mirror of
https://github.com/Relintai/pandemonium_engine.git
synced 2024-11-23 01:19:20 +01:00
90f81c0013
Adds error messages to collision exception functions when used with the wrong object/node instead of failing silently.
463 lines
17 KiB
C++
463 lines
17 KiB
C++
/*************************************************************************/
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/* shape_cast_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) 2007-2022 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2022 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 "shape_cast_2d.h"
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#include "core/core_string_names.h"
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#include "core/config/engine.h"
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#include "scene/2d/collision_object_2d.h"
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#include "scene/2d/physics_body_2d.h"
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#include "scene/resources/circle_shape_2d.h"
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#include "servers/physics_2d_server.h"
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void ShapeCast2D::set_target_position(const Vector2 &p_point) {
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target_position = p_point;
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if (is_inside_tree() && (Engine::get_singleton()->is_editor_hint() || get_tree()->is_debugging_collisions_hint())) {
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update();
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}
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}
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Vector2 ShapeCast2D::get_target_position() const {
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return target_position;
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}
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void ShapeCast2D::set_margin(real_t p_margin) {
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margin = p_margin;
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}
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real_t ShapeCast2D::get_margin() const {
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return margin;
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}
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void ShapeCast2D::set_max_results(int p_max_results) {
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max_results = p_max_results;
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}
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int ShapeCast2D::get_max_results() const {
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return max_results;
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}
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void ShapeCast2D::set_collision_mask(uint32_t p_mask) {
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collision_mask = p_mask;
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}
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uint32_t ShapeCast2D::get_collision_mask() const {
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return collision_mask;
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}
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void ShapeCast2D::set_collision_mask_value(int p_layer_number, bool p_value) {
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ERR_FAIL_COND_MSG(p_layer_number < 1, "Collision layer number must be between 1 and 32 inclusive.");
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ERR_FAIL_COND_MSG(p_layer_number > 32, "Collision layer number must be between 1 and 32 inclusive.");
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uint32_t mask = get_collision_mask();
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if (p_value) {
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mask |= 1 << (p_layer_number - 1);
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} else {
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mask &= ~(1 << (p_layer_number - 1));
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}
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set_collision_mask(mask);
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}
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bool ShapeCast2D::get_collision_mask_value(int p_layer_number) const {
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ERR_FAIL_COND_V_MSG(p_layer_number < 1, false, "Collision layer number must be between 1 and 32 inclusive.");
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ERR_FAIL_COND_V_MSG(p_layer_number > 32, false, "Collision layer number must be between 1 and 32 inclusive.");
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return get_collision_mask() & (1 << (p_layer_number - 1));
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}
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int ShapeCast2D::get_collision_count() const {
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return result.size();
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}
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bool ShapeCast2D::is_colliding() const {
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return collided;
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}
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Object *ShapeCast2D::get_collider(int p_idx) const {
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ERR_FAIL_INDEX_V_MSG(p_idx, result.size(), nullptr, "No collider found.");
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if (result[p_idx].collider_id == 0) {
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return nullptr;
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}
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return ObjectDB::get_instance(result[p_idx].collider_id);
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}
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RID ShapeCast2D::get_collider_rid(int p_idx) const {
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ERR_FAIL_INDEX_V_MSG(p_idx, result.size(), RID(), "No collider RID found.");
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return result[p_idx].rid;
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}
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int ShapeCast2D::get_collider_shape(int p_idx) const {
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ERR_FAIL_INDEX_V_MSG(p_idx, result.size(), -1, "No collider shape found.");
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return result[p_idx].shape;
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}
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Vector2 ShapeCast2D::get_collision_point(int p_idx) const {
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ERR_FAIL_INDEX_V_MSG(p_idx, result.size(), Vector2(), "No collision point found.");
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return result[p_idx].point;
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}
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Vector2 ShapeCast2D::get_collision_normal(int p_idx) const {
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ERR_FAIL_INDEX_V_MSG(p_idx, result.size(), Vector2(), "No collision normal found.");
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return result[p_idx].normal;
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}
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real_t ShapeCast2D::get_closest_collision_safe_fraction() const {
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return collision_safe_fraction;
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}
