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This commit is contained in:
2025-09-16 20:46:46 -04:00
commit 9d30169a8d
13378 changed files with 7050105 additions and 0 deletions

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scene/2d/SCsub Normal file
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#!/usr/bin/env python
from misc.utility.scons_hints import *
Import("env")
env.add_source_files(env.scene_sources, "*.cpp")
# Chain load SCsubs
if not env["disable_physics_2d"]:
SConscript("physics/SCsub")
if not env["disable_navigation_2d"]:
SConscript("navigation/SCsub")

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/**************************************************************************/
/* animated_sprite_2d.cpp */
/**************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/**************************************************************************/
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* 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 "animated_sprite_2d.h"
#include "scene/main/viewport.h"
#ifdef TOOLS_ENABLED
Dictionary AnimatedSprite2D::_edit_get_state() const {
Dictionary state = Node2D::_edit_get_state();
state["offset"] = offset;
return state;
}
void AnimatedSprite2D::_edit_set_state(const Dictionary &p_state) {
Node2D::_edit_set_state(p_state);
set_offset(p_state["offset"]);
}
void AnimatedSprite2D::_edit_set_pivot(const Point2 &p_pivot) {
set_offset(get_offset() - p_pivot);
set_position(get_transform().xform(p_pivot));
}
Point2 AnimatedSprite2D::_edit_get_pivot() const {
return Vector2();
}
bool AnimatedSprite2D::_edit_use_pivot() const {
return true;
}
#endif // TOOLS_ENABLED
#ifdef DEBUG_ENABLED
Rect2 AnimatedSprite2D::_edit_get_rect() const {
return _get_rect();
}
bool AnimatedSprite2D::_edit_use_rect() const {
if (frames.is_null() || !frames->has_animation(animation)) {
return false;
}
if (frame < 0 || frame >= frames->get_frame_count(animation)) {
return false;
}
Ref<Texture2D> t;
if (animation) {
t = frames->get_frame_texture(animation, frame);
}
return t.is_valid();
}
#endif // DEBUG_ENABLED
Rect2 AnimatedSprite2D::get_anchorable_rect() const {
return _get_rect();
}
Rect2 AnimatedSprite2D::_get_rect() const {
if (frames.is_null() || !frames->has_animation(animation)) {
return Rect2();
}
if (frame < 0 || frame >= frames->get_frame_count(animation)) {
return Rect2();
}
Ref<Texture2D> t;
if (animation) {
t = frames->get_frame_texture(animation, frame);
}
if (t.is_null()) {
return Rect2();
}
Size2 s = t->get_size();
Point2 ofs = offset;
if (centered) {
ofs -= s / 2;
}
if (s == Size2(0, 0)) {
s = Size2(1, 1);
}
return Rect2(ofs, s);
}
void AnimatedSprite2D::_validate_property(PropertyInfo &p_property) const {
if (frames.is_null()) {
return;
}
if (!Engine::get_singleton()->is_editor_hint()) {
if (p_property.name == "frame" && playing) {
p_property.usage = PROPERTY_USAGE_EDITOR | PROPERTY_USAGE_READ_ONLY;
}
return;
}
if (p_property.name == "animation") {
List<StringName> names;
frames->get_animation_list(&names);
names.sort_custom<StringName::AlphCompare>();
bool current_found = false;
bool is_first_element = true;
for (const StringName &E : names) {
if (!is_first_element) {
p_property.hint_string += ",";
} else {
is_first_element = false;
}
p_property.hint_string += String(E);
if (animation == E) {
current_found = true;
}
}
if (!current_found) {
if (p_property.hint_string.is_empty()) {
p_property.hint_string = String(animation);
} else {
p_property.hint_string = String(animation) + "," + p_property.hint_string;
}
}
return;
}
if (p_property.name == "frame") {
if (playing) {
p_property.usage = PROPERTY_USAGE_EDITOR | PROPERTY_USAGE_READ_ONLY;
return;
}
p_property.hint = PROPERTY_HINT_RANGE;
if (frames->has_animation(animation) && frames->get_frame_count(animation) > 0) {
p_property.hint_string = "0," + itos(frames->get_frame_count(animation) - 1) + ",1";
} else {
// Avoid an error, `hint_string` is required for `PROPERTY_HINT_RANGE`.
p_property.hint_string = "0,0,1";
}
p_property.usage |= PROPERTY_USAGE_KEYING_INCREMENTS;
}
}
void AnimatedSprite2D::_notification(int p_what) {
switch (p_what) {
case NOTIFICATION_ACCESSIBILITY_UPDATE: {
RID ae = get_accessibility_element();
ERR_FAIL_COND(ae.is_null());
Rect2 dst_rect = _get_rect();
DisplayServer::get_singleton()->accessibility_update_set_role(ae, DisplayServer::AccessibilityRole::ROLE_IMAGE);
DisplayServer::get_singleton()->accessibility_update_set_transform(ae, get_transform());
DisplayServer::get_singleton()->accessibility_update_set_bounds(ae, dst_rect);
} break;
case NOTIFICATION_READY: {
if (!Engine::get_singleton()->is_editor_hint() && frames.is_valid() && frames->has_animation(autoplay)) {
play(autoplay);
}
} break;
case NOTIFICATION_INTERNAL_PROCESS: {
if (frames.is_null() || !frames->has_animation(animation)) {
return;
}
double remaining = get_process_delta_time();
int i = 0;
while (remaining) {
// Animation speed may be changed by animation_finished or frame_changed signals.
double speed = frames->get_animation_speed(animation) * speed_scale * custom_speed_scale * frame_speed_scale;
double abs_speed = Math::abs(speed);
if (speed == 0) {
return; // Do nothing.
}
// Frame count may be changed by animation_finished or frame_changed signals.
int fc = frames->get_frame_count(animation);
int last_frame = fc - 1;
if (!std::signbit(speed)) {
// Forwards.
if (frame_progress >= 1.0) {
if (frame >= last_frame) {
if (frames->get_animation_loop(animation)) {
frame = 0;
emit_signal("animation_looped");
} else {
frame = last_frame;
pause();
emit_signal(SceneStringName(animation_finished));
return;
}
} else {
frame++;
}
_calc_frame_speed_scale();
frame_progress = 0.0;
queue_redraw();
emit_signal(SceneStringName(frame_changed));
}
double to_process = MIN((1.0 - frame_progress) / abs_speed, remaining);
frame_progress += to_process * abs_speed;
remaining -= to_process;
} else {
// Backwards.
if (frame_progress <= 0) {
if (frame <= 0) {
if (frames->get_animation_loop(animation)) {
frame = last_frame;
emit_signal("animation_looped");
} else {
frame = 0;
pause();
emit_signal(SceneStringName(animation_finished));
return;
}
} else {
frame--;
}
_calc_frame_speed_scale();
frame_progress = 1.0;
queue_redraw();
emit_signal(SceneStringName(frame_changed));
}
double to_process = MIN(frame_progress / abs_speed, remaining);
frame_progress -= to_process * abs_speed;
remaining -= to_process;
}
i++;
if (i > fc) {
return; // Prevents freezing if to_process is each time much less than remaining.
}
}
} break;
case NOTIFICATION_DRAW: {
if (frames.is_null() || !frames->has_animation(animation)) {
return;
}
Ref<Texture2D> texture = frames->get_frame_texture(animation, frame);
if (texture.is_null()) {
return;
}
RID ci = get_canvas_item();
Size2 s = texture->get_size();
Point2 ofs = offset;
if (centered) {
ofs -= s / 2;
}
if (get_viewport() && get_viewport()->is_snap_2d_transforms_to_pixel_enabled()) {
ofs = (ofs + Point2(0.5, 0.5)).floor();
}
Rect2 dst_rect(ofs, s);
if (hflip) {
dst_rect.size.x = -dst_rect.size.x;
}
if (vflip) {
dst_rect.size.y = -dst_rect.size.y;
}
texture->draw_rect_region(ci, dst_rect, Rect2(Vector2(), texture->get_size()), Color(1, 1, 1), false);
} break;
}
}
void AnimatedSprite2D::set_sprite_frames(const Ref<SpriteFrames> &p_frames) {
if (frames == p_frames) {
return;
}
if (frames.is_valid()) {
frames->disconnect(CoreStringName(changed), callable_mp(this, &AnimatedSprite2D::_res_changed));
}
stop();
frames = p_frames;
if (frames.is_valid()) {
frames->connect(CoreStringName(changed), callable_mp(this, &AnimatedSprite2D::_res_changed));
List<StringName> al;
frames->get_animation_list(&al);
if (al.is_empty()) {
set_animation(StringName());
autoplay = String();
} else {
if (!frames->has_animation(animation)) {
set_animation(al.front()->get());
}
if (!frames->has_animation(autoplay)) {
autoplay = String();
}
}
}
notify_property_list_changed();
queue_redraw();
update_configuration_warnings();
emit_signal("sprite_frames_changed");
}
Ref<SpriteFrames> AnimatedSprite2D::get_sprite_frames() const {
return frames;
}
void AnimatedSprite2D::set_frame(int p_frame) {
set_frame_and_progress(p_frame, std::signbit(get_playing_speed()) ? 1.0 : 0.0);
}
int AnimatedSprite2D::get_frame() const {
return frame;
}
void AnimatedSprite2D::set_frame_progress(real_t p_progress) {
frame_progress = p_progress;
}
real_t AnimatedSprite2D::get_frame_progress() const {
return frame_progress;
}
void AnimatedSprite2D::set_frame_and_progress(int p_frame, real_t p_progress) {
if (frames.is_null()) {
return;
}
bool has_animation = frames->has_animation(animation);
int end_frame = has_animation ? MAX(0, frames->get_frame_count(animation) - 1) : 0;
bool is_changed = frame != p_frame;
if (p_frame < 0) {
frame = 0;
} else if (has_animation && p_frame > end_frame) {
frame = end_frame;
} else {
frame = p_frame;
}
_calc_frame_speed_scale();
frame_progress = p_progress;
if (!is_changed) {
return; // No change, don't redraw.
}
queue_redraw();
emit_signal(SceneStringName(frame_changed));
}
void AnimatedSprite2D::set_speed_scale(float p_speed_scale) {
speed_scale = p_speed_scale;
}
float AnimatedSprite2D::get_speed_scale() const {
return speed_scale;
}
float AnimatedSprite2D::get_playing_speed() const {
if (!playing) {
return 0;
}
return speed_scale * custom_speed_scale;
}
void AnimatedSprite2D::set_centered(bool p_center) {
if (centered == p_center) {
return;
}
centered = p_center;
queue_redraw();
item_rect_changed();
}
bool AnimatedSprite2D::is_centered() const {
return centered;
}
void AnimatedSprite2D::set_offset(const Point2 &p_offset) {
if (offset == p_offset) {
return;
}
offset = p_offset;
queue_redraw();
item_rect_changed();
}
Point2 AnimatedSprite2D::get_offset() const {
return offset;
}
void AnimatedSprite2D::set_flip_h(bool p_flip) {
if (hflip == p_flip) {
return;
}
hflip = p_flip;
queue_redraw();
}
bool AnimatedSprite2D::is_flipped_h() const {
return hflip;
}
void AnimatedSprite2D::set_flip_v(bool p_flip) {
if (vflip == p_flip) {
return;
}
vflip = p_flip;
queue_redraw();
}
bool AnimatedSprite2D::is_flipped_v() const {
return vflip;
}
void AnimatedSprite2D::_res_changed() {
set_frame_and_progress(frame, frame_progress);
queue_redraw();
notify_property_list_changed();
}
bool AnimatedSprite2D::is_playing() const {
return playing;
}
void AnimatedSprite2D::set_autoplay(const String &p_name) {
if (is_inside_tree() && !Engine::get_singleton()->is_editor_hint()) {
WARN_PRINT("Setting autoplay after the node has been added to the scene has no effect.");
}
autoplay = p_name;
}
String AnimatedSprite2D::get_autoplay() const {
return autoplay;
}
void AnimatedSprite2D::play(const StringName &p_name, float p_custom_scale, bool p_from_end) {
StringName name = p_name;
if (name == StringName()) {
name = animation;
}
ERR_FAIL_COND_MSG(frames.is_null(), vformat("There is no animation with name '%s'.", name));
ERR_FAIL_COND_MSG(!frames->get_animation_names().has(name), vformat("There is no animation with name '%s'.", name));
if (frames->get_frame_count(name) == 0) {
return;
}
playing = true;
custom_speed_scale = p_custom_scale;
if (name != animation) {
animation = name;
int end_frame = MAX(0, frames->get_frame_count(animation) - 1);
if (p_from_end) {
set_frame_and_progress(end_frame, 1.0);
} else {
set_frame_and_progress(0, 0.0);
}
emit_signal(SceneStringName(animation_changed));
} else {
int end_frame = MAX(0, frames->get_frame_count(animation) - 1);
bool is_backward = std::signbit(speed_scale * custom_speed_scale);
if (p_from_end && is_backward && frame == 0 && frame_progress <= 0.0) {
set_frame_and_progress(end_frame, 1.0);
} else if (!p_from_end && !is_backward && frame == end_frame && frame_progress >= 1.0) {
set_frame_and_progress(0, 0.0);
}
}
set_process_internal(true);
notify_property_list_changed();
queue_redraw();
}
void AnimatedSprite2D::play_backwards(const StringName &p_name) {
play(p_name, -1, true);
}
void AnimatedSprite2D::_stop_internal(bool p_reset) {
playing = false;
if (p_reset) {
custom_speed_scale = 1.0;
set_frame_and_progress(0, 0.0);
}
notify_property_list_changed();
set_process_internal(false);
}
void AnimatedSprite2D::pause() {
_stop_internal(false);
}
void AnimatedSprite2D::stop() {
_stop_internal(true);
}
double AnimatedSprite2D::_get_frame_duration() {
if (frames.is_valid() && frames->has_animation(animation)) {
return frames->get_frame_duration(animation, frame);
}
return 1.0;
}
void AnimatedSprite2D::_calc_frame_speed_scale() {
frame_speed_scale = 1.0 / _get_frame_duration();
}
void AnimatedSprite2D::set_animation(const StringName &p_name) {
if (animation == p_name) {
return;
}
animation = p_name;
emit_signal(SceneStringName(animation_changed));
if (frames.is_null()) {
animation = StringName();
stop();
ERR_FAIL_MSG(vformat("There is no animation with name '%s'.", p_name));
}
int frame_count = frames->get_frame_count(animation);
if (animation == StringName() || frame_count == 0) {
stop();
return;
} else if (!frames->get_animation_names().has(animation)) {
animation = StringName();
stop();
ERR_FAIL_MSG(vformat("There is no animation with name '%s'.", p_name));
}
if (std::signbit(get_playing_speed())) {
set_frame_and_progress(frame_count - 1, 1.0);
} else {
set_frame_and_progress(0, 0.0);
}
notify_property_list_changed();
queue_redraw();
}
StringName AnimatedSprite2D::get_animation() const {
return animation;
}
PackedStringArray AnimatedSprite2D::get_configuration_warnings() const {
PackedStringArray warnings = Node2D::get_configuration_warnings();
if (frames.is_null()) {
warnings.push_back(RTR("A SpriteFrames resource must be created or set in the \"Sprite Frames\" property in order for AnimatedSprite2D to display frames."));
}
return warnings;
}
#ifdef TOOLS_ENABLED
void AnimatedSprite2D::get_argument_options(const StringName &p_function, int p_idx, List<String> *r_options) const {
const String pf = p_function;
if (p_idx == 0 && frames.is_valid()) {
if (pf == "play" || pf == "play_backwards" || pf == "set_animation" || pf == "set_autoplay") {
List<StringName> al;
frames->get_animation_list(&al);
for (const StringName &name : al) {
r_options->push_back(String(name).quote());
}
}
}
Node2D::get_argument_options(p_function, p_idx, r_options);
}
#endif // TOOLS_ENABLED
#ifndef DISABLE_DEPRECATED
bool AnimatedSprite2D::_set(const StringName &p_name, const Variant &p_value) {
if ((p_name == SNAME("frames"))) {
set_sprite_frames(p_value);
return true;
}
return false;
}
#endif
void AnimatedSprite2D::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_sprite_frames", "sprite_frames"), &AnimatedSprite2D::set_sprite_frames);
ClassDB::bind_method(D_METHOD("get_sprite_frames"), &AnimatedSprite2D::get_sprite_frames);
ClassDB::bind_method(D_METHOD("set_animation", "name"), &AnimatedSprite2D::set_animation);
ClassDB::bind_method(D_METHOD("get_animation"), &AnimatedSprite2D::get_animation);
ClassDB::bind_method(D_METHOD("set_autoplay", "name"), &AnimatedSprite2D::set_autoplay);
ClassDB::bind_method(D_METHOD("get_autoplay"), &AnimatedSprite2D::get_autoplay);
ClassDB::bind_method(D_METHOD("is_playing"), &AnimatedSprite2D::is_playing);
ClassDB::bind_method(D_METHOD("play", "name", "custom_speed", "from_end"), &AnimatedSprite2D::play, DEFVAL(StringName()), DEFVAL(1.0), DEFVAL(false));
ClassDB::bind_method(D_METHOD("play_backwards", "name"), &AnimatedSprite2D::play_backwards, DEFVAL(StringName()));
ClassDB::bind_method(D_METHOD("pause"), &AnimatedSprite2D::pause);
ClassDB::bind_method(D_METHOD("stop"), &AnimatedSprite2D::stop);
ClassDB::bind_method(D_METHOD("set_centered", "centered"), &AnimatedSprite2D::set_centered);
ClassDB::bind_method(D_METHOD("is_centered"), &AnimatedSprite2D::is_centered);
ClassDB::bind_method(D_METHOD("set_offset", "offset"), &AnimatedSprite2D::set_offset);
ClassDB::bind_method(D_METHOD("get_offset"), &AnimatedSprite2D::get_offset);
ClassDB::bind_method(D_METHOD("set_flip_h", "flip_h"), &AnimatedSprite2D::set_flip_h);
ClassDB::bind_method(D_METHOD("is_flipped_h"), &AnimatedSprite2D::is_flipped_h);
ClassDB::bind_method(D_METHOD("set_flip_v", "flip_v"), &AnimatedSprite2D::set_flip_v);
ClassDB::bind_method(D_METHOD("is_flipped_v"), &AnimatedSprite2D::is_flipped_v);
ClassDB::bind_method(D_METHOD("set_frame", "frame"), &AnimatedSprite2D::set_frame);
ClassDB::bind_method(D_METHOD("get_frame"), &AnimatedSprite2D::get_frame);
ClassDB::bind_method(D_METHOD("set_frame_progress", "progress"), &AnimatedSprite2D::set_frame_progress);
ClassDB::bind_method(D_METHOD("get_frame_progress"), &AnimatedSprite2D::get_frame_progress);
ClassDB::bind_method(D_METHOD("set_frame_and_progress", "frame", "progress"), &AnimatedSprite2D::set_frame_and_progress);
ClassDB::bind_method(D_METHOD("set_speed_scale", "speed_scale"), &AnimatedSprite2D::set_speed_scale);
ClassDB::bind_method(D_METHOD("get_speed_scale"), &AnimatedSprite2D::get_speed_scale);
ClassDB::bind_method(D_METHOD("get_playing_speed"), &AnimatedSprite2D::get_playing_speed);
ADD_SIGNAL(MethodInfo("sprite_frames_changed"));
ADD_SIGNAL(MethodInfo("animation_changed"));
ADD_SIGNAL(MethodInfo("frame_changed"));
ADD_SIGNAL(MethodInfo("animation_looped"));
ADD_SIGNAL(MethodInfo("animation_finished"));
ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "sprite_frames", PROPERTY_HINT_RESOURCE_TYPE, "SpriteFrames"), "set_sprite_frames", "get_sprite_frames");
ADD_PROPERTY(PropertyInfo(Variant::STRING_NAME, "animation", PROPERTY_HINT_ENUM, ""), "set_animation", "get_animation");
ADD_PROPERTY(PropertyInfo(Variant::STRING_NAME, "autoplay", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NO_EDITOR), "set_autoplay", "get_autoplay");
ADD_PROPERTY(PropertyInfo(Variant::INT, "frame"), "set_frame", "get_frame");
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "frame_progress", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NO_EDITOR), "set_frame_progress", "get_frame_progress");
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "speed_scale"), "set_speed_scale", "get_speed_scale");
ADD_GROUP("Offset", "");
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "centered"), "set_centered", "is_centered");
ADD_PROPERTY(PropertyInfo(Variant::VECTOR2, "offset", PROPERTY_HINT_NONE, "suffix:px"), "set_offset", "get_offset");
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "flip_h"), "set_flip_h", "is_flipped_h");
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "flip_v"), "set_flip_v", "is_flipped_v");
}
AnimatedSprite2D::AnimatedSprite2D() {
}

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/**************************************************************************/
/* animated_sprite_2d.h */
/**************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/**************************************************************************/
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* 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. */
/**************************************************************************/
#pragma once
#include "scene/2d/node_2d.h"
#include "scene/resources/sprite_frames.h"
class AnimatedSprite2D : public Node2D {
GDCLASS(AnimatedSprite2D, Node2D);
Ref<SpriteFrames> frames;
String autoplay;
bool playing = false;
StringName animation = SceneStringName(default_);
int frame = 0;
float speed_scale = 1.0;
float custom_speed_scale = 1.0;
bool centered = true;
Point2 offset;
real_t frame_speed_scale = 1.0;
real_t frame_progress = 0.0;
bool hflip = false;
bool vflip = false;
void _res_changed();
double _get_frame_duration();
void _calc_frame_speed_scale();
void _stop_internal(bool p_reset);
Rect2 _get_rect() const;
protected:
#ifndef DISABLE_DEPRECATED
bool _set(const StringName &p_name, const Variant &p_value);
#endif // DISABLE_DEPRECATED
static void _bind_methods();
void _notification(int p_what);
void _validate_property(PropertyInfo &p_property) const;
public:
#ifdef TOOLS_ENABLED
virtual Dictionary _edit_get_state() const override;
virtual void _edit_set_state(const Dictionary &p_state) override;
virtual void _edit_set_pivot(const Point2 &p_pivot) override;
virtual Point2 _edit_get_pivot() const override;
virtual bool _edit_use_pivot() const override;
#endif // TOOLS_ENABLED
#ifdef DEBUG_ENABLED
virtual Rect2 _edit_get_rect() const override;
virtual bool _edit_use_rect() const override;
#endif // DEBUG_ENABLED
virtual Rect2 get_anchorable_rect() const override;
void set_sprite_frames(const Ref<SpriteFrames> &p_frames);
Ref<SpriteFrames> get_sprite_frames() const;
void play(const StringName &p_name = StringName(), float p_custom_scale = 1.0, bool p_from_end = false);
void play_backwards(const StringName &p_name = StringName());
void pause();
void stop();
bool is_playing() const;
void set_animation(const StringName &p_name);
StringName get_animation() const;
void set_autoplay(const String &p_name);
String get_autoplay() const;
void set_frame(int p_frame);
int get_frame() const;
void set_frame_progress(real_t p_progress);
real_t get_frame_progress() const;
void set_frame_and_progress(int p_frame, real_t p_progress);
void set_speed_scale(float p_speed_scale);
float get_speed_scale() const;
float get_playing_speed() const;
void set_centered(bool p_center);
bool is_centered() const;
void set_offset(const Point2 &p_offset);
Point2 get_offset() const;
void set_flip_h(bool p_flip);
bool is_flipped_h() const;
void set_flip_v(bool p_flip);
bool is_flipped_v() const;
PackedStringArray get_configuration_warnings() const override;
#ifdef TOOLS_ENABLED
virtual void get_argument_options(const StringName &p_function, int p_idx, List<String> *r_options) const override;
#endif // TOOLS_ENABLED
AnimatedSprite2D();
};

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/**************************************************************************/
/* audio_listener_2d.cpp */
/**************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/**************************************************************************/
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* 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 "audio_listener_2d.h"
#include "scene/main/viewport.h"
bool AudioListener2D::_set(const StringName &p_name, const Variant &p_value) {
if (p_name == "current") {
if (p_value.operator bool()) {
make_current();
} else {
clear_current();
}
} else {
return false;
}
return true;
}
bool AudioListener2D::_get(const StringName &p_name, Variant &r_ret) const {
if (p_name == "current") {
if (is_part_of_edited_scene()) {
r_ret = current;
} else {
r_ret = is_current();
}
} else {
return false;
}
return true;
}
void AudioListener2D::_get_property_list(List<PropertyInfo> *p_list) const {
p_list->push_back(PropertyInfo(Variant::BOOL, PNAME("current")));
}
void AudioListener2D::_notification(int p_what) {
switch (p_what) {
case NOTIFICATION_ENTER_TREE: {
if (!is_part_of_edited_scene() && current) {
make_current();
}
} break;
case NOTIFICATION_EXIT_TREE: {
if (!is_part_of_edited_scene()) {
if (is_current()) {
clear_current();
current = true; // Keep it true.
} else {
current = false;
}
}
} break;
}
}
void AudioListener2D::make_current() {
current = true;
if (!is_inside_tree()) {
return;
}
get_viewport()->_audio_listener_2d_set(this);
}
void AudioListener2D::clear_current() {
current = false;
if (!is_inside_tree()) {
return;
}
get_viewport()->_audio_listener_2d_remove(this);
}
bool AudioListener2D::is_current() const {
if (is_inside_tree() && !is_part_of_edited_scene()) {
return get_viewport()->get_audio_listener_2d() == this;
} else {
return current;
}
}
void AudioListener2D::_bind_methods() {
ClassDB::bind_method(D_METHOD("make_current"), &AudioListener2D::make_current);
ClassDB::bind_method(D_METHOD("clear_current"), &AudioListener2D::clear_current);
ClassDB::bind_method(D_METHOD("is_current"), &AudioListener2D::is_current);
}
AudioListener2D::AudioListener2D() {
set_hide_clip_children(true);
}

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/**************************************************************************/
/* audio_listener_2d.h */
/**************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/**************************************************************************/
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* 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. */
/**************************************************************************/
#pragma once
#include "scene/2d/node_2d.h"
class AudioListener2D : public Node2D {
GDCLASS(AudioListener2D, Node2D);
private:
bool current = false;
friend class Viewport;
protected:
bool _set(const StringName &p_name, const Variant &p_value);
bool _get(const StringName &p_name, Variant &r_ret) const;
void _get_property_list(List<PropertyInfo> *p_list) const;
void _notification(int p_what);
static void _bind_methods();
public:
void make_current();
void clear_current();
bool is_current() const;
AudioListener2D();
};

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/**************************************************************************/
/* audio_stream_player_2d.compat.inc */
/**************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/**************************************************************************/
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* 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. */
/**************************************************************************/
#ifndef DISABLE_DEPRECATED
bool AudioStreamPlayer2D::_is_autoplay_enabled_bind_compat_86907() {
return is_autoplay_enabled();
}
void AudioStreamPlayer2D::_bind_compatibility_methods() {
ClassDB::bind_compatibility_method(D_METHOD("is_autoplay_enabled"), &AudioStreamPlayer2D::_is_autoplay_enabled_bind_compat_86907);
}
#endif // DISABLE_DEPRECATED

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/**************************************************************************/
/* audio_stream_player_2d.cpp */
/**************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/**************************************************************************/
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* 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 "audio_stream_player_2d.h"
#include "audio_stream_player_2d.compat.inc"
#include "core/config/project_settings.h"
#include "scene/2d/audio_listener_2d.h"
#include "scene/audio/audio_stream_player_internal.h"
#include "scene/main/viewport.h"
#include "scene/resources/world_2d.h"
#include "servers/audio/audio_stream.h"
#include "servers/audio_server.h"
#ifndef PHYSICS_2D_DISABLED
#include "scene/2d/physics/area_2d.h"
#endif // PHYSICS_2D_DISABLED
void AudioStreamPlayer2D::_notification(int p_what) {
internal->notification(p_what);
switch (p_what) {
case NOTIFICATION_ENTER_TREE: {
AudioServer::get_singleton()->add_listener_changed_callback(_listener_changed_cb, this);
} break;
case NOTIFICATION_EXIT_TREE: {
AudioServer::get_singleton()->remove_listener_changed_callback(_listener_changed_cb, this);
} break;
case NOTIFICATION_INTERNAL_PHYSICS_PROCESS: {
// Update anything related to position first, if possible of course.
if (setplay.get() > 0 || (internal->active.is_set() && last_mix_count != AudioServer::get_singleton()->get_mix_count()) || force_update_panning) {
force_update_panning = false;
_update_panning();
}
if (setplayback.is_valid() && setplay.get() >= 0) {
internal->active.set();
AudioServer::get_singleton()->start_playback_stream(setplayback, _get_actual_bus(), volume_vector, setplay.get(), internal->pitch_scale);
setplayback.unref();
setplay.set(-1);
}
if (!internal->stream_playbacks.is_empty() && internal->active.is_set()) {
internal->process();
}
internal->ensure_playback_limit();
} break;
}
}
// Interacts with PhysicsServer2D, so can only be called during _physics_process.
StringName AudioStreamPlayer2D::_get_actual_bus() {
#ifndef PHYSICS_2D_DISABLED
Vector2 global_pos = get_global_position();
//check if any area is diverting sound into a bus
Ref<World2D> world_2d = get_world_2d();
ERR_FAIL_COND_V(world_2d.is_null(), SceneStringName(Master));
PhysicsDirectSpaceState2D *space_state = PhysicsServer2D::get_singleton()->space_get_direct_state(world_2d->get_space());
ERR_FAIL_NULL_V(space_state, SceneStringName(Master));
PhysicsDirectSpaceState2D::ShapeResult sr[MAX_INTERSECT_AREAS];
PhysicsDirectSpaceState2D::PointParameters point_params;
point_params.position = global_pos;
point_params.collision_mask = area_mask;
point_params.collide_with_bodies = false;
point_params.collide_with_areas = true;
int areas = space_state->intersect_point(point_params, sr, MAX_INTERSECT_AREAS);
for (int i = 0; i < areas; i++) {
Area2D *area2d = Object::cast_to<Area2D>(sr[i].collider);
if (!area2d) {
continue;
}
if (!area2d->is_overriding_audio_bus()) {
continue;
}
return area2d->get_audio_bus_name();
}
#endif // PHYSICS_2D_DISABLED
return internal->bus;
}
// Interacts with PhysicsServer2D, so can only be called during _physics_process
void AudioStreamPlayer2D::_update_panning() {
if (!internal->active.is_set() || internal->stream.is_null()) {
return;
}
Ref<World2D> world_2d = get_world_2d();
ERR_FAIL_COND(world_2d.is_null());
Vector2 global_pos = get_global_position();
HashSet<Viewport *> viewports = world_2d->get_viewports();
volume_vector.resize(4);
volume_vector.write[0] = AudioFrame(0, 0);
volume_vector.write[1] = AudioFrame(0, 0);
volume_vector.write[2] = AudioFrame(0, 0);
volume_vector.write[3] = AudioFrame(0, 0);
StringName actual_bus = _get_actual_bus();
for (Viewport *vp : viewports) {
if (!vp->is_audio_listener_2d()) {
continue;
}
//compute matrix to convert to screen
Vector2 screen_size = vp->get_visible_rect().size;
Vector2 listener_in_global;
Vector2 relative_to_listener;
//screen in global is used for attenuation
AudioListener2D *listener = vp->get_audio_listener_2d();
Transform2D full_canvas_transform = vp->get_global_canvas_transform() * vp->get_canvas_transform();
if (listener) {
listener_in_global = listener->get_global_position();
relative_to_listener = (global_pos - listener_in_global).rotated(-listener->get_global_rotation());
relative_to_listener *= full_canvas_transform.get_scale(); // Default listener scales with canvas size, do the same here.
} else {
listener_in_global = full_canvas_transform.affine_inverse().xform(screen_size * 0.5);
relative_to_listener = full_canvas_transform.xform(global_pos) - screen_size * 0.5;
}
float dist = global_pos.distance_to(listener_in_global); // Distance to listener, or screen if none.
if (dist > max_distance) {
continue; // Can't hear this sound in this viewport.
}
float multiplier = Math::pow(1.0f - dist / max_distance, attenuation);
multiplier *= Math::db_to_linear(internal->volume_db); // Also apply player volume!
float pan = relative_to_listener.x / screen_size.x;
// Don't let the panning effect extend (too far) beyond the screen.
pan = CLAMP(pan, -1, 1);
// Bake in a constant factor here to allow the project setting defaults for 2d and 3d to be normalized to 1.0.
pan *= panning_strength * cached_global_panning_strength * 0.5f;
pan = CLAMP(pan + 0.5, 0.0, 1.0);
float l = 1.0 - pan;
float r = pan;
const AudioFrame &prev_sample = volume_vector[0];
AudioFrame new_sample = AudioFrame(l, r) * multiplier;
volume_vector.write[0] = AudioFrame(MAX(prev_sample[0], new_sample[0]), MAX(prev_sample[1], new_sample[1]));
}
for (const Ref<AudioStreamPlayback> &playback : internal->stream_playbacks) {
AudioServer::get_singleton()->set_playback_bus_exclusive(playback, actual_bus, volume_vector);
}
for (const Ref<AudioStreamPlayback> &playback : internal->stream_playbacks) {
AudioServer::get_singleton()->set_playback_pitch_scale(playback, internal->pitch_scale);
if (playback->get_is_sample() && playback->get_sample_playback().is_valid()) {
Ref<AudioSamplePlayback> sample_playback = playback->get_sample_playback();
AudioServer::get_singleton()->update_sample_playback_pitch_scale(sample_playback, internal->pitch_scale);
}
}
last_mix_count = AudioServer::get_singleton()->get_mix_count();
}
void AudioStreamPlayer2D::set_stream(Ref<AudioStream> p_stream) {
internal->set_stream(p_stream);
}
Ref<AudioStream> AudioStreamPlayer2D::get_stream() const {
return internal->stream;
}
void AudioStreamPlayer2D::set_volume_db(float p_volume) {
ERR_FAIL_COND_MSG(Math::is_nan(p_volume), "Volume can't be set to NaN.");
internal->volume_db = p_volume;
}
float AudioStreamPlayer2D::get_volume_db() const {
return internal->volume_db;
}
void AudioStreamPlayer2D::set_volume_linear(float p_volume) {
set_volume_db(Math::linear_to_db(p_volume));
}
float AudioStreamPlayer2D::get_volume_linear() const {
return Math::db_to_linear(get_volume_db());
}
void AudioStreamPlayer2D::set_pitch_scale(float p_pitch_scale) {
internal->set_pitch_scale(p_pitch_scale);
}
float AudioStreamPlayer2D::get_pitch_scale() const {
return internal->pitch_scale;
}
void AudioStreamPlayer2D::play(float p_from_pos) {
Ref<AudioStreamPlayback> stream_playback = internal->play_basic();
if (stream_playback.is_null()) {
return;
}
setplayback = stream_playback;
setplay.set(p_from_pos);
// Sample handling.
if (stream_playback->get_is_sample() && stream_playback->get_sample_playback().is_valid()) {
Ref<AudioSamplePlayback> sample_playback = stream_playback->get_sample_playback();
sample_playback->offset = p_from_pos;
sample_playback->bus = _get_actual_bus();
AudioServer::get_singleton()->start_sample_playback(sample_playback);
}
}
void AudioStreamPlayer2D::seek(float p_seconds) {
internal->seek(p_seconds);
}
void AudioStreamPlayer2D::stop() {
setplay.set(-1);
internal->stop_basic();
}
bool AudioStreamPlayer2D::is_playing() const {
if (setplay.get() >= 0) {
return true; // play() has been called this frame, but no playback exists just yet.
}
return internal->is_playing();
}
float AudioStreamPlayer2D::get_playback_position() {
if (setplay.get() >= 0) {
return setplay.get(); // play() has been called this frame, but no playback exists just yet.
}
return internal->get_playback_position();
}
void AudioStreamPlayer2D::set_bus(const StringName &p_bus) {
internal->bus = p_bus; // This will be pushed to the audio server during the next physics timestep, which is fast enough.
}
StringName AudioStreamPlayer2D::get_bus() const {
return internal->get_bus();
}
void AudioStreamPlayer2D::set_autoplay(bool p_enable) {
internal->autoplay = p_enable;
}
bool AudioStreamPlayer2D::is_autoplay_enabled() const {
return internal->autoplay;
}
void AudioStreamPlayer2D::_set_playing(bool p_enable) {
internal->set_playing(p_enable);
}
void AudioStreamPlayer2D::_validate_property(PropertyInfo &p_property) const {
internal->validate_property(p_property);
}
void AudioStreamPlayer2D::set_max_distance(float p_pixels) {
ERR_FAIL_COND(p_pixels <= 0.0);
max_distance = p_pixels;
}
float AudioStreamPlayer2D::get_max_distance() const {
return max_distance;
}
void AudioStreamPlayer2D::set_attenuation(float p_curve) {
attenuation = p_curve;
}
float AudioStreamPlayer2D::get_attenuation() const {
return attenuation;
}
void AudioStreamPlayer2D::set_area_mask(uint32_t p_mask) {
area_mask = p_mask;
}
uint32_t AudioStreamPlayer2D::get_area_mask() const {
return area_mask;
}
void AudioStreamPlayer2D::set_stream_paused(bool p_pause) {
internal->set_stream_paused(p_pause);
}
bool AudioStreamPlayer2D::get_stream_paused() const {
return internal->get_stream_paused();
}
bool AudioStreamPlayer2D::has_stream_playback() {
return internal->has_stream_playback();
}
Ref<AudioStreamPlayback> AudioStreamPlayer2D::get_stream_playback() {
return internal->get_stream_playback();
}
void AudioStreamPlayer2D::set_max_polyphony(int p_max_polyphony) {
internal->set_max_polyphony(p_max_polyphony);
}
int AudioStreamPlayer2D::get_max_polyphony() const {
return internal->max_polyphony;
}
void AudioStreamPlayer2D::set_panning_strength(float p_panning_strength) {
ERR_FAIL_COND_MSG(p_panning_strength < 0, "Panning strength must be a positive number.");
panning_strength = p_panning_strength;
}
float AudioStreamPlayer2D::get_panning_strength() const {
return panning_strength;
}
AudioServer::PlaybackType AudioStreamPlayer2D::get_playback_type() const {
return internal->get_playback_type();
}
void AudioStreamPlayer2D::set_playback_type(AudioServer::PlaybackType p_playback_type) {
internal->set_playback_type(p_playback_type);
}
bool AudioStreamPlayer2D::_set(const StringName &p_name, const Variant &p_value) {
return internal->set(p_name, p_value);
}
bool AudioStreamPlayer2D::_get(const StringName &p_name, Variant &r_ret) const {
return internal->get(p_name, r_ret);
}
void AudioStreamPlayer2D::_get_property_list(List<PropertyInfo> *p_list) const {
internal->get_property_list(p_list);
}
void AudioStreamPlayer2D::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_stream", "stream"), &AudioStreamPlayer2D::set_stream);
ClassDB::bind_method(D_METHOD("get_stream"), &AudioStreamPlayer2D::get_stream);
ClassDB::bind_method(D_METHOD("set_volume_db", "volume_db"), &AudioStreamPlayer2D::set_volume_db);
ClassDB::bind_method(D_METHOD("get_volume_db"), &AudioStreamPlayer2D::get_volume_db);
ClassDB::bind_method(D_METHOD("set_volume_linear", "volume_linear"), &AudioStreamPlayer2D::set_volume_linear);
ClassDB::bind_method(D_METHOD("get_volume_linear"), &AudioStreamPlayer2D::get_volume_linear);
ClassDB::bind_method(D_METHOD("set_pitch_scale", "pitch_scale"), &AudioStreamPlayer2D::set_pitch_scale);
ClassDB::bind_method(D_METHOD("get_pitch_scale"), &AudioStreamPlayer2D::get_pitch_scale);
ClassDB::bind_method(D_METHOD("play", "from_position"), &AudioStreamPlayer2D::play, DEFVAL(0.0));
ClassDB::bind_method(D_METHOD("seek", "to_position"), &AudioStreamPlayer2D::seek);
ClassDB::bind_method(D_METHOD("stop"), &AudioStreamPlayer2D::stop);
ClassDB::bind_method(D_METHOD("is_playing"), &AudioStreamPlayer2D::is_playing);
ClassDB::bind_method(D_METHOD("get_playback_position"), &AudioStreamPlayer2D::get_playback_position);
ClassDB::bind_method(D_METHOD("set_bus", "bus"), &AudioStreamPlayer2D::set_bus);
ClassDB::bind_method(D_METHOD("get_bus"), &AudioStreamPlayer2D::get_bus);
ClassDB::bind_method(D_METHOD("set_autoplay", "enable"), &AudioStreamPlayer2D::set_autoplay);
ClassDB::bind_method(D_METHOD("is_autoplay_enabled"), &AudioStreamPlayer2D::is_autoplay_enabled);
ClassDB::bind_method(D_METHOD("set_playing", "enable"), &AudioStreamPlayer2D::_set_playing);
ClassDB::bind_method(D_METHOD("set_max_distance", "pixels"), &AudioStreamPlayer2D::set_max_distance);
ClassDB::bind_method(D_METHOD("get_max_distance"), &AudioStreamPlayer2D::get_max_distance);
ClassDB::bind_method(D_METHOD("set_attenuation", "curve"), &AudioStreamPlayer2D::set_attenuation);
ClassDB::bind_method(D_METHOD("get_attenuation"), &AudioStreamPlayer2D::get_attenuation);
ClassDB::bind_method(D_METHOD("set_area_mask", "mask"), &AudioStreamPlayer2D::set_area_mask);
ClassDB::bind_method(D_METHOD("get_area_mask"), &AudioStreamPlayer2D::get_area_mask);
ClassDB::bind_method(D_METHOD("set_stream_paused", "pause"), &AudioStreamPlayer2D::set_stream_paused);
ClassDB::bind_method(D_METHOD("get_stream_paused"), &AudioStreamPlayer2D::get_stream_paused);
ClassDB::bind_method(D_METHOD("set_max_polyphony", "max_polyphony"), &AudioStreamPlayer2D::set_max_polyphony);
ClassDB::bind_method(D_METHOD("get_max_polyphony"), &AudioStreamPlayer2D::get_max_polyphony);
ClassDB::bind_method(D_METHOD("set_panning_strength", "panning_strength"), &AudioStreamPlayer2D::set_panning_strength);
ClassDB::bind_method(D_METHOD("get_panning_strength"), &AudioStreamPlayer2D::get_panning_strength);
ClassDB::bind_method(D_METHOD("has_stream_playback"), &AudioStreamPlayer2D::has_stream_playback);
ClassDB::bind_method(D_METHOD("get_stream_playback"), &AudioStreamPlayer2D::get_stream_playback);
ClassDB::bind_method(D_METHOD("set_playback_type", "playback_type"), &AudioStreamPlayer2D::set_playback_type);
ClassDB::bind_method(D_METHOD("get_playback_type"), &AudioStreamPlayer2D::get_playback_type);
ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "stream", PROPERTY_HINT_RESOURCE_TYPE, "AudioStream"), "set_stream", "get_stream");
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "volume_db", PROPERTY_HINT_RANGE, "-80,24,suffix:dB"), "set_volume_db", "get_volume_db");
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "volume_linear", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NONE), "set_volume_linear", "get_volume_linear");
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "pitch_scale", PROPERTY_HINT_RANGE, "0.01,4,0.01,or_greater"), "set_pitch_scale", "get_pitch_scale");
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "playing", PROPERTY_HINT_ONESHOT, "", PROPERTY_USAGE_EDITOR), "set_playing", "is_playing");
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "autoplay"), "set_autoplay", "is_autoplay_enabled");
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "stream_paused", PROPERTY_HINT_NONE, ""), "set_stream_paused", "get_stream_paused");
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "max_distance", PROPERTY_HINT_RANGE, "1,4096,1,or_greater,exp,suffix:px"), "set_max_distance", "get_max_distance");
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "attenuation", PROPERTY_HINT_EXP_EASING, "attenuation"), "set_attenuation", "get_attenuation");
ADD_PROPERTY(PropertyInfo(Variant::INT, "max_polyphony", PROPERTY_HINT_NONE, ""), "set_max_polyphony", "get_max_polyphony");
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "panning_strength", PROPERTY_HINT_RANGE, "0,3,0.01,or_greater"), "set_panning_strength", "get_panning_strength");
ADD_PROPERTY(PropertyInfo(Variant::STRING_NAME, "bus", PROPERTY_HINT_ENUM, ""), "set_bus", "get_bus");
ADD_PROPERTY(PropertyInfo(Variant::INT, "area_mask", PROPERTY_HINT_LAYERS_2D_PHYSICS), "set_area_mask", "get_area_mask");
ADD_PROPERTY(PropertyInfo(Variant::INT, "playback_type", PROPERTY_HINT_ENUM, "Default,Stream,Sample"), "set_playback_type", "get_playback_type");
ADD_SIGNAL(MethodInfo("finished"));
}
AudioStreamPlayer2D::AudioStreamPlayer2D() {
internal = memnew(AudioStreamPlayerInternal(this, callable_mp(this, &AudioStreamPlayer2D::play), callable_mp(this, &AudioStreamPlayer2D::stop), true));
cached_global_panning_strength = GLOBAL_GET_CACHED(float, "audio/general/2d_panning_strength");
set_hide_clip_children(true);
}
AudioStreamPlayer2D::~AudioStreamPlayer2D() {
memdelete(internal);
}

