void set_collision_mask_value(int p_layer_number, bool p_value);
bool get_collision_mask_value(int p_layer_number) const;
void set_exclude_parent_body(bool p_exclude_parent_body);
bool get_exclude_parent_body() const;
void force_shapecast_update();
bool is_colliding() const;
int get_collision_count() const;
Object *get_collider(int p_idx) const;
int get_collider_shape(int p_idx) const;
Vector2 get_collision_point(int p_idx) const;
Vector2 get_collision_normal(int p_idx) const;
real_t get_closest_collision_safe_fraction() const;
real_t get_closest_collision_unsafe_fraction() const;
void add_exception_rid(const RID &p_rid);
void add_exception(const CollisionObject2D *p_node);
void remove_exception_rid(const RID &p_rid);
void remove_exception(const CollisionObject2D *p_node);
void clear_exceptions();
TypedArray<String> get_configuration_warnings() const override;
};
#endif
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