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real_t ShapeCast2D::get_closest_collision_unsafe_fraction() const {
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return collision_unsafe_fraction;
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}
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void ShapeCast2D::set_enabled(bool p_enabled) {
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enabled = p_enabled;
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update();
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if (is_inside_tree() && !Engine::get_singleton()->is_editor_hint()) {
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set_physics_process_internal(p_enabled);
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}
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if (!p_enabled) {
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collided = false;
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}
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}
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bool ShapeCast2D::is_enabled() const {
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return enabled;
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}
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void ShapeCast2D::set_shape(const Ref<Shape2D> &p_shape) {
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shape = p_shape;
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if (p_shape.is_valid()) {
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shape->connect(CoreStringNames::get_singleton()->changed, this, "_redraw_shape");
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shape_rid = shape->get_rid();
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}
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update_configuration_warning();
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update();
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}
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Ref<Shape2D> ShapeCast2D::get_shape() const {
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return shape;
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}
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void ShapeCast2D::set_exclude_parent_body(bool p_exclude_parent_body) {
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if (exclude_parent_body == p_exclude_parent_body) {
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return;
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}
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exclude_parent_body = p_exclude_parent_body;
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if (!is_inside_tree()) {
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return;
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}
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if (Object::cast_to<CollisionObject2D>(get_parent())) {
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if (exclude_parent_body) {
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exclude.insert(Object::cast_to<CollisionObject2D>(get_parent())->get_rid());
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} else {
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exclude.erase(Object::cast_to<CollisionObject2D>(get_parent())->get_rid());
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}
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}
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}
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bool ShapeCast2D::get_exclude_parent_body() const {
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return exclude_parent_body;
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}
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void ShapeCast2D::_redraw_shape() {
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update();
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}
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void ShapeCast2D::_notification(int p_what) {
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switch (p_what) {
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case NOTIFICATION_ENTER_TREE: {
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if (enabled && !Engine::get_singleton()->is_editor_hint()) {
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set_physics_process_internal(true);
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} else {
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set_physics_process_internal(false);
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}
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if (Object::cast_to<CollisionObject2D>(get_parent())) {
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if (exclude_parent_body) {
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exclude.insert(Object::cast_to<CollisionObject2D>(get_parent())->get_rid());
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} else {
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exclude.erase(Object::cast_to<CollisionObject2D>(get_parent())->get_rid());
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}
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}
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} break;
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case NOTIFICATION_EXIT_TREE: {
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if (enabled) {
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set_physics_process_internal(false);
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}
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} break;
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case NOTIFICATION_DRAW: {
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#ifdef TOOLS_ENABLED
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ERR_FAIL_COND(!is_inside_tree());
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if (!Engine::get_singleton()->is_editor_hint() && !get_tree()->is_debugging_collisions_hint()) {
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break;
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}
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if (shape.is_null()) {
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break;
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}
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Color draw_col = get_tree()->get_debug_collisions_color();
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if (!enabled) {
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float g = draw_col.get_v();
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draw_col.r = g;
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draw_col.g = g;
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draw_col.b = g;
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}
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// Draw continuous chain of shapes along the cast.
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const int steps = MAX(2, target_position.length() / shape->get_rect().get_size().length() * 4);
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for (int i = 0; i <= steps; ++i) {
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Vector2 t = (real_t(i) / steps) * target_position;
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draw_set_transform(t, 0.0, Size2(1, 1));
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shape->draw(get_canvas_item(), draw_col);
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}
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draw_set_transform(Vector2(), 0.0, Size2(1, 1));
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// Draw an arrow indicating where the ShapeCast is pointing to.