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/**************************************************************************/
/* audio_stream_player_2d.h */
/**************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/**************************************************************************/
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* 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. */
/**************************************************************************/
#pragma once
#include "scene/2d/node_2d.h"
#include "servers/audio_server.h"
struct AudioFrame;
class AudioStream;
class AudioStreamPlayback;
class AudioStreamPlayerInternal;
class AudioStreamPlayer2D : public Node2D {
GDCLASS(AudioStreamPlayer2D, Node2D);
private:
enum {
MAX_OUTPUTS = 8,
MAX_INTERSECT_AREAS = 32
};
struct Output {
AudioFrame vol;
int bus_index = 0;
Viewport *viewport = nullptr; //pointer only used for reference to previous mix
};
AudioStreamPlayerInternal *internal = nullptr;
SafeNumeric<float> setplay{ -1.0 };
Ref<AudioStreamPlayback> setplayback;
Vector<AudioFrame> volume_vector;
uint64_t last_mix_count = -1;
bool force_update_panning = false;
AudioServer::PlaybackType playback_type = AudioServer::PlaybackType::PLAYBACK_TYPE_DEFAULT;
void _set_playing(bool p_enable);
bool _is_active() const;
StringName _get_actual_bus();
void _update_panning();
static void _listener_changed_cb(void *self) { reinterpret_cast<AudioStreamPlayer2D *>(self)->force_update_panning = true; }
uint32_t area_mask = 1;
float max_distance = 2000.0;
float attenuation = 1.0;
float panning_strength = 1.0f;
float cached_global_panning_strength = 0.5f;
protected:
void _validate_property(PropertyInfo &p_property) const;
void _notification(int p_what);
static void _bind_methods();
bool _set(const StringName &p_name, const Variant &p_value);
bool _get(const StringName &p_name, Variant &r_ret) const;
void _get_property_list(List<PropertyInfo> *p_list) const;
#ifndef DISABLE_DEPRECATED
bool _is_autoplay_enabled_bind_compat_86907();
static void _bind_compatibility_methods();
#endif // DISABLE_DEPRECATED
public:
void set_stream(Ref<AudioStream> p_stream);
Ref<AudioStream> get_stream() const;
void set_volume_db(float p_volume);
float get_volume_db() const;
void set_volume_linear(float p_volume);
float get_volume_linear() const;
void set_pitch_scale(float p_pitch_scale);
float get_pitch_scale() const;
void play(float p_from_pos = 0.0);
void seek(float p_seconds);
void stop();
bool is_playing() const;
float get_playback_position();
void set_bus(const StringName &p_bus);
StringName get_bus() const;
void set_autoplay(bool p_enable);
bool is_autoplay_enabled() const;
void set_max_distance(float p_pixels);
float get_max_distance() const;
void set_attenuation(float p_curve);
float get_attenuation() const;
void set_area_mask(uint32_t p_mask);
uint32_t get_area_mask() const;
void set_stream_paused(bool p_pause);
bool get_stream_paused() const;
void set_max_polyphony(int p_max_polyphony);
int get_max_polyphony() const;
void set_panning_strength(float p_panning_strength);
float get_panning_strength() const;
bool has_stream_playback();
Ref<AudioStreamPlayback> get_stream_playback();
AudioServer::PlaybackType get_playback_type() const;
void set_playback_type(AudioServer::PlaybackType p_playback_type);
AudioStreamPlayer2D();
~AudioStreamPlayer2D();
};

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/**************************************************************************/
/* back_buffer_copy.cpp */
/**************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/**************************************************************************/
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* 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 "back_buffer_copy.h"
void BackBufferCopy::_update_copy_mode() {
switch (copy_mode) {
case COPY_MODE_DISABLED: {
RS::get_singleton()->canvas_item_set_copy_to_backbuffer(get_canvas_item(), false, Rect2());
} break;
case COPY_MODE_RECT: {
RS::get_singleton()->canvas_item_set_copy_to_backbuffer(get_canvas_item(), true, rect);
} break;
case COPY_MODE_VIEWPORT: {
RS::get_singleton()->canvas_item_set_copy_to_backbuffer(get_canvas_item(), true, Rect2());
} break;
}
}
#ifdef DEBUG_ENABLED
Rect2 BackBufferCopy::_edit_get_rect() const {
return rect;
}
bool BackBufferCopy::_edit_use_rect() const {
return true;
}
#endif // DEBUG_ENABLED
Rect2 BackBufferCopy::get_anchorable_rect() const {
return rect;
}
void BackBufferCopy::set_rect(const Rect2 &p_rect) {
rect = p_rect;
_update_copy_mode();
item_rect_changed();
}
Rect2 BackBufferCopy::get_rect() const {
return rect;
}
void BackBufferCopy::set_copy_mode(CopyMode p_mode) {
copy_mode = p_mode;
_update_copy_mode();
notify_property_list_changed();
}
BackBufferCopy::CopyMode BackBufferCopy::get_copy_mode() const {
return copy_mode;
}
void BackBufferCopy::_validate_property(PropertyInfo &p_property) const {
if (!Engine::get_singleton()->is_editor_hint()) {
return;
}
if (copy_mode != COPY_MODE_RECT && p_property.name == "rect") {
p_property.usage = PROPERTY_USAGE_NO_EDITOR;
}
}
void BackBufferCopy::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_rect", "rect"), &BackBufferCopy::set_rect);
ClassDB::bind_method(D_METHOD("get_rect"), &BackBufferCopy::get_rect);
ClassDB::bind_method(D_METHOD("set_copy_mode", "copy_mode"), &BackBufferCopy::set_copy_mode);
ClassDB::bind_method(D_METHOD("get_copy_mode"), &BackBufferCopy::get_copy_mode);
ADD_PROPERTY(PropertyInfo(Variant::INT, "copy_mode", PROPERTY_HINT_ENUM, "Disabled,Rect,Viewport"), "set_copy_mode", "get_copy_mode");
ADD_PROPERTY(PropertyInfo(Variant::RECT2, "rect", PROPERTY_HINT_NONE, "suffix:px"), "set_rect", "get_rect");
BIND_ENUM_CONSTANT(COPY_MODE_DISABLED);
BIND_ENUM_CONSTANT(COPY_MODE_RECT);
BIND_ENUM_CONSTANT(COPY_MODE_VIEWPORT);
}
BackBufferCopy::BackBufferCopy() {
_update_copy_mode();
set_hide_clip_children(true);
}
BackBufferCopy::~BackBufferCopy() {
}

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/**************************************************************************/
/* back_buffer_copy.h */
/**************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/**************************************************************************/
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* 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. */
/**************************************************************************/
#pragma once
#include "scene/2d/node_2d.h"
class BackBufferCopy : public Node2D {
GDCLASS(BackBufferCopy, Node2D);
public:
enum CopyMode {
COPY_MODE_DISABLED,
COPY_MODE_RECT,
COPY_MODE_VIEWPORT
};
private:
Rect2 rect = Rect2(-100, -100, 200, 200);
CopyMode copy_mode = COPY_MODE_RECT;
void _update_copy_mode();
protected:
static void _bind_methods();
void _validate_property(PropertyInfo &p_property) const;
public:
#ifdef DEBUG_ENABLED
Rect2 _edit_get_rect() const override;
virtual bool _edit_use_rect() const override;
#endif // DEBUG_ENABLED
void set_rect(const Rect2 &p_rect);
Rect2 get_rect() const;
Rect2 get_anchorable_rect() const override;
void set_copy_mode(CopyMode p_mode);
CopyMode get_copy_mode() const;
BackBufferCopy();
~BackBufferCopy();
};
VARIANT_ENUM_CAST(BackBufferCopy::CopyMode);

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/**************************************************************************/
/* camera_2d.h */
/**************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/**************************************************************************/
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* 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. */
/**************************************************************************/
#pragma once
#include "scene/2d/node_2d.h"
class Camera2D : public Node2D {
GDCLASS(Camera2D, Node2D);
public:
enum AnchorMode {
ANCHOR_MODE_FIXED_TOP_LEFT,
ANCHOR_MODE_DRAG_CENTER
};
enum Camera2DProcessCallback {
CAMERA2D_PROCESS_PHYSICS,
CAMERA2D_PROCESS_IDLE
};
protected:
Point2 camera_pos;
Point2 smoothed_camera_pos;
bool first = true;
bool just_exited_tree = false;
ObjectID custom_viewport_id; // To check validity.
Viewport *custom_viewport = nullptr;
Viewport *viewport = nullptr;
StringName group_name;
StringName canvas_group_name;
RID canvas;
Vector2 offset;
Vector2 zoom = Vector2(1, 1);
Vector2 zoom_scale = Vector2(1, 1);
AnchorMode anchor_mode = ANCHOR_MODE_DRAG_CENTER;
bool ignore_rotation = true;
bool enabled = true;
real_t position_smoothing_speed = 5.0;
bool position_smoothing_enabled = false;
real_t camera_angle = 0.0;
real_t rotation_smoothing_speed = 5.0;
bool rotation_smoothing_enabled = false;
bool limit_enabled = true;
int limit[4] = { -10000000, -10000000, 10000000, 10000000 }; // Left, top, right, bottom.
bool limit_smoothing_enabled = false;
real_t drag_margin[4] = { 0.2, 0.2, 0.2, 0.2 };
bool drag_horizontal_enabled = false;
bool drag_vertical_enabled = false;
real_t drag_horizontal_offset = 0.0;
real_t drag_vertical_offset = 0.0;
bool drag_horizontal_offset_changed = false;
bool drag_vertical_offset_changed = false;
Point2 camera_screen_center;
bool _is_editing_in_editor() const;
void _update_process_callback();
void _update_scroll();
#ifdef TOOLS_ENABLED
void _project_settings_changed();
#endif
void _make_current(Object *p_which);
void _reset_just_exited() { just_exited_tree = false; }
void _update_process_internal_for_smoothing();
bool screen_drawing_enabled = true;
bool limit_drawing_enabled = false;
bool margin_drawing_enabled = false;
Camera2DProcessCallback process_callback = CAMERA2D_PROCESS_IDLE;
struct InterpolationData {
Transform2D xform_curr;
Transform2D xform_prev;
uint32_t last_update_physics_tick = UINT32_MAX; // Ensure tick 0 is detected as a change.
} _interpolation_data;
void _ensure_update_interpolation_data();
Size2 _get_camera_screen_size() const;
protected:
virtual Transform2D get_camera_transform();
void _notification(int p_what);
static void _bind_methods();
public:
void set_limit_rect(const Rect2i &p_limit_rect);
Rect2i get_limit_rect() const;
void set_offset(const Vector2 &p_offset);
Vector2 get_offset() const;
void set_anchor_mode(AnchorMode p_anchor_mode);
AnchorMode get_anchor_mode() const;
void set_ignore_rotation(bool p_ignore);
bool is_ignoring_rotation() const;
void set_limit_enabled(bool p_limit_enabled);
bool is_limit_enabled() const;
void set_limit(Side p_side, int p_limit);
int get_limit(Side p_side) const;
void set_limit_smoothing_enabled(bool p_enabled);
bool is_limit_smoothing_enabled() const;
void set_drag_horizontal_enabled(bool p_enabled);
bool is_drag_horizontal_enabled() const;
void set_drag_vertical_enabled(bool p_enabled);
bool is_drag_vertical_enabled() const;
void set_drag_margin(Side p_side, real_t p_drag_margin);
real_t get_drag_margin(Side p_side) const;
void set_drag_horizontal_offset(real_t p_offset);
real_t get_drag_horizontal_offset() const;
void set_drag_vertical_offset(real_t p_offset);
real_t get_drag_vertical_offset() const;
void set_position_smoothing_enabled(bool p_enabled);
bool is_position_smoothing_enabled() const;
void set_position_smoothing_speed(real_t p_speed);
real_t get_position_smoothing_speed() const;
void set_rotation_smoothing_speed(real_t p_speed);
real_t get_rotation_smoothing_speed() const;
void set_rotation_smoothing_enabled(bool p_enabled);
bool is_rotation_smoothing_enabled() const;
void set_process_callback(Camera2DProcessCallback p_mode);
Camera2DProcessCallback get_process_callback() const;
void set_enabled(bool p_enabled);
bool is_enabled() const;
void make_current();
void clear_current();
bool is_current() const;
void set_zoom(const Vector2 &p_zoom);
Vector2 get_zoom() const;
Point2 get_camera_screen_center() const;
real_t get_screen_rotation() const;
void set_custom_viewport(Node *p_viewport);
Node *get_custom_viewport() const;
Vector2 get_camera_position() const;
void force_update_scroll();
void reset_smoothing();
void align();
void set_screen_drawing_enabled(bool p_enabled);
bool is_screen_drawing_enabled() const;
void set_limit_drawing_enabled(bool p_enabled);
bool is_limit_drawing_enabled() const;
void set_margin_drawing_enabled(bool p_enabled);
bool is_margin_drawing_enabled() const;
Camera2D();
};
VARIANT_ENUM_CAST(Camera2D::AnchorMode);
VARIANT_ENUM_CAST(Camera2D::Camera2DProcessCallback);

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scene/2d/canvas_group.cpp Normal file
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/**************************************************************************/
/* canvas_group.cpp */
/**************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/**************************************************************************/
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* 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 "canvas_group.h"
void CanvasGroup::set_fit_margin(real_t p_fit_margin) {
ERR_FAIL_COND(p_fit_margin < 0.0);
fit_margin = p_fit_margin;
RS::get_singleton()->canvas_item_set_canvas_group_mode(get_canvas_item(), RS::CANVAS_GROUP_MODE_TRANSPARENT, clear_margin, true, fit_margin, use_mipmaps);
queue_redraw();
}
real_t CanvasGroup::get_fit_margin() const {
return fit_margin;
}
void CanvasGroup::set_clear_margin(real_t p_clear_margin) {
ERR_FAIL_COND(p_clear_margin < 0.0);
clear_margin = p_clear_margin;
RS::get_singleton()->canvas_item_set_canvas_group_mode(get_canvas_item(), RS::CANVAS_GROUP_MODE_TRANSPARENT, clear_margin, true, fit_margin, use_mipmaps);
queue_redraw();
}
real_t CanvasGroup::get_clear_margin() const {
return clear_margin;
}
void CanvasGroup::set_use_mipmaps(bool p_use_mipmaps) {
use_mipmaps = p_use_mipmaps;
RS::get_singleton()->canvas_item_set_canvas_group_mode(get_canvas_item(), RS::CANVAS_GROUP_MODE_TRANSPARENT, clear_margin, true, fit_margin, use_mipmaps);
}
bool CanvasGroup::is_using_mipmaps() const {
return use_mipmaps;
}
PackedStringArray CanvasGroup::get_configuration_warnings() const {
PackedStringArray warnings = Node2D::get_configuration_warnings();
if (is_inside_tree()) {
bool warned_about_ancestor_clipping = false;
bool warned_about_canvasgroup_ancestor = false;
Node *n = get_parent();
while (n) {
CanvasItem *as_canvas_item = Object::cast_to<CanvasItem>(n);
if (!warned_about_ancestor_clipping && as_canvas_item && as_canvas_item->get_clip_children_mode() != CLIP_CHILDREN_DISABLED) {
warnings.push_back(vformat(RTR("Ancestor \"%s\" clips its children, so this CanvasGroup will not function properly."), as_canvas_item->get_name()));
warned_about_ancestor_clipping = true;
}
CanvasGroup *as_canvas_group = Object::cast_to<CanvasGroup>(n);
if (!warned_about_canvasgroup_ancestor && as_canvas_group) {
warnings.push_back(vformat(RTR("Ancestor \"%s\" is a CanvasGroup, so this CanvasGroup will not function properly."), as_canvas_group->get_name()));
warned_about_canvasgroup_ancestor = true;
}
// Only break out early once both warnings have been triggered, so
// that the user is aware of both possible reasons for clipping not working.
if (warned_about_ancestor_clipping && warned_about_canvasgroup_ancestor) {
break;
}
n = n->get_parent();
}
}
return warnings;
}
void CanvasGroup::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_fit_margin", "fit_margin"), &CanvasGroup::set_fit_margin);
ClassDB::bind_method(D_METHOD("get_fit_margin"), &CanvasGroup::get_fit_margin);
ClassDB::bind_method(D_METHOD("set_clear_margin", "clear_margin"), &CanvasGroup::set_clear_margin);
ClassDB::bind_method(D_METHOD("get_clear_margin"), &CanvasGroup::get_clear_margin);
ClassDB::bind_method(D_METHOD("set_use_mipmaps", "use_mipmaps"), &CanvasGroup::set_use_mipmaps);
ClassDB::bind_method(D_METHOD("is_using_mipmaps"), &CanvasGroup::is_using_mipmaps);
ADD_GROUP("Tweaks", "");
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "fit_margin", PROPERTY_HINT_RANGE, "0,1024,1.0,or_greater,suffix:px"), "set_fit_margin", "get_fit_margin");
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "clear_margin", PROPERTY_HINT_RANGE, "0,1024,1.0,or_greater,suffix:px"), "set_clear_margin", "get_clear_margin");
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "use_mipmaps"), "set_use_mipmaps", "is_using_mipmaps");
}
CanvasGroup::CanvasGroup() {
set_fit_margin(10.0); //sets things
}
CanvasGroup::~CanvasGroup() {
RS::get_singleton()->canvas_item_set_canvas_group_mode(get_canvas_item(), RS::CANVAS_GROUP_MODE_DISABLED);
}

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/**************************************************************************/
/* canvas_group.h */
/**************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/**************************************************************************/
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* 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. */
/**************************************************************************/
#pragma once
#include "scene/2d/node_2d.h"
class CanvasGroup : public Node2D {
GDCLASS(CanvasGroup, Node2D)
real_t fit_margin = 10.0;
real_t clear_margin = 10.0;
bool use_mipmaps = false;
protected:
static void _bind_methods();
public:
void set_fit_margin(real_t p_fit_margin);
real_t get_fit_margin() const;
void set_clear_margin(real_t p_clear_margin);
real_t get_clear_margin() const;
void set_use_mipmaps(bool p_use_mipmaps);
bool is_using_mipmaps() const;
virtual PackedStringArray get_configuration_warnings() const override;
CanvasGroup();
~CanvasGroup();
};

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/**************************************************************************/
/* canvas_modulate.cpp */
/**************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/**************************************************************************/
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* 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 "canvas_modulate.h"
void CanvasModulate::_on_in_canvas_visibility_changed(bool p_new_visibility) {
RID canvas = get_canvas();
StringName group_name = "_canvas_modulate_" + itos(canvas.get_id());
ERR_FAIL_COND_MSG(p_new_visibility == is_in_group(group_name), vformat("CanvasModulate becoming %s in the canvas already %s in the modulate group. Buggy logic, please report.", p_new_visibility ? "visible" : "invisible", p_new_visibility ? "was" : "was not"));
if (p_new_visibility) {
bool has_active_canvas_modulate = get_tree()->has_group(group_name); // Group would be removed if empty; otherwise one CanvasModulate within must be active.
add_to_group(group_name);
if (!has_active_canvas_modulate) {
is_active = true;
RS::get_singleton()->canvas_set_modulate(canvas, color);
}
} else {
remove_from_group(group_name);
if (is_active) {
is_active = false;
CanvasModulate *new_active = Object::cast_to<CanvasModulate>(get_tree()->get_first_node_in_group(group_name));
if (new_active) {
new_active->is_active = true;
RS::get_singleton()->canvas_set_modulate(canvas, new_active->color);
} else {
RS::get_singleton()->canvas_set_modulate(canvas, Color(1, 1, 1, 1));
}
}
}
update_configuration_warnings();
}
void CanvasModulate::_notification(int p_what) {
switch (p_what) {
case NOTIFICATION_ENTER_CANVAS: {
is_in_canvas = true;
bool visible_in_tree = is_visible_in_tree();
if (visible_in_tree) {
_on_in_canvas_visibility_changed(true);
}
was_visible_in_tree = visible_in_tree;
} break;
case NOTIFICATION_EXIT_CANVAS: {
is_in_canvas = false;
if (was_visible_in_tree) {
_on_in_canvas_visibility_changed(false);
}
} break;
case NOTIFICATION_VISIBILITY_CHANGED: {
if (!is_in_canvas) {
return;
}
bool visible_in_tree = is_visible_in_tree();
if (visible_in_tree == was_visible_in_tree) {
return;
}
_on_in_canvas_visibility_changed(visible_in_tree);
was_visible_in_tree = visible_in_tree;
} break;
}
}
void CanvasModulate::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_color", "color"), &CanvasModulate::set_color);
ClassDB::bind_method(D_METHOD("get_color"), &CanvasModulate::get_color);
ADD_PROPERTY(PropertyInfo(Variant::COLOR, "color"), "set_color", "get_color");
}
void CanvasModulate::set_color(const Color &p_color) {
color = p_color;
if (is_active) {
RS::get_singleton()->canvas_set_modulate(get_canvas(), color);
}
}
Color CanvasModulate::get_color() const {
return color;
}
PackedStringArray CanvasModulate::get_configuration_warnings() const {
PackedStringArray warnings = Node2D::get_configuration_warnings();
if (is_in_canvas && is_visible_in_tree()) {
List<Node *> nodes;
get_tree()->get_nodes_in_group("_canvas_modulate_" + itos(get_canvas().get_id()), &nodes);
if (nodes.size() > 1) {
warnings.push_back(RTR("Only one visible CanvasModulate is allowed per canvas.\nWhen there are more than one, only one of them will be active. Which one is undefined."));
}
}
return warnings;
}
CanvasModulate::CanvasModulate() {
}
CanvasModulate::~CanvasModulate() {
}

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/**************************************************************************/
/* canvas_modulate.h */
/**************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/**************************************************************************/
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* 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. */
/**************************************************************************/
#pragma once
#include "scene/2d/node_2d.h"
class CanvasModulate : public Node2D {
GDCLASS(CanvasModulate, Node2D);
Color color = Color(1, 1, 1, 1);
// CanvasModulate is in canvas-specific modulate group when both in canvas and visible in tree.
// Exactly one CanvasModulate in each such non-empty group is active.
bool is_in_canvas = false;
bool was_visible_in_tree = false; // Relevant only when in canvas.
bool is_active = false;
void _on_in_canvas_visibility_changed(bool p_new_visibility);
protected:
void _notification(int p_what);
static void _bind_methods();
public:
void set_color(const Color &p_color);
Color get_color() const;
PackedStringArray get_configuration_warnings() const override;
CanvasModulate();
~CanvasModulate();
};

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/**************************************************************************/
/* cpu_particles_2d.compat.inc */
/**************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/**************************************************************************/
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* 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. */
/**************************************************************************/
#ifndef DISABLE_DEPRECATED
void CPUParticles2D::_restart_bind_compat_92089() {
restart(false);
}
void CPUParticles2D::_bind_compatibility_methods() {
ClassDB::bind_compatibility_method(D_METHOD("restart"), &CPUParticles2D::_restart_bind_compat_92089);
}
#endif // DISABLE_DEPRECATED

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/**************************************************************************/
/* cpu_particles_2d.h */
/**************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/**************************************************************************/
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* 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. */
/**************************************************************************/
#pragma once
#include "scene/2d/node_2d.h"
class RandomNumberGenerator;
class CPUParticles2D : public Node2D {
private:
GDCLASS(CPUParticles2D, Node2D);
public:
enum DrawOrder {
DRAW_ORDER_INDEX,
DRAW_ORDER_LIFETIME,
};
enum Parameter {
PARAM_INITIAL_LINEAR_VELOCITY,
PARAM_ANGULAR_VELOCITY,
PARAM_ORBIT_VELOCITY,
PARAM_LINEAR_ACCEL,
PARAM_RADIAL_ACCEL,
PARAM_TANGENTIAL_ACCEL,
PARAM_DAMPING,
PARAM_ANGLE,
PARAM_SCALE,
PARAM_HUE_VARIATION,
PARAM_ANIM_SPEED,
PARAM_ANIM_OFFSET,
PARAM_MAX
};
enum ParticleFlags {
PARTICLE_FLAG_ALIGN_Y_TO_VELOCITY,
PARTICLE_FLAG_ROTATE_Y, // Unused, but exposed for consistency with 3D.
PARTICLE_FLAG_DISABLE_Z, // Unused, but exposed for consistency with 3D.
PARTICLE_FLAG_MAX
};
enum EmissionShape {
EMISSION_SHAPE_POINT,
EMISSION_SHAPE_SPHERE,
EMISSION_SHAPE_SPHERE_SURFACE,
EMISSION_SHAPE_RECTANGLE,
EMISSION_SHAPE_POINTS,
EMISSION_SHAPE_DIRECTED_POINTS,
EMISSION_SHAPE_MAX
};
private:
bool emitting = false;
bool active = false;
struct Particle {
Transform2D transform;
Color color;
real_t custom[4] = {};
real_t rotation = 0.0;
Vector2 velocity;
bool active = false;
real_t angle_rand = 0.0;
real_t scale_rand = 0.0;
real_t hue_rot_rand = 0.0;
real_t anim_offset_rand = 0.0;
Color start_color_rand;
double time = 0.0;
double lifetime = 0.0;
Color base_color;
uint32_t seed = 0;
};
double time = 0.0;
double frame_remainder = 0.0;
int cycle = 0;
bool do_redraw = false;
RID mesh;
RID multimesh;
Vector<Particle> particles;
Vector<float> particle_data;
Vector<int> particle_order;
struct SortLifetime {
const Particle *particles = nullptr;
bool operator()(int p_a, int p_b) const {
return particles[p_a].time > particles[p_b].time;
}
};
struct SortAxis {
const Particle *particles = nullptr;
Vector2 axis;
bool operator()(int p_a, int p_b) const {
return axis.dot(particles[p_a].transform[2]) < axis.dot(particles[p_b].transform[2]);
}
};
//
bool one_shot = false;
double lifetime = 1.0;
double pre_process_time = 0.0;
double _requested_process_time = 0.0;
real_t explosiveness_ratio = 0.0;
real_t randomness_ratio = 0.0;
double lifetime_randomness = 0.0;
double speed_scale = 1.0;
bool local_coords = false;
int fixed_fps = 0;
bool fractional_delta = true;
uint32_t seed = 0;
bool use_fixed_seed = false;
Transform2D inv_emission_transform;
#ifdef TOOLS_ENABLED
bool show_gizmos = false;
#endif
DrawOrder draw_order = DRAW_ORDER_INDEX;
Ref<Texture2D> texture;
////////
Vector2 direction = Vector2(1, 0);
real_t spread = 45.0;
real_t parameters_min[PARAM_MAX] = {};
real_t parameters_max[PARAM_MAX] = {};
Ref<Curve> curve_parameters[PARAM_MAX];
Color color;
Ref<Gradient> color_ramp;
Ref<Gradient> color_initial_ramp;
bool particle_flags[PARTICLE_FLAG_MAX];
EmissionShape emission_shape = EMISSION_SHAPE_POINT;
real_t emission_sphere_radius = 1.0;
Vector2 emission_rect_extents = Vector2(1, 1);
Vector<Vector2> emission_points;
Vector<Vector2> emission_normals;
Vector<Color> emission_colors;
int emission_point_count = 0;
Ref<Curve> scale_curve_x;
Ref<Curve> scale_curve_y;
bool split_scale = false;
Vector2 gravity = Vector2(0, 980);
Ref<RandomNumberGenerator> rng;
void _update_internal();
void _particles_process(double p_delta);
void _update_particle_data_buffer();
void _set_emitting();
Mutex update_mutex;
struct InterpolationData {
// Whether this particle is non-interpolated, but following an interpolated parent.
bool interpolated_follow = false;
// If doing interpolated follow, we need to keep these updated per tick.
Transform2D global_xform_curr;
Transform2D global_xform_prev;
} _interpolation_data;
void _update_render_thread();
void _update_mesh_texture();
void _set_do_redraw(bool p_do_redraw);
void _texture_changed();
void _refresh_interpolation_state();
protected:
static void _bind_methods();
void _notification(int p_what);
#ifdef TOOLS_ENABLED
void _draw_emission_gizmo();
#endif
void _validate_property(PropertyInfo &p_property) const;
#ifndef DISABLE_DEPRECATED
void _restart_bind_compat_92089();
static void _bind_compatibility_methods();
#endif
public:
void set_emitting(bool p_emitting);
void set_amount(int p_amount);
void set_lifetime(double p_lifetime);
void set_one_shot(bool p_one_shot);
void set_pre_process_time(double p_time);
void set_explosiveness_ratio(real_t p_ratio);
void set_randomness_ratio(real_t p_ratio);
void set_lifetime_randomness(double p_random);
void set_use_local_coordinates(bool p_enable);
void set_speed_scale(double p_scale);
bool is_emitting() const;
int get_amount() const;
double get_lifetime() const;
bool get_one_shot() const;
double get_pre_process_time() const;
real_t get_explosiveness_ratio() const;
real_t get_randomness_ratio() const;
double get_lifetime_randomness() const;
bool get_use_local_coordinates() const;
double get_speed_scale() const;
void set_fixed_fps(int p_count);
int get_fixed_fps() const;
void set_fractional_delta(bool p_enable);
bool get_fractional_delta() const;
void set_draw_order(DrawOrder p_order);
DrawOrder get_draw_order() const;
void set_texture(const Ref<Texture2D> &p_texture);
Ref<Texture2D> get_texture() const;
void set_use_fixed_seed(bool p_use_fixed_seed);
bool get_use_fixed_seed() const;
void set_seed(uint32_t p_seed);
#ifdef TOOLS_ENABLED
void set_show_gizmos(bool p_show_gizmos);
#endif
uint32_t get_seed() const;
void request_particles_process(real_t p_requested_process_time);
///////////////////
void set_direction(Vector2 p_direction);
Vector2 get_direction() const;
void set_spread(real_t p_spread);
real_t get_spread() const;
void set_param_min(Parameter p_param, real_t p_value);
real_t get_param_min(Parameter p_param) const;
void set_param_max(Parameter p_param, real_t p_value);
real_t get_param_max(Parameter p_param) const;
void set_param_curve(Parameter p_param, const Ref<Curve> &p_curve);
Ref<Curve> get_param_curve(Parameter p_param) const;
void set_color(const Color &p_color);
Color get_color() const;
void set_color_ramp(const Ref<Gradient> &p_ramp);
Ref<Gradient> get_color_ramp() const;
void set_color_initial_ramp(const Ref<Gradient> &p_ramp);
Ref<Gradient> get_color_initial_ramp() const;
void set_particle_flag(ParticleFlags p_particle_flag, bool p_enable);
bool get_particle_flag(ParticleFlags p_particle_flag) const;
void set_emission_shape(EmissionShape p_shape);
void set_emission_sphere_radius(real_t p_radius);
void set_emission_rect_extents(Vector2 p_extents);
void set_emission_points(const Vector<Vector2> &p_points);
void set_emission_normals(const Vector<Vector2> &p_normals);
void set_emission_colors(const Vector<Color> &p_colors);
void set_scale_curve_x(Ref<Curve> p_scale_curve);
void set_scale_curve_y(Ref<Curve> p_scale_curve);
void set_split_scale(bool p_split_scale);
EmissionShape get_emission_shape() const;
real_t get_emission_sphere_radius() const;
Vector2 get_emission_rect_extents() const;
Vector<Vector2> get_emission_points() const;
Vector<Vector2> get_emission_normals() const;
Vector<Color> get_emission_colors() const;
Ref<Curve> get_scale_curve_x() const;
Ref<Curve> get_scale_curve_y() const;
bool get_split_scale();
void set_gravity(const Vector2 &p_gravity);
Vector2 get_gravity() const;
PackedStringArray get_configuration_warnings() const override;
void restart(bool p_keep_seed = false);
void convert_from_particles(Node *p_particles);
CPUParticles2D();
~CPUParticles2D();
};
VARIANT_ENUM_CAST(CPUParticles2D::DrawOrder)
VARIANT_ENUM_CAST(CPUParticles2D::Parameter)
VARIANT_ENUM_CAST(CPUParticles2D::ParticleFlags)
VARIANT_ENUM_CAST(CPUParticles2D::EmissionShape)

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/**************************************************************************/
/* gpu_particles_2d.compat.inc */
/**************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/**************************************************************************/
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* 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. */
/**************************************************************************/
#ifndef DISABLE_DEPRECATED
void GPUParticles2D::_restart_bind_compat_92089() {
restart(false);
}
void GPUParticles2D::_bind_compatibility_methods() {
ClassDB::bind_compatibility_method(D_METHOD("restart"), &GPUParticles2D::_restart_bind_compat_92089);
}
#endif // DISABLE_DEPRECATED

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/**************************************************************************/
/* gpu_particles_2d.h */
/**************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/**************************************************************************/
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* 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. */
/**************************************************************************/
#pragma once
#include "scene/2d/node_2d.h"
class GPUParticles2D : public Node2D {
private:
GDCLASS(GPUParticles2D, Node2D);
public:
enum DrawOrder {
DRAW_ORDER_INDEX,
DRAW_ORDER_LIFETIME,
DRAW_ORDER_REVERSE_LIFETIME,
};
private:
RID particles;
bool emitting = false;
bool active = false;
bool signal_canceled = false;
bool one_shot = false;
int amount = 0;
float amount_ratio = 1.0;
double lifetime = 0.0;
double pre_process_time = 0.0;
real_t explosiveness_ratio = 0.0;
real_t randomness_ratio = 0.0;
double speed_scale = 0.0;
Rect2 visibility_rect;
bool local_coords = false;
int fixed_fps = 0;
bool fractional_delta = false;
bool interpolate = true;
float interp_to_end_factor = 0;
Vector3 previous_velocity;
Vector2 previous_position;
uint32_t seed = 0;
bool use_fixed_seed = false;
#ifdef TOOLS_ENABLED
bool show_gizmos = false;
#endif
Ref<Material> process_material;
DrawOrder draw_order = DRAW_ORDER_LIFETIME;
Ref<Texture2D> texture;
void _update_particle_emission_transform();
NodePath sub_emitter;
real_t collision_base_size = 1.0;
bool trail_enabled = false;
double trail_lifetime = 0.3;
int trail_sections = 8;
int trail_section_subdivisions = 4;
double time = 0.0;
double emission_time = 0.0;
double active_time = 0.0;
RID mesh;
void _attach_sub_emitter();
void _texture_changed();
protected:
static void _bind_methods();
void _validate_property(PropertyInfo &p_property) const;
void _notification(int p_what);
#ifdef TOOLS_ENABLED
void _draw_emission_gizmo();
#endif
void _update_collision_size();
#ifndef DISABLE_DEPRECATED
void _restart_bind_compat_92089();
static void _bind_compatibility_methods();
#endif
public:
void set_emitting(bool p_emitting);
void set_amount(int p_amount);
void set_lifetime(double p_lifetime);
void set_one_shot(bool p_enable);
void set_pre_process_time(double p_time);
void set_explosiveness_ratio(real_t p_ratio);
void set_randomness_ratio(real_t p_ratio);
void set_visibility_rect(const Rect2 &p_visibility_rect);
void set_use_local_coordinates(bool p_enable);
void set_process_material(const Ref<Material> &p_material);
void set_speed_scale(double p_scale);
void set_collision_base_size(real_t p_ratio);
void set_trail_enabled(bool p_enabled);
void set_trail_lifetime(double p_seconds);
void set_trail_sections(int p_sections);
void set_trail_section_subdivisions(int p_subdivisions);
void set_interp_to_end(float p_interp);
void request_particles_process(real_t p_requested_process_time);
#ifdef TOOLS_ENABLED
void set_show_gizmos(bool p_show_gizmos);
#endif
bool is_emitting() const;
int get_amount() const;
double get_lifetime() const;
bool get_one_shot() const;
double get_pre_process_time() const;
real_t get_explosiveness_ratio() const;
real_t get_randomness_ratio() const;
Rect2 get_visibility_rect() const;
bool get_use_local_coordinates() const;
Ref<Material> get_process_material() const;
double get_speed_scale() const;
real_t get_collision_base_size() const;
bool is_trail_enabled() const;
double get_trail_lifetime() const;
int get_trail_sections() const;
int get_trail_section_subdivisions() const;
float get_interp_to_end() const;
void set_fixed_fps(int p_count);
int get_fixed_fps() const;
void set_fractional_delta(bool p_enable);
bool get_fractional_delta() const;
void set_interpolate(bool p_enable);
bool get_interpolate() const;
void set_draw_order(DrawOrder p_order);
DrawOrder get_draw_order() const;
void set_texture(const Ref<Texture2D> &p_texture);
Ref<Texture2D> get_texture() const;
void set_amount_ratio(float p_ratio);
float get_amount_ratio() const;
PackedStringArray get_configuration_warnings() const override;
void set_sub_emitter(const NodePath &p_path);
NodePath get_sub_emitter() const;
void set_use_fixed_seed(bool p_use_fixed_seed);
bool get_use_fixed_seed() const;
void set_seed(uint32_t p_seed);
uint32_t get_seed() const;
enum EmitFlags {
EMIT_FLAG_POSITION = RS::PARTICLES_EMIT_FLAG_POSITION,
EMIT_FLAG_ROTATION_SCALE = RS::PARTICLES_EMIT_FLAG_ROTATION_SCALE,
EMIT_FLAG_VELOCITY = RS::PARTICLES_EMIT_FLAG_VELOCITY,
EMIT_FLAG_COLOR = RS::PARTICLES_EMIT_FLAG_COLOR,
EMIT_FLAG_CUSTOM = RS::PARTICLES_EMIT_FLAG_CUSTOM
};
void emit_particle(const Transform2D &p_transform, const Vector2 &p_velocity, const Color &p_color, const Color &p_custom, uint32_t p_emit_flags);
void restart(bool p_keep_seed = false);
Rect2 capture_rect() const;
void convert_from_particles(Node *p_particles);
GPUParticles2D();
~GPUParticles2D();
};
VARIANT_ENUM_CAST(GPUParticles2D::DrawOrder)
VARIANT_ENUM_CAST(GPUParticles2D::EmitFlags)

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scene/2d/light_2d.cpp Normal file
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/**************************************************************************/
/* light_2d.cpp */
/**************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/**************************************************************************/
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* 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 "light_2d.h"
void Light2D::owner_changed_notify() {
// For cases where owner changes _after_ entering tree (as example, editor editing).
_update_light_visibility();
}
void Light2D::_update_light_visibility() {
if (!is_inside_tree()) {
return;
}
bool editor_ok = true;
#ifdef TOOLS_ENABLED
if (editor_only) {
if (!Engine::get_singleton()->is_editor_hint()) {
editor_ok = false;
} else {
editor_ok = (get_tree()->get_edited_scene_root() && (this == get_tree()->get_edited_scene_root() || get_owner() == get_tree()->get_edited_scene_root()));
}
}
#else
if (editor_only) {
editor_ok = false;
}
#endif // TOOLS_ENABLED
RS::get_singleton()->canvas_light_set_enabled(canvas_light, enabled && is_visible_in_tree() && editor_ok);
}
void Light2D::set_enabled(bool p_enabled) {
enabled = p_enabled;
_update_light_visibility();
}
bool Light2D::is_enabled() const {
return enabled;
}
void Light2D::set_editor_only(bool p_editor_only) {
editor_only = p_editor_only;
_update_light_visibility();
}
bool Light2D::is_editor_only() const {
return editor_only;
}
void Light2D::set_color(const Color &p_color) {
color = p_color;
RS::get_singleton()->canvas_light_set_color(canvas_light, color);
}
Color Light2D::get_color() const {
return color;
}
void Light2D::set_height(real_t p_height) {
height = p_height;
RS::get_singleton()->canvas_light_set_height(canvas_light, height);
}
real_t Light2D::get_height() const {
return height;
}
void Light2D::set_energy(real_t p_energy) {
energy = p_energy;
RS::get_singleton()->canvas_light_set_energy(canvas_light, energy);
}
real_t Light2D::get_energy() const {
return energy;
}
void Light2D::set_z_range_min(int p_min_z) {
z_min = p_min_z;
RS::get_singleton()->canvas_light_set_z_range(canvas_light, z_min, z_max);
}
int Light2D::get_z_range_min() const {
return z_min;
}
void Light2D::set_z_range_max(int p_max_z) {
z_max = p_max_z;
RS::get_singleton()->canvas_light_set_z_range(canvas_light, z_min, z_max);
}
int Light2D::get_z_range_max() const {
return z_max;
}
void Light2D::set_layer_range_min(int p_min_layer) {
layer_min = p_min_layer;
RS::get_singleton()->canvas_light_set_layer_range(canvas_light, layer_min, layer_max);
}
int Light2D::get_layer_range_min() const {
return layer_min;
}
void Light2D::set_layer_range_max(int p_max_layer) {
layer_max = p_max_layer;
RS::get_singleton()->canvas_light_set_layer_range(canvas_light, layer_min, layer_max);
}
int Light2D::get_layer_range_max() const {
return layer_max;
}
void Light2D::set_item_cull_mask(int p_mask) {
item_mask = p_mask;
RS::get_singleton()->canvas_light_set_item_cull_mask(canvas_light, item_mask);
}
int Light2D::get_item_cull_mask() const {
return item_mask;
}
void Light2D::set_item_shadow_cull_mask(int p_mask) {
item_shadow_mask = p_mask;
RS::get_singleton()->canvas_light_set_item_shadow_cull_mask(canvas_light, item_shadow_mask);
}
int Light2D::get_item_shadow_cull_mask() const {
return item_shadow_mask;
}
void Light2D::set_shadow_enabled(bool p_enabled) {
shadow = p_enabled;
RS::get_singleton()->canvas_light_set_shadow_enabled(canvas_light, shadow);
}
bool Light2D::is_shadow_enabled() const {
return shadow;
}
void Light2D::set_shadow_filter(ShadowFilter p_filter) {
ERR_FAIL_INDEX(p_filter, SHADOW_FILTER_MAX);
shadow_filter = p_filter;
RS::get_singleton()->canvas_light_set_shadow_filter(canvas_light, RS::CanvasLightShadowFilter(p_filter));
notify_property_list_changed();
}
Light2D::ShadowFilter Light2D::get_shadow_filter() const {
return shadow_filter;
}
void Light2D::set_shadow_color(const Color &p_shadow_color) {
shadow_color = p_shadow_color;
RS::get_singleton()->canvas_light_set_shadow_color(canvas_light, shadow_color);
}
Color Light2D::get_shadow_color() const {
return shadow_color;
}
void Light2D::set_blend_mode(BlendMode p_mode) {
blend_mode = p_mode;
RS::get_singleton()->canvas_light_set_blend_mode(_get_light(), RS::CanvasLightBlendMode(p_mode));
}
Light2D::BlendMode Light2D::get_blend_mode() const {
return blend_mode;
}
void Light2D::_physics_interpolated_changed() {
RenderingServer::get_singleton()->canvas_light_set_interpolated(canvas_light, is_physics_interpolated());
}
void Light2D::_notification(int p_what) {
switch (p_what) {
case NOTIFICATION_ENTER_CANVAS: {
RS::get_singleton()->canvas_light_attach_to_canvas(canvas_light, get_canvas());
_update_light_visibility();
} break;
case NOTIFICATION_TRANSFORM_CHANGED: {
RS::get_singleton()->canvas_light_set_transform(canvas_light, get_global_transform());
} break;
case NOTIFICATION_VISIBILITY_CHANGED: {
_update_light_visibility();
} break;
case NOTIFICATION_RESET_PHYSICS_INTERPOLATION: {
if (is_visible_in_tree() && is_physics_interpolated_and_enabled()) {
// Explicitly make sure the transform is up to date in RenderingServer before
// resetting. This is necessary because NOTIFICATION_TRANSFORM_CHANGED
// is normally deferred, and a client change to transform will not always be sent
// before the reset, so we need to guarantee this.
RS::get_singleton()->canvas_light_set_transform(canvas_light, get_global_transform());
RS::get_singleton()->canvas_light_reset_physics_interpolation(canvas_light);
}
} break;
case NOTIFICATION_EXIT_CANVAS: {
RS::get_singleton()->canvas_light_attach_to_canvas(canvas_light, RID());
_update_light_visibility();
} break;
}
}
void Light2D::set_shadow_smooth(real_t p_amount) {
shadow_smooth = p_amount;
RS::get_singleton()->canvas_light_set_shadow_smooth(canvas_light, shadow_smooth);
}
real_t Light2D::get_shadow_smooth() const {
return shadow_smooth;
}
void Light2D::_validate_property(PropertyInfo &p_property) const {
if (!Engine::get_singleton()->is_editor_hint()) {
return;
}
if (shadow && p_property.name == "shadow_filter_smooth" && shadow_filter == SHADOW_FILTER_NONE) {
p_property.usage = PROPERTY_USAGE_NO_EDITOR;
}
}
void Light2D::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_enabled", "enabled"), &Light2D::set_enabled);
ClassDB::bind_method(D_METHOD("is_enabled"), &Light2D::is_enabled);
ClassDB::bind_method(D_METHOD("set_editor_only", "editor_only"), &Light2D::set_editor_only);
ClassDB::bind_method(D_METHOD("is_editor_only"), &Light2D::is_editor_only);
ClassDB::bind_method(D_METHOD("set_color", "color"), &Light2D::set_color);
ClassDB::bind_method(D_METHOD("get_color"), &Light2D::get_color);
ClassDB::bind_method(D_METHOD("set_energy", "energy"), &Light2D::set_energy);
ClassDB::bind_method(D_METHOD("get_energy"), &Light2D::get_energy);
ClassDB::bind_method(D_METHOD("set_z_range_min", "z"), &Light2D::set_z_range_min);
ClassDB::bind_method(D_METHOD("get_z_range_min"), &Light2D::get_z_range_min);
ClassDB::bind_method(D_METHOD("set_z_range_max", "z"), &Light2D::set_z_range_max);
ClassDB::bind_method(D_METHOD("get_z_range_max"), &Light2D::get_z_range_max);
ClassDB::bind_method(D_METHOD("set_layer_range_min", "layer"), &Light2D::set_layer_range_min);
ClassDB::bind_method(D_METHOD("get_layer_range_min"), &Light2D::get_layer_range_min);
ClassDB::bind_method(D_METHOD("set_layer_range_max", "layer"), &Light2D::set_layer_range_max);
ClassDB::bind_method(D_METHOD("get_layer_range_max"), &Light2D::get_layer_range_max);
ClassDB::bind_method(D_METHOD("set_item_cull_mask", "item_cull_mask"), &Light2D::set_item_cull_mask);
ClassDB::bind_method(D_METHOD("get_item_cull_mask"), &Light2D::get_item_cull_mask);
ClassDB::bind_method(D_METHOD("set_item_shadow_cull_mask", "item_shadow_cull_mask"), &Light2D::set_item_shadow_cull_mask);
ClassDB::bind_method(D_METHOD("get_item_shadow_cull_mask"), &Light2D::get_item_shadow_cull_mask);
ClassDB::bind_method(D_METHOD("set_shadow_enabled", "enabled"), &Light2D::set_shadow_enabled);
ClassDB::bind_method(D_METHOD("is_shadow_enabled"), &Light2D::is_shadow_enabled);
ClassDB::bind_method(D_METHOD("set_shadow_smooth", "smooth"), &Light2D::set_shadow_smooth);
ClassDB::bind_method(D_METHOD("get_shadow_smooth"), &Light2D::get_shadow_smooth);
ClassDB::bind_method(D_METHOD("set_shadow_filter", "filter"), &Light2D::set_shadow_filter);
ClassDB::bind_method(D_METHOD("get_shadow_filter"), &Light2D::get_shadow_filter);
ClassDB::bind_method(D_METHOD("set_shadow_color", "shadow_color"), &Light2D::set_shadow_color);
ClassDB::bind_method(D_METHOD("get_shadow_color"), &Light2D::get_shadow_color);
ClassDB::bind_method(D_METHOD("set_blend_mode", "mode"), &Light2D::set_blend_mode);
ClassDB::bind_method(D_METHOD("get_blend_mode"), &Light2D::get_blend_mode);
ClassDB::bind_method(D_METHOD("set_height", "height"), &Light2D::set_height);
ClassDB::bind_method(D_METHOD("get_height"), &Light2D::get_height);
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "enabled"), "set_enabled", "is_enabled");
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "editor_only"), "set_editor_only", "is_editor_only");
ADD_PROPERTY(PropertyInfo(Variant::COLOR, "color"), "set_color", "get_color");
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "energy", PROPERTY_HINT_RANGE, "0,16,0.01,or_greater"), "set_energy", "get_energy");
ADD_PROPERTY(PropertyInfo(Variant::INT, "blend_mode", PROPERTY_HINT_ENUM, "Add,Subtract,Mix"), "set_blend_mode", "get_blend_mode");
ADD_GROUP("Range", "range_");
ADD_PROPERTY(PropertyInfo(Variant::INT, "range_z_min", PROPERTY_HINT_RANGE, itos(RS::CANVAS_ITEM_Z_MIN) + "," + itos(RS::CANVAS_ITEM_Z_MAX) + ",1"), "set_z_range_min", "get_z_range_min");
ADD_PROPERTY(PropertyInfo(Variant::INT, "range_z_max", PROPERTY_HINT_RANGE, itos(RS::CANVAS_ITEM_Z_MIN) + "," + itos(RS::CANVAS_ITEM_Z_MAX) + ",1"), "set_z_range_max", "get_z_range_max");
ADD_PROPERTY(PropertyInfo(Variant::INT, "range_layer_min", PROPERTY_HINT_RANGE, itos(RS::CANVAS_LAYER_MIN) + "," + itos(RS::CANVAS_LAYER_MAX) + ",1"), "set_layer_range_min", "get_layer_range_min");
ADD_PROPERTY(PropertyInfo(Variant::INT, "range_layer_max", PROPERTY_HINT_RANGE, itos(RS::CANVAS_LAYER_MIN) + "," + itos(RS::CANVAS_LAYER_MAX) + ",1"), "set_layer_range_max", "get_layer_range_max");
ADD_PROPERTY(PropertyInfo(Variant::INT, "range_item_cull_mask", PROPERTY_HINT_LAYERS_2D_RENDER), "set_item_cull_mask", "get_item_cull_mask");
ADD_GROUP("Shadow", "shadow_");
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "shadow_enabled", PROPERTY_HINT_GROUP_ENABLE), "set_shadow_enabled", "is_shadow_enabled");
ADD_PROPERTY(PropertyInfo(Variant::COLOR, "shadow_color"), "set_shadow_color", "get_shadow_color");
ADD_PROPERTY(PropertyInfo(Variant::INT, "shadow_filter", PROPERTY_HINT_ENUM, "None (Fast),PCF5 (Average),PCF13 (Slow)"), "set_shadow_filter", "get_shadow_filter");
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "shadow_filter_smooth", PROPERTY_HINT_RANGE, "0,64,0.1"), "set_shadow_smooth", "get_shadow_smooth");
ADD_PROPERTY(PropertyInfo(Variant::INT, "shadow_item_cull_mask", PROPERTY_HINT_LAYERS_2D_RENDER), "set_item_shadow_cull_mask", "get_item_shadow_cull_mask");
BIND_ENUM_CONSTANT(SHADOW_FILTER_NONE);
BIND_ENUM_CONSTANT(SHADOW_FILTER_PCF5);
BIND_ENUM_CONSTANT(SHADOW_FILTER_PCF13);
BIND_ENUM_CONSTANT(BLEND_MODE_ADD);
BIND_ENUM_CONSTANT(BLEND_MODE_SUB);
BIND_ENUM_CONSTANT(BLEND_MODE_MIX);
}
Light2D::Light2D() {
canvas_light = RenderingServer::get_singleton()->canvas_light_create();
set_notify_transform(true);
}
Light2D::~Light2D() {
ERR_FAIL_NULL(RenderingServer::get_singleton());
RenderingServer::get_singleton()->free(canvas_light);
}
//////////////////////////////
#ifdef TOOLS_ENABLED
Dictionary PointLight2D::_edit_get_state() const {
Dictionary state = Node2D::_edit_get_state();
state["offset"] = get_texture_offset();
return state;
}
void PointLight2D::_edit_set_state(const Dictionary &p_state) {
Node2D::_edit_set_state(p_state);
set_texture_offset(p_state["offset"]);
}
void PointLight2D::_edit_set_pivot(const Point2 &p_pivot) {
set_position(get_transform().xform(p_pivot));
set_texture_offset(get_texture_offset() - p_pivot);
}
Point2 PointLight2D::_edit_get_pivot() const {
return Vector2();
}
bool PointLight2D::_edit_use_pivot() const {
return true;
}
#endif // TOOLS_ENABLED
#ifdef DEBUG_ENABLED
Rect2 PointLight2D::_edit_get_rect() const {
if (texture.is_null()) {
return Rect2();
}
Size2 s = texture->get_size() * _scale;
return Rect2(texture_offset - s / 2.0, s);
}
bool PointLight2D::_edit_use_rect() const {
return texture.is_valid();
}
#endif // DEBUG_ENABLED
Rect2 PointLight2D::get_anchorable_rect() const {
if (texture.is_null()) {
return Rect2();
}
Size2 s = texture->get_size() * _scale;
return Rect2(texture_offset - s / 2.0, s);
}
void PointLight2D::set_texture(const Ref<Texture2D> &p_texture) {
texture = p_texture;
if (texture.is_valid()) {
#ifdef DEBUG_ENABLED
if (
p_texture->is_class("AnimatedTexture") ||
p_texture->is_class("AtlasTexture") ||
p_texture->is_class("CameraTexture") ||
p_texture->is_class("CanvasTexture") ||
p_texture->is_class("MeshTexture") ||
p_texture->is_class("Texture2DRD") ||
p_texture->is_class("ViewportTexture")) {
WARN_PRINT(vformat("%s cannot be used as a PointLight2D texture (%s). As a workaround, assign the value returned by %s's `get_image()` instead.", p_texture->get_class(), get_path(), p_texture->get_class()));
}
#endif
RS::get_singleton()->canvas_light_set_texture(_get_light(), texture->get_rid());
} else {
RS::get_singleton()->canvas_light_set_texture(_get_light(), RID());
}
update_configuration_warnings();
}
Ref<Texture2D> PointLight2D::get_texture() const {
return texture;
}
void PointLight2D::set_texture_offset(const Vector2 &p_offset) {
texture_offset = p_offset;
RS::get_singleton()->canvas_light_set_texture_offset(_get_light(), texture_offset);
item_rect_changed();
}
Vector2 PointLight2D::get_texture_offset() const {
return texture_offset;
}
PackedStringArray PointLight2D::get_configuration_warnings() const {
PackedStringArray warnings = Light2D::get_configuration_warnings();
if (texture.is_null()) {
warnings.push_back(RTR("A texture with the shape of the light must be supplied to the \"Texture\" property."));
}
return warnings;
}
void PointLight2D::set_texture_scale(real_t p_scale) {
_scale = p_scale;
// Avoid having 0 scale values, can lead to errors in physics and rendering.
if (_scale == 0) {
_scale = CMP_EPSILON;
}
RS::get_singleton()->canvas_light_set_texture_scale(_get_light(), _scale);
item_rect_changed();
}
real_t PointLight2D::get_texture_scale() const {
return _scale;
}
#ifndef DISABLE_DEPRECATED
bool PointLight2D::_set(const StringName &p_name, const Variant &p_value) {
if (p_name == "mode" && p_value.is_num()) { // Compatibility with Godot 3.x.
set_blend_mode((BlendMode)(int)p_value);
return true;
}
return false;
}
#endif // DISABLE_DEPRECATED
void PointLight2D::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_texture", "texture"), &PointLight2D::set_texture);
ClassDB::bind_method(D_METHOD("get_texture"), &PointLight2D::get_texture);
ClassDB::bind_method(D_METHOD("set_texture_offset", "texture_offset"), &PointLight2D::set_texture_offset);
ClassDB::bind_method(D_METHOD("get_texture_offset"), &PointLight2D::get_texture_offset);
ClassDB::bind_method(D_METHOD("set_texture_scale", "texture_scale"), &PointLight2D::set_texture_scale);
ClassDB::bind_method(D_METHOD("get_texture_scale"), &PointLight2D::get_texture_scale);
// Only allow texture types that display correctly.
ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "texture", PROPERTY_HINT_RESOURCE_TYPE, "Texture2D,-AnimatedTexture,-AtlasTexture,-CameraTexture,-CanvasTexture,-MeshTexture,-Texture2DRD,-ViewportTexture"), "set_texture", "get_texture");
ADD_PROPERTY(PropertyInfo(Variant::VECTOR2, "offset", PROPERTY_HINT_NONE, "suffix:px"), "set_texture_offset", "get_texture_offset");
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "texture_scale", PROPERTY_HINT_RANGE, "0.01,50,0.01"), "set_texture_scale", "get_texture_scale");
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "height", PROPERTY_HINT_RANGE, "0,1024,1,or_greater,suffix:px"), "set_height", "get_height");
}
PointLight2D::PointLight2D() {
RS::get_singleton()->canvas_light_set_mode(_get_light(), RS::CANVAS_LIGHT_MODE_POINT);
set_hide_clip_children(true);
}
//////////
void DirectionalLight2D::set_max_distance(real_t p_distance) {
max_distance = p_distance;
RS::get_singleton()->canvas_light_set_directional_distance(_get_light(), max_distance);
}
real_t DirectionalLight2D::get_max_distance() const {
return max_distance;
}
void DirectionalLight2D::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_max_distance", "pixels"), &DirectionalLight2D::set_max_distance);
ClassDB::bind_method(D_METHOD("get_max_distance"), &DirectionalLight2D::get_max_distance);
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "height", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_height", "get_height");
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "max_distance", PROPERTY_HINT_RANGE, "0,16384.0,1.0,or_greater,suffix:px"), "set_max_distance", "get_max_distance");
}
DirectionalLight2D::DirectionalLight2D() {
RS::get_singleton()->canvas_light_set_mode(_get_light(), RS::CANVAS_LIGHT_MODE_DIRECTIONAL);
set_max_distance(max_distance); // Update RenderingServer.
set_hide_clip_children(true);
}

198
scene/2d/light_2d.h Normal file
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/**************************************************************************/
/* light_2d.h */
/**************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/**************************************************************************/
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* 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. */
/**************************************************************************/
#pragma once
#include "scene/2d/node_2d.h"
class Light2D : public Node2D {
GDCLASS(Light2D, Node2D);
public:
enum ShadowFilter {
SHADOW_FILTER_NONE,
SHADOW_FILTER_PCF5,
SHADOW_FILTER_PCF13,
SHADOW_FILTER_MAX
};
enum BlendMode {
BLEND_MODE_ADD,
BLEND_MODE_SUB,
BLEND_MODE_MIX,
};
private:
RID canvas_light;
bool enabled = true;
bool editor_only = false;
bool shadow = false;
Color color = Color(1, 1, 1);
Color shadow_color = Color(0, 0, 0, 0);
real_t height = 0.0;
real_t energy = 1.0;
int z_min = -1024;
int z_max = 1024;
int layer_min = 0;
int layer_max = 0;
int item_mask = 1;
int item_shadow_mask = 1;
real_t shadow_smooth = 0.0;
Ref<Texture2D> texture;
Vector2 texture_offset;
ShadowFilter shadow_filter = SHADOW_FILTER_NONE;
BlendMode blend_mode = BLEND_MODE_ADD;
void _update_light_visibility();
virtual void owner_changed_notify() override;
virtual void _physics_interpolated_changed() override;
protected:
_FORCE_INLINE_ RID _get_light() const { return canvas_light; }
void _notification(int p_what);
static void _bind_methods();
void _validate_property(PropertyInfo &p_property) const;
public:
void set_enabled(bool p_enabled);
bool is_enabled() const;
void set_editor_only(bool p_editor_only);
bool is_editor_only() const;
void set_color(const Color &p_color);
Color get_color() const;
void set_height(real_t p_height);
real_t get_height() const;
void set_energy(real_t p_energy);
real_t get_energy() const;
void set_z_range_min(int p_min_z);
int get_z_range_min() const;
void set_z_range_max(int p_max_z);
int get_z_range_max() const;
void set_layer_range_min(int p_min_layer);
int get_layer_range_min() const;
void set_layer_range_max(int p_max_layer);
int get_layer_range_max() const;
void set_item_cull_mask(int p_mask);
int get_item_cull_mask() const;
void set_item_shadow_cull_mask(int p_mask);
int get_item_shadow_cull_mask() const;
void set_shadow_enabled(bool p_enabled);
bool is_shadow_enabled() const;
void set_shadow_filter(ShadowFilter p_filter);
ShadowFilter get_shadow_filter() const;
void set_shadow_color(const Color &p_shadow_color);
Color get_shadow_color() const;
void set_shadow_smooth(real_t p_amount);
real_t get_shadow_smooth() const;
void set_blend_mode(BlendMode p_mode);
BlendMode get_blend_mode() const;
Light2D();
~Light2D();
};
VARIANT_ENUM_CAST(Light2D::ShadowFilter);
VARIANT_ENUM_CAST(Light2D::BlendMode);
class PointLight2D : public Light2D {
GDCLASS(PointLight2D, Light2D);
private:
real_t _scale = 1.0;
Ref<Texture2D> texture;
Vector2 texture_offset;
protected:
#ifndef DISABLE_DEPRECATED
bool _set(const StringName &p_name, const Variant &p_value);
#endif // DISABLE_DEPRECATED
static void _bind_methods();
public:
#ifdef TOOLS_ENABLED
virtual Dictionary _edit_get_state() const override;
virtual void _edit_set_state(const Dictionary &p_state) override;
virtual void _edit_set_pivot(const Point2 &p_pivot) override;
virtual Point2 _edit_get_pivot() const override;
virtual bool _edit_use_pivot() const override;
#endif // TOOLS_ENABLED
#ifdef DEBUG_ENABLED
virtual Rect2 _edit_get_rect() const override;
virtual bool _edit_use_rect() const override;
#endif // DEBUG_ENABLED
virtual Rect2 get_anchorable_rect() const override;
void set_texture(const Ref<Texture2D> &p_texture);
Ref<Texture2D> get_texture() const;
void set_texture_offset(const Vector2 &p_offset);
Vector2 get_texture_offset() const;
void set_texture_scale(real_t p_scale);
real_t get_texture_scale() const;
PackedStringArray get_configuration_warnings() const override;
PointLight2D();
};
class DirectionalLight2D : public Light2D {
GDCLASS(DirectionalLight2D, Light2D);
real_t max_distance = 10000.0;
protected:
static void _bind_methods();
public:
void set_max_distance(real_t p_distance);
real_t get_max_distance() const;
DirectionalLight2D();
};

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/**************************************************************************/
/* light_occluder_2d.cpp */
/**************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/**************************************************************************/
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* 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 "light_occluder_2d.h"
#include "core/config/engine.h"
#include "core/math/geometry_2d.h"
#define LINE_GRAB_WIDTH 8
#ifdef DEBUG_ENABLED
Rect2 OccluderPolygon2D::_edit_get_rect() const {
if (rect_cache_dirty) {
if (closed) {
const Vector2 *r = polygon.ptr();
item_rect = Rect2();
for (int i = 0; i < polygon.size(); i++) {
Vector2 pos = r[i];
if (i == 0) {
item_rect.position = pos;
} else {
item_rect.expand_to(pos);
}
}
rect_cache_dirty = false;
} else {
if (polygon.is_empty()) {
item_rect = Rect2();
} else {
Vector2 d = Vector2(LINE_GRAB_WIDTH, LINE_GRAB_WIDTH);
item_rect = Rect2(polygon[0] - d, 2 * d);
for (int i = 1; i < polygon.size(); i++) {
item_rect.expand_to(polygon[i] - d);
item_rect.expand_to(polygon[i] + d);
}
}
}
}
return item_rect;
}
bool OccluderPolygon2D::_edit_is_selected_on_click(const Point2 &p_point, double p_tolerance) const {
if (closed) {
return Geometry2D::is_point_in_polygon(p_point, Variant(polygon));
} else {
const real_t d = LINE_GRAB_WIDTH / 2 + p_tolerance;
const Vector2 *points = polygon.ptr();
for (int i = 0; i < polygon.size() - 1; i++) {
Vector2 p = Geometry2D::get_closest_point_to_segment(p_point, points[i], points[i + 1]);
if (p.distance_to(p_point) <= d) {
return true;
}
}
return false;
}
}
#endif // DEBUG_ENABLED
void OccluderPolygon2D::set_polygon(const Vector<Vector2> &p_polygon) {
polygon = p_polygon;
rect_cache_dirty = true;
RS::get_singleton()->canvas_occluder_polygon_set_shape(occ_polygon, p_polygon, closed);
emit_changed();
update_configuration_warning();
}
Vector<Vector2> OccluderPolygon2D::get_polygon() const {
return polygon;
}
void OccluderPolygon2D::set_closed(bool p_closed) {
if (closed == p_closed) {
return;
}
closed = p_closed;
if (polygon.size()) {
RS::get_singleton()->canvas_occluder_polygon_set_shape(occ_polygon, polygon, closed);
}
emit_changed();
}
bool OccluderPolygon2D::is_closed() const {
return closed;
}
void OccluderPolygon2D::set_cull_mode(CullMode p_mode) {
cull = p_mode;
RS::get_singleton()->canvas_occluder_polygon_set_cull_mode(occ_polygon, RS::CanvasOccluderPolygonCullMode(p_mode));
}
OccluderPolygon2D::CullMode OccluderPolygon2D::get_cull_mode() const {
return cull;
}
RID OccluderPolygon2D::get_rid() const {
return occ_polygon;
}
void OccluderPolygon2D::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_closed", "closed"), &OccluderPolygon2D::set_closed);
ClassDB::bind_method(D_METHOD("is_closed"), &OccluderPolygon2D::is_closed);
ClassDB::bind_method(D_METHOD("set_cull_mode", "cull_mode"), &OccluderPolygon2D::set_cull_mode);
ClassDB::bind_method(D_METHOD("get_cull_mode"), &OccluderPolygon2D::get_cull_mode);
ClassDB::bind_method(D_METHOD("set_polygon", "polygon"), &OccluderPolygon2D::set_polygon);
ClassDB::bind_method(D_METHOD("get_polygon"), &OccluderPolygon2D::get_polygon);
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "closed"), "set_closed", "is_closed");
ADD_PROPERTY(PropertyInfo(Variant::INT, "cull_mode", PROPERTY_HINT_ENUM, "Disabled,ClockWise,CounterClockWise"), "set_cull_mode", "get_cull_mode");
ADD_PROPERTY(PropertyInfo(Variant::PACKED_VECTOR2_ARRAY, "polygon"), "set_polygon", "get_polygon");
BIND_ENUM_CONSTANT(CULL_DISABLED);
BIND_ENUM_CONSTANT(CULL_CLOCKWISE);
BIND_ENUM_CONSTANT(CULL_COUNTER_CLOCKWISE);
}
OccluderPolygon2D::OccluderPolygon2D() {
occ_polygon = RS::get_singleton()->canvas_occluder_polygon_create();
}
OccluderPolygon2D::~OccluderPolygon2D() {
ERR_FAIL_NULL(RenderingServer::get_singleton());
RS::get_singleton()->free(occ_polygon);
}
void LightOccluder2D::_poly_changed() {
#ifdef DEBUG_ENABLED
queue_redraw();
#endif // DEBUG_ENABLED
}
void LightOccluder2D::_physics_interpolated_changed() {
RenderingServer::get_singleton()->canvas_light_occluder_set_interpolated(occluder, is_physics_interpolated());
}
void LightOccluder2D::_notification(int p_what) {
switch (p_what) {
case NOTIFICATION_ENTER_CANVAS: {
RS::get_singleton()->canvas_light_occluder_attach_to_canvas(occluder, get_canvas());
RS::get_singleton()->canvas_light_occluder_set_transform(occluder, get_global_transform());
RS::get_singleton()->canvas_light_occluder_set_enabled(occluder, is_visible_in_tree());
} break;
case NOTIFICATION_TRANSFORM_CHANGED: {
RS::get_singleton()->canvas_light_occluder_set_transform(occluder, get_global_transform());
} break;
case NOTIFICATION_VISIBILITY_CHANGED: {
RS::get_singleton()->canvas_light_occluder_set_enabled(occluder, is_visible_in_tree());
} break;
case NOTIFICATION_DRAW: {
if (Engine::get_singleton()->is_editor_hint()) {
if (occluder_polygon.is_valid()) {
Vector<Vector2> poly = occluder_polygon->get_polygon();
if (poly.size()) {
if (occluder_polygon->is_closed()) {
Vector<Color> color;
color.push_back(Color(0, 0, 0, 0.6));
draw_polygon(Variant(poly), color);
} else {
int ps = poly.size();
const Vector2 *r = poly.ptr();
for (int i = 0; i < ps - 1; i++) {
draw_line(r[i], r[i + 1], Color(0, 0, 0, 0.6), 3);
}
}
}
}
}
} break;
case NOTIFICATION_EXIT_CANVAS: {
RS::get_singleton()->canvas_light_occluder_attach_to_canvas(occluder, RID());
} break;
case NOTIFICATION_RESET_PHYSICS_INTERPOLATION: {
if (is_visible_in_tree() && is_physics_interpolated_and_enabled()) {
// Explicitly make sure the transform is up to date in RenderingServer before
// resetting. This is necessary because NOTIFICATION_TRANSFORM_CHANGED
// is normally deferred, and a client change to transform will not always be sent
// before the reset, so we need to guarantee this.
RS::get_singleton()->canvas_light_occluder_set_transform(occluder, get_global_transform());
RS::get_singleton()->canvas_light_occluder_reset_physics_interpolation(occluder);
}
} break;
}
}
#ifdef DEBUG_ENABLED
Rect2 LightOccluder2D::_edit_get_rect() const {
return occluder_polygon.is_valid() ? occluder_polygon->_edit_get_rect() : Rect2();
}
bool LightOccluder2D::_edit_is_selected_on_click(const Point2 &p_point, double p_tolerance) const {
return occluder_polygon.is_valid() ? occluder_polygon->_edit_is_selected_on_click(p_point, p_tolerance) : false;
}
#endif // DEBUG_ENABLED
void LightOccluder2D::set_occluder_polygon(const Ref<OccluderPolygon2D> &p_polygon) {
#ifdef DEBUG_ENABLED
if (occluder_polygon.is_valid()) {
occluder_polygon->disconnect_changed(callable_mp(this, &LightOccluder2D::_poly_changed));
}
#endif // DEBUG_ENABLED
occluder_polygon = p_polygon;
if (occluder_polygon.is_valid()) {
RS::get_singleton()->canvas_light_occluder_set_polygon(occluder, occluder_polygon->get_rid());
} else {
RS::get_singleton()->canvas_light_occluder_set_polygon(occluder, RID());
}
#ifdef DEBUG_ENABLED
if (occluder_polygon.is_valid()) {
occluder_polygon->connect_changed(callable_mp(this, &LightOccluder2D::_poly_changed));
}
queue_redraw();
#endif // DEBUG_ENABLED
}
Ref<OccluderPolygon2D> LightOccluder2D::get_occluder_polygon() const {
return occluder_polygon;
}
void LightOccluder2D::set_occluder_light_mask(int p_mask) {
mask = p_mask;
RS::get_singleton()->canvas_light_occluder_set_light_mask(occluder, p_mask);
}
int LightOccluder2D::get_occluder_light_mask() const {
return mask;
}
PackedStringArray LightOccluder2D::get_configuration_warnings() const {
PackedStringArray warnings = Node2D::get_configuration_warnings();
if (occluder_polygon.is_null()) {
warnings.push_back(RTR("An occluder polygon must be set (or drawn) for this occluder to take effect."));
}
if (occluder_polygon.is_valid() && occluder_polygon->get_polygon().is_empty()) {
warnings.push_back(RTR("The occluder polygon for this occluder is empty. Please draw a polygon."));
}
return warnings;
}
void LightOccluder2D::set_as_sdf_collision(bool p_enable) {
sdf_collision = p_enable;
RS::get_singleton()->canvas_light_occluder_set_as_sdf_collision(occluder, sdf_collision);
}
bool LightOccluder2D::is_set_as_sdf_collision() const {
return sdf_collision;
}
void LightOccluder2D::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_occluder_polygon", "polygon"), &LightOccluder2D::set_occluder_polygon);
ClassDB::bind_method(D_METHOD("get_occluder_polygon"), &LightOccluder2D::get_occluder_polygon);
ClassDB::bind_method(D_METHOD("set_occluder_light_mask", "mask"), &LightOccluder2D::set_occluder_light_mask);
ClassDB::bind_method(D_METHOD("get_occluder_light_mask"), &LightOccluder2D::get_occluder_light_mask);
ClassDB::bind_method(D_METHOD("set_as_sdf_collision", "enable"), &LightOccluder2D::set_as_sdf_collision);
ClassDB::bind_method(D_METHOD("is_set_as_sdf_collision"), &LightOccluder2D::is_set_as_sdf_collision);
ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "occluder", PROPERTY_HINT_RESOURCE_TYPE, "OccluderPolygon2D"), "set_occluder_polygon", "get_occluder_polygon");
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "sdf_collision"), "set_as_sdf_collision", "is_set_as_sdf_collision");
ADD_PROPERTY(PropertyInfo(Variant::INT, "occluder_light_mask", PROPERTY_HINT_LAYERS_2D_RENDER), "set_occluder_light_mask", "get_occluder_light_mask");
}
LightOccluder2D::LightOccluder2D() {
occluder = RS::get_singleton()->canvas_light_occluder_create();
set_notify_transform(true);
set_as_sdf_collision(true);
}
LightOccluder2D::~LightOccluder2D() {
ERR_FAIL_NULL(RenderingServer::get_singleton());
RS::get_singleton()->free(occluder);
}

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/**************************************************************************/
/* light_occluder_2d.h */
/**************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/**************************************************************************/
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* 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. */
/**************************************************************************/
#pragma once
#include "scene/2d/node_2d.h"
class OccluderPolygon2D : public Resource {
GDCLASS(OccluderPolygon2D, Resource);
public:
enum CullMode {
CULL_DISABLED,
CULL_CLOCKWISE,
CULL_COUNTER_CLOCKWISE
};
private:
RID occ_polygon;
Vector<Vector2> polygon;
bool closed = true;
CullMode cull = CULL_DISABLED;
mutable Rect2 item_rect;
mutable bool rect_cache_dirty = true;
protected:
static void _bind_methods();
public:
#ifdef DEBUG_ENABLED
virtual Rect2 _edit_get_rect() const;
virtual bool _edit_is_selected_on_click(const Point2 &p_point, double p_tolerance) const;
#endif // DEBUG_ENABLED
void set_polygon(const Vector<Vector2> &p_polygon);
Vector<Vector2> get_polygon() const;
void set_closed(bool p_closed);
bool is_closed() const;
void set_cull_mode(CullMode p_mode);
CullMode get_cull_mode() const;
virtual RID get_rid() const override;
OccluderPolygon2D();
~OccluderPolygon2D();
};
VARIANT_ENUM_CAST(OccluderPolygon2D::CullMode);
class LightOccluder2D : public Node2D {
GDCLASS(LightOccluder2D, Node2D);
RID occluder;
int mask = 1;
Ref<OccluderPolygon2D> occluder_polygon;
bool sdf_collision = false;
void _poly_changed();
virtual void _physics_interpolated_changed() override;
protected:
void _notification(int p_what);
static void _bind_methods();
public:
#ifdef DEBUG_ENABLED
virtual Rect2 _edit_get_rect() const override;
virtual bool _edit_is_selected_on_click(const Point2 &p_point, double p_tolerance) const override;
#endif // DEBUG_ENABLED
void set_occluder_polygon(const Ref<OccluderPolygon2D> &p_polygon);
Ref<OccluderPolygon2D> get_occluder_polygon() const;
void set_occluder_light_mask(int p_mask);
int get_occluder_light_mask() const;
void set_as_sdf_collision(bool p_enable);
bool is_set_as_sdf_collision() const;
PackedStringArray get_configuration_warnings() const override;
LightOccluder2D();
~LightOccluder2D();
};