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if (target_position != Vector2()) {
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Transform2D xf;
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xf.rotate(target_position.angle());
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xf.translate(Vector2(target_position.length(), 0));
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draw_line(Vector2(), target_position, draw_col, 2);
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float tsize = 8;
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Vector<Vector2> pts;
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pts.push_back(xf.xform(Vector2(tsize, 0)));
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pts.push_back(xf.xform(Vector2(0, Math_SQRT12 * tsize)));
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pts.push_back(xf.xform(Vector2(0, -Math_SQRT12 * tsize)));
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Vector<Color> cols;
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cols.push_back(draw_col);
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cols.push_back(draw_col);
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cols.push_back(draw_col);
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draw_primitive(pts, cols, Vector<Vector2>());
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}
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#endif
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} break;
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case NOTIFICATION_INTERNAL_PHYSICS_PROCESS: {
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if (!enabled) {
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break;
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}
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_update_shapecast_state();
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} break;
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}
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}
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void ShapeCast2D::_update_shapecast_state() {
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result.clear();
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ERR_FAIL_COND_MSG(shape.is_null(), "Invalid shape.");
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Ref<World2D> w2d = get_world_2d();
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ERR_FAIL_COND(w2d.is_null());
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Physics2DDirectSpaceState *dss = Physics2DServer::get_singleton()->space_get_direct_state(w2d->get_space());
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ERR_FAIL_COND(!dss);
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Transform2D gt = get_global_transform();
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collision_safe_fraction = 0.0;
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collision_unsafe_fraction = 0.0;
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if (target_position != Vector2()) {
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dss->cast_motion(shape_rid, gt, target_position, margin, collision_safe_fraction, collision_unsafe_fraction, exclude, collision_mask, collide_with_bodies, collide_with_areas);
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if (collision_unsafe_fraction < 1.0) {
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// Move shape transform to the point of impact,
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// so we can collect contact info at that point.
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gt.set_origin(gt.get_origin() + target_position * (collision_unsafe_fraction + CMP_EPSILON));
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}
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}
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// Regardless of whether the shape is stuck or it's moved along
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// the motion vector, we'll only consider static collisions from now on.
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RBSet<RID> intersected_objects = exclude;
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bool intersected = true;
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while (intersected && result.size() < max_results) {
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Physics2DDirectSpaceState::ShapeRestInfo info;
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intersected = dss->rest_info(shape_rid, gt, target_position, margin, &info, exclude, collision_mask, collide_with_bodies, collide_with_areas);
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if (intersected) {
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result.push_back(info);
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intersected_objects.insert(info.rid);
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}
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}
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collided = !result.empty();
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}
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void ShapeCast2D::force_shapecast_update() {
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_update_shapecast_state();
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}
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void ShapeCast2D::add_exception_rid(const RID &p_rid) {
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exclude.insert(p_rid);
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}
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void ShapeCast2D::add_exception(const Object *p_object) {
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ERR_FAIL_NULL(p_object);
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const CollisionObject2D *co = Object::cast_to<CollisionObject2D>(p_object);
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ERR_FAIL_COND_MSG(!co, "The passed Node must be an instance of CollisionObject2D.");
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add_exception_rid(co->get_rid());
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}
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void ShapeCast2D::remove_exception_rid(const RID &p_rid) {
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exclude.erase(p_rid);
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}
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void ShapeCast2D::remove_exception(const Object *p_object) {
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ERR_FAIL_NULL(p_object);
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const CollisionObject2D *co = Object::cast_to<CollisionObject2D>(p_object);
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ERR_FAIL_COND_MSG(!co, "The passed Node must be an instance of CollisionObject2D.");
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remove_exception_rid(co->get_rid());
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}
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void ShapeCast2D::clear_exceptions() {
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exclude.clear();
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}
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void ShapeCast2D::set_collide_with_areas(bool p_clip) {
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collide_with_areas = p_clip;
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}
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bool ShapeCast2D::is_collide_with_areas_enabled() const {
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return collide_with_areas;
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}
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void ShapeCast2D::set_collide_with_bodies(bool p_clip) {
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collide_with_bodies = p_clip;
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}
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bool ShapeCast2D::is_collide_with_bodies_enabled() const {
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return collide_with_bodies;
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}
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Array ShapeCast2D::_get_collision_result() const {
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Array ret;
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for (int i = 0; i < result.size(); ++i) {
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const Physics2DDirectSpaceState::ShapeRestInfo &sri = result[i];
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Dictionary col;
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col["point"] = sri.point;
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col["normal"] = sri.normal;
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col["rid"] = sri.rid;
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col["collider"] = ObjectDB::get_instance(sri.collider_id);
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col["collider_id"] = sri.collider_id;
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col["shape"] = sri.shape;
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col["linear_velocity"] = sri.linear_velocity;
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ret.push_back(col);
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}
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return ret;
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}
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String ShapeCast2D::get_configuration_warning() const {
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String warning = Node2D::get_configuration_warning();
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if (shape.is_null()) {
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if (warning != String()) {
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warning += "\n\n";
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}
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warning += TTR("This node cannot interact with other objects unless a Shape2D is assigned.");
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}
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return warning;
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}
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void ShapeCast2D::_bind_methods() {
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ClassDB::bind_method(D_METHOD("set_enabled", "enabled"), &ShapeCast2D::set_enabled);
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ClassDB::bind_method(D_METHOD("is_enabled"), &ShapeCast2D::is_enabled);
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ClassDB::bind_method(D_METHOD("set_shape", "shape"), &ShapeCast2D::set_shape);
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ClassDB::bind_method(D_METHOD("get_shape"), &ShapeCast2D::get_shape);
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ClassDB::bind_method(D_METHOD("set_target_position", "local_point"), &ShapeCast2D::set_target_position);
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ClassDB::bind_method(D_METHOD("get_target_position"), &ShapeCast2D::get_target_position);
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ClassDB::bind_method(D_METHOD("set_margin", "margin"), &ShapeCast2D::set_margin);
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ClassDB::bind_method(D_METHOD("get_margin"), &ShapeCast2D::get_margin);
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ClassDB::bind_method(D_METHOD("set_max_results", "max_results"), &ShapeCast2D::set_max_results);
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ClassDB::bind_method(D_METHOD("get_max_results"), &ShapeCast2D::get_max_results);
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ClassDB::bind_method(D_METHOD("is_colliding"), &ShapeCast2D::is_colliding);