423
scene/2d/line_2d.cpp Normal file
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/**************************************************************************/
/* line_2d.cpp */
/**************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/**************************************************************************/
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* 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 "line_2d.h"
#include "core/math/geometry_2d.h"
#include "line_builder.h"
Line2D::Line2D() {
}
#ifdef DEBUG_ENABLED
Rect2 Line2D::_edit_get_rect() const {
if (_points.is_empty()) {
return Rect2(0, 0, 0, 0);
}
Vector2 min = _points[0];
Vector2 max = min;
for (int i = 1; i < _points.size(); i++) {
min = min.min(_points[i]);
max = max.max(_points[i]);
}
return Rect2(min, max - min).grow(_width);
}
bool Line2D::_edit_use_rect() const {
return true;
}
bool Line2D::_edit_is_selected_on_click(const Point2 &p_point, double p_tolerance) const {
const real_t d = _width / 2 + p_tolerance;
const Vector2 *points = _points.ptr();
for (int i = 0; i < _points.size() - 1; i++) {
Vector2 p = Geometry2D::get_closest_point_to_segment(p_point, points[i], points[i + 1]);
if (p_point.distance_to(p) <= d) {
return true;
}
}
// Closing segment between the first and last point.
if (_closed && _points.size() > 2) {
Vector2 p = Geometry2D::get_closest_point_to_segment(p_point, points[0], points[_points.size() - 1]);
if (p_point.distance_to(p) <= d) {
return true;
}
}
return false;
}
#endif
void Line2D::set_points(const Vector<Vector2> &p_points) {
_points = p_points;
queue_redraw();
}
void Line2D::set_closed(bool p_closed) {
_closed = p_closed;
queue_redraw();
}
bool Line2D::is_closed() const {
return _closed;
}
void Line2D::set_width(float p_width) {
if (p_width < 0.0) {
p_width = 0.0;
}
_width = p_width;
queue_redraw();
}
float Line2D::get_width() const {
return _width;
}
void Line2D::set_curve(const Ref<Curve> &p_curve) {
if (_curve.is_valid()) {
_curve->disconnect_changed(callable_mp(this, &Line2D::_curve_changed));
}
_curve = p_curve;
if (_curve.is_valid()) {
_curve->connect_changed(callable_mp(this, &Line2D::_curve_changed));
}
queue_redraw();
}
Ref<Curve> Line2D::get_curve() const {
return _curve;
}
Vector<Vector2> Line2D::get_points() const {
return _points;
}
void Line2D::set_point_position(int i, Vector2 p_pos) {
ERR_FAIL_INDEX(i, _points.size());
_points.set(i, p_pos);
queue_redraw();
}
Vector2 Line2D::get_point_position(int i) const {
ERR_FAIL_INDEX_V(i, _points.size(), Vector2());
return _points.get(i);
}
int Line2D::get_point_count() const {
return _points.size();
}
void Line2D::clear_points() {
int count = _points.size();
if (count > 0) {
_points.clear();
queue_redraw();
}
}
void Line2D::add_point(Vector2 p_pos, int p_atpos) {
if (p_atpos < 0 || _points.size() < p_atpos) {
_points.push_back(p_pos);
} else {
_points.insert(p_atpos, p_pos);
}
queue_redraw();
}
void Line2D::remove_point(int i) {
_points.remove_at(i);
queue_redraw();
}
void Line2D::set_default_color(Color p_color) {
_default_color = p_color;
queue_redraw();
}
Color Line2D::get_default_color() const {
return _default_color;
}
void Line2D::set_gradient(const Ref<Gradient> &p_gradient) {
if (_gradient.is_valid()) {
_gradient->disconnect_changed(callable_mp(this, &Line2D::_gradient_changed));
}
_gradient = p_gradient;
if (_gradient.is_valid()) {
_gradient->connect_changed(callable_mp(this, &Line2D::_gradient_changed));
}
queue_redraw();
}
Ref<Gradient> Line2D::get_gradient() const {
return _gradient;
}
void Line2D::set_texture(const Ref<Texture2D> &p_texture) {
_texture = p_texture;
queue_redraw();
}
Ref<Texture2D> Line2D::get_texture() const {
return _texture;
}
void Line2D::set_texture_mode(const LineTextureMode p_mode) {
_texture_mode = p_mode;
queue_redraw();
}
Line2D::LineTextureMode Line2D::get_texture_mode() const {
return _texture_mode;
}
void Line2D::set_joint_mode(LineJointMode p_mode) {
_joint_mode = p_mode;
queue_redraw();
}
Line2D::LineJointMode Line2D::get_joint_mode() const {
return _joint_mode;
}
void Line2D::set_begin_cap_mode(LineCapMode p_mode) {
_begin_cap_mode = p_mode;
queue_redraw();
}
Line2D::LineCapMode Line2D::get_begin_cap_mode() const {
return _begin_cap_mode;
}
void Line2D::set_end_cap_mode(LineCapMode p_mode) {
_end_cap_mode = p_mode;
queue_redraw();
}
Line2D::LineCapMode Line2D::get_end_cap_mode() const {
return _end_cap_mode;
}
void Line2D::_notification(int p_what) {
switch (p_what) {
case NOTIFICATION_DRAW: {
_draw();
} break;
}
}
void Line2D::set_sharp_limit(float p_limit) {
if (p_limit < 0.f) {
p_limit = 0.f;
}
_sharp_limit = p_limit;
queue_redraw();
}
float Line2D::get_sharp_limit() const {
return _sharp_limit;
}
void Line2D::set_round_precision(int p_precision) {
_round_precision = MAX(1, p_precision);
queue_redraw();
}
int Line2D::get_round_precision() const {
return _round_precision;
}
void Line2D::set_antialiased(bool p_antialiased) {
_antialiased = p_antialiased;
queue_redraw();
}
bool Line2D::get_antialiased() const {
return _antialiased;
}
void Line2D::_draw() {
int len = _points.size();
if (len <= 1 || _width == 0.f) {
return;
}
// TODO Maybe have it as member rather than copying parameters and allocating memory?
LineBuilder lb;
lb.points = _points;
lb.closed = _closed;
lb.default_color = _default_color;
lb.gradient = *_gradient;
lb.texture_mode = _texture_mode;
lb.joint_mode = _joint_mode;
lb.begin_cap_mode = _begin_cap_mode;
lb.end_cap_mode = _end_cap_mode;
lb.round_precision = _round_precision;
lb.sharp_limit = _sharp_limit;
lb.width = _width;
lb.curve = *_curve;
RID texture_rid;
if (_texture.is_valid()) {
texture_rid = _texture->get_rid();
lb.tile_aspect = _texture->get_size().aspect();
}
lb.build();
if (lb.indices.is_empty()) {
return;
}
RS::get_singleton()->canvas_item_add_triangle_array(
get_canvas_item(),
lb.indices,
lb.vertices,
lb.colors,
lb.uvs, Vector<int>(), Vector<float>(),
texture_rid);
// DEBUG: Draw wireframe
// if (lb.indices.size() % 3 == 0) {
// Color col(0, 0, 0);
// for (int i = 0; i < lb.indices.size(); i += 3) {
// Vector2 a = lb.vertices[lb.indices[i]];
// Vector2 b = lb.vertices[lb.indices[i+1]];
// Vector2 c = lb.vertices[lb.indices[i+2]];
// draw_line(a, b, col);
// draw_line(b, c, col);
// draw_line(c, a, col);
// }
// for (int i = 0; i < lb.vertices.size(); ++i) {
// Vector2 p = lb.vertices[i];
// draw_rect(Rect2(p.x - 1, p.y - 1, 2, 2), Color(0, 0, 0, 0.5));
// }
// }
}
void Line2D::_gradient_changed() {
queue_redraw();
}
void Line2D::_curve_changed() {
queue_redraw();
}
// static
void Line2D::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_points", "points"), &Line2D::set_points);
ClassDB::bind_method(D_METHOD("get_points"), &Line2D::get_points);
ClassDB::bind_method(D_METHOD("set_point_position", "index", "position"), &Line2D::set_point_position);
ClassDB::bind_method(D_METHOD("get_point_position", "index"), &Line2D::get_point_position);
ClassDB::bind_method(D_METHOD("get_point_count"), &Line2D::get_point_count);
ClassDB::bind_method(D_METHOD("add_point", "position", "index"), &Line2D::add_point, DEFVAL(-1));
ClassDB::bind_method(D_METHOD("remove_point", "index"), &Line2D::remove_point);
ClassDB::bind_method(D_METHOD("clear_points"), &Line2D::clear_points);
ClassDB::bind_method(D_METHOD("set_closed", "closed"), &Line2D::set_closed);
ClassDB::bind_method(D_METHOD("is_closed"), &Line2D::is_closed);
ClassDB::bind_method(D_METHOD("set_width", "width"), &Line2D::set_width);
ClassDB::bind_method(D_METHOD("get_width"), &Line2D::get_width);
ClassDB::bind_method(D_METHOD("set_curve", "curve"), &Line2D::set_curve);
ClassDB::bind_method(D_METHOD("get_curve"), &Line2D::get_curve);
ClassDB::bind_method(D_METHOD("set_default_color", "color"), &Line2D::set_default_color);
ClassDB::bind_method(D_METHOD("get_default_color"), &Line2D::get_default_color);
ClassDB::bind_method(D_METHOD("set_gradient", "color"), &Line2D::set_gradient);
ClassDB::bind_method(D_METHOD("get_gradient"), &Line2D::get_gradient);
ClassDB::bind_method(D_METHOD("set_texture", "texture"), &Line2D::set_texture);
ClassDB::bind_method(D_METHOD("get_texture"), &Line2D::get_texture);
ClassDB::bind_method(D_METHOD("set_texture_mode", "mode"), &Line2D::set_texture_mode);
ClassDB::bind_method(D_METHOD("get_texture_mode"), &Line2D::get_texture_mode);
ClassDB::bind_method(D_METHOD("set_joint_mode", "mode"), &Line2D::set_joint_mode);
ClassDB::bind_method(D_METHOD("get_joint_mode"), &Line2D::get_joint_mode);
ClassDB::bind_method(D_METHOD("set_begin_cap_mode", "mode"), &Line2D::set_begin_cap_mode);
ClassDB::bind_method(D_METHOD("get_begin_cap_mode"), &Line2D::get_begin_cap_mode);
ClassDB::bind_method(D_METHOD("set_end_cap_mode", "mode"), &Line2D::set_end_cap_mode);
ClassDB::bind_method(D_METHOD("get_end_cap_mode"), &Line2D::get_end_cap_mode);
ClassDB::bind_method(D_METHOD("set_sharp_limit", "limit"), &Line2D::set_sharp_limit);
ClassDB::bind_method(D_METHOD("get_sharp_limit"), &Line2D::get_sharp_limit);
ClassDB::bind_method(D_METHOD("set_round_precision", "precision"), &Line2D::set_round_precision);
ClassDB::bind_method(D_METHOD("get_round_precision"), &Line2D::get_round_precision);
ClassDB::bind_method(D_METHOD("set_antialiased", "antialiased"), &Line2D::set_antialiased);
ClassDB::bind_method(D_METHOD("get_antialiased"), &Line2D::get_antialiased);
ADD_PROPERTY(PropertyInfo(Variant::PACKED_VECTOR2_ARRAY, "points"), "set_points", "get_points");
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "closed"), "set_closed", "is_closed");
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "width", PROPERTY_HINT_NONE, "suffix:px"), "set_width", "get_width");
ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "width_curve", PROPERTY_HINT_RESOURCE_TYPE, "Curve"), "set_curve", "get_curve");
ADD_PROPERTY(PropertyInfo(Variant::COLOR, "default_color"), "set_default_color", "get_default_color");
ADD_GROUP("Fill", "");
ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "gradient", PROPERTY_HINT_RESOURCE_TYPE, "Gradient"), "set_gradient", "get_gradient");
ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "texture", PROPERTY_HINT_RESOURCE_TYPE, "Texture2D"), "set_texture", "get_texture");
ADD_PROPERTY(PropertyInfo(Variant::INT, "texture_mode", PROPERTY_HINT_ENUM, "None,Tile,Stretch"), "set_texture_mode", "get_texture_mode");
ADD_GROUP("Capping", "");
ADD_PROPERTY(PropertyInfo(Variant::INT, "joint_mode", PROPERTY_HINT_ENUM, "Sharp,Bevel,Round"), "set_joint_mode", "get_joint_mode");
ADD_PROPERTY(PropertyInfo(Variant::INT, "begin_cap_mode", PROPERTY_HINT_ENUM, "None,Box,Round"), "set_begin_cap_mode", "get_begin_cap_mode");
ADD_PROPERTY(PropertyInfo(Variant::INT, "end_cap_mode", PROPERTY_HINT_ENUM, "None,Box,Round"), "set_end_cap_mode", "get_end_cap_mode");
ADD_GROUP("Border", "");
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "sharp_limit"), "set_sharp_limit", "get_sharp_limit");
ADD_PROPERTY(PropertyInfo(Variant::INT, "round_precision", PROPERTY_HINT_RANGE, "1,32,1"), "set_round_precision", "get_round_precision");
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "antialiased"), "set_antialiased", "get_antialiased");
BIND_ENUM_CONSTANT(LINE_JOINT_SHARP);
BIND_ENUM_CONSTANT(LINE_JOINT_BEVEL);
BIND_ENUM_CONSTANT(LINE_JOINT_ROUND);
BIND_ENUM_CONSTANT(LINE_CAP_NONE);
BIND_ENUM_CONSTANT(LINE_CAP_BOX);
BIND_ENUM_CONSTANT(LINE_CAP_ROUND);
BIND_ENUM_CONSTANT(LINE_TEXTURE_NONE);
BIND_ENUM_CONSTANT(LINE_TEXTURE_TILE);
BIND_ENUM_CONSTANT(LINE_TEXTURE_STRETCH);
}

147
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/**************************************************************************/
/* line_2d.h */
/**************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/**************************************************************************/
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* 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. */
/**************************************************************************/
#pragma once
#include "node_2d.h"
class Line2D : public Node2D {
GDCLASS(Line2D, Node2D);
public:
enum LineJointMode {
LINE_JOINT_SHARP = 0,
LINE_JOINT_BEVEL,
LINE_JOINT_ROUND
};
enum LineCapMode {
LINE_CAP_NONE = 0,
LINE_CAP_BOX,
LINE_CAP_ROUND
};
enum LineTextureMode {
LINE_TEXTURE_NONE = 0,
LINE_TEXTURE_TILE,
LINE_TEXTURE_STRETCH
};
#ifdef DEBUG_ENABLED
virtual Rect2 _edit_get_rect() const override;
virtual bool _edit_use_rect() const override;
virtual bool _edit_is_selected_on_click(const Point2 &p_point, double p_tolerance) const override;
#endif
Line2D();
void set_points(const Vector<Vector2> &p_points);
Vector<Vector2> get_points() const;
void set_point_position(int i, Vector2 pos);
Vector2 get_point_position(int i) const;
int get_point_count() const;
void clear_points();
void add_point(Vector2 pos, int atpos = -1);
void remove_point(int i);
void set_closed(bool p_closed);
bool is_closed() const;
void set_width(float width);
float get_width() const;
void set_curve(const Ref<Curve> &curve);
Ref<Curve> get_curve() const;
void set_default_color(Color color);
Color get_default_color() const;
void set_gradient(const Ref<Gradient> &gradient);
Ref<Gradient> get_gradient() const;
void set_texture(const Ref<Texture2D> &texture);
Ref<Texture2D> get_texture() const;
void set_texture_mode(const LineTextureMode mode);
LineTextureMode get_texture_mode() const;
void set_joint_mode(LineJointMode mode);
LineJointMode get_joint_mode() const;
void set_begin_cap_mode(LineCapMode mode);
LineCapMode get_begin_cap_mode() const;
void set_end_cap_mode(LineCapMode mode);
LineCapMode get_end_cap_mode() const;
void set_sharp_limit(float limit);
float get_sharp_limit() const;
void set_round_precision(int precision);
int get_round_precision() const;
void set_antialiased(bool p_antialiased);
bool get_antialiased() const;
protected:
void _notification(int p_what);
void _draw();
static void _bind_methods();
private:
void _gradient_changed();
void _curve_changed();
private:
Vector<Vector2> _points;
LineJointMode _joint_mode = LINE_JOINT_SHARP;
LineCapMode _begin_cap_mode = LINE_CAP_NONE;
LineCapMode _end_cap_mode = LINE_CAP_NONE;
bool _closed = false;
float _width = 10.0;
Ref<Curve> _curve;
Color _default_color = Color(1, 1, 1);
Ref<Gradient> _gradient;
Ref<Texture2D> _texture;
LineTextureMode _texture_mode = LINE_TEXTURE_NONE;
float _sharp_limit = 2.f;
int _round_precision = 8;
bool _antialiased = false;
};
// Needed so we can bind functions
VARIANT_ENUM_CAST(Line2D::LineJointMode)
VARIANT_ENUM_CAST(Line2D::LineCapMode)
VARIANT_ENUM_CAST(Line2D::LineTextureMode)

598
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/**************************************************************************/
/* line_builder.cpp */
/**************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/**************************************************************************/
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* 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 "line_builder.h"
#include "core/math/geometry_2d.h"
// Utility method.
static inline Vector2 interpolate(const Rect2 &r, const Vector2 &v) {
return Vector2(
Math::lerp(r.position.x, r.position.x + r.get_size().x, v.x),
Math::lerp(r.position.y, r.position.y + r.get_size().y, v.y));
}
LineBuilder::LineBuilder() {
}
void LineBuilder::build() {
// Need at least 2 points to draw a line, so clear the output and return.
if (points.size() < 2) {
vertices.clear();
colors.clear();
indices.clear();
uvs.clear();
return;
}
ERR_FAIL_COND(tile_aspect <= 0.f);
const float hw = width / 2.f;
const float hw_sq = hw * hw;
const float sharp_limit_sq = sharp_limit * sharp_limit;
const int point_count = points.size();
const bool wrap_around = closed && point_count > 2;
_interpolate_color = gradient != nullptr;
const bool retrieve_curve = curve != nullptr;
const bool distance_required = _interpolate_color || retrieve_curve ||
texture_mode == Line2D::LINE_TEXTURE_TILE ||
texture_mode == Line2D::LINE_TEXTURE_STRETCH;
// Initial values
Vector2 pos0 = points[0];
Vector2 pos1 = points[1];
Vector2 f0 = (pos1 - pos0).normalized();
Vector2 u0 = f0.orthogonal();
Vector2 pos_up0 = pos0;
Vector2 pos_down0 = pos0;
Color color0;
Color color1;
float current_distance0 = 0.f;
float current_distance1 = 0.f;
float total_distance = 0.f;
float width_factor = 1.f;
float modified_hw = hw;
if (retrieve_curve) {
width_factor = curve->sample_baked(0.f);
modified_hw = hw * width_factor;
}
if (distance_required) {
// Calculate the total distance.
for (int i = 1; i < point_count; ++i) {
total_distance += points[i].distance_to(points[i - 1]);
}
if (wrap_around) {
total_distance += points[point_count - 1].distance_to(pos0);
} else {
// Adjust the total distance.
// The line's outer length may be a little higher due to the end caps.
if (begin_cap_mode == Line2D::LINE_CAP_BOX || begin_cap_mode == Line2D::LINE_CAP_ROUND) {
total_distance += modified_hw;
}
if (end_cap_mode == Line2D::LINE_CAP_BOX || end_cap_mode == Line2D::LINE_CAP_ROUND) {
if (retrieve_curve) {
total_distance += hw * curve->sample_baked(1.f);
} else {
total_distance += hw;
}
}
}
}
if (point_count < 2 || (distance_required && Math::is_zero_approx(total_distance))) {
// Zero-length line, nothing to build.
return;
}
if (_interpolate_color) {
color0 = gradient->get_color(0);
} else {
colors.push_back(default_color);
}
float uvx0 = 0.f;
float uvx1 = 0.f;
pos_up0 += u0 * modified_hw;
pos_down0 -= u0 * modified_hw;
// Begin cap
if (!wrap_around) {
if (begin_cap_mode == Line2D::LINE_CAP_BOX) {
// Push back first vertices a little bit.
pos_up0 -= f0 * modified_hw;
pos_down0 -= f0 * modified_hw;
current_distance0 += modified_hw;
current_distance1 = current_distance0;
} else if (begin_cap_mode == Line2D::LINE_CAP_ROUND) {
if (texture_mode == Line2D::LINE_TEXTURE_TILE) {
uvx0 = width_factor * 0.5f / tile_aspect;
} else if (texture_mode == Line2D::LINE_TEXTURE_STRETCH) {
uvx0 = width * width_factor / total_distance;
}
new_arc(pos0, pos_up0 - pos0, -Math::PI, color0, Rect2(0.f, 0.f, uvx0 * 2, 1.f));
current_distance0 += modified_hw;
current_distance1 = current_distance0;
}
strip_begin(pos_up0, pos_down0, color0, uvx0);
}
/*
* pos_up0 ------------- pos_up1 --------------------
* | |
* pos0 - - - - - - - - - pos1 - - - - - - - - - pos2
* | |
* pos_down0 ------------ pos_down1 ------------------
*
* i-1 i i+1
*/
// http://labs.hyperandroid.com/tag/opengl-lines
// (not the same implementation but visuals help a lot)
// If the polyline wraps around, then draw two more segments with joints:
// The last one, which should normally end with an end cap, and the one that matches the end and the beginning.
int segments_count = wrap_around ? point_count : (point_count - 2);
// The wraparound case starts with a "fake walk" from the end of the polyline
// to its beginning, so that its first joint is correct, without drawing anything.
int first_point = wrap_around ? -1 : 1;
// If the line wraps around, these variables will be used for the final segment.
Vector2 first_pos_up, first_pos_down;
bool is_first_joint_sharp = false;
// For each additional segment
for (int i = first_point; i <= segments_count; ++i) {
pos1 = points[(i == -1) ? point_count - 1 : i % point_count]; // First point.
Vector2 pos2 = points[(i + 1) % point_count]; // Second point.
Vector2 f1 = (pos2 - pos1).normalized();
Vector2 u1 = f1.orthogonal();
// Determine joint orientation.
float dp = u0.dot(f1);
const Orientation orientation = (dp > 0.f ? UP : DOWN);
if (distance_required && i >= 1) {
current_distance1 += pos0.distance_to(pos1);
}
if (_interpolate_color) {
color1 = gradient->get_color_at_offset(current_distance1 / total_distance);
}
if (retrieve_curve) {
width_factor = curve->sample_baked(current_distance1 / total_distance);
modified_hw = hw * width_factor;
}
Vector2 inner_normal0 = u0 * modified_hw;
Vector2 inner_normal1 = u1 * modified_hw;
if (orientation == DOWN) {
inner_normal0 = -inner_normal0;
inner_normal1 = -inner_normal1;
}
/*
* ---------------------------
* /
* 0 / 1
* / /
* --------------------x------ /
* / / (here shown with orientation == DOWN)
* / /
* / /
* / /
* 2 /
* /
*/
// Find inner intersection at the joint.
Vector2 corner_pos_in, corner_pos_out;
bool is_intersecting = Geometry2D::segment_intersects_segment(
pos0 + inner_normal0, pos1 + inner_normal0,
pos1 + inner_normal1, pos2 + inner_normal1,
&corner_pos_in);
if (is_intersecting) {
// Inner parts of the segments intersect.
corner_pos_out = 2.f * pos1 - corner_pos_in;
} else {
// No intersection, segments are too sharp or they overlap.
corner_pos_in = pos1 + inner_normal0;
corner_pos_out = pos1 - inner_normal0;
}
Vector2 corner_pos_up, corner_pos_down;
if (orientation == UP) {
corner_pos_up = corner_pos_in;
corner_pos_down = corner_pos_out;
} else {
corner_pos_up = corner_pos_out;
corner_pos_down = corner_pos_in;
}
Line2D::LineJointMode current_joint_mode = joint_mode;
Vector2 pos_up1, pos_down1;
if (is_intersecting) {
// Fallback on bevel if sharp angle is too high (because it would produce very long miters).
float width_factor_sq = width_factor * width_factor;
if (current_joint_mode == Line2D::LINE_JOINT_SHARP && corner_pos_out.distance_squared_to(pos1) / (hw_sq * width_factor_sq) > sharp_limit_sq) {
current_joint_mode = Line2D::LINE_JOINT_BEVEL;
}
if (current_joint_mode == Line2D::LINE_JOINT_SHARP) {
// In this case, we won't create joint geometry,
// The previous and next line quads will directly share an edge.
pos_up1 = corner_pos_up;
pos_down1 = corner_pos_down;
} else {
// Bevel or round
if (orientation == UP) {
pos_up1 = corner_pos_up;
pos_down1 = pos1 - u0 * modified_hw;
} else {
pos_up1 = pos1 + u0 * modified_hw;
pos_down1 = corner_pos_down;
}
}
} else {
// No intersection: fallback
if (current_joint_mode == Line2D::LINE_JOINT_SHARP) {
// There is no fallback implementation for LINE_JOINT_SHARP so switch to the LINE_JOINT_BEVEL.
current_joint_mode = Line2D::LINE_JOINT_BEVEL;
}
pos_up1 = corner_pos_up;
pos_down1 = corner_pos_down;
}
// Triangles are clockwise.
if (texture_mode == Line2D::LINE_TEXTURE_TILE) {
uvx1 = current_distance1 / (width * tile_aspect);
} else if (texture_mode == Line2D::LINE_TEXTURE_STRETCH) {
uvx1 = current_distance1 / total_distance;
}
// Swap vars for use in the next line.
color0 = color1;
u0 = u1;
f0 = f1;
pos0 = pos1;
if (is_intersecting) {
if (current_joint_mode == Line2D::LINE_JOINT_SHARP) {
pos_up0 = pos_up1;
pos_down0 = pos_down1;
} else {
if (orientation == UP) {
pos_up0 = corner_pos_up;
pos_down0 = pos1 - u1 * modified_hw;
} else {
pos_up0 = pos1 + u1 * modified_hw;
pos_down0 = corner_pos_down;
}
}
} else {
pos_up0 = pos1 + u1 * modified_hw;
pos_down0 = pos1 - u1 * modified_hw;
}
// End the "fake pass" in the closed line case before the drawing subroutine.
if (i == -1) {
continue;
}
// For wrap-around polylines, store some kind of start positions of the first joint for the final connection.
if (wrap_around && i == 0) {
Vector2 first_pos_center = (pos_up1 + pos_down1) / 2;
float lerp_factor = 1.0 / width_factor;
first_pos_up = first_pos_center.lerp(pos_up1, lerp_factor);
first_pos_down = first_pos_center.lerp(pos_down1, lerp_factor);
is_first_joint_sharp = current_joint_mode == Line2D::LINE_JOINT_SHARP;
}
// Add current line body quad.
if (wrap_around && retrieve_curve && !is_first_joint_sharp && i == segments_count) {
// If the width curve is not seamless, we might need to fetch the line's start points to use them for the final connection.
Vector2 first_pos_center = (first_pos_up + first_pos_down) / 2;
strip_add_quad(first_pos_center.lerp(first_pos_up, width_factor), first_pos_center.lerp(first_pos_down, width_factor), color1, uvx1);
return;
} else {
strip_add_quad(pos_up1, pos_down1, color1, uvx1);
}
// From this point, bu0 and bd0 concern the next segment.
// Add joint geometry.
if (current_joint_mode != Line2D::LINE_JOINT_SHARP) {
/* ________________ cbegin
* / \
* / \
* ____________/_ _ _\ cend
* | |
* | |
* | |
*/
Vector2 cbegin, cend;
if (orientation == UP) {
cbegin = pos_down1;
cend = pos_down0;
} else {
cbegin = pos_up1;
cend = pos_up0;
}
if (current_joint_mode == Line2D::LINE_JOINT_BEVEL && !(wrap_around && i == segments_count)) {
strip_add_tri(cend, orientation);
} else if (current_joint_mode == Line2D::LINE_JOINT_ROUND && !(wrap_around && i == segments_count)) {
Vector2 vbegin = cbegin - pos1;
Vector2 vend = cend - pos1;
// We want to use vbegin.angle_to(vend) below, which evaluates to
// Math::atan2(vbegin.cross(vend), vbegin.dot(vend)) but we need to
// calculate this ourselves as we need to check if the cross product
// in that calculation ends up being -0.f and flip it if so, effectively
// flipping the resulting angle_delta to not return -PI but +PI instead
float cross_product = vbegin.cross(vend);
float dot_product = vbegin.dot(vend);
// Note that we're comparing against -0.f for clarity but 0.f would
// match as well, therefore we need the explicit signbit check too.
if (cross_product == -0.f && std::signbit(cross_product)) {
cross_product = 0.f;
}
float angle_delta = Math::atan2(cross_product, dot_product);
strip_add_arc(pos1, angle_delta, orientation);
}
if (!is_intersecting) {
// In this case the joint is too corrupted to be reused,
// start again the strip with fallback points
strip_begin(pos_up0, pos_down0, color1, uvx1);
}
}
}
// Draw the last (or only) segment, with its end cap logic.
if (!wrap_around) {
pos1 = points[point_count - 1];
if (distance_required) {
current_distance1 += pos0.distance_to(pos1);
}
if (_interpolate_color) {
color1 = gradient->get_color(gradient->get_point_count() - 1);
}
if (retrieve_curve) {
width_factor = curve->sample_baked(1.f);
modified_hw = hw * width_factor;
}
Vector2 pos_up1 = pos1 + u0 * modified_hw;
Vector2 pos_down1 = pos1 - u0 * modified_hw;
// Add extra distance for a box end cap.
if (end_cap_mode == Line2D::LINE_CAP_BOX) {
pos_up1 += f0 * modified_hw;
pos_down1 += f0 * modified_hw;
current_distance1 += modified_hw;
}
if (texture_mode == Line2D::LINE_TEXTURE_TILE) {
uvx1 = current_distance1 / (width * tile_aspect);
} else if (texture_mode == Line2D::LINE_TEXTURE_STRETCH) {
uvx1 = current_distance1 / total_distance;
}
strip_add_quad(pos_up1, pos_down1, color1, uvx1);
// Custom drawing for a round end cap.
if (end_cap_mode == Line2D::LINE_CAP_ROUND) {
// Note: color is not used in case we don't interpolate.
Color color = _interpolate_color ? gradient->get_color(gradient->get_point_count() - 1) : Color(0, 0, 0);
float dist = 0;
if (texture_mode == Line2D::LINE_TEXTURE_TILE) {
dist = width_factor / tile_aspect;
} else if (texture_mode == Line2D::LINE_TEXTURE_STRETCH) {
dist = width * width_factor / total_distance;
}
new_arc(pos1, pos_up1 - pos1, Math::PI, color, Rect2(uvx1 - 0.5f * dist, 0.f, dist, 1.f));
}
}
}
void LineBuilder::strip_begin(Vector2 up, Vector2 down, Color color, float uvx) {
int vi = vertices.size();
vertices.push_back(up);
vertices.push_back(down);
if (_interpolate_color) {
colors.push_back(color);
colors.push_back(color);
}
if (texture_mode != Line2D::LINE_TEXTURE_NONE) {
uvs.push_back(Vector2(uvx, 0.f));
uvs.push_back(Vector2(uvx, 1.f));
}
_last_index[UP] = vi;
_last_index[DOWN] = vi + 1;
}
void LineBuilder::strip_add_quad(Vector2 up, Vector2 down, Color color, float uvx) {
int vi = vertices.size();
vertices.push_back(up);
vertices.push_back(down);
if (_interpolate_color) {
colors.push_back(color);
colors.push_back(color);
}
if (texture_mode != Line2D::LINE_TEXTURE_NONE) {
uvs.push_back(Vector2(uvx, 0.f));
uvs.push_back(Vector2(uvx, 1.f));
}
indices.push_back(_last_index[UP]);
indices.push_back(vi + 1);
indices.push_back(_last_index[DOWN]);
indices.push_back(_last_index[UP]);
indices.push_back(vi);
indices.push_back(vi + 1);
_last_index[UP] = vi;
_last_index[DOWN] = vi + 1;
}
void LineBuilder::strip_add_tri(Vector2 up, Orientation orientation) {
int vi = vertices.size();
vertices.push_back(up);
if (_interpolate_color) {
colors.push_back(colors[colors.size() - 1]);
}
Orientation opposite_orientation = orientation == UP ? DOWN : UP;
if (texture_mode != Line2D::LINE_TEXTURE_NONE) {
// UVs are just one slice of the texture all along
// (otherwise we can't share the bottom vertex)
uvs.push_back(uvs[_last_index[opposite_orientation]]);
}
indices.push_back(_last_index[opposite_orientation]);
indices.push_back(vi);
indices.push_back(_last_index[orientation]);
_last_index[opposite_orientation] = vi;
}
void LineBuilder::strip_add_arc(Vector2 center, float angle_delta, Orientation orientation) {
// Take the two last vertices and extrude an arc made of triangles
// that all share one of the initial vertices
Orientation opposite_orientation = orientation == UP ? DOWN : UP;
Vector2 vbegin = vertices[_last_index[opposite_orientation]] - center;
float radius = vbegin.length();
float angle_step = Math::PI / static_cast<float>(round_precision);
float steps = Math::abs(angle_delta) / angle_step;
if (angle_delta < 0.f) {
angle_step = -angle_step;
}
float t = Vector2(1, 0).angle_to(vbegin);
float end_angle = t + angle_delta;
Vector2 rpos(0, 0);
// Arc vertices
for (int ti = 0; ti < steps; ++ti, t += angle_step) {
rpos = center + Vector2(Math::cos(t), Math::sin(t)) * radius;
strip_add_tri(rpos, orientation);
}
// Last arc vertex
rpos = center + Vector2(Math::cos(end_angle), Math::sin(end_angle)) * radius;
strip_add_tri(rpos, orientation);
}
void LineBuilder::new_arc(Vector2 center, Vector2 vbegin, float angle_delta, Color color, Rect2 uv_rect) {
// Make a standalone arc that doesn't use existing vertices,
// with undistorted UVs from within a square section
float radius = vbegin.length();
float angle_step = Math::PI / static_cast<float>(round_precision);
float steps = Math::abs(angle_delta) / angle_step;
if (angle_delta < 0.f) {
angle_step = -angle_step;
}
float t = Vector2(1, 0).angle_to(vbegin);
float end_angle = t + angle_delta;
Vector2 rpos(0, 0);
float tt_begin = -Math::PI / 2.0f;
float tt = tt_begin;
// Center vertice
int vi = vertices.size();
vertices.push_back(center);
if (_interpolate_color) {
colors.push_back(color);
}
if (texture_mode != Line2D::LINE_TEXTURE_NONE) {
uvs.push_back(interpolate(uv_rect, Vector2(0.5f, 0.5f)));
}
// Arc vertices
for (int ti = 0; ti < steps; ++ti, t += angle_step) {
Vector2 sc = Vector2(Math::cos(t), Math::sin(t));
rpos = center + sc * radius;
vertices.push_back(rpos);
if (_interpolate_color) {
colors.push_back(color);
}
if (texture_mode != Line2D::LINE_TEXTURE_NONE) {
Vector2 tsc = Vector2(Math::cos(tt), Math::sin(tt));
uvs.push_back(interpolate(uv_rect, 0.5f * (tsc + Vector2(1.f, 1.f))));
tt += angle_step;
}
}
// Last arc vertex
Vector2 sc = Vector2(Math::cos(end_angle), Math::sin(end_angle));
rpos = center + sc * radius;
vertices.push_back(rpos);
if (_interpolate_color) {
colors.push_back(color);
}
if (texture_mode != Line2D::LINE_TEXTURE_NONE) {
tt = tt_begin + angle_delta;
Vector2 tsc = Vector2(Math::cos(tt), Math::sin(tt));
uvs.push_back(interpolate(uv_rect, 0.5f * (tsc + Vector2(1.f, 1.f))));
}
// Make up triangles
int vi0 = vi;
for (int ti = 0; ti < steps; ++ti) {
indices.push_back(vi0);
indices.push_back(++vi);
indices.push_back(vi + 1);
}
}

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/**************************************************************************/
/* line_builder.h */
/**************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/**************************************************************************/
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* 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. */
/**************************************************************************/
#pragma once
#include "line_2d.h"
class LineBuilder {
public:
// TODO Move in a struct and reference it
// Input
Vector<Vector2> points;
Line2D::LineJointMode joint_mode = Line2D::LINE_JOINT_SHARP;
Line2D::LineCapMode begin_cap_mode = Line2D::LINE_CAP_NONE;
Line2D::LineCapMode end_cap_mode = Line2D::LINE_CAP_NONE;
bool closed = false;
float width = 10.0;
Curve *curve = nullptr;
Color default_color = Color(0.4, 0.5, 1);
Gradient *gradient = nullptr;
Line2D::LineTextureMode texture_mode = Line2D::LineTextureMode::LINE_TEXTURE_NONE;
float sharp_limit = 2.f;
int round_precision = 8;
float tile_aspect = 1.f; // w/h
// TODO offset_joints option (offers alternative implementation of round joints)
// TODO Move in a struct and reference it
// Output
Vector<Vector2> vertices;
Vector<Color> colors;
Vector<Vector2> uvs;
Vector<int> indices;
LineBuilder();
void build();
private:
enum Orientation {
UP = 0,
DOWN = 1
};
// Triangle-strip methods
void strip_begin(Vector2 up, Vector2 down, Color color, float uvx);
void strip_new_quad(Vector2 up, Vector2 down, Color color, float uvx);
void strip_add_quad(Vector2 up, Vector2 down, Color color, float uvx);
void strip_add_tri(Vector2 up, Orientation orientation);
void strip_add_arc(Vector2 center, float angle_delta, Orientation orientation);
void new_arc(Vector2 center, Vector2 vbegin, float angle_delta, Color color, Rect2 uv_rect);
private:
bool _interpolate_color = false;
int _last_index[2] = {}; // Index of last up and down vertices of the strip
};

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/**************************************************************************/
/* marker_2d.cpp */
/**************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/**************************************************************************/
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* 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 "marker_2d.h"
void Marker2D::_draw_cross() {
const real_t extents = get_gizmo_extents();
PackedVector2Array points = {
Point2(+extents, 0),
Point2(),
Point2(),
Point2(-extents, 0),
Point2(0, +extents),
Point2(),
Point2(),
Point2(0, -extents),
};
// Use the axis color which is brighter for the positive axis.
// Use a darkened axis color for the negative axis.
// This makes it possible to see in which direction the Marker3D node is rotated
// (which can be important depending on how it's used).
// Axis colors are taken from `axis_x_color` and `axis_y_color` (defined in `editor/themes/editor_theme_manager.cpp`).
const Color color_x = Color(0.96, 0.20, 0.32);
const Color color_y = Color(0.53, 0.84, 0.01);
PackedColorArray colors = {
color_x,
color_x.darkened(0.5),
color_y,
color_y.darkened(0.5),
};
draw_multiline_colors(points, colors);
}
#ifdef DEBUG_ENABLED
Rect2 Marker2D::_edit_get_rect() const {
real_t extents = get_gizmo_extents();
return Rect2(Point2(-extents, -extents), Size2(extents * 2, extents * 2));
}
bool Marker2D::_edit_use_rect() const {
return false;
}
#endif // DEBUG_ENABLED
void Marker2D::_notification(int p_what) {
switch (p_what) {
case NOTIFICATION_ENTER_TREE: {
queue_redraw();
} break;
case NOTIFICATION_DRAW: {
if (!is_inside_tree()) {
break;
}
if (Engine::get_singleton()->is_editor_hint()) {
_draw_cross();
}
} break;
}
}
void Marker2D::set_gizmo_extents(real_t p_extents) {
gizmo_extents = p_extents;
queue_redraw();
}
real_t Marker2D::get_gizmo_extents() const {
return gizmo_extents;
}
void Marker2D::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_gizmo_extents", "extents"), &Marker2D::set_gizmo_extents);
ClassDB::bind_method(D_METHOD("get_gizmo_extents"), &Marker2D::get_gizmo_extents);
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "gizmo_extents", PROPERTY_HINT_RANGE, "0,1000,0.1,or_greater,suffix:px"), "set_gizmo_extents", "get_gizmo_extents");
}
Marker2D::Marker2D() {
set_hide_clip_children(true);
}

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/**************************************************************************/
/* marker_2d.h */
/**************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/**************************************************************************/
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* 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. */
/**************************************************************************/
#pragma once
#include "scene/2d/node_2d.h"
class Marker2D : public Node2D {
GDCLASS(Marker2D, Node2D);
real_t gizmo_extents = 10.0;
void _draw_cross();
protected:
void _notification(int p_what);
static void _bind_methods();
public:
#ifdef DEBUG_ENABLED
virtual Rect2 _edit_get_rect() const override;
virtual bool _edit_use_rect() const override;
#endif // DEBUG_ENABLED
void set_gizmo_extents(real_t p_extents);
real_t get_gizmo_extents() const;
Marker2D();
};

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/**************************************************************************/
/* mesh_instance_2d.cpp */
/**************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/**************************************************************************/
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* 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 "mesh_instance_2d.h"
#ifndef NAVIGATION_2D_DISABLED
#include "scene/resources/2d/navigation_mesh_source_geometry_data_2d.h"
#include "scene/resources/2d/navigation_polygon.h"
#include "servers/navigation_server_2d.h"
#include "thirdparty/clipper2/include/clipper2/clipper.h"
#include "thirdparty/misc/polypartition.h"
#endif // NAVIGATION_2D_DISABLED
Callable MeshInstance2D::_navmesh_source_geometry_parsing_callback;
RID MeshInstance2D::_navmesh_source_geometry_parser;
void MeshInstance2D::_notification(int p_what) {
switch (p_what) {
case NOTIFICATION_DRAW: {
if (mesh.is_valid()) {
draw_mesh(mesh, texture);
}
} break;
}
}
void MeshInstance2D::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_mesh", "mesh"), &MeshInstance2D::set_mesh);
ClassDB::bind_method(D_METHOD("get_mesh"), &MeshInstance2D::get_mesh);
ClassDB::bind_method(D_METHOD("set_texture", "texture"), &MeshInstance2D::set_texture);
ClassDB::bind_method(D_METHOD("get_texture"), &MeshInstance2D::get_texture);
ADD_SIGNAL(MethodInfo("texture_changed"));
ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "mesh", PROPERTY_HINT_RESOURCE_TYPE, "Mesh"), "set_mesh", "get_mesh");
ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "texture", PROPERTY_HINT_RESOURCE_TYPE, "Texture2D"), "set_texture", "get_texture");
}
void MeshInstance2D::set_mesh(const Ref<Mesh> &p_mesh) {
if (mesh == p_mesh) {
return;
}
if (mesh.is_valid()) {
mesh->disconnect_changed(callable_mp((CanvasItem *)this, &CanvasItem::queue_redraw));
}
mesh = p_mesh;
if (mesh.is_valid()) {
// If mesh is a PrimitiveMesh, calling get_rid on it can trigger a changed callback
// so do this before connecting to the change signal.
mesh->get_rid();
mesh->connect_changed(callable_mp((CanvasItem *)this, &CanvasItem::queue_redraw));
}
queue_redraw();
}
Ref<Mesh> MeshInstance2D::get_mesh() const {
return mesh;
}
void MeshInstance2D::set_texture(const Ref<Texture2D> &p_texture) {
if (p_texture == texture) {
return;
}
texture = p_texture;
queue_redraw();
emit_signal(SceneStringName(texture_changed));
}
Ref<Texture2D> MeshInstance2D::get_texture() const {
return texture;
}
#ifdef DEBUG_ENABLED
Rect2 MeshInstance2D::_edit_get_rect() const {
if (mesh.is_valid()) {
AABB aabb = mesh->get_aabb();
return Rect2(aabb.position.x, aabb.position.y, aabb.size.x, aabb.size.y);
}
return Node2D::_edit_get_rect();
}
bool MeshInstance2D::_edit_use_rect() const {
return mesh.is_valid();
}
#endif // DEBUG_ENABLED
#ifndef NAVIGATION_2D_DISABLED
void MeshInstance2D::navmesh_parse_init() {
ERR_FAIL_NULL(NavigationServer2D::get_singleton());
if (!_navmesh_source_geometry_parser.is_valid()) {
_navmesh_source_geometry_parsing_callback = callable_mp_static(&MeshInstance2D::navmesh_parse_source_geometry);
_navmesh_source_geometry_parser = NavigationServer2D::get_singleton()->source_geometry_parser_create();
NavigationServer2D::get_singleton()->source_geometry_parser_set_callback(_navmesh_source_geometry_parser, _navmesh_source_geometry_parsing_callback);
}
}
void MeshInstance2D::navmesh_parse_source_geometry(const Ref<NavigationPolygon> &p_navigation_mesh, Ref<NavigationMeshSourceGeometryData2D> p_source_geometry_data, Node *p_node) {
MeshInstance2D *mesh_instance = Object::cast_to<MeshInstance2D>(p_node);
if (mesh_instance == nullptr) {
return;
}
NavigationPolygon::ParsedGeometryType parsed_geometry_type = p_navigation_mesh->get_parsed_geometry_type();
if (!(parsed_geometry_type == NavigationPolygon::PARSED_GEOMETRY_MESH_INSTANCES || parsed_geometry_type == NavigationPolygon::PARSED_GEOMETRY_BOTH)) {
return;
}
Ref<Mesh> mesh = mesh_instance->get_mesh();
if (mesh.is_null()) {
return;
}
const Transform2D mesh_instance_xform = p_source_geometry_data->root_node_transform * mesh_instance->get_global_transform();
using namespace Clipper2Lib;
PathsD subject_paths, dummy_clip_paths;
for (int i = 0; i < mesh->get_surface_count(); i++) {
if (mesh->surface_get_primitive_type(i) != Mesh::PRIMITIVE_TRIANGLES) {
continue;
}
if (!(mesh->surface_get_format(i) & Mesh::ARRAY_FLAG_USE_2D_VERTICES)) {
continue;
}
PathD subject_path;
int index_count = 0;
if (mesh->surface_get_format(i) & Mesh::ARRAY_FORMAT_INDEX) {
index_count = mesh->surface_get_array_index_len(i);
} else {
index_count = mesh->surface_get_array_len(i);
}
ERR_CONTINUE((index_count == 0 || (index_count % 3) != 0));
Array a = mesh->surface_get_arrays(i);
Vector<Vector2> mesh_vertices = a[Mesh::ARRAY_VERTEX];
if (mesh->surface_get_format(i) & Mesh::ARRAY_FORMAT_INDEX) {
Vector<int> mesh_indices = a[Mesh::ARRAY_INDEX];
for (int vertex_index : mesh_indices) {
const Vector2 &vertex = mesh_vertices[vertex_index];
const PointD &point = PointD(vertex.x, vertex.y);
subject_path.push_back(point);
}
} else {
for (const Vector2 &vertex : mesh_vertices) {
const PointD &point = PointD(vertex.x, vertex.y);
subject_path.push_back(point);
}
}
subject_paths.push_back(subject_path);
}
PathsD path_solution;
path_solution = Union(subject_paths, dummy_clip_paths, FillRule::NonZero);
//path_solution = RamerDouglasPeucker(path_solution, 0.025);
Vector<Vector<Vector2>> polypaths;
for (const PathD &scaled_path : path_solution) {
Vector<Vector2> shape_outline;
for (const PointD &scaled_point : scaled_path) {
shape_outline.push_back(Point2(static_cast<real_t>(scaled_point.x), static_cast<real_t>(scaled_point.y)));
}
for (int i = 0; i < shape_outline.size(); i++) {
shape_outline.write[i] = mesh_instance_xform.xform(shape_outline[i]);
}
p_source_geometry_data->add_obstruction_outline(shape_outline);
}
}
#endif // NAVIGATION_2D_DISABLED
MeshInstance2D::MeshInstance2D() {
}

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/**************************************************************************/
/* mesh_instance_2d.h */
/**************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/**************************************************************************/
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* 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. */
/**************************************************************************/
#pragma once
#include "scene/2d/node_2d.h"
class NavigationPolygon;
class NavigationMeshSourceGeometryData2D;
class MeshInstance2D : public Node2D {
GDCLASS(MeshInstance2D, Node2D);
Ref<Mesh> mesh;
Ref<Texture2D> texture;
protected:
void _notification(int p_what);
static void _bind_methods();
public:
#ifdef DEBUG_ENABLED
virtual Rect2 _edit_get_rect() const override;
virtual bool _edit_use_rect() const override;
#endif // DEBUG_ENABLED
void set_mesh(const Ref<Mesh> &p_mesh);
Ref<Mesh> get_mesh() const;
void set_texture(const Ref<Texture2D> &p_texture);
Ref<Texture2D> get_texture() const;
private:
static Callable _navmesh_source_geometry_parsing_callback;
static RID _navmesh_source_geometry_parser;
public:
#ifndef NAVIGATION_2D_DISABLED
static void navmesh_parse_init();
static void navmesh_parse_source_geometry(const Ref<NavigationPolygon> &p_navigation_mesh, Ref<NavigationMeshSourceGeometryData2D> p_source_geometry_data, Node *p_node);
#endif // NAVIGATION_2D_DISABLED
MeshInstance2D();
};

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/**************************************************************************/
/* multimesh_instance_2d.cpp */
/**************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/**************************************************************************/
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* 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 "multimesh_instance_2d.h"
#ifndef NAVIGATION_2D_DISABLED
#include "scene/resources/2d/navigation_mesh_source_geometry_data_2d.h"
#include "scene/resources/2d/navigation_polygon.h"
#include "servers/navigation_server_2d.h"
#include "thirdparty/clipper2/include/clipper2/clipper.h"
#include "thirdparty/misc/polypartition.h"
#endif // NAVIGATION_2D_DISABLED
Callable MultiMeshInstance2D::_navmesh_source_geometry_parsing_callback;
RID MultiMeshInstance2D::_navmesh_source_geometry_parser;
void MultiMeshInstance2D::_notification(int p_what) {
switch (p_what) {
case NOTIFICATION_DRAW: {
if (multimesh.is_valid()) {
draw_multimesh(multimesh, texture);
}
} break;
}
}
void MultiMeshInstance2D::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_multimesh", "multimesh"), &MultiMeshInstance2D::set_multimesh);
ClassDB::bind_method(D_METHOD("get_multimesh"), &MultiMeshInstance2D::get_multimesh);
ClassDB::bind_method(D_METHOD("set_texture", "texture"), &MultiMeshInstance2D::set_texture);
ClassDB::bind_method(D_METHOD("get_texture"), &MultiMeshInstance2D::get_texture);
ADD_SIGNAL(MethodInfo("texture_changed"));
ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "multimesh", PROPERTY_HINT_RESOURCE_TYPE, "MultiMesh"), "set_multimesh", "get_multimesh");
ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "texture", PROPERTY_HINT_RESOURCE_TYPE, "Texture2D"), "set_texture", "get_texture");
}
void MultiMeshInstance2D::set_multimesh(const Ref<MultiMesh> &p_multimesh) {
// Cleanup previous connection if any.
if (multimesh.is_valid()) {
multimesh->disconnect_changed(callable_mp((CanvasItem *)this, &CanvasItem::queue_redraw));
}
multimesh = p_multimesh;
// Connect to the multimesh so the AABB can update when instance transforms are changed.
if (multimesh.is_valid()) {
multimesh->connect_changed(callable_mp((CanvasItem *)this, &CanvasItem::queue_redraw));
}
queue_redraw();
}
Ref<MultiMesh> MultiMeshInstance2D::get_multimesh() const {
return multimesh;
}
void MultiMeshInstance2D::set_texture(const Ref<Texture2D> &p_texture) {
if (p_texture == texture) {
return;
}
texture = p_texture;
queue_redraw();
emit_signal(SceneStringName(texture_changed));
}
Ref<Texture2D> MultiMeshInstance2D::get_texture() const {
return texture;
}
#ifdef DEBUG_ENABLED
Rect2 MultiMeshInstance2D::_edit_get_rect() const {
if (multimesh.is_valid()) {
AABB aabb = multimesh->get_aabb();
return Rect2(aabb.position.x, aabb.position.y, aabb.size.x, aabb.size.y);
}
return Node2D::_edit_get_rect();
}
#endif // DEBUG_ENABLED
#ifndef NAVIGATION_2D_DISABLED
void MultiMeshInstance2D::navmesh_parse_init() {
ERR_FAIL_NULL(NavigationServer2D::get_singleton());
if (!_navmesh_source_geometry_parser.is_valid()) {
_navmesh_source_geometry_parsing_callback = callable_mp_static(&MultiMeshInstance2D::navmesh_parse_source_geometry);
_navmesh_source_geometry_parser = NavigationServer2D::get_singleton()->source_geometry_parser_create();
NavigationServer2D::get_singleton()->source_geometry_parser_set_callback(_navmesh_source_geometry_parser, _navmesh_source_geometry_parsing_callback);
}
}
void MultiMeshInstance2D::navmesh_parse_source_geometry(const Ref<NavigationPolygon> &p_navigation_mesh, Ref<NavigationMeshSourceGeometryData2D> p_source_geometry_data, Node *p_node) {
MultiMeshInstance2D *multimesh_instance = Object::cast_to<MultiMeshInstance2D>(p_node);
if (multimesh_instance == nullptr) {
return;
}
NavigationPolygon::ParsedGeometryType parsed_geometry_type = p_navigation_mesh->get_parsed_geometry_type();
if (!(parsed_geometry_type == NavigationPolygon::PARSED_GEOMETRY_MESH_INSTANCES || parsed_geometry_type == NavigationPolygon::PARSED_GEOMETRY_BOTH)) {
return;
}
Ref<MultiMesh> multimesh = multimesh_instance->get_multimesh();
if (!(multimesh.is_valid() && multimesh->get_transform_format() == MultiMesh::TRANSFORM_2D)) {
return;
}
Ref<Mesh> mesh = multimesh->get_mesh();
if (mesh.is_null()) {
return;
}
using namespace Clipper2Lib;
PathsD mesh_subject_paths, dummy_clip_paths;
for (int i = 0; i < mesh->get_surface_count(); i++) {
if (mesh->surface_get_primitive_type(i) != Mesh::PRIMITIVE_TRIANGLES) {
continue;
}
if (!(mesh->surface_get_format(i) & Mesh::ARRAY_FLAG_USE_2D_VERTICES)) {
continue;
}
PathD subject_path;
int index_count = 0;
if (mesh->surface_get_format(i) & Mesh::ARRAY_FORMAT_INDEX) {
index_count = mesh->surface_get_array_index_len(i);
} else {
index_count = mesh->surface_get_array_len(i);
}
ERR_CONTINUE((index_count == 0 || (index_count % 3) != 0));
Array a = mesh->surface_get_arrays(i);
Vector<Vector2> mesh_vertices = a[Mesh::ARRAY_VERTEX];
if (mesh->surface_get_format(i) & Mesh::ARRAY_FORMAT_INDEX) {
Vector<int> mesh_indices = a[Mesh::ARRAY_INDEX];
for (int vertex_index : mesh_indices) {
const Vector2 &vertex = mesh_vertices[vertex_index];
const PointD &point = PointD(vertex.x, vertex.y);
subject_path.push_back(point);
}
} else {
for (const Vector2 &vertex : mesh_vertices) {
const PointD &point = PointD(vertex.x, vertex.y);
subject_path.push_back(point);
}
}
mesh_subject_paths.push_back(subject_path);
}
PathsD mesh_path_solution = Union(mesh_subject_paths, dummy_clip_paths, FillRule::NonZero);
//path_solution = RamerDouglasPeucker(path_solution, 0.025);
int multimesh_instance_count = multimesh->get_visible_instance_count();
if (multimesh_instance_count == -1) {
multimesh_instance_count = multimesh->get_instance_count();
}
const Transform2D multimesh_instance_xform = p_source_geometry_data->root_node_transform * multimesh_instance->get_global_transform();
for (int i = 0; i < multimesh_instance_count; i++) {
const Transform2D multimesh_instance_mesh_instance_xform = multimesh_instance_xform * multimesh->get_instance_transform_2d(i);
for (const PathD &mesh_path : mesh_path_solution) {
Vector<Vector2> shape_outline;
for (const PointD &mesh_path_point : mesh_path) {
shape_outline.push_back(Point2(static_cast<real_t>(mesh_path_point.x), static_cast<real_t>(mesh_path_point.y)));
}
for (int j = 0; j < shape_outline.size(); j++) {
shape_outline.write[j] = multimesh_instance_mesh_instance_xform.xform(shape_outline[j]);
}
p_source_geometry_data->add_obstruction_outline(shape_outline);
}
}
}
#endif // NAVIGATION_2D_DISABLED
MultiMeshInstance2D::MultiMeshInstance2D() {
}
MultiMeshInstance2D::~MultiMeshInstance2D() {
}

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/**************************************************************************/
/* multimesh_instance_2d.h */
/**************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/**************************************************************************/
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* 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. */
/**************************************************************************/
#pragma once
#include "scene/2d/node_2d.h"
#include "scene/resources/multimesh.h"
class NavigationPolygon;
class NavigationMeshSourceGeometryData2D;
class MultiMeshInstance2D : public Node2D {
GDCLASS(MultiMeshInstance2D, Node2D);
Ref<MultiMesh> multimesh;
Ref<Texture2D> texture;
protected:
void _notification(int p_what);
static void _bind_methods();
public:
#ifdef DEBUG_ENABLED
virtual Rect2 _edit_get_rect() const override;
#endif // DEBUG_ENABLED
void set_multimesh(const Ref<MultiMesh> &p_multimesh);
Ref<MultiMesh> get_multimesh() const;
void set_texture(const Ref<Texture2D> &p_texture);
Ref<Texture2D> get_texture() const;
private:
static Callable _navmesh_source_geometry_parsing_callback;
static RID _navmesh_source_geometry_parser;
public:
#ifndef NAVIGATION_2D_DISABLED
static void navmesh_parse_init();
static void navmesh_parse_source_geometry(const Ref<NavigationPolygon> &p_navigation_mesh, Ref<NavigationMeshSourceGeometryData2D> p_source_geometry_data, Node *p_node);
#endif // NAVIGATION_2D_DISABLED
MultiMeshInstance2D();
~MultiMeshInstance2D();
};

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#!/usr/bin/env python
from misc.utility.scons_hints import *
Import("env")
env.add_source_files(env.scene_sources, "*.cpp")

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/**************************************************************************/
/* navigation_agent_2d.h */
/**************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/**************************************************************************/
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* 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. */
/**************************************************************************/
#pragma once
#include "scene/main/node.h"
#include "servers/navigation/navigation_globals.h"
#include "servers/navigation/navigation_path_query_parameters_2d.h"
#include "servers/navigation/navigation_path_query_result_2d.h"
class Node2D;
class NavigationAgent2D : public Node {
GDCLASS(NavigationAgent2D, Node);
Node2D *agent_parent = nullptr;
RID agent;
RID map_override;
bool avoidance_enabled = false;
uint32_t avoidance_layers = 1;
uint32_t avoidance_mask = 1;
real_t avoidance_priority = 1.0;
uint32_t navigation_layers = 1;
NavigationPathQueryParameters2D::PathfindingAlgorithm pathfinding_algorithm = NavigationPathQueryParameters2D::PathfindingAlgorithm::PATHFINDING_ALGORITHM_ASTAR;
NavigationPathQueryParameters2D::PathPostProcessing path_postprocessing = NavigationPathQueryParameters2D::PathPostProcessing::PATH_POSTPROCESSING_CORRIDORFUNNEL;
BitField<NavigationPathQueryParameters2D::PathMetadataFlags> path_metadata_flags = NavigationPathQueryParameters2D::PathMetadataFlags::PATH_METADATA_INCLUDE_ALL;
real_t path_desired_distance = 20.0;
real_t target_desired_distance = 10.0;
real_t radius = NavigationDefaults2D::AVOIDANCE_AGENT_RADIUS;
real_t neighbor_distance = NavigationDefaults2D::AVOIDANCE_AGENT_NEIGHBOR_DISTANCE;
int max_neighbors = NavigationDefaults2D::AVOIDANCE_AGENT_MAX_NEIGHBORS;
real_t time_horizon_agents = NavigationDefaults2D::AVOIDANCE_AGENT_TIME_HORIZON_AGENTS;
real_t time_horizon_obstacles = NavigationDefaults2D::AVOIDANCE_AGENT_TIME_HORIZON_OBSTACLES;
real_t max_speed = NavigationDefaults2D::AVOIDANCE_AGENT_MAX_SPEED;
real_t path_max_distance = 100.0;
bool simplify_path = false;
real_t simplify_epsilon = 0.0;
float path_return_max_length = 0.0;
float path_return_max_radius = 0.0;
int path_search_max_polygons = NavigationDefaults2D::path_search_max_polygons;
float path_search_max_distance = 0.0;
Vector2 target_position;
Ref<NavigationPathQueryParameters2D> navigation_query;
Ref<NavigationPathQueryResult2D> navigation_result;
int navigation_path_index = 0;
// the velocity result of the avoidance simulation step
Vector2 safe_velocity;
/// The submitted target velocity, sets the "wanted" rvo agent velocity on the next update
// this velocity is not guaranteed, the simulation will try to fulfill it if possible
// if other agents or obstacles interfere it will be changed accordingly
Vector2 velocity;
bool velocity_submitted = false;
/// The submitted forced velocity, overrides the rvo agent velocity on the next update
// should only be used very intentionally and not every frame as it interferes with the simulation stability
Vector2 velocity_forced;
bool velocity_forced_submitted = false;
bool target_position_submitted = false;
bool target_reached = false;
bool navigation_finished = true;
bool last_waypoint_reached = false;
// Debug properties for exposed bindings
bool debug_enabled = false;
float debug_path_custom_point_size = 4.0;
float debug_path_custom_line_width = -1.0;
bool debug_use_custom = false;
Color debug_path_custom_color = Color(1.0, 1.0, 1.0, 1.0);
#ifdef DEBUG_ENABLED
// Debug properties internal only
bool debug_path_dirty = true;
RID debug_path_instance;
#endif // DEBUG_ENABLED
protected:
static void _bind_methods();
void _notification(int p_what);
#ifndef DISABLE_DEPRECATED
bool _set(const StringName &p_name, const Variant &p_value);
bool _get(const StringName &p_name, Variant &r_ret) const;
#endif // DISABLE_DEPRECATED
public:
NavigationAgent2D();
virtual ~NavigationAgent2D();
RID get_rid() const { return agent; }
void set_avoidance_enabled(bool p_enabled);
bool get_avoidance_enabled() const;
void set_agent_parent(Node *p_agent_parent);
void set_navigation_layers(uint32_t p_navigation_layers);
uint32_t get_navigation_layers() const;
void set_navigation_layer_value(int p_layer_number, bool p_value);
bool get_navigation_layer_value(int p_layer_number) const;
void set_pathfinding_algorithm(const NavigationPathQueryParameters2D::PathfindingAlgorithm p_pathfinding_algorithm);
NavigationPathQueryParameters2D::PathfindingAlgorithm get_pathfinding_algorithm() const {
return pathfinding_algorithm;
}
void set_path_postprocessing(const NavigationPathQueryParameters2D::PathPostProcessing p_path_postprocessing);
NavigationPathQueryParameters2D::PathPostProcessing get_path_postprocessing() const {
return path_postprocessing;
}
void set_path_metadata_flags(BitField<NavigationPathQueryParameters2D::PathMetadataFlags> p_flags);
BitField<NavigationPathQueryParameters2D::PathMetadataFlags> get_path_metadata_flags() const {
return path_metadata_flags;
}
void set_navigation_map(RID p_navigation_map);
RID get_navigation_map() const;
void set_path_desired_distance(real_t p_dd);
real_t get_path_desired_distance() const { return path_desired_distance; }
void set_target_desired_distance(real_t p_dd);
real_t get_target_desired_distance() const { return target_desired_distance; }
void set_radius(real_t p_radius);
real_t get_radius() const { return radius; }
void set_neighbor_distance(real_t p_distance);
real_t get_neighbor_distance() const { return neighbor_distance; }
void set_max_neighbors(int p_count);
int get_max_neighbors() const { return max_neighbors; }
void set_time_horizon_agents(real_t p_time_horizon);
real_t get_time_horizon_agents() const { return time_horizon_agents; }
void set_time_horizon_obstacles(real_t p_time_horizon);
real_t get_time_horizon_obstacles() const { return time_horizon_obstacles; }
void set_max_speed(real_t p_max_speed);
real_t get_max_speed() const { return max_speed; }
void set_path_max_distance(real_t p_pmd);
real_t get_path_max_distance();
void set_target_position(Vector2 p_position);
Vector2 get_target_position() const;
void set_simplify_path(bool p_enabled);
bool get_simplify_path() const;
void set_simplify_epsilon(real_t p_epsilon);
real_t get_simplify_epsilon() const;
void set_path_return_max_length(float p_length);
float get_path_return_max_length() const;
void set_path_return_max_radius(float p_radius);
float get_path_return_max_radius() const;
void set_path_search_max_polygons(int p_max_polygons);
int get_path_search_max_polygons() const;
void set_path_search_max_distance(float p_distance);
float get_path_search_max_distance() const;
float get_path_length() const;
Vector2 get_next_path_position();
Ref<NavigationPathQueryResult2D> get_current_navigation_result() const { return navigation_result; }
const Vector<Vector2> &get_current_navigation_path() const { return navigation_result->get_path(); }
int get_current_navigation_path_index() const { return navigation_path_index; }
real_t distance_to_target() const;
bool is_target_reached() const;
bool is_target_reachable();
bool is_navigation_finished();
Vector2 get_final_position();
void set_velocity(const Vector2 p_velocity);
Vector2 get_velocity() { return velocity; }
void set_velocity_forced(const Vector2 p_velocity);
void _avoidance_done(Vector2 p_new_velocity);
PackedStringArray get_configuration_warnings() const override;
void set_avoidance_layers(uint32_t p_layers);
uint32_t get_avoidance_layers() const;
void set_avoidance_mask(uint32_t p_mask);
uint32_t get_avoidance_mask() const;
void set_avoidance_layer_value(int p_layer_number, bool p_value);
bool get_avoidance_layer_value(int p_layer_number) const;
void set_avoidance_mask_value(int p_mask_number, bool p_value);
bool get_avoidance_mask_value(int p_mask_number) const;
void set_avoidance_priority(real_t p_priority);
real_t get_avoidance_priority() const;
void set_debug_enabled(bool p_enabled);
bool get_debug_enabled() const;
void set_debug_use_custom(bool p_enabled);
bool get_debug_use_custom() const;
void set_debug_path_custom_color(Color p_color);
Color get_debug_path_custom_color() const;
void set_debug_path_custom_point_size(float p_point_size);
float get_debug_path_custom_point_size() const;
void set_debug_path_custom_line_width(float p_line_width);
float get_debug_path_custom_line_width() const;
private:
bool _is_target_reachable() const;
Vector2 _get_final_position() const;
void _update_navigation();
void _advance_waypoints(const Vector2 &p_origin);
void _request_repath();
bool _is_last_waypoint() const;
void _move_to_next_waypoint();
bool _is_within_waypoint_distance(const Vector2 &p_origin) const;
bool _is_within_target_distance(const Vector2 &p_origin) const;
void _trigger_waypoint_reached();
void _transition_to_navigation_finished();
void _transition_to_target_reached();
#ifdef DEBUG_ENABLED
void _navigation_debug_changed();
void _update_debug_path();
#endif // DEBUG_ENABLED
};

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/**************************************************************************/
/* navigation_link_2d.cpp */
/**************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/**************************************************************************/
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* 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 "navigation_link_2d.h"
#include "core/math/geometry_2d.h"
#include "scene/resources/world_2d.h"
#include "servers/navigation_server_2d.h"
void NavigationLink2D::_bind_methods() {
ClassDB::bind_method(D_METHOD("get_rid"), &NavigationLink2D::get_rid);
ClassDB::bind_method(D_METHOD("set_enabled", "enabled"), &NavigationLink2D::set_enabled);
ClassDB::bind_method(D_METHOD("is_enabled"), &NavigationLink2D::is_enabled);
ClassDB::bind_method(D_METHOD("set_navigation_map", "navigation_map"), &NavigationLink2D::set_navigation_map);
ClassDB::bind_method(D_METHOD("get_navigation_map"), &NavigationLink2D::get_navigation_map);
ClassDB::bind_method(D_METHOD("set_bidirectional", "bidirectional"), &NavigationLink2D::set_bidirectional);
ClassDB::bind_method(D_METHOD("is_bidirectional"), &NavigationLink2D::is_bidirectional);
ClassDB::bind_method(D_METHOD("set_navigation_layers", "navigation_layers"), &NavigationLink2D::set_navigation_layers);
ClassDB::bind_method(D_METHOD("get_navigation_layers"), &NavigationLink2D::get_navigation_layers);
ClassDB::bind_method(D_METHOD("set_navigation_layer_value", "layer_number", "value"), &NavigationLink2D::set_navigation_layer_value);
ClassDB::bind_method(D_METHOD("get_navigation_layer_value", "layer_number"), &NavigationLink2D::get_navigation_layer_value);
ClassDB::bind_method(D_METHOD("set_start_position", "position"), &NavigationLink2D::set_start_position);
ClassDB::bind_method(D_METHOD("get_start_position"), &NavigationLink2D::get_start_position);
ClassDB::bind_method(D_METHOD("set_end_position", "position"), &NavigationLink2D::set_end_position);
ClassDB::bind_method(D_METHOD("get_end_position"), &NavigationLink2D::get_end_position);
ClassDB::bind_method(D_METHOD("set_global_start_position", "position"), &NavigationLink2D::set_global_start_position);
ClassDB::bind_method(D_METHOD("get_global_start_position"), &NavigationLink2D::get_global_start_position);
ClassDB::bind_method(D_METHOD("set_global_end_position", "position"), &NavigationLink2D::set_global_end_position);
ClassDB::bind_method(D_METHOD("get_global_end_position"), &NavigationLink2D::get_global_end_position);
ClassDB::bind_method(D_METHOD("set_enter_cost", "enter_cost"), &NavigationLink2D::set_enter_cost);
ClassDB::bind_method(D_METHOD("get_enter_cost"), &NavigationLink2D::get_enter_cost);
ClassDB::bind_method(D_METHOD("set_travel_cost", "travel_cost"), &NavigationLink2D::set_travel_cost);
ClassDB::bind_method(D_METHOD("get_travel_cost"), &NavigationLink2D::get_travel_cost);
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "enabled"), "set_enabled", "is_enabled");
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "bidirectional"), "set_bidirectional", "is_bidirectional");
ADD_PROPERTY(PropertyInfo(Variant::INT, "navigation_layers", PROPERTY_HINT_LAYERS_2D_NAVIGATION), "set_navigation_layers", "get_navigation_layers");
ADD_PROPERTY(PropertyInfo(Variant::VECTOR2, "start_position"), "set_start_position", "get_start_position");
ADD_PROPERTY(PropertyInfo(Variant::VECTOR2, "end_position"), "set_end_position", "get_end_position");
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "enter_cost"), "set_enter_cost", "get_enter_cost");
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "travel_cost"), "set_travel_cost", "get_travel_cost");
}
#ifndef DISABLE_DEPRECATED
bool NavigationLink2D::_set(const StringName &p_name, const Variant &p_value) {
if (p_name == "start_location") {
set_start_position(p_value);
return true;
}
if (p_name == "end_location") {
set_end_position(p_value);
return true;
}
return false;
}
bool NavigationLink2D::_get(const StringName &p_name, Variant &r_ret) const {
if (p_name == "start_location") {
r_ret = get_start_position();
return true;
}
if (p_name == "end_location") {
r_ret = get_end_position();
return true;
}
return false;
}
#endif // DISABLE_DEPRECATED
void NavigationLink2D::_notification(int p_what) {
switch (p_what) {
case NOTIFICATION_ENTER_TREE: {
_link_enter_navigation_map();
} break;
case NOTIFICATION_TRANSFORM_CHANGED: {
set_physics_process_internal(true);
} break;
case NOTIFICATION_INTERNAL_PHYSICS_PROCESS: {
set_physics_process_internal(false);
_link_update_transform();
} break;
case NOTIFICATION_EXIT_TREE: {
_link_exit_navigation_map();
} break;
case NOTIFICATION_DRAW: {
#ifdef DEBUG_ENABLED
_update_debug_mesh();
#endif // DEBUG_ENABLED
} break;
}
}
#ifdef DEBUG_ENABLED
Rect2 NavigationLink2D::_edit_get_rect() const {
if (!is_inside_tree()) {
return Rect2();
}
real_t radius = NavigationServer2D::get_singleton()->map_get_link_connection_radius(get_world_2d()->get_navigation_map());
Rect2 rect(get_start_position(), Size2());
rect.expand_to(get_end_position());
rect.grow_by(radius);
return rect;
}
bool NavigationLink2D::_edit_is_selected_on_click(const Point2 &p_point, double p_tolerance) const {
Vector2 closest_point = Geometry2D::get_closest_point_to_segment(p_point, get_start_position(), get_end_position());
return p_point.distance_to(closest_point) < p_tolerance;
}
#endif // DEBUG_ENABLED
RID NavigationLink2D::get_rid() const {
return link;
}
void NavigationLink2D::set_enabled(bool p_enabled) {
if (enabled == p_enabled) {
return;
}
enabled = p_enabled;
NavigationServer2D::get_singleton()->link_set_enabled(link, enabled);
#ifdef DEBUG_ENABLED
queue_redraw();
#endif // DEBUG_ENABLED
}
void NavigationLink2D::set_navigation_map(RID p_navigation_map) {
if (map_override == p_navigation_map) {
return;
}
map_override = p_navigation_map;
NavigationServer2D::get_singleton()->link_set_map(link, map_override);
}
RID NavigationLink2D::get_navigation_map() const {
if (map_override.is_valid()) {
return map_override;
} else if (is_inside_tree()) {
return get_world_2d()->get_navigation_map();
}
return RID();
}
void NavigationLink2D::set_bidirectional(bool p_bidirectional) {
if (bidirectional == p_bidirectional) {
return;
}
bidirectional = p_bidirectional;
NavigationServer2D::get_singleton()->link_set_bidirectional(link, bidirectional);
#ifdef DEBUG_ENABLED
queue_redraw();
#endif // DEBUG_ENABLED
}
void NavigationLink2D::set_navigation_layers(uint32_t p_navigation_layers) {
if (navigation_layers == p_navigation_layers) {
return;
}
navigation_layers = p_navigation_layers;
NavigationServer2D::get_singleton()->link_set_navigation_layers(link, navigation_layers);
}
void NavigationLink2D::set_navigation_layer_value(int p_layer_number, bool p_value) {
ERR_FAIL_COND_MSG(p_layer_number < 1, "Navigation layer number must be between 1 and 32 inclusive.");
ERR_FAIL_COND_MSG(p_layer_number > 32, "Navigation layer number must be between 1 and 32 inclusive.");
uint32_t _navigation_layers = get_navigation_layers();
if (p_value) {
_navigation_layers |= 1 << (p_layer_number - 1);
} else {
_navigation_layers &= ~(1 << (p_layer_number - 1));
}
set_navigation_layers(_navigation_layers);
}
bool NavigationLink2D::get_navigation_layer_value(int p_layer_number) const {
ERR_FAIL_COND_V_MSG(p_layer_number < 1, false, "Navigation layer number must be between 1 and 32 inclusive.");
ERR_FAIL_COND_V_MSG(p_layer_number > 32, false, "Navigation layer number must be between 1 and 32 inclusive.");
return get_navigation_layers() & (1 << (p_layer_number - 1));
}
void NavigationLink2D::set_start_position(Vector2 p_position) {
if (start_position.is_equal_approx(p_position)) {
return;
}
start_position = p_position;
if (!is_inside_tree()) {
return;
}
NavigationServer2D::get_singleton()->link_set_start_position(link, current_global_transform.xform(start_position));
update_configuration_warnings();
#ifdef DEBUG_ENABLED
queue_redraw();
#endif // DEBUG_ENABLED
}
void NavigationLink2D::set_end_position(Vector2 p_position) {
if (end_position.is_equal_approx(p_position)) {
return;
}
end_position = p_position;
if (!is_inside_tree()) {
return;
}
NavigationServer2D::get_singleton()->link_set_end_position(link, current_global_transform.xform(end_position));
update_configuration_warnings();
#ifdef DEBUG_ENABLED
queue_redraw();
#endif // DEBUG_ENABLED
}
void NavigationLink2D::set_global_start_position(Vector2 p_position) {
if (is_inside_tree()) {
set_start_position(to_local(p_position));
} else {
set_start_position(p_position);
}
}
Vector2 NavigationLink2D::get_global_start_position() const {
if (is_inside_tree()) {
return to_global(start_position);
} else {
return start_position;
}
}
void NavigationLink2D::set_global_end_position(Vector2 p_position) {
if (is_inside_tree()) {
set_end_position(to_local(p_position));
} else {
set_end_position(p_position);
}
}
Vector2 NavigationLink2D::get_global_end_position() const {
if (is_inside_tree()) {
return to_global(end_position);
} else {
return end_position;
}
}
void NavigationLink2D::set_enter_cost(real_t p_enter_cost) {
ERR_FAIL_COND_MSG(p_enter_cost < 0.0, "The enter_cost must be positive.");
if (Math::is_equal_approx(enter_cost, p_enter_cost)) {
return;
}
enter_cost = p_enter_cost;
NavigationServer2D::get_singleton()->link_set_enter_cost(link, enter_cost);
}
void NavigationLink2D::set_travel_cost(real_t p_travel_cost) {
ERR_FAIL_COND_MSG(p_travel_cost < 0.0, "The travel_cost must be positive.");
if (Math::is_equal_approx(travel_cost, p_travel_cost)) {
return;
}
travel_cost = p_travel_cost;
NavigationServer2D::get_singleton()->link_set_travel_cost(link, travel_cost);
}
PackedStringArray NavigationLink2D::get_configuration_warnings() const {
PackedStringArray warnings = Node2D::get_configuration_warnings();
if (start_position.is_equal_approx(end_position)) {
warnings.push_back(RTR("NavigationLink2D start position should be different than the end position to be useful."));
}
return warnings;
}
void NavigationLink2D::_link_enter_navigation_map() {
if (!is_inside_tree()) {
return;
}
if (map_override.is_valid()) {
NavigationServer2D::get_singleton()->link_set_map(link, map_override);
} else {
NavigationServer2D::get_singleton()->link_set_map(link, get_world_2d()->get_navigation_map());
}
current_global_transform = get_global_transform();
NavigationServer2D::get_singleton()->link_set_start_position(link, current_global_transform.xform(start_position));
NavigationServer2D::get_singleton()->link_set_end_position(link, current_global_transform.xform(end_position));
NavigationServer2D::get_singleton()->link_set_enabled(link, enabled);
queue_redraw();
}
void NavigationLink2D::_link_exit_navigation_map() {
NavigationServer2D::get_singleton()->link_set_map(link, RID());
}
void NavigationLink2D::_link_update_transform() {
if (!is_inside_tree()) {
return;
}
Transform2D new_global_transform = get_global_transform();
if (current_global_transform != new_global_transform) {
current_global_transform = new_global_transform;
NavigationServer2D::get_singleton()->link_set_start_position(link, current_global_transform.xform(start_position));
NavigationServer2D::get_singleton()->link_set_end_position(link, current_global_transform.xform(end_position));
queue_redraw();
}
}
#ifdef DEBUG_ENABLED
void NavigationLink2D::_update_debug_mesh() {
if (!is_inside_tree()) {
return;
}
if (!Engine::get_singleton()->is_editor_hint() && !NavigationServer2D::get_singleton()->get_debug_enabled()) {
return;
}
Color color;
if (enabled) {
color = NavigationServer2D::get_singleton()->get_debug_navigation_link_connection_color();
} else {
color = NavigationServer2D::get_singleton()->get_debug_navigation_link_connection_disabled_color();
}
real_t radius = NavigationServer2D::get_singleton()->map_get_link_connection_radius(get_world_2d()->get_navigation_map());
draw_line(get_start_position(), get_end_position(), color);
draw_arc(get_start_position(), radius, 0, Math::TAU, 10, color);
draw_arc(get_end_position(), radius, 0, Math::TAU, 10, color);
const Vector2 link_segment = end_position - start_position;
const float arror_len = 5.0;
{
Vector2 anchor = start_position + (link_segment * 0.75);
Vector2 direction = start_position.direction_to(end_position);
Vector2 arrow_dir = -direction.orthogonal();
draw_line(anchor, anchor + (arrow_dir - direction) * arror_len, color);
arrow_dir = direction.orthogonal();
draw_line(anchor, anchor + (arrow_dir - direction) * arror_len, color);
}
if (is_bidirectional()) {
Vector2 anchor = start_position + (link_segment * 0.25);
Vector2 direction = end_position.direction_to(start_position);
Vector2 arrow_dir = -direction.orthogonal();
draw_line(anchor, anchor + (arrow_dir - direction) * arror_len, color);
arrow_dir = direction.orthogonal();
draw_line(anchor, anchor + (arrow_dir - direction) * arror_len, color);
}
}
#endif // DEBUG_ENABLED
NavigationLink2D::NavigationLink2D() {
link = NavigationServer2D::get_singleton()->link_create();
NavigationServer2D::get_singleton()->link_set_owner_id(link, get_instance_id());
NavigationServer2D::get_singleton()->link_set_enter_cost(link, enter_cost);
NavigationServer2D::get_singleton()->link_set_travel_cost(link, travel_cost);
NavigationServer2D::get_singleton()->link_set_navigation_layers(link, navigation_layers);
NavigationServer2D::get_singleton()->link_set_bidirectional(link, bidirectional);
NavigationServer2D::get_singleton()->link_set_enabled(link, enabled);
set_notify_transform(true);
set_hide_clip_children(true);
}
NavigationLink2D::~NavigationLink2D() {
ERR_FAIL_NULL(NavigationServer2D::get_singleton());
NavigationServer2D::get_singleton()->free(link);
link = RID();
}

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/**************************************************************************/
/* navigation_link_2d.h */
/**************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/**************************************************************************/
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* 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. */
/**************************************************************************/
#pragma once
#include "scene/2d/node_2d.h"
class NavigationLink2D : public Node2D {
GDCLASS(NavigationLink2D, Node2D);
bool enabled = true;
RID link;
RID map_override;
bool bidirectional = true;
uint32_t navigation_layers = 1;
Vector2 end_position;
Vector2 start_position;
real_t enter_cost = 0.0;
real_t travel_cost = 1.0;
Transform2D current_global_transform;
#ifdef DEBUG_ENABLED
void _update_debug_mesh();
#endif // DEBUG_ENABLED
protected:
static void _bind_methods();
void _notification(int p_what);
#ifndef DISABLE_DEPRECATED
bool _set(const StringName &p_name, const Variant &p_value);
bool _get(const StringName &p_name, Variant &r_ret) const;
#endif // DISABLE_DEPRECATED
public:
#ifdef DEBUG_ENABLED
virtual Rect2 _edit_get_rect() const override;
virtual bool _edit_is_selected_on_click(const Point2 &p_point, double p_tolerance) const override;
#endif // DEBUG_ENABLED
RID get_rid() const;
void set_enabled(bool p_enabled);
bool is_enabled() const { return enabled; }
void set_navigation_map(RID p_navigation_map);
RID get_navigation_map() const;
void set_bidirectional(bool p_bidirectional);
bool is_bidirectional() const { return bidirectional; }
void set_navigation_layers(uint32_t p_navigation_layers);
uint32_t get_navigation_layers() const { return navigation_layers; }
void set_navigation_layer_value(int p_layer_number, bool p_value);
bool get_navigation_layer_value(int p_layer_number) const;
void set_start_position(Vector2 p_position);
Vector2 get_start_position() const { return start_position; }
void set_end_position(Vector2 p_position);
Vector2 get_end_position() const { return end_position; }
void set_global_start_position(Vector2 p_position);
Vector2 get_global_start_position() const;
void set_global_end_position(Vector2 p_position);
Vector2 get_global_end_position() const;
void set_enter_cost(real_t p_enter_cost);
real_t get_enter_cost() const { return enter_cost; }
void set_travel_cost(real_t p_travel_cost);
real_t get_travel_cost() const { return travel_cost; }
PackedStringArray get_configuration_warnings() const override;
NavigationLink2D();
~NavigationLink2D();
private:
void _link_enter_navigation_map();
void _link_exit_navigation_map();
void _link_update_transform();
};