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ClassDB::bind_method(D_METHOD("get_collision_count"), &ShapeCast2D::get_collision_count);
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ClassDB::bind_method(D_METHOD("force_shapecast_update"), &ShapeCast2D::force_shapecast_update);
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ClassDB::bind_method(D_METHOD("get_collider", "index"), &ShapeCast2D::get_collider);
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ClassDB::bind_method(D_METHOD("get_collider_rid", "index"), &ShapeCast2D::get_collider_rid);
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ClassDB::bind_method(D_METHOD("get_collider_shape", "index"), &ShapeCast2D::get_collider_shape);
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ClassDB::bind_method(D_METHOD("get_collision_point", "index"), &ShapeCast2D::get_collision_point);
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ClassDB::bind_method(D_METHOD("get_collision_normal", "index"), &ShapeCast2D::get_collision_normal);
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ClassDB::bind_method(D_METHOD("get_closest_collision_safe_fraction"), &ShapeCast2D::get_closest_collision_safe_fraction);
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ClassDB::bind_method(D_METHOD("get_closest_collision_unsafe_fraction"), &ShapeCast2D::get_closest_collision_unsafe_fraction);
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ClassDB::bind_method(D_METHOD("add_exception_rid", "rid"), &ShapeCast2D::add_exception_rid);
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ClassDB::bind_method(D_METHOD("add_exception", "node"), &ShapeCast2D::add_exception);
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ClassDB::bind_method(D_METHOD("remove_exception_rid", "rid"), &ShapeCast2D::remove_exception_rid);
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ClassDB::bind_method(D_METHOD("remove_exception", "node"), &ShapeCast2D::remove_exception);
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ClassDB::bind_method(D_METHOD("clear_exceptions"), &ShapeCast2D::clear_exceptions);
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ClassDB::bind_method(D_METHOD("set_collision_mask", "mask"), &ShapeCast2D::set_collision_mask);
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ClassDB::bind_method(D_METHOD("get_collision_mask"), &ShapeCast2D::get_collision_mask);
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ClassDB::bind_method(D_METHOD("set_collision_mask_value", "layer_number", "value"), &ShapeCast2D::set_collision_mask_value);
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ClassDB::bind_method(D_METHOD("get_collision_mask_value", "layer_number"), &ShapeCast2D::get_collision_mask_value);
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ClassDB::bind_method(D_METHOD("set_exclude_parent_body", "mask"), &ShapeCast2D::set_exclude_parent_body);
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ClassDB::bind_method(D_METHOD("get_exclude_parent_body"), &ShapeCast2D::get_exclude_parent_body);
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ClassDB::bind_method(D_METHOD("set_collide_with_areas", "enable"), &ShapeCast2D::set_collide_with_areas);
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ClassDB::bind_method(D_METHOD("is_collide_with_areas_enabled"), &ShapeCast2D::is_collide_with_areas_enabled);
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ClassDB::bind_method(D_METHOD("set_collide_with_bodies", "enable"), &ShapeCast2D::set_collide_with_bodies);
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ClassDB::bind_method(D_METHOD("is_collide_with_bodies_enabled"), &ShapeCast2D::is_collide_with_bodies_enabled);
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ClassDB::bind_method(D_METHOD("_get_collision_result"), &ShapeCast2D::_get_collision_result);
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ClassDB::bind_method(D_METHOD("_redraw_shape"), &ShapeCast2D::_redraw_shape);
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ADD_PROPERTY(PropertyInfo(Variant::BOOL, "enabled"), "set_enabled", "is_enabled");
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ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "shape", PROPERTY_HINT_RESOURCE_TYPE, "Shape2D"), "set_shape", "get_shape");
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ADD_PROPERTY(PropertyInfo(Variant::BOOL, "exclude_parent"), "set_exclude_parent_body", "get_exclude_parent_body");
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ADD_PROPERTY(PropertyInfo(Variant::VECTOR2, "target_position", PROPERTY_HINT_NONE), "set_target_position", "get_target_position");
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ADD_PROPERTY(PropertyInfo(Variant::REAL, "margin", PROPERTY_HINT_RANGE, "0,100,0.01"), "set_margin", "get_margin");
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ADD_PROPERTY(PropertyInfo(Variant::INT, "max_results"), "set_max_results", "get_max_results");
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ADD_PROPERTY(PropertyInfo(Variant::INT, "collision_mask", PROPERTY_HINT_LAYERS_2D_PHYSICS), "set_collision_mask", "get_collision_mask");
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ADD_PROPERTY(PropertyInfo(Variant::ARRAY, "collision_result", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_SCRIPT_VARIABLE), "", "_get_collision_result");
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ADD_GROUP("Collide With", "collide_with");
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ADD_PROPERTY(PropertyInfo(Variant::BOOL, "collide_with_areas", PROPERTY_HINT_LAYERS_2D_PHYSICS), "set_collide_with_areas", "is_collide_with_areas_enabled");
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ADD_PROPERTY(PropertyInfo(Variant::BOOL, "collide_with_bodies", PROPERTY_HINT_LAYERS_3D_PHYSICS), "set_collide_with_bodies", "is_collide_with_bodies_enabled");
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}
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