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/**************************************************************************/
/* navigation_obstacle_2d.cpp */
/**************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/**************************************************************************/
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* 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 "navigation_obstacle_2d.h"
#include "core/math/geometry_2d.h"
#include "scene/resources/2d/navigation_mesh_source_geometry_data_2d.h"
#include "scene/resources/2d/navigation_polygon.h"
#include "scene/resources/world_2d.h"
#include "servers/navigation_server_2d.h"
Callable NavigationObstacle2D::_navmesh_source_geometry_parsing_callback;
RID NavigationObstacle2D::_navmesh_source_geometry_parser;
void NavigationObstacle2D::_bind_methods() {
ClassDB::bind_method(D_METHOD("get_rid"), &NavigationObstacle2D::get_rid);
ClassDB::bind_method(D_METHOD("set_avoidance_enabled", "enabled"), &NavigationObstacle2D::set_avoidance_enabled);
ClassDB::bind_method(D_METHOD("get_avoidance_enabled"), &NavigationObstacle2D::get_avoidance_enabled);
ClassDB::bind_method(D_METHOD("set_navigation_map", "navigation_map"), &NavigationObstacle2D::set_navigation_map);
ClassDB::bind_method(D_METHOD("get_navigation_map"), &NavigationObstacle2D::get_navigation_map);
ClassDB::bind_method(D_METHOD("set_radius", "radius"), &NavigationObstacle2D::set_radius);
ClassDB::bind_method(D_METHOD("get_radius"), &NavigationObstacle2D::get_radius);
ClassDB::bind_method(D_METHOD("set_velocity", "velocity"), &NavigationObstacle2D::set_velocity);
ClassDB::bind_method(D_METHOD("get_velocity"), &NavigationObstacle2D::get_velocity);
ClassDB::bind_method(D_METHOD("set_vertices", "vertices"), &NavigationObstacle2D::set_vertices);
ClassDB::bind_method(D_METHOD("get_vertices"), &NavigationObstacle2D::get_vertices);
ClassDB::bind_method(D_METHOD("set_avoidance_layers", "layers"), &NavigationObstacle2D::set_avoidance_layers);
ClassDB::bind_method(D_METHOD("get_avoidance_layers"), &NavigationObstacle2D::get_avoidance_layers);
ClassDB::bind_method(D_METHOD("set_avoidance_layer_value", "layer_number", "value"), &NavigationObstacle2D::set_avoidance_layer_value);
ClassDB::bind_method(D_METHOD("get_avoidance_layer_value", "layer_number"), &NavigationObstacle2D::get_avoidance_layer_value);
ClassDB::bind_method(D_METHOD("set_affect_navigation_mesh", "enabled"), &NavigationObstacle2D::set_affect_navigation_mesh);
ClassDB::bind_method(D_METHOD("get_affect_navigation_mesh"), &NavigationObstacle2D::get_affect_navigation_mesh);
ClassDB::bind_method(D_METHOD("set_carve_navigation_mesh", "enabled"), &NavigationObstacle2D::set_carve_navigation_mesh);
ClassDB::bind_method(D_METHOD("get_carve_navigation_mesh"), &NavigationObstacle2D::get_carve_navigation_mesh);
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "radius", PROPERTY_HINT_RANGE, "0.0,500,0.01,suffix:px"), "set_radius", "get_radius");
ADD_PROPERTY(PropertyInfo(Variant::PACKED_VECTOR2_ARRAY, "vertices"), "set_vertices", "get_vertices");
ADD_GROUP("NavigationMesh", "");
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "affect_navigation_mesh"), "set_affect_navigation_mesh", "get_affect_navigation_mesh");
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "carve_navigation_mesh"), "set_carve_navigation_mesh", "get_carve_navigation_mesh");
ADD_GROUP("Avoidance", "");
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "avoidance_enabled"), "set_avoidance_enabled", "get_avoidance_enabled");
ADD_PROPERTY(PropertyInfo(Variant::VECTOR2, "velocity", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NO_EDITOR), "set_velocity", "get_velocity");
ADD_PROPERTY(PropertyInfo(Variant::INT, "avoidance_layers", PROPERTY_HINT_LAYERS_AVOIDANCE), "set_avoidance_layers", "get_avoidance_layers");
}
void NavigationObstacle2D::_notification(int p_what) {
switch (p_what) {
case NOTIFICATION_POST_ENTER_TREE: {
if (map_override.is_valid()) {
_update_map(map_override);
} else if (is_inside_tree()) {
_update_map(get_world_2d()->get_navigation_map());
} else {
_update_map(RID());
}
previous_transform = get_global_transform();
// need to trigger map controlled agent assignment somehow for the fake_agent since obstacles use no callback like regular agents
NavigationServer2D::get_singleton()->obstacle_set_avoidance_enabled(obstacle, avoidance_enabled);
_update_transform();
set_physics_process_internal(true);
#ifdef DEBUG_ENABLED
RS::get_singleton()->canvas_item_set_parent(debug_canvas_item, get_world_2d()->get_canvas());
#endif // DEBUG_ENABLED
} break;
case NOTIFICATION_EXIT_TREE: {
set_physics_process_internal(false);
_update_map(RID());
#ifdef DEBUG_ENABLED
RS::get_singleton()->canvas_item_set_parent(debug_canvas_item, RID());
#endif // DEBUG_ENABLED
} break;
case NOTIFICATION_SUSPENDED:
case NOTIFICATION_PAUSED: {
if (!can_process()) {
map_before_pause = map_current;
_update_map(RID());
} else if (can_process() && !(map_before_pause == RID())) {
_update_map(map_before_pause);
map_before_pause = RID();
}
NavigationServer2D::get_singleton()->obstacle_set_paused(obstacle, !can_process());
} break;
case NOTIFICATION_UNSUSPENDED: {
if (get_tree()->is_paused()) {
break;
}
[[fallthrough]];
}
case NOTIFICATION_UNPAUSED: {
if (!can_process()) {
map_before_pause = map_current;
_update_map(RID());
} else if (can_process() && !(map_before_pause == RID())) {
_update_map(map_before_pause);
map_before_pause = RID();
}
NavigationServer2D::get_singleton()->obstacle_set_paused(obstacle, !can_process());
} break;
case NOTIFICATION_VISIBILITY_CHANGED: {
#ifdef DEBUG_ENABLED
RS::get_singleton()->canvas_item_set_visible(debug_canvas_item, is_visible_in_tree());
#endif // DEBUG_ENABLED
} break;
case NOTIFICATION_INTERNAL_PHYSICS_PROCESS: {
if (is_inside_tree()) {
_update_transform();
if (velocity_submitted) {
velocity_submitted = false;
// only update if there is a noticeable change, else the rvo agent preferred velocity stays the same
if (!previous_velocity.is_equal_approx(velocity)) {
NavigationServer2D::get_singleton()->obstacle_set_velocity(obstacle, velocity);
}
previous_velocity = velocity;
}
}
} break;
case NOTIFICATION_DRAW: {
#ifdef DEBUG_ENABLED
if (is_inside_tree()) {
bool is_debug_enabled = false;
if (Engine::get_singleton()->is_editor_hint()) {
is_debug_enabled = true;
} else if (NavigationServer2D::get_singleton()->get_debug_enabled() && NavigationServer2D::get_singleton()->get_debug_avoidance_enabled()) {
is_debug_enabled = true;
}
if (is_debug_enabled) {
RS::get_singleton()->canvas_item_clear(debug_canvas_item);
RS::get_singleton()->canvas_item_set_transform(debug_canvas_item, Transform2D());
_update_fake_agent_radius_debug();
_update_static_obstacle_debug();
}
}
#endif // DEBUG_ENABLED
} break;
}
}
NavigationObstacle2D::NavigationObstacle2D() {
obstacle = NavigationServer2D::get_singleton()->obstacle_create();
NavigationServer2D::get_singleton()->obstacle_set_radius(obstacle, radius);
NavigationServer2D::get_singleton()->obstacle_set_vertices(obstacle, vertices);
NavigationServer2D::get_singleton()->obstacle_set_avoidance_layers(obstacle, avoidance_layers);
NavigationServer2D::get_singleton()->obstacle_set_avoidance_enabled(obstacle, avoidance_enabled);
#ifdef DEBUG_ENABLED
debug_canvas_item = RenderingServer::get_singleton()->canvas_item_create();
debug_mesh_rid = RenderingServer::get_singleton()->mesh_create();
#endif // DEBUG_ENABLED
}
NavigationObstacle2D::~NavigationObstacle2D() {
ERR_FAIL_NULL(NavigationServer2D::get_singleton());
NavigationServer2D::get_singleton()->free(obstacle);
obstacle = RID();
#ifdef DEBUG_ENABLED
if (debug_mesh_rid.is_valid()) {
RenderingServer::get_singleton()->free(debug_mesh_rid);
debug_mesh_rid = RID();
}
if (debug_canvas_item.is_valid()) {
RenderingServer::get_singleton()->free(debug_canvas_item);
debug_canvas_item = RID();
}
#endif // DEBUG_ENABLED
}
void NavigationObstacle2D::set_vertices(const Vector<Vector2> &p_vertices) {
vertices = p_vertices;
vertices_are_clockwise = !Geometry2D::is_polygon_clockwise(vertices); // Geometry2D is inverted.
vertices_are_valid = !Geometry2D::triangulate_polygon(vertices).is_empty();
const Transform2D node_transform = is_inside_tree() ? get_global_transform() : Transform2D();
NavigationServer2D::get_singleton()->obstacle_set_vertices(obstacle, node_transform.xform(vertices));
#ifdef DEBUG_ENABLED
queue_redraw();
#endif // DEBUG_ENABLED
}
void NavigationObstacle2D::set_navigation_map(RID p_navigation_map) {
if (map_override == p_navigation_map) {
return;
}
map_override = p_navigation_map;
_update_map(map_override);
}
RID NavigationObstacle2D::get_navigation_map() const {
if (map_override.is_valid()) {
return map_override;
} else if (is_inside_tree()) {
return get_world_2d()->get_navigation_map();
}
return RID();
}
void NavigationObstacle2D::set_radius(real_t p_radius) {
ERR_FAIL_COND_MSG(p_radius < 0.0, "Radius must be positive.");
if (Math::is_equal_approx(radius, p_radius)) {
return;
}
radius = p_radius;
const Vector2 safe_scale = (is_inside_tree() ? get_global_scale() : get_scale()).abs().maxf(0.001);
NavigationServer2D::get_singleton()->obstacle_set_radius(obstacle, safe_scale[safe_scale.max_axis_index()] * radius);
#ifdef DEBUG_ENABLED
queue_redraw();
#endif // DEBUG_ENABLED
}
void NavigationObstacle2D::set_avoidance_layers(uint32_t p_layers) {
if (avoidance_layers == p_layers) {
return;
}
avoidance_layers = p_layers;
NavigationServer2D::get_singleton()->obstacle_set_avoidance_layers(obstacle, avoidance_layers);
}
uint32_t NavigationObstacle2D::get_avoidance_layers() const {
return avoidance_layers;
}
void NavigationObstacle2D::set_avoidance_layer_value(int p_layer_number, bool p_value) {
ERR_FAIL_COND_MSG(p_layer_number < 1, "Avoidance layer number must be between 1 and 32 inclusive.");
ERR_FAIL_COND_MSG(p_layer_number > 32, "Avoidance layer number must be between 1 and 32 inclusive.");
uint32_t avoidance_layers_new = get_avoidance_layers();
if (p_value) {
avoidance_layers_new |= 1 << (p_layer_number - 1);
} else {
avoidance_layers_new &= ~(1 << (p_layer_number - 1));
}
set_avoidance_layers(avoidance_layers_new);
}
bool NavigationObstacle2D::get_avoidance_layer_value(int p_layer_number) const {
ERR_FAIL_COND_V_MSG(p_layer_number < 1, false, "Avoidance layer number must be between 1 and 32 inclusive.");
ERR_FAIL_COND_V_MSG(p_layer_number > 32, false, "Avoidance layer number must be between 1 and 32 inclusive.");
return get_avoidance_layers() & (1 << (p_layer_number - 1));
}
void NavigationObstacle2D::set_avoidance_enabled(bool p_enabled) {
if (avoidance_enabled == p_enabled) {
return;
}
avoidance_enabled = p_enabled;
NavigationServer2D::get_singleton()->obstacle_set_avoidance_enabled(obstacle, avoidance_enabled);
#ifdef DEBUG_ENABLED
queue_redraw();
#endif // DEBUG_ENABLED
}
bool NavigationObstacle2D::get_avoidance_enabled() const {
return avoidance_enabled;
}
void NavigationObstacle2D::set_velocity(const Vector2 p_velocity) {
velocity = p_velocity;
velocity_submitted = true;
}
void NavigationObstacle2D::set_affect_navigation_mesh(bool p_enabled) {
affect_navigation_mesh = p_enabled;
}
bool NavigationObstacle2D::get_affect_navigation_mesh() const {
return affect_navigation_mesh;
}
void NavigationObstacle2D::set_carve_navigation_mesh(bool p_enabled) {
carve_navigation_mesh = p_enabled;
}
bool NavigationObstacle2D::get_carve_navigation_mesh() const {
return carve_navigation_mesh;
}
PackedStringArray NavigationObstacle2D::get_configuration_warnings() const {
PackedStringArray warnings = Node2D::get_configuration_warnings();
const Vector2 global_scale = get_global_scale();
if (global_scale.x < 0.001 || global_scale.y < 0.001) {
warnings.push_back(RTR("NavigationObstacle2D does not support negative or zero scaling."));
}
if (radius > 0.0 && !get_global_transform().is_conformal()) {
warnings.push_back(RTR("The agent radius can only be scaled uniformly. The largest value along the two axes of the global scale will be used to scale the radius. This value may change in unexpected ways when the node is rotated."));
}
if (radius > 0.0 && get_global_skew() != 0.0) {
warnings.push_back(RTR("Skew has no effect on the agent radius."));
}
return warnings;
}
void NavigationObstacle2D::navmesh_parse_init() {
ERR_FAIL_NULL(NavigationServer2D::get_singleton());
if (!_navmesh_source_geometry_parser.is_valid()) {
_navmesh_source_geometry_parsing_callback = callable_mp_static(&NavigationObstacle2D::navmesh_parse_source_geometry);
_navmesh_source_geometry_parser = NavigationServer2D::get_singleton()->source_geometry_parser_create();
NavigationServer2D::get_singleton()->source_geometry_parser_set_callback(_navmesh_source_geometry_parser, _navmesh_source_geometry_parsing_callback);
}
}
void NavigationObstacle2D::navmesh_parse_source_geometry(const Ref<NavigationPolygon> &p_navigation_mesh, Ref<NavigationMeshSourceGeometryData2D> p_source_geometry_data, Node *p_node) {
NavigationObstacle2D *obstacle = Object::cast_to<NavigationObstacle2D>(p_node);
if (obstacle == nullptr) {
return;
}
if (!obstacle->get_affect_navigation_mesh()) {
return;
}
const Vector2 safe_scale = obstacle->get_global_scale().abs().maxf(0.001);
const float obstacle_radius = obstacle->get_radius();
if (obstacle_radius > 0.0) {
// Radius defined obstacle should be uniformly scaled from obstacle basis max scale axis.
const float scaling_max_value = safe_scale[safe_scale.max_axis_index()];
const Vector2 uniform_max_scale = Vector2(scaling_max_value, scaling_max_value);
const Transform2D obstacle_circle_transform = p_source_geometry_data->root_node_transform * Transform2D(obstacle->get_global_rotation(), uniform_max_scale, 0.0, obstacle->get_global_position());
Vector<Vector2> obstruction_circle_vertices;
// The point of this is that the moving obstacle can make a simple hole in the navigation mesh and affect the pathfinding.
// Without, navigation paths can go directly through the middle of the obstacle and conflict with the avoidance to get agents stuck.
// No place for excessive "round" detail here. Every additional edge adds a high cost for something that needs to be quick, not pretty.
static const int circle_points = 12;
obstruction_circle_vertices.resize(circle_points);
Vector2 *circle_vertices_ptrw = obstruction_circle_vertices.ptrw();
const real_t circle_point_step = Math::TAU / circle_points;
for (int i = 0; i < circle_points; i++) {
const float angle = i * circle_point_step;
circle_vertices_ptrw[i] = obstacle_circle_transform.xform(Vector2(Math::cos(angle) * obstacle_radius, Math::sin(angle) * obstacle_radius));
}
p_source_geometry_data->add_projected_obstruction(obstruction_circle_vertices, obstacle->get_carve_navigation_mesh());
}
// Obstacles are projected to the xz-plane, so only rotation around the y-axis can be taken into account.
const Transform2D node_xform = p_source_geometry_data->root_node_transform * obstacle->get_global_transform();
const Vector<Vector2> &obstacle_vertices = obstacle->get_vertices();
if (obstacle_vertices.is_empty()) {
return;
}
Vector<Vector2> obstruction_shape_vertices;
obstruction_shape_vertices.resize(obstacle_vertices.size());
const Vector2 *obstacle_vertices_ptr = obstacle_vertices.ptr();
Vector2 *obstruction_shape_vertices_ptrw = obstruction_shape_vertices.ptrw();
for (int i = 0; i < obstacle_vertices.size(); i++) {
obstruction_shape_vertices_ptrw[i] = node_xform.xform(obstacle_vertices_ptr[i]);
}
p_source_geometry_data->add_projected_obstruction(obstruction_shape_vertices, obstacle->get_carve_navigation_mesh());
}
void NavigationObstacle2D::_update_map(RID p_map) {
map_current = p_map;
NavigationServer2D::get_singleton()->obstacle_set_map(obstacle, p_map);
}
void NavigationObstacle2D::_update_position(const Vector2 p_position) {
NavigationServer2D::get_singleton()->obstacle_set_position(obstacle, p_position);
#ifdef DEBUG_ENABLED
queue_redraw();
#endif // DEBUG_ENABLED
}
void NavigationObstacle2D::_update_transform() {
_update_position(get_global_position());
// Prevent non-positive or non-uniform scaling of dynamic obstacle radius.
const Vector2 safe_scale = get_global_scale().abs().maxf(0.001);
const float scaling_max_value = safe_scale[safe_scale.max_axis_index()];
NavigationServer2D::get_singleton()->obstacle_set_radius(obstacle, scaling_max_value * radius);
NavigationServer2D::get_singleton()->obstacle_set_vertices(obstacle, get_global_transform().translated(-get_global_position()).xform(vertices));
#ifdef DEBUG_ENABLED
queue_redraw();
#endif // DEBUG_ENABLED
}
#ifdef DEBUG_ENABLED
void NavigationObstacle2D::_update_fake_agent_radius_debug() {
if (radius > 0.0 && NavigationServer2D::get_singleton()->get_debug_navigation_avoidance_enable_obstacles_radius()) {
Color debug_radius_color = NavigationServer2D::get_singleton()->get_debug_navigation_avoidance_obstacles_radius_color();
// Prevent non-positive scaling.
const Vector2 safe_scale = get_global_scale().abs().maxf(0.001);
// Agent radius is a scalar value and does not support non-uniform scaling, choose the largest axis.
const float scaling_max_value = safe_scale[safe_scale.max_axis_index()];
RS::get_singleton()->canvas_item_add_circle(debug_canvas_item, get_global_position(), scaling_max_value * radius, debug_radius_color);
}
}
#endif // DEBUG_ENABLED
#ifdef DEBUG_ENABLED
void NavigationObstacle2D::_update_static_obstacle_debug() {
if (get_vertices().size() < 3) {
return;
}
if (!NavigationServer2D::get_singleton()->get_debug_navigation_avoidance_enable_obstacles_static()) {
return;
}
RenderingServer *rs = RenderingServer::get_singleton();
rs->mesh_clear(debug_mesh_rid);
const int vertex_count = vertices.size();
Vector<Vector2> edge_vertex_array;
edge_vertex_array.resize(vertex_count * 4);
Vector2 *edge_vertex_array_ptrw = edge_vertex_array.ptrw();
int vertex_index = 0;
for (int i = 0; i < vertex_count; i++) {
Vector2 point = vertices[i];
Vector2 next_point = vertices[(i + 1) % vertex_count];
Vector2 direction = next_point.direction_to(point);
Vector2 arrow_dir = -direction.orthogonal();
Vector2 edge_middle = point + ((next_point - point) * 0.5);
edge_vertex_array_ptrw[vertex_index++] = edge_middle;
edge_vertex_array_ptrw[vertex_index++] = edge_middle + (arrow_dir * 10.0);
edge_vertex_array_ptrw[vertex_index++] = point;
edge_vertex_array_ptrw[vertex_index++] = next_point;
}
Color debug_static_obstacle_edge_color;
if (are_vertices_valid()) {
debug_static_obstacle_edge_color = NavigationServer2D::get_singleton()->get_debug_navigation_avoidance_static_obstacle_pushout_edge_color();
} else {
debug_static_obstacle_edge_color = NavigationServer2D::get_singleton()->get_debug_navigation_avoidance_static_obstacle_pushin_edge_color();
}
Vector<Color> line_color_array;
line_color_array.resize(edge_vertex_array.size());
line_color_array.fill(debug_static_obstacle_edge_color);
Array edge_mesh_array;
edge_mesh_array.resize(Mesh::ARRAY_MAX);
edge_mesh_array[Mesh::ARRAY_VERTEX] = edge_vertex_array;
edge_mesh_array[Mesh::ARRAY_COLOR] = line_color_array;
rs->mesh_add_surface_from_arrays(debug_mesh_rid, RS::PRIMITIVE_LINES, edge_mesh_array, Array(), Dictionary(), RS::ARRAY_FLAG_USE_2D_VERTICES);
rs->canvas_item_add_mesh(debug_canvas_item, debug_mesh_rid, get_global_transform());
}
#endif // DEBUG_ENABLED

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/**************************************************************************/
/* navigation_obstacle_2d.h */
/**************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/**************************************************************************/
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* 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. */
/**************************************************************************/
#pragma once
#include "scene/2d/node_2d.h"
class NavigationPolygon;
class NavigationMeshSourceGeometryData2D;
class NavigationObstacle2D : public Node2D {
GDCLASS(NavigationObstacle2D, Node2D);
RID obstacle;
RID map_before_pause;
RID map_override;
RID map_current;
real_t radius = 0.0;
Vector<Vector2> vertices;
bool vertices_are_clockwise = true;
bool vertices_are_valid = true;
bool avoidance_enabled = true;
uint32_t avoidance_layers = 1;
Transform2D previous_transform;
Vector2 velocity;
Vector2 previous_velocity;
bool velocity_submitted = false;
bool affect_navigation_mesh = false;
bool carve_navigation_mesh = false;
#ifdef DEBUG_ENABLED
private:
RID debug_canvas_item;
RID debug_mesh_rid;
void _update_fake_agent_radius_debug();
void _update_static_obstacle_debug();
#endif // DEBUG_ENABLED
protected:
static void _bind_methods();
void _notification(int p_what);
public:
NavigationObstacle2D();
virtual ~NavigationObstacle2D();
RID get_rid() const { return obstacle; }
void set_avoidance_enabled(bool p_enabled);
bool get_avoidance_enabled() const;
void set_navigation_map(RID p_navigation_map);
RID get_navigation_map() const;
void set_radius(real_t p_radius);
real_t get_radius() const { return radius; }
void set_vertices(const Vector<Vector2> &p_vertices);
const Vector<Vector2> &get_vertices() const { return vertices; }
bool are_vertices_clockwise() const { return vertices_are_clockwise; }
bool are_vertices_valid() const { return vertices_are_valid; }
void set_avoidance_layers(uint32_t p_layers);
uint32_t get_avoidance_layers() const;
void set_avoidance_mask(uint32_t p_mask);
uint32_t get_avoidance_mask() const;
void set_avoidance_layer_value(int p_layer_number, bool p_value);
bool get_avoidance_layer_value(int p_layer_number) const;
void set_velocity(const Vector2 p_velocity);
Vector2 get_velocity() const { return velocity; }
void _avoidance_done(Vector3 p_new_velocity); // Dummy
void set_affect_navigation_mesh(bool p_enabled);
bool get_affect_navigation_mesh() const;
void set_carve_navigation_mesh(bool p_enabled);
bool get_carve_navigation_mesh() const;
PackedStringArray get_configuration_warnings() const override;
private:
static Callable _navmesh_source_geometry_parsing_callback;
static RID _navmesh_source_geometry_parser;
public:
static void navmesh_parse_init();
static void navmesh_parse_source_geometry(const Ref<NavigationPolygon> &p_navigation_mesh, Ref<NavigationMeshSourceGeometryData2D> p_source_geometry_data, Node *p_node);
private:
void _update_map(RID p_map);
void _update_position(const Vector2 p_position);
void _update_transform();
};

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/**************************************************************************/
/* navigation_region_2d.cpp */
/**************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/**************************************************************************/
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* 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 "navigation_region_2d.h"
#include "core/math/random_pcg.h"
#include "scene/resources/world_2d.h"
#include "servers/navigation_server_2d.h"
RID NavigationRegion2D::get_rid() const {
return region;
}
void NavigationRegion2D::set_enabled(bool p_enabled) {
if (enabled == p_enabled) {
return;
}
enabled = p_enabled;
NavigationServer2D::get_singleton()->region_set_enabled(region, enabled);
#ifdef DEBUG_ENABLED
if (Engine::get_singleton()->is_editor_hint() || NavigationServer2D::get_singleton()->get_debug_navigation_enabled()) {
queue_redraw();
}
#endif // DEBUG_ENABLED
}
bool NavigationRegion2D::is_enabled() const {
return enabled;
}
void NavigationRegion2D::set_use_edge_connections(bool p_enabled) {
if (use_edge_connections == p_enabled) {
return;
}
use_edge_connections = p_enabled;
NavigationServer2D::get_singleton()->region_set_use_edge_connections(region, use_edge_connections);
}
bool NavigationRegion2D::get_use_edge_connections() const {
return use_edge_connections;
}
void NavigationRegion2D::set_navigation_layers(uint32_t p_navigation_layers) {
if (navigation_layers == p_navigation_layers) {
return;
}
navigation_layers = p_navigation_layers;
NavigationServer2D::get_singleton()->region_set_navigation_layers(region, navigation_layers);
}
uint32_t NavigationRegion2D::get_navigation_layers() const {
return navigation_layers;
}
void NavigationRegion2D::set_navigation_layer_value(int p_layer_number, bool p_value) {
ERR_FAIL_COND_MSG(p_layer_number < 1, "Navigation layer number must be between 1 and 32 inclusive.");
ERR_FAIL_COND_MSG(p_layer_number > 32, "Navigation layer number must be between 1 and 32 inclusive.");
uint32_t _navigation_layers = get_navigation_layers();
if (p_value) {
_navigation_layers |= 1 << (p_layer_number - 1);
} else {
_navigation_layers &= ~(1 << (p_layer_number - 1));
}
set_navigation_layers(_navigation_layers);
}
bool NavigationRegion2D::get_navigation_layer_value(int p_layer_number) const {
ERR_FAIL_COND_V_MSG(p_layer_number < 1, false, "Navigation layer number must be between 1 and 32 inclusive.");
ERR_FAIL_COND_V_MSG(p_layer_number > 32, false, "Navigation layer number must be between 1 and 32 inclusive.");
return get_navigation_layers() & (1 << (p_layer_number - 1));
}
void NavigationRegion2D::set_enter_cost(real_t p_enter_cost) {
ERR_FAIL_COND_MSG(p_enter_cost < 0.0, "The enter_cost must be positive.");
if (Math::is_equal_approx(enter_cost, p_enter_cost)) {
return;
}
enter_cost = p_enter_cost;
NavigationServer2D::get_singleton()->region_set_enter_cost(region, enter_cost);
}
real_t NavigationRegion2D::get_enter_cost() const {
return enter_cost;
}
void NavigationRegion2D::set_travel_cost(real_t p_travel_cost) {
ERR_FAIL_COND_MSG(p_travel_cost < 0.0, "The travel_cost must be positive.");
if (Math::is_equal_approx(travel_cost, p_travel_cost)) {
return;
}
travel_cost = p_travel_cost;
NavigationServer2D::get_singleton()->region_set_travel_cost(region, travel_cost);
}
real_t NavigationRegion2D::get_travel_cost() const {
return travel_cost;
}
RID NavigationRegion2D::get_region_rid() const {
return get_rid();
}
#ifdef DEBUG_ENABLED
Rect2 NavigationRegion2D::_edit_get_rect() const {
return navigation_polygon.is_valid() ? navigation_polygon->_edit_get_rect() : Rect2();
}
bool NavigationRegion2D::_edit_is_selected_on_click(const Point2 &p_point, double p_tolerance) const {
return navigation_polygon.is_valid() ? navigation_polygon->_edit_is_selected_on_click(p_point, p_tolerance) : false;
}
#endif // DEBUG_ENABLED
void NavigationRegion2D::_notification(int p_what) {
switch (p_what) {
case NOTIFICATION_ENTER_TREE: {
_region_enter_navigation_map();
} break;
case NOTIFICATION_TRANSFORM_CHANGED: {
set_physics_process_internal(true);
} break;
case NOTIFICATION_VISIBILITY_CHANGED: {
#ifdef DEBUG_ENABLED
_set_debug_visible(is_visible_in_tree());
#endif // DEBUG_ENABLED
} break;
case NOTIFICATION_EXIT_TREE: {
_region_exit_navigation_map();
#ifdef DEBUG_ENABLED
_set_debug_visible(false);
#endif // DEBUG_ENABLED
} break;
case NOTIFICATION_INTERNAL_PHYSICS_PROCESS: {
set_physics_process_internal(false);
_region_update_transform();
} break;
case NOTIFICATION_DRAW: {
#ifdef DEBUG_ENABLED
if (is_inside_tree() && (Engine::get_singleton()->is_editor_hint() || (NavigationServer2D::get_singleton()->get_debug_enabled() && NavigationServer2D::get_singleton()->get_debug_navigation_enabled())) && navigation_polygon.is_valid()) {
_update_debug_mesh();
_update_debug_edge_connections_mesh();
_update_debug_baking_rect();
}
#endif // DEBUG_ENABLED
} break;
}
}
void NavigationRegion2D::set_navigation_polygon(const Ref<NavigationPolygon> &p_navigation_polygon) {
if (navigation_polygon.is_valid()) {
navigation_polygon->disconnect_changed(callable_mp(this, &NavigationRegion2D::_navigation_polygon_changed));
}
navigation_polygon = p_navigation_polygon;
if (navigation_polygon.is_valid()) {
navigation_polygon->connect_changed(callable_mp(this, &NavigationRegion2D::_navigation_polygon_changed));
}
_navigation_polygon_changed();
}
Ref<NavigationPolygon> NavigationRegion2D::get_navigation_polygon() const {
return navigation_polygon;
}
void NavigationRegion2D::set_navigation_map(RID p_navigation_map) {
if (map_override == p_navigation_map) {
return;
}
map_override = p_navigation_map;
NavigationServer2D::get_singleton()->region_set_map(region, map_override);
}
RID NavigationRegion2D::get_navigation_map() const {
if (map_override.is_valid()) {
return map_override;
} else if (is_inside_tree()) {
return get_world_2d()->get_navigation_map();
}
return RID();
}
void NavigationRegion2D::bake_navigation_polygon(bool p_on_thread) {
ERR_FAIL_COND_MSG(!Thread::is_main_thread(), "The SceneTree can only be parsed on the main thread. Call this function from the main thread or use call_deferred().");
ERR_FAIL_COND_MSG(navigation_polygon.is_null(), "Baking the navigation polygon requires a valid `NavigationPolygon` resource.");
Ref<NavigationMeshSourceGeometryData2D> source_geometry_data;
source_geometry_data.instantiate();
NavigationServer2D::get_singleton()->parse_source_geometry_data(navigation_polygon, source_geometry_data, this);
if (p_on_thread) {
NavigationServer2D::get_singleton()->bake_from_source_geometry_data_async(navigation_polygon, source_geometry_data, callable_mp(this, &NavigationRegion2D::_bake_finished));
} else {
NavigationServer2D::get_singleton()->bake_from_source_geometry_data(navigation_polygon, source_geometry_data, callable_mp(this, &NavigationRegion2D::_bake_finished));
}
}
void NavigationRegion2D::_bake_finished() {
if (!Thread::is_main_thread()) {
callable_mp(this, &NavigationRegion2D::_bake_finished).call_deferred();
return;
}
emit_signal(SNAME("bake_finished"));
}
bool NavigationRegion2D::is_baking() const {
return NavigationServer2D::get_singleton()->is_baking_navigation_polygon(navigation_polygon);
}
void NavigationRegion2D::_navigation_polygon_changed() {
_update_bounds();
NavigationServer2D::get_singleton()->region_set_navigation_polygon(region, navigation_polygon);
#ifdef DEBUG_ENABLED
debug_mesh_dirty = true;
if (navigation_polygon.is_null()) {
_set_debug_visible(false);
}
if (is_inside_tree() && (Engine::get_singleton()->is_editor_hint() || get_tree()->is_debugging_navigation_hint())) {
queue_redraw();
}
#endif // DEBUG_ENABLED
emit_signal(SNAME("navigation_polygon_changed"));
update_configuration_warnings();
}
#ifdef DEBUG_ENABLED
void NavigationRegion2D::_navigation_map_changed(RID p_map) {
if (is_inside_tree() && get_world_2d()->get_navigation_map() == p_map) {
queue_redraw();
}
}
#endif // DEBUG_ENABLED
#ifdef DEBUG_ENABLED
void NavigationRegion2D::_navigation_debug_changed() {
if (is_inside_tree()) {
queue_redraw();
}
}
#endif // DEBUG_ENABLED
PackedStringArray NavigationRegion2D::get_configuration_warnings() const {
PackedStringArray warnings = Node2D::get_configuration_warnings();
if (is_visible_in_tree() && is_inside_tree()) {
if (navigation_polygon.is_null()) {
warnings.push_back(RTR("A NavigationPolygon resource must be set or created for this node to work. Please set a property or draw a polygon."));
}
}
return warnings;
}
void NavigationRegion2D::_bind_methods() {
ClassDB::bind_method(D_METHOD("get_rid"), &NavigationRegion2D::get_rid);
ClassDB::bind_method(D_METHOD("set_navigation_polygon", "navigation_polygon"), &NavigationRegion2D::set_navigation_polygon);
ClassDB::bind_method(D_METHOD("get_navigation_polygon"), &NavigationRegion2D::get_navigation_polygon);
ClassDB::bind_method(D_METHOD("set_enabled", "enabled"), &NavigationRegion2D::set_enabled);
ClassDB::bind_method(D_METHOD("is_enabled"), &NavigationRegion2D::is_enabled);
ClassDB::bind_method(D_METHOD("set_navigation_map", "navigation_map"), &NavigationRegion2D::set_navigation_map);
ClassDB::bind_method(D_METHOD("get_navigation_map"), &NavigationRegion2D::get_navigation_map);
ClassDB::bind_method(D_METHOD("set_use_edge_connections", "enabled"), &NavigationRegion2D::set_use_edge_connections);
ClassDB::bind_method(D_METHOD("get_use_edge_connections"), &NavigationRegion2D::get_use_edge_connections);
ClassDB::bind_method(D_METHOD("set_navigation_layers", "navigation_layers"), &NavigationRegion2D::set_navigation_layers);
ClassDB::bind_method(D_METHOD("get_navigation_layers"), &NavigationRegion2D::get_navigation_layers);
ClassDB::bind_method(D_METHOD("set_navigation_layer_value", "layer_number", "value"), &NavigationRegion2D::set_navigation_layer_value);
ClassDB::bind_method(D_METHOD("get_navigation_layer_value", "layer_number"), &NavigationRegion2D::get_navigation_layer_value);
ClassDB::bind_method(D_METHOD("get_region_rid"), &NavigationRegion2D::get_region_rid);
ClassDB::bind_method(D_METHOD("set_enter_cost", "enter_cost"), &NavigationRegion2D::set_enter_cost);
ClassDB::bind_method(D_METHOD("get_enter_cost"), &NavigationRegion2D::get_enter_cost);
ClassDB::bind_method(D_METHOD("set_travel_cost", "travel_cost"), &NavigationRegion2D::set_travel_cost);
ClassDB::bind_method(D_METHOD("get_travel_cost"), &NavigationRegion2D::get_travel_cost);
ClassDB::bind_method(D_METHOD("bake_navigation_polygon", "on_thread"), &NavigationRegion2D::bake_navigation_polygon, DEFVAL(true));
ClassDB::bind_method(D_METHOD("is_baking"), &NavigationRegion2D::is_baking);
ClassDB::bind_method(D_METHOD("_navigation_polygon_changed"), &NavigationRegion2D::_navigation_polygon_changed);
ClassDB::bind_method(D_METHOD("get_bounds"), &NavigationRegion2D::get_bounds);
ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "navigation_polygon", PROPERTY_HINT_RESOURCE_TYPE, "NavigationPolygon"), "set_navigation_polygon", "get_navigation_polygon");
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "enabled"), "set_enabled", "is_enabled");
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "use_edge_connections"), "set_use_edge_connections", "get_use_edge_connections");
ADD_PROPERTY(PropertyInfo(Variant::INT, "navigation_layers", PROPERTY_HINT_LAYERS_2D_NAVIGATION), "set_navigation_layers", "get_navigation_layers");
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "enter_cost"), "set_enter_cost", "get_enter_cost");
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "travel_cost"), "set_travel_cost", "get_travel_cost");
ADD_SIGNAL(MethodInfo("navigation_polygon_changed"));
ADD_SIGNAL(MethodInfo("bake_finished"));
}
#ifndef DISABLE_DEPRECATED
// Compatibility with earlier 4.0 betas.
bool NavigationRegion2D::_set(const StringName &p_name, const Variant &p_value) {
if (p_name == "navpoly") {
set_navigation_polygon(p_value);
return true;
}
return false;
}
bool NavigationRegion2D::_get(const StringName &p_name, Variant &r_ret) const {
if (p_name == "navpoly") {
r_ret = get_navigation_polygon();
return true;
}
return false;
}
#endif // DISABLE_DEPRECATED
NavigationRegion2D::NavigationRegion2D() {
set_notify_transform(true);
set_hide_clip_children(true);
region = NavigationServer2D::get_singleton()->region_create();
NavigationServer2D::get_singleton()->region_set_owner_id(region, get_instance_id());
NavigationServer2D::get_singleton()->region_set_enter_cost(region, get_enter_cost());
NavigationServer2D::get_singleton()->region_set_travel_cost(region, get_travel_cost());
NavigationServer2D::get_singleton()->region_set_navigation_layers(region, navigation_layers);
NavigationServer2D::get_singleton()->region_set_use_edge_connections(region, use_edge_connections);
NavigationServer2D::get_singleton()->region_set_enabled(region, enabled);
#ifdef DEBUG_ENABLED
NavigationServer2D::get_singleton()->connect(SNAME("map_changed"), callable_mp(this, &NavigationRegion2D::_navigation_map_changed));
NavigationServer2D::get_singleton()->connect(SNAME("navigation_debug_changed"), callable_mp(this, &NavigationRegion2D::_navigation_debug_changed));
#endif // DEBUG_ENABLED
}
NavigationRegion2D::~NavigationRegion2D() {
ERR_FAIL_NULL(NavigationServer2D::get_singleton());
NavigationServer2D::get_singleton()->free(region);
#ifdef DEBUG_ENABLED
NavigationServer2D::get_singleton()->disconnect(SNAME("map_changed"), callable_mp(this, &NavigationRegion2D::_navigation_map_changed));
NavigationServer2D::get_singleton()->disconnect(SNAME("navigation_debug_changed"), callable_mp(this, &NavigationRegion2D::_navigation_debug_changed));
if (debug_instance_rid.is_valid()) {
RS::get_singleton()->free(debug_instance_rid);
}
if (debug_mesh_rid.is_valid()) {
RS::get_singleton()->free(debug_mesh_rid);
}
#endif // DEBUG_ENABLED
}
void NavigationRegion2D::_region_enter_navigation_map() {
if (!is_inside_tree()) {
return;
}
if (map_override.is_valid()) {
NavigationServer2D::get_singleton()->region_set_map(region, map_override);
} else {
NavigationServer2D::get_singleton()->region_set_map(region, get_world_2d()->get_navigation_map());
}
current_global_transform = get_global_transform();
NavigationServer2D::get_singleton()->region_set_transform(region, current_global_transform);
NavigationServer2D::get_singleton()->region_set_enabled(region, enabled);
queue_redraw();
}
void NavigationRegion2D::_region_exit_navigation_map() {
NavigationServer2D::get_singleton()->region_set_map(region, RID());
}
void NavigationRegion2D::_region_update_transform() {
if (!is_inside_tree()) {
return;
}
Transform2D new_global_transform = get_global_transform();
if (current_global_transform != new_global_transform) {
current_global_transform = new_global_transform;
NavigationServer2D::get_singleton()->region_set_transform(region, current_global_transform);
}
queue_redraw();
}
#ifdef DEBUG_ENABLED
void NavigationRegion2D::_update_debug_mesh() {
if (!is_inside_tree()) {
_set_debug_visible(false);
return;
}
const NavigationServer2D *ns2d = NavigationServer2D::get_singleton();
RenderingServer *rs = RenderingServer::get_singleton();
if (!debug_instance_rid.is_valid()) {
debug_instance_rid = rs->canvas_item_create();
}
if (!debug_mesh_rid.is_valid()) {
debug_mesh_rid = rs->mesh_create();
}
const Transform2D region_gt = get_global_transform();
rs->canvas_item_set_parent(debug_instance_rid, get_world_2d()->get_canvas());
rs->canvas_item_set_z_index(debug_instance_rid, RS::CANVAS_ITEM_Z_MAX - 2);
rs->canvas_item_set_transform(debug_instance_rid, region_gt);
if (!debug_mesh_dirty) {
return;
}
rs->canvas_item_clear(debug_instance_rid);
rs->mesh_clear(debug_mesh_rid);
debug_mesh_dirty = false;
const Vector<Vector2> &vertices = navigation_polygon->get_vertices();
if (vertices.size() < 3) {
return;
}
int polygon_count = navigation_polygon->get_polygon_count();
if (polygon_count == 0) {
return;
}
bool enabled_geometry_face_random_color = ns2d->get_debug_navigation_enable_geometry_face_random_color();
bool enabled_edge_lines = ns2d->get_debug_navigation_enable_edge_lines();
Color debug_face_color = ns2d->get_debug_navigation_geometry_face_color();
Color debug_edge_color = ns2d->get_debug_navigation_geometry_edge_color();
if (!enabled) {
debug_face_color = ns2d->get_debug_navigation_geometry_face_disabled_color();
debug_edge_color = ns2d->get_debug_navigation_geometry_edge_disabled_color();
}
int vertex_count = 0;
int line_count = 0;
for (int i = 0; i < polygon_count; i++) {
const Vector<int> &polygon = navigation_polygon->get_polygon(i);
int polygon_size = polygon.size();
if (polygon_size < 3) {
continue;
}
line_count += polygon_size * 2;
vertex_count += (polygon_size - 2) * 3;
}
Vector<Vector2> face_vertex_array;
face_vertex_array.resize(vertex_count);
Vector<Color> face_color_array;
if (enabled_geometry_face_random_color) {
face_color_array.resize(vertex_count);
}
Vector<Vector2> line_vertex_array;
if (enabled_edge_lines) {
line_vertex_array.resize(line_count);
}
RandomPCG rand;
Color polygon_color = debug_face_color;
int face_vertex_index = 0;
int line_vertex_index = 0;
Vector2 *face_vertex_array_ptrw = face_vertex_array.ptrw();
Color *face_color_array_ptrw = face_color_array.ptrw();
Vector2 *line_vertex_array_ptrw = line_vertex_array.ptrw();
for (int polygon_index = 0; polygon_index < polygon_count; polygon_index++) {
const Vector<int> &polygon_indices = navigation_polygon->get_polygon(polygon_index);
int polygon_indices_size = polygon_indices.size();
if (polygon_indices_size < 3) {
continue;
}
if (enabled_geometry_face_random_color) {
// Generate the polygon color, slightly randomly modified from the settings one.
polygon_color.set_hsv(debug_face_color.get_h() + rand.random(-1.0, 1.0) * 0.1, debug_face_color.get_s(), debug_face_color.get_v() + rand.random(-1.0, 1.0) * 0.2);
polygon_color.a = debug_face_color.a;
}
for (int polygon_indices_index = 0; polygon_indices_index < polygon_indices_size - 2; polygon_indices_index++) {
face_vertex_array_ptrw[face_vertex_index] = vertices[polygon_indices[0]];
face_vertex_array_ptrw[face_vertex_index + 1] = vertices[polygon_indices[polygon_indices_index + 1]];
face_vertex_array_ptrw[face_vertex_index + 2] = vertices[polygon_indices[polygon_indices_index + 2]];
if (enabled_geometry_face_random_color) {
face_color_array_ptrw[face_vertex_index] = polygon_color;
face_color_array_ptrw[face_vertex_index + 1] = polygon_color;
face_color_array_ptrw[face_vertex_index + 2] = polygon_color;
}
face_vertex_index += 3;
}
if (enabled_edge_lines) {
for (int polygon_indices_index = 0; polygon_indices_index < polygon_indices_size; polygon_indices_index++) {
line_vertex_array_ptrw[line_vertex_index] = vertices[polygon_indices[polygon_indices_index]];
line_vertex_index += 1;
if (polygon_indices_index + 1 == polygon_indices_size) {
line_vertex_array_ptrw[line_vertex_index] = vertices[polygon_indices[0]];
line_vertex_index += 1;
} else {
line_vertex_array_ptrw[line_vertex_index] = vertices[polygon_indices[polygon_indices_index + 1]];
line_vertex_index += 1;
}
}
}
}
if (!enabled_geometry_face_random_color) {
face_color_array.resize(face_vertex_array.size());
face_color_array.fill(debug_face_color);
}
Array face_mesh_array;
face_mesh_array.resize(Mesh::ARRAY_MAX);
face_mesh_array[Mesh::ARRAY_VERTEX] = face_vertex_array;
face_mesh_array[Mesh::ARRAY_COLOR] = face_color_array;
rs->mesh_add_surface_from_arrays(debug_mesh_rid, RS::PRIMITIVE_TRIANGLES, face_mesh_array, Array(), Dictionary(), RS::ARRAY_FLAG_USE_2D_VERTICES);
if (enabled_edge_lines) {
Vector<Color> line_color_array;
line_color_array.resize(line_vertex_array.size());
line_color_array.fill(debug_edge_color);
Array line_mesh_array;
line_mesh_array.resize(Mesh::ARRAY_MAX);
line_mesh_array[Mesh::ARRAY_VERTEX] = line_vertex_array;
line_mesh_array[Mesh::ARRAY_COLOR] = line_color_array;
rs->mesh_add_surface_from_arrays(debug_mesh_rid, RS::PRIMITIVE_LINES, line_mesh_array, Array(), Dictionary(), RS::ARRAY_FLAG_USE_2D_VERTICES);
}
rs->canvas_item_add_mesh(debug_instance_rid, debug_mesh_rid, Transform2D());
rs->canvas_item_set_visible(debug_instance_rid, is_visible_in_tree());
}
#endif // DEBUG_ENABLED
#ifdef DEBUG_ENABLED
void NavigationRegion2D::_update_debug_edge_connections_mesh() {
const NavigationServer2D *ns2d = NavigationServer2D::get_singleton();
bool enable_edge_connections = use_edge_connections && ns2d->get_debug_navigation_enable_edge_connections() && ns2d->map_get_use_edge_connections(get_world_2d()->get_navigation_map());
if (enable_edge_connections) {
Color debug_edge_connection_color = ns2d->get_debug_navigation_edge_connection_color();
// Draw the region edge connections.
Transform2D xform = get_global_transform();
real_t radius = ns2d->map_get_edge_connection_margin(get_world_2d()->get_navigation_map()) / 2.0;
for (int i = 0; i < ns2d->region_get_connections_count(region); i++) {
// Two main points
Vector2 a = ns2d->region_get_connection_pathway_start(region, i);
a = xform.affine_inverse().xform(a);
Vector2 b = ns2d->region_get_connection_pathway_end(region, i);
b = xform.affine_inverse().xform(b);
draw_line(a, b, debug_edge_connection_color);
// Draw a circle to illustrate the margins.
real_t angle = a.angle_to_point(b);
draw_arc(a, radius, angle + Math::PI / 2.0, angle - Math::PI / 2.0 + Math::TAU, 10, debug_edge_connection_color);
draw_arc(b, radius, angle - Math::PI / 2.0, angle + Math::PI / 2.0, 10, debug_edge_connection_color);
}
}
}
#endif // DEBUG_ENABLED
#ifdef DEBUG_ENABLED
void NavigationRegion2D::_update_debug_baking_rect() {
Rect2 baking_rect = get_navigation_polygon()->get_baking_rect();
if (baking_rect.has_area()) {
Vector2 baking_rect_offset = get_navigation_polygon()->get_baking_rect_offset();
Rect2 debug_baking_rect = Rect2(baking_rect.position.x + baking_rect_offset.x, baking_rect.position.y + baking_rect_offset.y, baking_rect.size.x, baking_rect.size.y);
Color debug_baking_rect_color = Color(0.8, 0.5, 0.7, 0.1);
draw_rect(debug_baking_rect, debug_baking_rect_color);
}
}
#endif // DEBUG_ENABLED
#ifdef DEBUG_ENABLED
void NavigationRegion2D::_set_debug_visible(bool p_visible) {
RenderingServer *rs = RenderingServer::get_singleton();
ERR_FAIL_NULL(rs);
if (debug_instance_rid.is_valid()) {
RS::get_singleton()->canvas_item_set_visible(debug_instance_rid, p_visible);
}
}
#endif // DEBUG_ENABLED
void NavigationRegion2D::_update_bounds() {
if (navigation_polygon.is_null()) {
bounds = Rect2();
return;
}
const Vector<Vector2> &vertices = navigation_polygon->get_vertices();
if (vertices.is_empty()) {
bounds = Rect2();
return;
}
const Transform2D gt = is_inside_tree() ? get_global_transform() : get_transform();
Rect2 new_bounds;
new_bounds.position = gt.xform(vertices[0]);
for (const Vector2 &vertex : vertices) {
new_bounds.expand_to(gt.xform(vertex));
}
bounds = new_bounds;
}

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/**************************************************************************/
/* navigation_region_2d.h */
/**************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/**************************************************************************/
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* 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. */
/**************************************************************************/
#pragma once
#include "scene/resources/2d/navigation_polygon.h"
class NavigationRegion2D : public Node2D {
GDCLASS(NavigationRegion2D, Node2D);
bool enabled = true;
bool use_edge_connections = true;
RID region;
RID map_override;
uint32_t navigation_layers = 1;
real_t enter_cost = 0.0;
real_t travel_cost = 1.0;
Ref<NavigationPolygon> navigation_polygon;
Transform2D current_global_transform;
void _navigation_polygon_changed();
Rect2 bounds;
#ifdef DEBUG_ENABLED
private:
RID debug_mesh_rid;
RID debug_instance_rid;
bool debug_mesh_dirty = true;
void _set_debug_visible(bool p_visible);
void _update_debug_mesh();
void _update_debug_edge_connections_mesh();
void _update_debug_baking_rect();
void _navigation_map_changed(RID p_map);
void _navigation_debug_changed();
#endif // DEBUG_ENABLED
protected:
void _notification(int p_what);
static void _bind_methods();
#ifndef DISABLE_DEPRECATED
bool _set(const StringName &p_name, const Variant &p_value);
bool _get(const StringName &p_name, Variant &r_ret) const;
#endif // DISABLE_DEPRECATED
public:
#ifdef DEBUG_ENABLED
virtual Rect2 _edit_get_rect() const override;
virtual bool _edit_is_selected_on_click(const Point2 &p_point, double p_tolerance) const override;
#endif // DEBUG_ENABLED
RID get_rid() const;
void set_enabled(bool p_enabled);
bool is_enabled() const;
void set_navigation_map(RID p_navigation_map);
RID get_navigation_map() const;
void set_use_edge_connections(bool p_enabled);
bool get_use_edge_connections() const;
void set_navigation_layers(uint32_t p_navigation_layers);
uint32_t get_navigation_layers() const;
void set_navigation_layer_value(int p_layer_number, bool p_value);
bool get_navigation_layer_value(int p_layer_number) const;
RID get_region_rid() const;
void set_enter_cost(real_t p_enter_cost);
real_t get_enter_cost() const;
void set_travel_cost(real_t p_travel_cost);
real_t get_travel_cost() const;
void set_navigation_polygon(const Ref<NavigationPolygon> &p_navigation_polygon);
Ref<NavigationPolygon> get_navigation_polygon() const;
PackedStringArray get_configuration_warnings() const override;
void bake_navigation_polygon(bool p_on_thread);
void _bake_finished();
bool is_baking() const;
Rect2 get_bounds() const { return bounds; }
NavigationRegion2D();
~NavigationRegion2D();
private:
void _update_bounds();
void _region_enter_navigation_map();
void _region_exit_navigation_map();
void _region_update_transform();
};

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/**************************************************************************/
/* node_2d.cpp */
/**************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/**************************************************************************/
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* 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 "node_2d.h"
#include "scene/main/viewport.h"
#ifdef TOOLS_ENABLED
Dictionary Node2D::_edit_get_state() const {
Dictionary state;
state["position"] = get_position();
state["rotation"] = get_rotation();
state["scale"] = get_scale();
state["skew"] = get_skew();
return state;
}
void Node2D::_edit_set_state(const Dictionary &p_state) {
position = p_state["position"];
rotation = p_state["rotation"];
scale = p_state["scale"];
skew = p_state["skew"];
_update_transform();
}
void Node2D::_edit_set_position(const Point2 &p_position) {
set_position(p_position);
}
Point2 Node2D::_edit_get_position() const {
return position;
}
void Node2D::_edit_set_scale(const Size2 &p_scale) {
set_scale(p_scale);
}
Size2 Node2D::_edit_get_scale() const {
return scale;
}
void Node2D::_edit_set_rotation(real_t p_rotation) {
rotation = p_rotation;
_update_transform();
}
real_t Node2D::_edit_get_rotation() const {
return rotation;
}
bool Node2D::_edit_use_rotation() const {
return true;
}
void Node2D::_edit_set_rect(const Rect2 &p_edit_rect) {
ERR_FAIL_COND(!_edit_use_rect());
Rect2 r = _edit_get_rect();
Vector2 zero_offset;
Size2 new_scale(1, 1);
if (r.size.x != 0) {
zero_offset.x = -r.position.x / r.size.x;
new_scale.x = p_edit_rect.size.x / r.size.x;
}
if (r.size.y != 0) {
zero_offset.y = -r.position.y / r.size.y;
new_scale.y = p_edit_rect.size.y / r.size.y;
}
Point2 new_pos = p_edit_rect.position + p_edit_rect.size * zero_offset;
Transform2D postxf;
postxf.set_rotation_scale_and_skew(rotation, scale, skew);
new_pos = postxf.xform(new_pos);
position += new_pos;
scale *= new_scale;
_update_transform();
}
#endif
void Node2D::_set_xform_dirty(bool p_dirty) const {
if (is_group_processing()) {
if (p_dirty) {
xform_dirty.mt.set();
} else {
xform_dirty.mt.clear();
}
} else {
xform_dirty.st = p_dirty;
}
}
void Node2D::_update_xform_values() const {
rotation = transform.get_rotation();
skew = transform.get_skew();
position = transform.columns[2];
scale = transform.get_scale();
_set_xform_dirty(false);
}
void Node2D::_update_transform() {
transform.set_rotation_scale_and_skew(rotation, scale, skew);
transform.columns[2] = position;
RenderingServer::get_singleton()->canvas_item_set_transform(get_canvas_item(), transform);
_notify_transform();
}
void Node2D::reparent(Node *p_parent, bool p_keep_global_transform) {
ERR_THREAD_GUARD;
if (p_keep_global_transform) {
Transform2D temp = get_global_transform();
Node::reparent(p_parent);
set_global_transform(temp);
} else {
Node::reparent(p_parent);
}
}
void Node2D::set_position(const Point2 &p_pos) {
ERR_THREAD_GUARD;
if (_is_xform_dirty()) {
_update_xform_values();
}
position = p_pos;
_update_transform();
}
void Node2D::set_rotation(real_t p_radians) {
ERR_THREAD_GUARD;
if (_is_xform_dirty()) {
_update_xform_values();
}
rotation = p_radians;
_update_transform();
}
void Node2D::set_rotation_degrees(real_t p_degrees) {
ERR_THREAD_GUARD;
set_rotation(Math::deg_to_rad(p_degrees));
}
void Node2D::set_skew(real_t p_radians) {
ERR_THREAD_GUARD;
if (_is_xform_dirty()) {
_update_xform_values();
}
skew = p_radians;
_update_transform();
}
void Node2D::set_scale(const Size2 &p_scale) {
ERR_THREAD_GUARD;
if (_is_xform_dirty()) {
_update_xform_values();
}
scale = p_scale;
// Avoid having 0 scale values, can lead to errors in physics and rendering.
if (Math::is_zero_approx(scale.x)) {
scale.x = CMP_EPSILON;
}
if (Math::is_zero_approx(scale.y)) {
scale.y = CMP_EPSILON;
}
_update_transform();
}
Point2 Node2D::get_position() const {
ERR_READ_THREAD_GUARD_V(Point2());
if (_is_xform_dirty()) {
_update_xform_values();
}
return position;
}
real_t Node2D::get_rotation() const {
ERR_READ_THREAD_GUARD_V(0);
if (_is_xform_dirty()) {
_update_xform_values();
}
return rotation;
}
real_t Node2D::get_rotation_degrees() const {
ERR_READ_THREAD_GUARD_V(0);
return Math::rad_to_deg(get_rotation());
}
real_t Node2D::get_skew() const {
ERR_READ_THREAD_GUARD_V(0);
if (_is_xform_dirty()) {
_update_xform_values();
}
return skew;
}
Size2 Node2D::get_scale() const {
ERR_READ_THREAD_GUARD_V(Size2());
if (_is_xform_dirty()) {
_update_xform_values();
}
return scale;
}
Transform2D Node2D::get_transform() const {
ERR_READ_THREAD_GUARD_V(Transform2D());
return transform;
}
void Node2D::rotate(real_t p_radians) {
ERR_THREAD_GUARD;
set_rotation(get_rotation() + p_radians);
}
void Node2D::translate(const Vector2 &p_amount) {
ERR_THREAD_GUARD;
set_position(get_position() + p_amount);
}
void Node2D::global_translate(const Vector2 &p_amount) {
ERR_THREAD_GUARD;
set_global_position(get_global_position() + p_amount);
}
void Node2D::apply_scale(const Size2 &p_amount) {
ERR_THREAD_GUARD;
set_scale(get_scale() * p_amount);
}
void Node2D::move_x(real_t p_delta, bool p_scaled) {
ERR_THREAD_GUARD;
Transform2D t = get_transform();
Vector2 m = t[0];
if (!p_scaled) {
m.normalize();
}
set_position(t[2] + m * p_delta);
}
void Node2D::move_y(real_t p_delta, bool p_scaled) {
ERR_THREAD_GUARD;
Transform2D t = get_transform();
Vector2 m = t[1];
if (!p_scaled) {
m.normalize();
}
set_position(t[2] + m * p_delta);
}
Point2 Node2D::get_global_position() const {
ERR_READ_THREAD_GUARD_V(Point2());
return get_global_transform().get_origin();
}
void Node2D::set_global_position(const Point2 &p_pos) {
ERR_THREAD_GUARD;
CanvasItem *parent = get_parent_item();
if (parent) {
Transform2D inv = parent->get_global_transform().affine_inverse();
set_position(inv.xform(p_pos));
} else {
set_position(p_pos);
}
}
real_t Node2D::get_global_rotation() const {
ERR_READ_THREAD_GUARD_V(0);
return get_global_transform().get_rotation();
}
real_t Node2D::get_global_rotation_degrees() const {
ERR_READ_THREAD_GUARD_V(0);
return Math::rad_to_deg(get_global_rotation());
}
real_t Node2D::get_global_skew() const {
ERR_READ_THREAD_GUARD_V(0);
return get_global_transform().get_skew();
}
void Node2D::set_global_rotation(const real_t p_radians) {
ERR_THREAD_GUARD;
CanvasItem *parent = get_parent_item();
if (parent) {
Transform2D parent_global_transform = parent->get_global_transform();
Transform2D new_transform = parent_global_transform * get_transform();
new_transform.set_rotation(p_radians);
new_transform = parent_global_transform.affine_inverse() * new_transform;
set_rotation(new_transform.get_rotation());
} else {
set_rotation(p_radians);
}
}
void Node2D::set_global_rotation_degrees(const real_t p_degrees) {
ERR_THREAD_GUARD;
set_global_rotation(Math::deg_to_rad(p_degrees));
}
void Node2D::set_global_skew(const real_t p_radians) {
ERR_THREAD_GUARD;
CanvasItem *parent = get_parent_item();
if (parent) {
Transform2D parent_global_transform = parent->get_global_transform();
Transform2D new_transform = parent_global_transform * get_transform();
new_transform.set_skew(p_radians);
new_transform = parent_global_transform.affine_inverse() * new_transform;
set_skew(new_transform.get_skew());
} else {
set_skew(p_radians);
}
}
Size2 Node2D::get_global_scale() const {
ERR_READ_THREAD_GUARD_V(Size2());
return get_global_transform().get_scale();
}
void Node2D::set_global_scale(const Size2 &p_scale) {
ERR_THREAD_GUARD;
CanvasItem *parent = get_parent_item();
if (parent) {
Transform2D parent_global_transform = parent->get_global_transform();
Transform2D new_transform = parent_global_transform * get_transform();
new_transform.set_scale(p_scale);
new_transform = parent_global_transform.affine_inverse() * new_transform;
set_scale(new_transform.get_scale());
} else {
set_scale(p_scale);
}
}
void Node2D::set_transform(const Transform2D &p_transform) {
ERR_THREAD_GUARD;
transform = p_transform;
_set_xform_dirty(true);
if (!_is_using_identity_transform()) {
RenderingServer::get_singleton()->canvas_item_set_transform(get_canvas_item(), transform);
}
_notify_transform();
}
void Node2D::set_global_transform(const Transform2D &p_transform) {
ERR_THREAD_GUARD;
CanvasItem *parent = get_parent_item();
if (parent) {
set_transform(parent->get_global_transform().affine_inverse() * p_transform);
} else {
set_transform(p_transform);
}
}
Transform2D Node2D::get_relative_transform_to_parent(const Node *p_parent) const {
ERR_READ_THREAD_GUARD_V(Transform2D());
if (p_parent == this) {
return Transform2D();
}
Node2D *parent_2d = Object::cast_to<Node2D>(get_parent());
ERR_FAIL_NULL_V(parent_2d, Transform2D());
if (p_parent == parent_2d) {
return get_transform();
} else {
return parent_2d->get_relative_transform_to_parent(p_parent) * get_transform();
}
}
void Node2D::look_at(const Vector2 &p_pos) {
ERR_THREAD_GUARD;
rotate(get_angle_to(p_pos));
}
real_t Node2D::get_angle_to(const Vector2 &p_pos) const {
ERR_READ_THREAD_GUARD_V(0);
return (to_local(p_pos) * get_scale()).angle();
}
Point2 Node2D::to_local(Point2 p_global) const {
ERR_READ_THREAD_GUARD_V(Point2());
return get_global_transform().affine_inverse().xform(p_global);
}
Point2 Node2D::to_global(Point2 p_local) const {
ERR_READ_THREAD_GUARD_V(Point2());
return get_global_transform().xform(p_local);
}
void Node2D::_notification(int p_notification) {
switch (p_notification) {
case NOTIFICATION_ACCESSIBILITY_UPDATE: {
RID ae = get_accessibility_element();
ERR_FAIL_COND(ae.is_null());
DisplayServer::get_singleton()->accessibility_update_set_role(ae, DisplayServer::AccessibilityRole::ROLE_CONTAINER);
} break;
case NOTIFICATION_ENTER_TREE: {
ERR_MAIN_THREAD_GUARD;
if (get_viewport()) {
get_parent()->connect(SNAME("child_order_changed"), callable_mp(get_viewport(), &Viewport::gui_set_root_order_dirty), CONNECT_REFERENCE_COUNTED);
}
} break;
case NOTIFICATION_EXIT_TREE: {
ERR_MAIN_THREAD_GUARD;
if (get_viewport()) {
get_parent()->disconnect(SNAME("child_order_changed"), callable_mp(get_viewport(), &Viewport::gui_set_root_order_dirty));
}
} break;
}
}
void Node2D::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_position", "position"), &Node2D::set_position);
ClassDB::bind_method(D_METHOD("set_rotation", "radians"), &Node2D::set_rotation);
ClassDB::bind_method(D_METHOD("set_rotation_degrees", "degrees"), &Node2D::set_rotation_degrees);
ClassDB::bind_method(D_METHOD("set_skew", "radians"), &Node2D::set_skew);
ClassDB::bind_method(D_METHOD("set_scale", "scale"), &Node2D::set_scale);
ClassDB::bind_method(D_METHOD("get_position"), &Node2D::get_position);
ClassDB::bind_method(D_METHOD("get_rotation"), &Node2D::get_rotation);
ClassDB::bind_method(D_METHOD("get_rotation_degrees"), &Node2D::get_rotation_degrees);
ClassDB::bind_method(D_METHOD("get_skew"), &Node2D::get_skew);
ClassDB::bind_method(D_METHOD("get_scale"), &Node2D::get_scale);
ClassDB::bind_method(D_METHOD("rotate", "radians"), &Node2D::rotate);
ClassDB::bind_method(D_METHOD("move_local_x", "delta", "scaled"), &Node2D::move_x, DEFVAL(false));
ClassDB::bind_method(D_METHOD("move_local_y", "delta", "scaled"), &Node2D::move_y, DEFVAL(false));
ClassDB::bind_method(D_METHOD("translate", "offset"), &Node2D::translate);
ClassDB::bind_method(D_METHOD("global_translate", "offset"), &Node2D::global_translate);
ClassDB::bind_method(D_METHOD("apply_scale", "ratio"), &Node2D::apply_scale);
ClassDB::bind_method(D_METHOD("set_global_position", "position"), &Node2D::set_global_position);
ClassDB::bind_method(D_METHOD("get_global_position"), &Node2D::get_global_position);
ClassDB::bind_method(D_METHOD("set_global_rotation", "radians"), &Node2D::set_global_rotation);
ClassDB::bind_method(D_METHOD("set_global_rotation_degrees", "degrees"), &Node2D::set_global_rotation_degrees);
ClassDB::bind_method(D_METHOD("get_global_rotation"), &Node2D::get_global_rotation);
ClassDB::bind_method(D_METHOD("get_global_rotation_degrees"), &Node2D::get_global_rotation_degrees);
ClassDB::bind_method(D_METHOD("set_global_skew", "radians"), &Node2D::set_global_skew);
ClassDB::bind_method(D_METHOD("get_global_skew"), &Node2D::get_global_skew);
ClassDB::bind_method(D_METHOD("set_global_scale", "scale"), &Node2D::set_global_scale);
ClassDB::bind_method(D_METHOD("get_global_scale"), &Node2D::get_global_scale);
ClassDB::bind_method(D_METHOD("set_transform", "xform"), &Node2D::set_transform);
ClassDB::bind_method(D_METHOD("set_global_transform", "xform"), &Node2D::set_global_transform);
ClassDB::bind_method(D_METHOD("look_at", "point"), &Node2D::look_at);
ClassDB::bind_method(D_METHOD("get_angle_to", "point"), &Node2D::get_angle_to);
ClassDB::bind_method(D_METHOD("to_local", "global_point"), &Node2D::to_local);
ClassDB::bind_method(D_METHOD("to_global", "local_point"), &Node2D::to_global);
ClassDB::bind_method(D_METHOD("get_relative_transform_to_parent", "parent"), &Node2D::get_relative_transform_to_parent);
ADD_GROUP("Transform", "");
ADD_PROPERTY(PropertyInfo(Variant::VECTOR2, "position", PROPERTY_HINT_RANGE, "-99999,99999,or_less,or_greater,hide_slider,suffix:px"), "set_position", "get_position");
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "rotation", PROPERTY_HINT_RANGE, "-360,360,0.1,or_less,or_greater,radians_as_degrees"), "set_rotation", "get_rotation");
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "rotation_degrees", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NONE), "set_rotation_degrees", "get_rotation_degrees");
ADD_PROPERTY(PropertyInfo(Variant::VECTOR2, "scale", PROPERTY_HINT_LINK), "set_scale", "get_scale");
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "skew", PROPERTY_HINT_RANGE, "-89.9,89.9,0.1,radians_as_degrees"), "set_skew", "get_skew");
ADD_PROPERTY(PropertyInfo(Variant::TRANSFORM2D, "transform", PROPERTY_HINT_NONE, "suffix:px", PROPERTY_USAGE_NONE), "set_transform", "get_transform");
ADD_PROPERTY(PropertyInfo(Variant::VECTOR2, "global_position", PROPERTY_HINT_NONE, "suffix:px", PROPERTY_USAGE_NONE), "set_global_position", "get_global_position");
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "global_rotation", PROPERTY_HINT_NONE, "radians_as_degrees", PROPERTY_USAGE_NONE), "set_global_rotation", "get_global_rotation");
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "global_rotation_degrees", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NONE), "set_global_rotation_degrees", "get_global_rotation_degrees");
ADD_PROPERTY(PropertyInfo(Variant::VECTOR2, "global_scale", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NONE), "set_global_scale", "get_global_scale");
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "global_skew", PROPERTY_HINT_NONE, "radians_as_degrees", PROPERTY_USAGE_NONE), "set_global_skew", "get_global_skew");
ADD_PROPERTY(PropertyInfo(Variant::TRANSFORM2D, "global_transform", PROPERTY_HINT_NONE, "suffix:px", PROPERTY_USAGE_NONE), "set_global_transform", "get_global_transform");
}

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/**************************************************************************/
/* node_2d.h */
/**************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/**************************************************************************/
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* 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. */
/**************************************************************************/
#pragma once
#include "scene/main/canvas_item.h"
class Node2D : public CanvasItem {
GDCLASS(Node2D, CanvasItem);
mutable MTFlag xform_dirty;
mutable Point2 position;
mutable real_t rotation = 0.0;
mutable Size2 scale = Vector2(1, 1);
mutable real_t skew = 0.0;
Transform2D transform;
_FORCE_INLINE_ bool _is_xform_dirty() const { return is_group_processing() ? xform_dirty.mt.is_set() : xform_dirty.st; }
void _set_xform_dirty(bool p_dirty) const;
void _update_transform();
void _update_xform_values() const;
protected:
void _notification(int p_notification);
static void _bind_methods();
public:
#ifdef TOOLS_ENABLED
virtual Dictionary _edit_get_state() const override;
virtual void _edit_set_state(const Dictionary &p_state) override;
virtual void _edit_set_position(const Point2 &p_position) override;
virtual Point2 _edit_get_position() const override;
virtual void _edit_set_scale(const Size2 &p_scale) override;
virtual Size2 _edit_get_scale() const override;
virtual void _edit_set_rotation(real_t p_rotation) override;
virtual real_t _edit_get_rotation() const override;
virtual bool _edit_use_rotation() const override;
virtual void _edit_set_rect(const Rect2 &p_edit_rect) override;
#endif
virtual void reparent(Node *p_parent, bool p_keep_global_transform = true) override;
void set_position(const Point2 &p_pos);
void set_rotation(real_t p_radians);
void set_rotation_degrees(real_t p_degrees);
void set_skew(real_t p_radians);
void set_scale(const Size2 &p_scale);
void rotate(real_t p_radians);
void move_x(real_t p_delta, bool p_scaled = false);
void move_y(real_t p_delta, bool p_scaled = false);
void translate(const Vector2 &p_amount);
void global_translate(const Vector2 &p_amount);
void apply_scale(const Size2 &p_amount);
Point2 get_position() const;
real_t get_rotation() const;
real_t get_rotation_degrees() const;
real_t get_skew() const;
Size2 get_scale() const;
Point2 get_global_position() const;
real_t get_global_rotation() const;
real_t get_global_rotation_degrees() const;
real_t get_global_skew() const;
Size2 get_global_scale() const;
void set_transform(const Transform2D &p_transform);
void set_global_transform(const Transform2D &p_transform);
void set_global_position(const Point2 &p_pos);
void set_global_rotation(const real_t p_radians);
void set_global_rotation_degrees(const real_t p_degrees);
void set_global_skew(const real_t p_radians);
void set_global_scale(const Size2 &p_scale);
void look_at(const Vector2 &p_pos);
real_t get_angle_to(const Vector2 &p_pos) const;
Point2 to_local(Point2 p_global) const;
Point2 to_global(Point2 p_local) const;
Transform2D get_relative_transform_to_parent(const Node *p_parent) const;
Transform2D get_transform() const override;
};

309
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/**************************************************************************/
/* parallax_2d.cpp */
/**************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/**************************************************************************/
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* 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 "parallax_2d.h"
#include "scene/main/viewport.h"
void Parallax2D::_notification(int p_what) {
switch (p_what) {
case NOTIFICATION_ENTER_TREE: {
group_name = "__cameras_" + itos(get_viewport_rid().get_id());
add_to_group(group_name);
_update_repeat();
_update_scroll();
} break;
case NOTIFICATION_READY: {
_update_process();
} break;
case NOTIFICATION_INTERNAL_PROCESS: {
Point2 offset = scroll_offset;
offset += autoscroll * get_process_delta_time();
if (repeat_size.x) {
offset.x = Math::fposmod(offset.x, repeat_size.x);
}
if (repeat_size.y) {
offset.y = Math::fposmod(offset.y, repeat_size.y);
}
scroll_offset = offset;
_update_scroll();
} break;
case NOTIFICATION_EXIT_TREE: {
remove_from_group(group_name);
} break;
}
}
#ifdef TOOLS_ENABLED
void Parallax2D::_edit_set_position(const Point2 &p_position) {
// Avoids early return for grid snap compatibility
scroll_offset = p_position;
_update_scroll();
}
#endif // TOOLS_ENABLED
void Parallax2D::_validate_property(PropertyInfo &p_property) const {
if (p_property.name == "position") {
p_property.usage = PROPERTY_USAGE_NONE;
}
}
void Parallax2D::_camera_moved(const Transform2D &p_transform, const Point2 &p_screen_offset, const Point2 &p_adj_screen_pos) {
if (!ignore_camera_scroll) {
if (get_viewport() && get_viewport()->is_snap_2d_transforms_to_pixel_enabled()) {
Size2 vps = get_viewport_rect().size;
Vector2 offset;
offset.x = ((int)vps.width % 2) ? 0.0 : 0.5;
offset.y = ((int)vps.height % 2) ? 0.0 : 0.5;
set_screen_offset((p_adj_screen_pos + offset).floor());
} else {
set_screen_offset(p_adj_screen_pos);
}
}
}
void Parallax2D::_update_process() {
set_process_internal(!Engine::get_singleton()->is_editor_hint() && (repeat_size.x || repeat_size.y) && (autoscroll.x || autoscroll.y));
}
void Parallax2D::_update_scroll() {
if (!is_inside_tree()) {
return;
}
Point2 scroll_ofs = screen_offset;
if (!Engine::get_singleton()->is_editor_hint()) {
Size2 vps = get_viewport_rect().size;
if (limit_begin.x <= limit_end.x - vps.x) {
scroll_ofs.x = CLAMP(scroll_ofs.x, limit_begin.x, limit_end.x - vps.x);
}
if (limit_begin.y <= limit_end.y - vps.y) {
scroll_ofs.y = CLAMP(scroll_ofs.y, limit_begin.y, limit_end.y - vps.y);
}
}
scroll_ofs *= scroll_scale;
if (repeat_size.x) {
real_t mod = Math::fposmod(scroll_ofs.x - scroll_offset.x, repeat_size.x * get_scale().x);
scroll_ofs.x = screen_offset.x - mod;
} else {
scroll_ofs.x = screen_offset.x + scroll_offset.x - scroll_ofs.x;
}
if (repeat_size.y) {
real_t mod = Math::fposmod(scroll_ofs.y - scroll_offset.y, repeat_size.y * get_scale().y);
scroll_ofs.y = screen_offset.y - mod;
} else {
scroll_ofs.y = screen_offset.y + scroll_offset.y - scroll_ofs.y;
}
if (!follow_viewport) {
scroll_ofs -= screen_offset;
}
set_position(scroll_ofs);
}
void Parallax2D::_update_repeat() {
if (!is_inside_tree()) {
return;
}
RenderingServer::get_singleton()->canvas_set_item_repeat(get_canvas_item(), repeat_size, repeat_times);
RenderingServer::get_singleton()->canvas_item_set_interpolated(get_canvas_item(), false);
}
void Parallax2D::set_scroll_scale(const Size2 &p_scale) {
scroll_scale = p_scale;
}
Size2 Parallax2D::get_scroll_scale() const {
return scroll_scale;
}
void Parallax2D::set_repeat_size(const Size2 &p_repeat_size) {
if (p_repeat_size == repeat_size) {
return;
}
repeat_size = p_repeat_size.maxf(0);
_update_process();
_update_repeat();
_update_scroll();
}
Size2 Parallax2D::get_repeat_size() const {
return repeat_size;
}
void Parallax2D::set_repeat_times(int p_repeat_times) {
if (p_repeat_times == repeat_times) {
return;
}
repeat_times = MAX(p_repeat_times, 1);
_update_repeat();
}
int Parallax2D::get_repeat_times() const {
return repeat_times;
}
void Parallax2D::set_scroll_offset(const Point2 &p_offset) {
if (p_offset == scroll_offset) {
return;
}
scroll_offset = p_offset;
_update_scroll();
}
Point2 Parallax2D::get_scroll_offset() const {
return scroll_offset;
}
void Parallax2D::set_autoscroll(const Point2 &p_autoscroll) {
if (p_autoscroll == autoscroll) {
return;
}
autoscroll = p_autoscroll;
_update_process();
_update_scroll();
}
Point2 Parallax2D::get_autoscroll() const {
return autoscroll;
}
void Parallax2D::set_screen_offset(const Point2 &p_offset) {
if (p_offset == screen_offset) {
return;
}
screen_offset = p_offset;
_update_scroll();
}
Point2 Parallax2D::get_screen_offset() const {
return screen_offset;
}
void Parallax2D::set_limit_begin(const Point2 &p_offset) {
limit_begin = p_offset;
}
Point2 Parallax2D::get_limit_begin() const {
return limit_begin;
}
void Parallax2D::set_limit_end(const Point2 &p_offset) {
limit_end = p_offset;
}
Point2 Parallax2D::get_limit_end() const {
return limit_end;
}
void Parallax2D::set_follow_viewport(bool p_follow) {
follow_viewport = p_follow;
}
bool Parallax2D::get_follow_viewport() {
return follow_viewport;
}
void Parallax2D::set_ignore_camera_scroll(bool p_ignore) {
ignore_camera_scroll = p_ignore;
}
bool Parallax2D::is_ignore_camera_scroll() {
return ignore_camera_scroll;
}
void Parallax2D::_bind_methods() {
ClassDB::bind_method(D_METHOD("_camera_moved", "transform", "screen_offset", "adj_screen_offset"), &Parallax2D::_camera_moved);
ClassDB::bind_method(D_METHOD("set_scroll_scale", "scale"), &Parallax2D::set_scroll_scale);
ClassDB::bind_method(D_METHOD("get_scroll_scale"), &Parallax2D::get_scroll_scale);
ClassDB::bind_method(D_METHOD("set_repeat_size", "repeat_size"), &Parallax2D::set_repeat_size);
ClassDB::bind_method(D_METHOD("get_repeat_size"), &Parallax2D::get_repeat_size);
ClassDB::bind_method(D_METHOD("set_repeat_times", "repeat_times"), &Parallax2D::set_repeat_times);
ClassDB::bind_method(D_METHOD("get_repeat_times"), &Parallax2D::get_repeat_times);
ClassDB::bind_method(D_METHOD("set_autoscroll", "autoscroll"), &Parallax2D::set_autoscroll);
ClassDB::bind_method(D_METHOD("get_autoscroll"), &Parallax2D::get_autoscroll);
ClassDB::bind_method(D_METHOD("set_scroll_offset", "offset"), &Parallax2D::set_scroll_offset);
ClassDB::bind_method(D_METHOD("get_scroll_offset"), &Parallax2D::get_scroll_offset);
ClassDB::bind_method(D_METHOD("set_screen_offset", "offset"), &Parallax2D::set_screen_offset);
ClassDB::bind_method(D_METHOD("get_screen_offset"), &Parallax2D::get_screen_offset);
ClassDB::bind_method(D_METHOD("set_limit_begin", "offset"), &Parallax2D::set_limit_begin);
ClassDB::bind_method(D_METHOD("get_limit_begin"), &Parallax2D::get_limit_begin);
ClassDB::bind_method(D_METHOD("set_limit_end", "offset"), &Parallax2D::set_limit_end);
ClassDB::bind_method(D_METHOD("get_limit_end"), &Parallax2D::get_limit_end);
ClassDB::bind_method(D_METHOD("set_follow_viewport", "follow"), &Parallax2D::set_follow_viewport);
ClassDB::bind_method(D_METHOD("get_follow_viewport"), &Parallax2D::get_follow_viewport);
ClassDB::bind_method(D_METHOD("set_ignore_camera_scroll", "ignore"), &Parallax2D::set_ignore_camera_scroll);
ClassDB::bind_method(D_METHOD("is_ignore_camera_scroll"), &Parallax2D::is_ignore_camera_scroll);
ADD_PROPERTY(PropertyInfo(Variant::VECTOR2, "scroll_scale", PROPERTY_HINT_LINK), "set_scroll_scale", "get_scroll_scale");
ADD_PROPERTY(PropertyInfo(Variant::VECTOR2, "scroll_offset", PROPERTY_HINT_NONE, "suffix:px"), "set_scroll_offset", "get_scroll_offset");
ADD_GROUP("Repeat", "");
ADD_PROPERTY(PropertyInfo(Variant::VECTOR2, "repeat_size"), "set_repeat_size", "get_repeat_size");
ADD_PROPERTY(PropertyInfo(Variant::VECTOR2, "autoscroll", PROPERTY_HINT_NONE, "suffix:px/s"), "set_autoscroll", "get_autoscroll");
ADD_PROPERTY(PropertyInfo(Variant::INT, "repeat_times"), "set_repeat_times", "get_repeat_times");
ADD_GROUP("Limit", "limit_");
ADD_PROPERTY(PropertyInfo(Variant::VECTOR2, "limit_begin", PROPERTY_HINT_NONE, "suffix:px"), "set_limit_begin", "get_limit_begin");
ADD_PROPERTY(PropertyInfo(Variant::VECTOR2, "limit_end", PROPERTY_HINT_NONE, "suffix:px"), "set_limit_end", "get_limit_end");
ADD_GROUP("Override", "");
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "follow_viewport"), "set_follow_viewport", "get_follow_viewport");
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "ignore_camera_scroll"), "set_ignore_camera_scroll", "is_ignore_camera_scroll");
ADD_PROPERTY(PropertyInfo(Variant::VECTOR2, "screen_offset", PROPERTY_HINT_NONE, "suffix:px"), "set_screen_offset", "get_screen_offset");
}
Parallax2D::Parallax2D() {
// Parallax2D is always updated every frame so there is no need to interpolate.
set_physics_interpolation_mode(Node::PHYSICS_INTERPOLATION_MODE_OFF);
}

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/**************************************************************************/
/* parallax_2d.h */
/**************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/**************************************************************************/
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* 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. */
/**************************************************************************/
#pragma once
#include "scene/2d/node_2d.h"
class Parallax2D : public Node2D {
GDCLASS(Parallax2D, Node2D);
static constexpr real_t DEFAULT_LIMIT = 10000000;
String group_name;
Size2 scroll_scale = Size2(1, 1);
Point2 scroll_offset;
Point2 screen_offset;
Vector2 repeat_size;
int repeat_times = 1;
Point2 limit_begin = Point2(-DEFAULT_LIMIT, -DEFAULT_LIMIT);
Point2 limit_end = Point2(DEFAULT_LIMIT, DEFAULT_LIMIT);
Point2 autoscroll;
bool follow_viewport = true;
bool ignore_camera_scroll = false;
void _update_process();
void _update_repeat();
void _update_scroll();
protected:
#ifdef TOOLS_ENABLED
void _edit_set_position(const Point2 &p_position) override;
#endif // TOOLS_ENABLED
void _validate_property(PropertyInfo &p_property) const;
void _camera_moved(const Transform2D &p_transform, const Point2 &p_screen_offset, const Point2 &p_adj_screen_offset);
void _notification(int p_what);
static void _bind_methods();
public:
void set_scroll_scale(const Size2 &p_scale);
Size2 get_scroll_scale() const;
void set_repeat_size(const Size2 &p_repeat_size);
Size2 get_repeat_size() const;
void set_repeat_times(int p_repeat_times);
int get_repeat_times() const;
void set_autoscroll(const Point2 &p_autoscroll);
Point2 get_autoscroll() const;
void set_scroll_offset(const Point2 &p_offset);
Point2 get_scroll_offset() const;
void set_screen_offset(const Point2 &p_offset);
Point2 get_screen_offset() const;
void set_limit_begin(const Point2 &p_offset);
Point2 get_limit_begin() const;
void set_limit_end(const Point2 &p_offset);
Point2 get_limit_end() const;
void set_follow_viewport(bool p_follow);
bool get_follow_viewport();
void set_ignore_camera_scroll(bool p_ignore);
bool is_ignore_camera_scroll();
Parallax2D();
};

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/**************************************************************************/
/* parallax_background.cpp */
/**************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/**************************************************************************/
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* 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 "parallax_background.h"
#include "parallax_layer.h"
void ParallaxBackground::_notification(int p_what) {
switch (p_what) {
case NOTIFICATION_ENTER_TREE: {
group_name = "__cameras_" + itos(get_viewport().get_id());
add_to_group(group_name);
} break;
case NOTIFICATION_EXIT_TREE: {
remove_from_group(group_name);
} break;
}
}
void ParallaxBackground::_camera_moved(const Transform2D &p_transform, const Point2 &p_screen_offset, const Point2 &p_adj_screen_offset) {
screen_offset = p_screen_offset;
set_scroll_scale(p_transform.get_scale().dot(Vector2(0.5, 0.5)));
set_scroll_offset(p_transform.get_origin());
}
void ParallaxBackground::set_scroll_scale(real_t p_scale) {
scale = p_scale;
}
real_t ParallaxBackground::get_scroll_scale() const {
return scale;
}
void ParallaxBackground::set_scroll_offset(const Point2 &p_ofs) {
offset = p_ofs;
_update_scroll();
}
void ParallaxBackground::_update_scroll() {
if (!is_inside_tree()) {
return;
}
Vector2 scroll_ofs = base_offset + offset * base_scale;
Size2 vps = get_viewport_size();
scroll_ofs = -scroll_ofs;
if (limit_begin.x < limit_end.x) {
if (scroll_ofs.x < limit_begin.x) {
scroll_ofs.x = limit_begin.x;
} else if (scroll_ofs.x + vps.x > limit_end.x) {
scroll_ofs.x = limit_end.x - vps.x;
}
}
if (limit_begin.y < limit_end.y) {
if (scroll_ofs.y < limit_begin.y) {
scroll_ofs.y = limit_begin.y;
} else if (scroll_ofs.y + vps.y > limit_end.y) {
scroll_ofs.y = limit_end.y - vps.y;
}
}
scroll_ofs = -scroll_ofs;
final_offset = scroll_ofs;
for (int i = 0; i < get_child_count(); i++) {
ParallaxLayer *l = Object::cast_to<ParallaxLayer>(get_child(i));
if (!l) {
continue;
}
if (ignore_camera_zoom) {
l->set_base_offset_and_scale((scroll_ofs + screen_offset * (scale - 1)) / scale, 1.0);
} else {
l->set_base_offset_and_scale(scroll_ofs, scale);
}
}
}
Point2 ParallaxBackground::get_scroll_offset() const {
return offset;
}
void ParallaxBackground::set_scroll_base_offset(const Point2 &p_ofs) {
base_offset = p_ofs;
_update_scroll();
}
Point2 ParallaxBackground::get_scroll_base_offset() const {
return base_offset;
}
void ParallaxBackground::set_scroll_base_scale(const Point2 &p_ofs) {
base_scale = p_ofs;
_update_scroll();
}
Point2 ParallaxBackground::get_scroll_base_scale() const {
return base_scale;
}
void ParallaxBackground::set_limit_begin(const Point2 &p_ofs) {
limit_begin = p_ofs;
_update_scroll();
}
Point2 ParallaxBackground::get_limit_begin() const {
return limit_begin;
}
void ParallaxBackground::set_limit_end(const Point2 &p_ofs) {
limit_end = p_ofs;
_update_scroll();
}
Point2 ParallaxBackground::get_limit_end() const {
return limit_end;
}
void ParallaxBackground::set_ignore_camera_zoom(bool ignore) {
ignore_camera_zoom = ignore;
}
bool ParallaxBackground::is_ignore_camera_zoom() {
return ignore_camera_zoom;
}
Vector2 ParallaxBackground::get_final_offset() const {
return final_offset;
}
void ParallaxBackground::_bind_methods() {
ClassDB::bind_method(D_METHOD("_camera_moved"), &ParallaxBackground::_camera_moved);
ClassDB::bind_method(D_METHOD("set_scroll_offset", "offset"), &ParallaxBackground::set_scroll_offset);
ClassDB::bind_method(D_METHOD("get_scroll_offset"), &ParallaxBackground::get_scroll_offset);
ClassDB::bind_method(D_METHOD("set_scroll_base_offset", "offset"), &ParallaxBackground::set_scroll_base_offset);
ClassDB::bind_method(D_METHOD("get_scroll_base_offset"), &ParallaxBackground::get_scroll_base_offset);
ClassDB::bind_method(D_METHOD("set_scroll_base_scale", "scale"), &ParallaxBackground::set_scroll_base_scale);
ClassDB::bind_method(D_METHOD("get_scroll_base_scale"), &ParallaxBackground::get_scroll_base_scale);
ClassDB::bind_method(D_METHOD("set_limit_begin", "offset"), &ParallaxBackground::set_limit_begin);
ClassDB::bind_method(D_METHOD("get_limit_begin"), &ParallaxBackground::get_limit_begin);
ClassDB::bind_method(D_METHOD("set_limit_end", "offset"), &ParallaxBackground::set_limit_end);
ClassDB::bind_method(D_METHOD("get_limit_end"), &ParallaxBackground::get_limit_end);
ClassDB::bind_method(D_METHOD("set_ignore_camera_zoom", "ignore"), &ParallaxBackground::set_ignore_camera_zoom);
ClassDB::bind_method(D_METHOD("is_ignore_camera_zoom"), &ParallaxBackground::is_ignore_camera_zoom);
ADD_GROUP("Scroll", "scroll_");
ADD_PROPERTY(PropertyInfo(Variant::VECTOR2, "scroll_offset", PROPERTY_HINT_NONE, "suffix:px"), "set_scroll_offset", "get_scroll_offset");
ADD_PROPERTY(PropertyInfo(Variant::VECTOR2, "scroll_base_offset", PROPERTY_HINT_NONE, "suffix:px"), "set_scroll_base_offset", "get_scroll_base_offset");
ADD_PROPERTY(PropertyInfo(Variant::VECTOR2, "scroll_base_scale", PROPERTY_HINT_LINK), "set_scroll_base_scale", "get_scroll_base_scale");
ADD_PROPERTY(PropertyInfo(Variant::VECTOR2, "scroll_limit_begin", PROPERTY_HINT_NONE, "suffix:px"), "set_limit_begin", "get_limit_begin");
ADD_PROPERTY(PropertyInfo(Variant::VECTOR2, "scroll_limit_end", PROPERTY_HINT_NONE, "suffix:px"), "set_limit_end", "get_limit_end");
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "scroll_ignore_camera_zoom"), "set_ignore_camera_zoom", "is_ignore_camera_zoom");
}
ParallaxBackground::ParallaxBackground() {
set_layer(-100); //behind all by default
}

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/**************************************************************************/
/* parallax_background.h */
/**************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/**************************************************************************/
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* 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. */
/**************************************************************************/
#pragma once
#include "scene/main/canvas_layer.h"
class ParallaxBackground : public CanvasLayer {
GDCLASS(ParallaxBackground, CanvasLayer);
Point2 offset;
real_t scale = 1.0;
Point2 base_offset;
Point2 base_scale = Vector2(1, 1);
Point2 screen_offset;
String group_name;
Point2 limit_begin;
Point2 limit_end;
Point2 final_offset;
bool ignore_camera_zoom = false;
void _update_scroll();
protected:
void _camera_moved(const Transform2D &p_transform, const Point2 &p_screen_offset, const Point2 &p_adj_screen_offset);
void _notification(int p_what);
static void _bind_methods();
public:
void set_scroll_offset(const Point2 &p_ofs);
Point2 get_scroll_offset() const;
void set_scroll_scale(real_t p_scale);
real_t get_scroll_scale() const;
void set_scroll_base_offset(const Point2 &p_ofs);
Point2 get_scroll_base_offset() const;
void set_scroll_base_scale(const Point2 &p_ofs);
Point2 get_scroll_base_scale() const;
void set_limit_begin(const Point2 &p_ofs);
Point2 get_limit_begin() const;
void set_limit_end(const Point2 &p_ofs);
Point2 get_limit_end() const;
void set_ignore_camera_zoom(bool ignore);
bool is_ignore_camera_zoom();
Vector2 get_final_offset() const;
ParallaxBackground();
};

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/**************************************************************************/
/* parallax_layer.cpp */
/**************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/**************************************************************************/
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* 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 "parallax_layer.h"
#include "parallax_background.h"
void ParallaxLayer::set_motion_scale(const Size2 &p_scale) {
motion_scale = p_scale;
ParallaxBackground *pb = Object::cast_to<ParallaxBackground>(get_parent());
if (pb && is_inside_tree()) {
Vector2 final_ofs = pb->get_final_offset();
real_t scroll_scale = pb->get_scroll_scale();
set_base_offset_and_scale(final_ofs, scroll_scale);
}
}
Size2 ParallaxLayer::get_motion_scale() const {
return motion_scale;
}
void ParallaxLayer::set_motion_offset(const Size2 &p_offset) {
motion_offset = p_offset;
ParallaxBackground *pb = Object::cast_to<ParallaxBackground>(get_parent());
if (pb && is_inside_tree()) {
Vector2 final_ofs = pb->get_final_offset();
real_t scroll_scale = pb->get_scroll_scale();
set_base_offset_and_scale(final_ofs, scroll_scale);
}
}
Size2 ParallaxLayer::get_motion_offset() const {
return motion_offset;
}
void ParallaxLayer::_update_mirroring() {
if (!is_inside_tree()) {
return;
}
ParallaxBackground *pb = Object::cast_to<ParallaxBackground>(get_parent());
if (pb) {
RID c = pb->get_canvas();
RID ci = get_canvas_item();
Point2 mirror_scale = mirroring * orig_scale;
RenderingServer::get_singleton()->canvas_set_item_mirroring(c, ci, mirror_scale);
RenderingServer::get_singleton()->canvas_item_set_interpolated(ci, false);
}
}
void ParallaxLayer::set_mirroring(const Size2 &p_mirroring) {
mirroring = p_mirroring.maxf(0);
_update_mirroring();
}
Size2 ParallaxLayer::get_mirroring() const {
return mirroring;
}
void ParallaxLayer::_notification(int p_what) {
switch (p_what) {
case NOTIFICATION_ENTER_TREE: {
orig_offset = get_position();
orig_scale = get_scale();
_update_mirroring();
} break;
case NOTIFICATION_EXIT_TREE: {
if (Engine::get_singleton()->is_editor_hint()) {
break;
}
set_position(orig_offset);
set_scale(orig_scale);
} break;
}
}
void ParallaxLayer::set_base_offset_and_scale(const Point2 &p_offset, real_t p_scale) {
if (!is_inside_tree()) {
return;
}
if (Engine::get_singleton()->is_editor_hint()) {
return;
}
Point2 new_ofs = p_offset * motion_scale + motion_offset * p_scale + orig_offset * p_scale;
if (mirroring.x) {
real_t den = mirroring.x * p_scale;
new_ofs.x -= den * std::ceil(new_ofs.x / den);
}
if (mirroring.y) {
real_t den = mirroring.y * p_scale;
new_ofs.y -= den * std::ceil(new_ofs.y / den);
}
set_position(new_ofs);
set_scale(Vector2(1, 1) * p_scale * orig_scale);
_update_mirroring();
}
PackedStringArray ParallaxLayer::get_configuration_warnings() const {
PackedStringArray warnings = Node2D::get_configuration_warnings();
if (!Object::cast_to<ParallaxBackground>(get_parent())) {
warnings.push_back(RTR("ParallaxLayer node only works when set as child of a ParallaxBackground node."));
}
return warnings;
}
void ParallaxLayer::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_motion_scale", "scale"), &ParallaxLayer::set_motion_scale);
ClassDB::bind_method(D_METHOD("get_motion_scale"), &ParallaxLayer::get_motion_scale);
ClassDB::bind_method(D_METHOD("set_motion_offset", "offset"), &ParallaxLayer::set_motion_offset);
ClassDB::bind_method(D_METHOD("get_motion_offset"), &ParallaxLayer::get_motion_offset);
ClassDB::bind_method(D_METHOD("set_mirroring", "mirror"), &ParallaxLayer::set_mirroring);
ClassDB::bind_method(D_METHOD("get_mirroring"), &ParallaxLayer::get_mirroring);
ADD_GROUP("Motion", "motion_");
ADD_PROPERTY(PropertyInfo(Variant::VECTOR2, "motion_scale", PROPERTY_HINT_LINK), "set_motion_scale", "get_motion_scale");
ADD_PROPERTY(PropertyInfo(Variant::VECTOR2, "motion_offset", PROPERTY_HINT_NONE, "suffix:px"), "set_motion_offset", "get_motion_offset");
ADD_PROPERTY(PropertyInfo(Variant::VECTOR2, "motion_mirroring"), "set_mirroring", "get_mirroring");
}
ParallaxLayer::ParallaxLayer() {
// ParallaxLayer is always updated every frame so there is no need to interpolate.
set_physics_interpolation_mode(Node::PHYSICS_INTERPOLATION_MODE_OFF);
}

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/**************************************************************************/
/* parallax_layer.h */
/**************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/**************************************************************************/
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* 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. */
/**************************************************************************/
#pragma once
#include "scene/2d/node_2d.h"
class ParallaxLayer : public Node2D {
GDCLASS(ParallaxLayer, Node2D);
Point2 orig_offset;
Point2 orig_scale;
Size2 motion_scale = Size2(1, 1);
Vector2 motion_offset;
Vector2 mirroring;
void _update_mirroring();
protected:
void _notification(int p_what);
static void _bind_methods();
public:
void set_motion_offset(const Size2 &p_offset);
Size2 get_motion_offset() const;
void set_motion_scale(const Size2 &p_scale);
Size2 get_motion_scale() const;
void set_mirroring(const Size2 &p_mirroring);
Size2 get_mirroring() const;
void set_base_offset_and_scale(const Point2 &p_offset, real_t p_scale);
PackedStringArray get_configuration_warnings() const override;
ParallaxLayer();
};

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/**************************************************************************/
/* path_2d.cpp */
/**************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/**************************************************************************/
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* 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 "path_2d.h"
#include "core/math/geometry_2d.h"
#include "scene/main/timer.h"
#ifdef TOOLS_ENABLED
#include "editor/themes/editor_scale.h"
#endif
#ifdef DEBUG_ENABLED
Rect2 Path2D::_edit_get_rect() const {
if (curve.is_null() || curve->get_point_count() == 0) {
return Rect2(0, 0, 0, 0);
}
Rect2 aabb = Rect2(curve->get_point_position(0), Vector2(0, 0));
for (int i = 0; i < curve->get_point_count(); i++) {
for (int j = 0; j <= 8; j++) {
real_t frac = j / 8.0;
Vector2 p = curve->sample(i, frac);
aabb.expand_to(p);
}
}
return aabb;
}
bool Path2D::_edit_use_rect() const {
return curve.is_valid() && curve->get_point_count() != 0;
}
bool Path2D::_edit_is_selected_on_click(const Point2 &p_point, double p_tolerance) const {
if (curve.is_null()) {
return false;
}
for (int i = 0; i < curve->get_point_count(); i++) {
Vector2 segment_a = curve->get_point_position(i);
for (int j = 1; j <= 8; j++) {
real_t frac = j / 8.0;
const Vector2 segment_b = curve->sample(i, frac);
Vector2 p = Geometry2D::get_closest_point_to_segment(p_point, segment_a, segment_b);
if (p.distance_to(p_point) <= p_tolerance) {
return true;
}
segment_a = segment_b;
}
}
return false;
}
#endif
void Path2D::_notification(int p_what) {
switch (p_what) {
case NOTIFICATION_ENTER_TREE: {
#ifdef DEBUG_ENABLED
_debug_create();
#endif
} break;
case NOTIFICATION_EXIT_TREE: {
#ifdef DEBUG_ENABLED
_debug_free();
#endif
} break;
// Draw the curve if path debugging is enabled.
case NOTIFICATION_DRAW: {
#ifdef DEBUG_ENABLED
_debug_update();
#endif
} break;
}
}
#ifdef DEBUG_ENABLED
void Path2D::_debug_create() {
ERR_FAIL_NULL(RS::get_singleton());
if (debug_mesh_rid.is_null()) {
debug_mesh_rid = RS::get_singleton()->mesh_create();
}
if (debug_instance.is_null()) {
debug_instance = RS::get_singleton()->instance_create();
}
RS::get_singleton()->instance_set_base(debug_instance, debug_mesh_rid);
RS::get_singleton()->instance_geometry_set_cast_shadows_setting(debug_instance, RS::SHADOW_CASTING_SETTING_OFF);
}
void Path2D::_debug_free() {
ERR_FAIL_NULL(RS::get_singleton());
if (debug_instance.is_valid()) {
RS::get_singleton()->free(debug_instance);
debug_instance = RID();
}
if (debug_mesh_rid.is_valid()) {
RS::get_singleton()->free(debug_mesh_rid);
debug_mesh_rid = RID();
}
}
void Path2D::_debug_update() {
ERR_FAIL_NULL(RS::get_singleton());
RenderingServer *rs = RS::get_singleton();
ERR_FAIL_NULL(SceneTree::get_singleton());
ERR_FAIL_NULL(RenderingServer::get_singleton());
const bool path_debug_enabled = (Engine::get_singleton()->is_editor_hint() || get_tree()->is_debugging_paths_hint());
if (!path_debug_enabled) {
_debug_free();
return;
}
if (debug_mesh_rid.is_null() || debug_instance.is_null()) {
_debug_create();
}
rs->mesh_clear(debug_mesh_rid);
if (curve.is_null()) {
return;
}
if (curve->get_point_count() < 2) {
return;
}
const real_t baked_length = curve->get_baked_length();
if (baked_length <= CMP_EPSILON) {
return;
}
const Color debug_color = get_tree()->get_debug_paths_color();
bool debug_paths_show_fish_bones = true;
real_t sample_interval = 10.0;
const int sample_count = int(baked_length / sample_interval) + 2;
sample_interval = baked_length / (sample_count - 1); // Recalculate real interval length.
Vector<Transform2D> samples;
samples.resize(sample_count);
Transform2D *samples_ptrw = samples.ptrw();
for (int i = 0; i < sample_count; i++) {
samples_ptrw[i] = curve->sample_baked_with_rotation(i * sample_interval, false);
}
const Transform2D *samples_ptr = samples.ptr();
// Draw curve segments
{
Vector<Vector2> ribbon;
ribbon.resize(sample_count);
Vector2 *ribbon_ptrw = ribbon.ptrw();
for (int i = 0; i < sample_count; i++) {
ribbon_ptrw[i] = samples_ptr[i].get_origin();
}
Array ribbon_array;
ribbon_array.resize(Mesh::ARRAY_MAX);
ribbon_array[Mesh::ARRAY_VERTEX] = ribbon;
Vector<Color> ribbon_color;
ribbon_color.resize(ribbon.size());
ribbon_color.fill(debug_color);
ribbon_array[Mesh::ARRAY_COLOR] = ribbon_color;
rs->mesh_add_surface_from_arrays(debug_mesh_rid, RS::PRIMITIVE_LINE_STRIP, ribbon_array, Array(), Dictionary(), RS::ARRAY_FLAG_USE_2D_VERTICES);
}
// Render path fish bones.
if (debug_paths_show_fish_bones) {
int fish_bones_interval = 4;
const int vertex_per_bone = 4;
Vector<Vector2> bones;
bones.resize(sample_count * vertex_per_bone);
Vector2 *bones_ptrw = bones.ptrw();
for (int i = 0; i < sample_count; i += fish_bones_interval) {
const Transform2D &sample_transform = samples_ptr[i];
const Vector2 point = sample_transform.get_origin();
const Vector2 &side = sample_transform.columns[1];
const Vector2 &forward = sample_transform.columns[0];
const int bone_idx = i * vertex_per_bone;
bones_ptrw[bone_idx] = point;
bones_ptrw[bone_idx + 1] = point + (side - forward) * 5;
bones_ptrw[bone_idx + 2] = point;
bones_ptrw[bone_idx + 3] = point + (-side - forward) * 5;
}
Array bone_array;
bone_array.resize(Mesh::ARRAY_MAX);
bone_array[Mesh::ARRAY_VERTEX] = bones;
Vector<Color> bones_color;
bones_color.resize(bones.size());
bones_color.fill(debug_color);
bone_array[Mesh::ARRAY_COLOR] = bones_color;
rs->mesh_add_surface_from_arrays(debug_mesh_rid, RS::PRIMITIVE_LINES, bone_array, Array(), Dictionary(), RS::ARRAY_FLAG_USE_2D_VERTICES);
}
rs->canvas_item_clear(get_canvas_item());
rs->canvas_item_add_mesh(get_canvas_item(), debug_mesh_rid, Transform2D());
}
#endif // DEBUG_ENABLED
void Path2D::_curve_changed() {
if (!is_inside_tree()) {
return;
}
for (int i = 0; i < get_child_count(); i++) {
PathFollow2D *follow = Object::cast_to<PathFollow2D>(get_child(i));
if (follow) {
follow->path_changed();
}
}
if (Engine::get_singleton()->is_editor_hint() || get_tree()->is_debugging_paths_hint()) {
queue_redraw();
}
}
void Path2D::set_curve(const Ref<Curve2D> &p_curve) {
if (curve.is_valid()) {
curve->disconnect_changed(callable_mp(this, &Path2D::_curve_changed));
}
curve = p_curve;
if (curve.is_valid()) {
curve->connect_changed(callable_mp(this, &Path2D::_curve_changed));
}
_curve_changed();
}
Ref<Curve2D> Path2D::get_curve() const {
return curve;
}
void Path2D::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_curve", "curve"), &Path2D::set_curve);
ClassDB::bind_method(D_METHOD("get_curve"), &Path2D::get_curve);
ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "curve", PROPERTY_HINT_RESOURCE_TYPE, "Curve2D", PROPERTY_USAGE_DEFAULT | PROPERTY_USAGE_EDITOR_INSTANTIATE_OBJECT), "set_curve", "get_curve");
}
/////////////////////////////////////////////////////////////////////////////////
void PathFollow2D::path_changed() {
if (update_timer && !update_timer->is_stopped()) {
update_timer->start();
} else {
_update_transform();
}
}
void PathFollow2D::_update_transform() {
if (!path) {
return;
}
Ref<Curve2D> c = path->get_curve();
if (c.is_null()) {
return;
}
real_t path_length = c->get_baked_length();
if (path_length == 0) {
return;
}
if (rotates) {
Transform2D xform = c->sample_baked_with_rotation(progress, cubic);
xform.translate_local(h_offset, v_offset);
set_rotation(xform[0].angle());
set_position(xform[2]);
} else {
Vector2 pos = c->sample_baked(progress, cubic);
pos.x += h_offset;
pos.y += v_offset;
set_position(pos);
}
}
void PathFollow2D::_notification(int p_what) {
switch (p_what) {
case NOTIFICATION_READY: {
if (Engine::get_singleton()->is_editor_hint()) {
update_timer = memnew(Timer);
update_timer->set_wait_time(0.2);
update_timer->set_one_shot(true);
update_timer->connect("timeout", callable_mp(this, &PathFollow2D::_update_transform));
add_child(update_timer, false, Node::INTERNAL_MODE_BACK);
}
} break;
case NOTIFICATION_ENTER_TREE: {
path = Object::cast_to<Path2D>(get_parent());
if (path) {
_update_transform();
}
} break;
case NOTIFICATION_EXIT_TREE: {
path = nullptr;
} break;
}
}
void PathFollow2D::set_cubic_interpolation_enabled(bool p_enabled) {
cubic = p_enabled;
}
bool PathFollow2D::is_cubic_interpolation_enabled() const {
return cubic;
}
void PathFollow2D::_validate_property(PropertyInfo &p_property) const {
if (!Engine::get_singleton()->is_editor_hint()) {
return;
}
if (p_property.name == "offset") {
real_t max = 10000.0;
if (path && path->get_curve().is_valid()) {
max = path->get_curve()->get_baked_length();
}
p_property.hint_string = "0," + rtos(max) + ",0.01,or_less,or_greater";
}
}
PackedStringArray PathFollow2D::get_configuration_warnings() const {
PackedStringArray warnings = Node2D::get_configuration_warnings();
if (is_visible_in_tree() && is_inside_tree()) {
if (!Object::cast_to<Path2D>(get_parent())) {
warnings.push_back(RTR("PathFollow2D only works when set as a child of a Path2D node."));
}
}
return warnings;
}
void PathFollow2D::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_progress", "progress"), &PathFollow2D::set_progress);
ClassDB::bind_method(D_METHOD("get_progress"), &PathFollow2D::get_progress);
ClassDB::bind_method(D_METHOD("set_h_offset", "h_offset"), &PathFollow2D::set_h_offset);
ClassDB::bind_method(D_METHOD("get_h_offset"), &PathFollow2D::get_h_offset);
ClassDB::bind_method(D_METHOD("set_v_offset", "v_offset"), &PathFollow2D::set_v_offset);
ClassDB::bind_method(D_METHOD("get_v_offset"), &PathFollow2D::get_v_offset);
ClassDB::bind_method(D_METHOD("set_progress_ratio", "ratio"), &PathFollow2D::set_progress_ratio);
ClassDB::bind_method(D_METHOD("get_progress_ratio"), &PathFollow2D::get_progress_ratio);
ClassDB::bind_method(D_METHOD("set_rotates", "enabled"), &PathFollow2D::set_rotation_enabled);
ClassDB::bind_method(D_METHOD("is_rotating"), &PathFollow2D::is_rotation_enabled);
ClassDB::bind_method(D_METHOD("set_cubic_interpolation", "enabled"), &PathFollow2D::set_cubic_interpolation_enabled);
ClassDB::bind_method(D_METHOD("get_cubic_interpolation"), &PathFollow2D::is_cubic_interpolation_enabled);
ClassDB::bind_method(D_METHOD("set_loop", "loop"), &PathFollow2D::set_loop);
ClassDB::bind_method(D_METHOD("has_loop"), &PathFollow2D::has_loop);
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "progress", PROPERTY_HINT_RANGE, "0,10000,0.01,or_less,or_greater,suffix:px"), "set_progress", "get_progress");
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "progress_ratio", PROPERTY_HINT_RANGE, "0,1,0.0001,or_less,or_greater", PROPERTY_USAGE_EDITOR), "set_progress_ratio", "get_progress_ratio");
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "h_offset"), "set_h_offset", "get_h_offset");
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "v_offset"), "set_v_offset", "get_v_offset");
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "rotates"), "set_rotates", "is_rotating");
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "cubic_interp"), "set_cubic_interpolation", "get_cubic_interpolation");
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "loop"), "set_loop", "has_loop");
}
void PathFollow2D::set_progress(real_t p_progress) {
ERR_FAIL_COND(!std::isfinite(p_progress));
progress = p_progress;
if (path) {
if (path->get_curve().is_valid()) {
real_t path_length = path->get_curve()->get_baked_length();
if (loop && path_length) {
progress = Math::fposmod(progress, path_length);
if (!Math::is_zero_approx(p_progress) && Math::is_zero_approx(progress)) {
progress = path_length;
}
} else {
progress = CLAMP(progress, 0, path_length);
}
}
_update_transform();
}
}
void PathFollow2D::set_h_offset(real_t p_h_offset) {
h_offset = p_h_offset;
if (path) {
_update_transform();
}
}
real_t PathFollow2D::get_h_offset() const {
return h_offset;
}
void PathFollow2D::set_v_offset(real_t p_v_offset) {
v_offset = p_v_offset;
if (path) {
_update_transform();
}
}
real_t PathFollow2D::get_v_offset() const {
return v_offset;
}
real_t PathFollow2D::get_progress() const {
return progress;
}
void PathFollow2D::set_progress_ratio(real_t p_ratio) {
ERR_FAIL_NULL_MSG(path, "Can only set progress ratio on a PathFollow2D that is the child of a Path2D which is itself part of the scene tree.");
ERR_FAIL_COND_MSG(path->get_curve().is_null(), "Can't set progress ratio on a PathFollow2D that does not have a Curve.");
ERR_FAIL_COND_MSG(!path->get_curve()->get_baked_length(), "Can't set progress ratio on a PathFollow2D that has a 0 length curve.");
set_progress(p_ratio * path->get_curve()->get_baked_length());
}
real_t PathFollow2D::get_progress_ratio() const {
if (path && path->get_curve().is_valid() && path->get_curve()->get_baked_length()) {
return get_progress() / path->get_curve()->get_baked_length();
} else {
return 0;
}
}
void PathFollow2D::set_rotation_enabled(bool p_enabled) {
rotates = p_enabled;
_update_transform();
}
bool PathFollow2D::is_rotation_enabled() const {
return rotates;
}
void PathFollow2D::set_loop(bool p_loop) {
loop = p_loop;
}
bool PathFollow2D::has_loop() const {
return loop;
}

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/**************************************************************************/
/* path_2d.h */
/**************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/**************************************************************************/
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* 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. */
/**************************************************************************/
#pragma once
#include "scene/2d/node_2d.h"
#include "scene/resources/curve.h"
class Timer;
class Path2D : public Node2D {
GDCLASS(Path2D, Node2D);
Ref<Curve2D> curve;
void _curve_changed();
#ifdef DEBUG_ENABLED
RID debug_mesh_rid;
RID debug_instance;
void _debug_create();
void _debug_update();
void _debug_free();
#endif // DEBUG_ENABLED
protected:
void _notification(int p_what);
static void _bind_methods();
public:
#ifdef DEBUG_ENABLED
virtual Rect2 _edit_get_rect() const override;
virtual bool _edit_use_rect() const override;
virtual bool _edit_is_selected_on_click(const Point2 &p_point, double p_tolerance) const override;
#endif
void set_curve(const Ref<Curve2D> &p_curve);
Ref<Curve2D> get_curve() const;
};
class PathFollow2D : public Node2D {
GDCLASS(PathFollow2D, Node2D);
public:
private:
Path2D *path = nullptr;
real_t progress = 0.0;
Timer *update_timer = nullptr;
real_t h_offset = 0.0;
real_t v_offset = 0.0;
bool cubic = true;
bool loop = true;
bool rotates = true;
void _update_transform();
protected:
void _validate_property(PropertyInfo &p_property) const;
void _notification(int p_what);
static void _bind_methods();
public:
void path_changed();
void set_progress(real_t p_progress);
real_t get_progress() const;
void set_h_offset(real_t p_h_offset);
real_t get_h_offset() const;
void set_v_offset(real_t p_v_offset);
real_t get_v_offset() const;
void set_progress_ratio(real_t p_ratio);
real_t get_progress_ratio() const;
void set_loop(bool p_loop);
bool has_loop() const;
void set_rotation_enabled(bool p_enabled);
bool is_rotation_enabled() const;
void set_cubic_interpolation_enabled(bool p_enabled);
bool is_cubic_interpolation_enabled() const;
PackedStringArray get_configuration_warnings() const override;
};

9
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#!/usr/bin/env python
from misc.utility.scons_hints import *
Import("env")
env.add_source_files(env.scene_sources, "*.cpp")
# Chain load SCsubs
SConscript("joints/SCsub")

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/**************************************************************************/
/* animatable_body_2d.cpp */
/**************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/**************************************************************************/
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* 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 "animatable_body_2d.h"
void AnimatableBody2D::set_sync_to_physics(bool p_enable) {
if (sync_to_physics == p_enable) {
return;
}
sync_to_physics = p_enable;
_update_kinematic_motion();
}
bool AnimatableBody2D::is_sync_to_physics_enabled() const {
return sync_to_physics;
}
void AnimatableBody2D::_update_kinematic_motion() {
#ifdef TOOLS_ENABLED
if (Engine::get_singleton()->is_editor_hint()) {
return;
}
#endif
if (sync_to_physics) {
PhysicsServer2D::get_singleton()->body_set_state_sync_callback(get_rid(), callable_mp(this, &AnimatableBody2D::_body_state_changed));
set_only_update_transform_changes(true);
set_notify_local_transform(true);
} else {
PhysicsServer2D::get_singleton()->body_set_state_sync_callback(get_rid(), Callable());
set_only_update_transform_changes(false);
set_notify_local_transform(false);
}
}
void AnimatableBody2D::_body_state_changed(PhysicsDirectBodyState2D *p_state) {
if (!sync_to_physics) {
return;
}
last_valid_transform = p_state->get_transform();
set_notify_local_transform(false);
set_global_transform(last_valid_transform);
set_notify_local_transform(true);
}
void AnimatableBody2D::_notification(int p_what) {
switch (p_what) {
case NOTIFICATION_ENTER_TREE: {
last_valid_transform = get_global_transform();
_update_kinematic_motion();
} break;
case NOTIFICATION_EXIT_TREE: {
set_only_update_transform_changes(false);
set_notify_local_transform(false);
} break;
case NOTIFICATION_LOCAL_TRANSFORM_CHANGED: {
// Used by sync to physics, send the new transform to the physics...
Transform2D new_transform = get_global_transform();
PhysicsServer2D::get_singleton()->body_set_state(get_rid(), PhysicsServer2D::BODY_STATE_TRANSFORM, new_transform);
// ... but then revert changes.
set_notify_local_transform(false);
set_global_transform(last_valid_transform);
set_notify_local_transform(true);
} break;
}
}
void AnimatableBody2D::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_sync_to_physics", "enable"), &AnimatableBody2D::set_sync_to_physics);
ClassDB::bind_method(D_METHOD("is_sync_to_physics_enabled"), &AnimatableBody2D::is_sync_to_physics_enabled);
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "sync_to_physics"), "set_sync_to_physics", "is_sync_to_physics_enabled");
}
AnimatableBody2D::AnimatableBody2D() :
StaticBody2D(PhysicsServer2D::BODY_MODE_KINEMATIC) {
}

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/**************************************************************************/
/* animatable_body_2d.h */
/**************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/**************************************************************************/
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* 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. */
/**************************************************************************/
#pragma once
#include "scene/2d/physics/static_body_2d.h"
class AnimatableBody2D : public StaticBody2D {
GDCLASS(AnimatableBody2D, StaticBody2D);
private:
bool sync_to_physics = true;
Transform2D last_valid_transform;
static void _body_state_changed_callback(void *p_instance, PhysicsDirectBodyState2D *p_state);
void _body_state_changed(PhysicsDirectBodyState2D *p_state);
protected:
void _notification(int p_what);
static void _bind_methods();
public:
AnimatableBody2D();
private:
void _update_kinematic_motion();
void set_sync_to_physics(bool p_enable);
bool is_sync_to_physics_enabled() const;
};

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/**************************************************************************/
/* area_2d.cpp */
/**************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/**************************************************************************/
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* 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 "area_2d.h"
#include "servers/audio_server.h"
void Area2D::set_gravity_space_override_mode(SpaceOverride p_mode) {
gravity_space_override = p_mode;
PhysicsServer2D::get_singleton()->area_set_param(get_rid(), PhysicsServer2D::AREA_PARAM_GRAVITY_OVERRIDE_MODE, p_mode);
}
Area2D::SpaceOverride Area2D::get_gravity_space_override_mode() const {
return gravity_space_override;
}
void Area2D::set_gravity_is_point(bool p_enabled) {
gravity_is_point = p_enabled;
PhysicsServer2D::get_singleton()->area_set_param(get_rid(), PhysicsServer2D::AREA_PARAM_GRAVITY_IS_POINT, p_enabled);
}
bool Area2D::is_gravity_a_point() const {
return gravity_is_point;
}
void Area2D::set_gravity_point_unit_distance(real_t p_scale) {
gravity_point_unit_distance = p_scale;
PhysicsServer2D::get_singleton()->area_set_param(get_rid(), PhysicsServer2D::AREA_PARAM_GRAVITY_POINT_UNIT_DISTANCE, p_scale);
}
real_t Area2D::get_gravity_point_unit_distance() const {
return gravity_point_unit_distance;
}
void Area2D::set_gravity_point_center(const Vector2 &p_center) {
gravity_vec = p_center;
PhysicsServer2D::get_singleton()->area_set_param(get_rid(), PhysicsServer2D::AREA_PARAM_GRAVITY_VECTOR, p_center);
}
const Vector2 &Area2D::get_gravity_point_center() const {
return gravity_vec;
}
void Area2D::set_gravity_direction(const Vector2 &p_direction) {
gravity_vec = p_direction;
PhysicsServer2D::get_singleton()->area_set_param(get_rid(), PhysicsServer2D::AREA_PARAM_GRAVITY_VECTOR, p_direction);
}
const Vector2 &Area2D::get_gravity_direction() const {
return gravity_vec;
}
void Area2D::set_gravity(real_t p_gravity) {
gravity = p_gravity;
PhysicsServer2D::get_singleton()->area_set_param(get_rid(), PhysicsServer2D::AREA_PARAM_GRAVITY, p_gravity);
}
real_t Area2D::get_gravity() const {
return gravity;
}
void Area2D::set_linear_damp_space_override_mode(SpaceOverride p_mode) {
linear_damp_space_override = p_mode;
PhysicsServer2D::get_singleton()->area_set_param(get_rid(), PhysicsServer2D::AREA_PARAM_LINEAR_DAMP_OVERRIDE_MODE, p_mode);
}
Area2D::SpaceOverride Area2D::get_linear_damp_space_override_mode() const {
return linear_damp_space_override;
}
void Area2D::set_angular_damp_space_override_mode(SpaceOverride p_mode) {
angular_damp_space_override = p_mode;
PhysicsServer2D::get_singleton()->area_set_param(get_rid(), PhysicsServer2D::AREA_PARAM_ANGULAR_DAMP_OVERRIDE_MODE, p_mode);
}
Area2D::SpaceOverride Area2D::get_angular_damp_space_override_mode() const {
return angular_damp_space_override;
}
void Area2D::set_linear_damp(real_t p_linear_damp) {
linear_damp = p_linear_damp;
PhysicsServer2D::get_singleton()->area_set_param(get_rid(), PhysicsServer2D::AREA_PARAM_LINEAR_DAMP, p_linear_damp);
}
real_t Area2D::get_linear_damp() const {
return linear_damp;
}
void Area2D::set_angular_damp(real_t p_angular_damp) {
angular_damp = p_angular_damp;
PhysicsServer2D::get_singleton()->area_set_param(get_rid(), PhysicsServer2D::AREA_PARAM_ANGULAR_DAMP, p_angular_damp);
}
real_t Area2D::get_angular_damp() const {
return angular_damp;
}
void Area2D::set_priority(int p_priority) {
priority = p_priority;
PhysicsServer2D::get_singleton()->area_set_param(get_rid(), PhysicsServer2D::AREA_PARAM_PRIORITY, p_priority);
}
int Area2D::get_priority() const {
return priority;
}
void Area2D::_body_enter_tree(ObjectID p_id) {
Object *obj = ObjectDB::get_instance(p_id);
Node *node = Object::cast_to<Node>(obj);
ERR_FAIL_NULL(node);
HashMap<ObjectID, BodyState>::Iterator E = body_map.find(p_id);
ERR_FAIL_COND(!E);
ERR_FAIL_COND(E->value.in_tree);
E->value.in_tree = true;
emit_signal(SceneStringName(body_entered), node);
for (int i = 0; i < E->value.shapes.size(); i++) {
emit_signal(SceneStringName(body_shape_entered), E->value.rid, node, E->value.shapes[i].body_shape, E->value.shapes[i].area_shape);
}
}
void Area2D::_body_exit_tree(ObjectID p_id) {
Object *obj = ObjectDB::get_instance(p_id);
Node *node = Object::cast_to<Node>(obj);
ERR_FAIL_NULL(node);
HashMap<ObjectID, BodyState>::Iterator E = body_map.find(p_id);
ERR_FAIL_COND(!E);
ERR_FAIL_COND(!E->value.in_tree);
E->value.in_tree = false;
emit_signal(SceneStringName(body_exited), node);
for (int i = 0; i < E->value.shapes.size(); i++) {
emit_signal(SceneStringName(body_shape_exited), E->value.rid, node, E->value.shapes[i].body_shape, E->value.shapes[i].area_shape);
}
}
void Area2D::_body_inout(int p_status, const RID &p_body, ObjectID p_instance, int p_body_shape, int p_area_shape) {
bool body_in = p_status == PhysicsServer2D::AREA_BODY_ADDED;
ObjectID objid = p_instance;
// Exit early if instance is invalid.
if (objid.is_null()) {
// Emit the appropriate signals.
lock_callback();
locked = true;
if (body_in) {
emit_signal(SceneStringName(body_shape_entered), p_body, (Node *)nullptr, p_body_shape, p_area_shape);
} else {
emit_signal(SceneStringName(body_shape_exited), p_body, (Node *)nullptr, p_body_shape, p_area_shape);
}
locked = false;
unlock_callback();
return;
}
Object *obj = ObjectDB::get_instance(objid);
Node *node = Object::cast_to<Node>(obj);
HashMap<ObjectID, BodyState>::Iterator E = body_map.find(objid);
if (!body_in && !E) {
return; //does not exist because it was likely removed from the tree
}
lock_callback();
locked = true;
if (body_in) {
if (!E) {
E = body_map.insert(objid, BodyState());
E->value.rid = p_body;
E->value.rc = 0;
E->value.in_tree = node && node->is_inside_tree();
if (node) {
node->connect(SceneStringName(tree_entered), callable_mp(this, &Area2D::_body_enter_tree).bind(objid));
node->connect(SceneStringName(tree_exiting), callable_mp(this, &Area2D::_body_exit_tree).bind(objid));
if (E->value.in_tree) {
emit_signal(SceneStringName(body_entered), node);
}
}
}
E->value.rc++;
if (node) {
E->value.shapes.insert(ShapePair(p_body_shape, p_area_shape));
}
if (!node || E->value.in_tree) {
emit_signal(SceneStringName(body_shape_entered), p_body, node, p_body_shape, p_area_shape);
}
} else {
E->value.rc--;
if (node) {
E->value.shapes.erase(ShapePair(p_body_shape, p_area_shape));
}
bool in_tree = E->value.in_tree;
if (E->value.rc == 0) {
body_map.remove(E);
if (node) {
node->disconnect(SceneStringName(tree_entered), callable_mp(this, &Area2D::_body_enter_tree));
node->disconnect(SceneStringName(tree_exiting), callable_mp(this, &Area2D::_body_exit_tree));
if (in_tree) {
emit_signal(SceneStringName(body_exited), obj);
}
}
}
if (!node || in_tree) {
emit_signal(SceneStringName(body_shape_exited), p_body, obj, p_body_shape, p_area_shape);
}
}
locked = false;
unlock_callback();
}
void Area2D::_area_enter_tree(ObjectID p_id) {
Object *obj = ObjectDB::get_instance(p_id);
Node *node = Object::cast_to<Node>(obj);
ERR_FAIL_NULL(node);
HashMap<ObjectID, AreaState>::Iterator E = area_map.find(p_id);
ERR_FAIL_COND(!E);
ERR_FAIL_COND(E->value.in_tree);
E->value.in_tree = true;
emit_signal(SceneStringName(area_entered), node);
for (int i = 0; i < E->value.shapes.size(); i++) {
emit_signal(SceneStringName(area_shape_entered), E->value.rid, node, E->value.shapes[i].area_shape, E->value.shapes[i].self_shape);
}
}
void Area2D::_area_exit_tree(ObjectID p_id) {
Object *obj = ObjectDB::get_instance(p_id);
Node *node = Object::cast_to<Node>(obj);
ERR_FAIL_NULL(node);
HashMap<ObjectID, AreaState>::Iterator E = area_map.find(p_id);
ERR_FAIL_COND(!E);
ERR_FAIL_COND(!E->value.in_tree);
E->value.in_tree = false;
emit_signal(SceneStringName(area_exited), node);
for (int i = 0; i < E->value.shapes.size(); i++) {
emit_signal(SceneStringName(area_shape_exited), E->value.rid, node, E->value.shapes[i].area_shape, E->value.shapes[i].self_shape);
}
}
void Area2D::_area_inout(int p_status, const RID &p_area, ObjectID p_instance, int p_area_shape, int p_self_shape) {
bool area_in = p_status == PhysicsServer2D::AREA_BODY_ADDED;
ObjectID objid = p_instance;
// Exit early if instance is invalid.
if (objid.is_null()) {
// Emit the appropriate signals.
lock_callback();
locked = true;
if (area_in) {
emit_signal(SceneStringName(area_shape_entered), p_area, (Node *)nullptr, p_area_shape, p_self_shape);
} else {
emit_signal(SceneStringName(area_shape_exited), p_area, (Node *)nullptr, p_area_shape, p_self_shape);
}
locked = false;
unlock_callback();
return;
}
Object *obj = ObjectDB::get_instance(objid);
Node *node = Object::cast_to<Node>(obj);
HashMap<ObjectID, AreaState>::Iterator E = area_map.find(objid);
if (!area_in && !E) {
return; //likely removed from the tree
}
lock_callback();
locked = true;
if (area_in) {
if (!E) {
E = area_map.insert(objid, AreaState());
E->value.rid = p_area;
E->value.rc = 0;
E->value.in_tree = node && node->is_inside_tree();
if (node) {
node->connect(SceneStringName(tree_entered), callable_mp(this, &Area2D::_area_enter_tree).bind(objid));
node->connect(SceneStringName(tree_exiting), callable_mp(this, &Area2D::_area_exit_tree).bind(objid));
if (E->value.in_tree) {
emit_signal(SceneStringName(area_entered), node);
}
}
}
E->value.rc++;
if (node) {
E->value.shapes.insert(AreaShapePair(p_area_shape, p_self_shape));
}
if (!node || E->value.in_tree) {
emit_signal(SceneStringName(area_shape_entered), p_area, node, p_area_shape, p_self_shape);
}
} else {
E->value.rc--;
if (node) {
E->value.shapes.erase(AreaShapePair(p_area_shape, p_self_shape));
}
bool in_tree = E->value.in_tree;
if (E->value.rc == 0) {
area_map.remove(E);
if (node) {
node->disconnect(SceneStringName(tree_entered), callable_mp(this, &Area2D::_area_enter_tree));
node->disconnect(SceneStringName(tree_exiting), callable_mp(this, &Area2D::_area_exit_tree));
if (in_tree) {
emit_signal(SceneStringName(area_exited), obj);
}
}
}
if (!node || in_tree) {
emit_signal(SceneStringName(area_shape_exited), p_area, obj, p_area_shape, p_self_shape);
}
}
locked = false;
unlock_callback();
}
void Area2D::_clear_monitoring() {
ERR_FAIL_COND_MSG(locked, "This function can't be used during the in/out signal.");
{
HashMap<ObjectID, BodyState> bmcopy = body_map;
body_map.clear();
//disconnect all monitored stuff
for (const KeyValue<ObjectID, BodyState> &E : bmcopy) {
Object *obj = ObjectDB::get_instance(E.key);
Node *node = Object::cast_to<Node>(obj);
if (!node) { //node may have been deleted in previous frame or at other legitimate point
continue;
}
node->disconnect(SceneStringName(tree_entered), callable_mp(this, &Area2D::_body_enter_tree));
node->disconnect(SceneStringName(tree_exiting), callable_mp(this, &Area2D::_body_exit_tree));
if (!E.value.in_tree) {
continue;
}
for (int i = 0; i < E.value.shapes.size(); i++) {
emit_signal(SceneStringName(body_shape_exited), E.value.rid, node, E.value.shapes[i].body_shape, E.value.shapes[i].area_shape);
}
emit_signal(SceneStringName(body_exited), obj);
}
}
{
HashMap<ObjectID, AreaState> bmcopy = area_map;
area_map.clear();
//disconnect all monitored stuff
for (const KeyValue<ObjectID, AreaState> &E : bmcopy) {
Object *obj = ObjectDB::get_instance(E.key);
Node *node = Object::cast_to<Node>(obj);
if (!node) { //node may have been deleted in previous frame or at other legitimate point
continue;
}
node->disconnect(SceneStringName(tree_entered), callable_mp(this, &Area2D::_area_enter_tree));
node->disconnect(SceneStringName(tree_exiting), callable_mp(this, &Area2D::_area_exit_tree));
if (!E.value.in_tree) {
continue;
}
for (int i = 0; i < E.value.shapes.size(); i++) {
emit_signal(SceneStringName(area_shape_exited), E.value.rid, node, E.value.shapes[i].area_shape, E.value.shapes[i].self_shape);
}
emit_signal(SceneStringName(area_exited), obj);
}
}
}
void Area2D::_space_changed(const RID &p_new_space) {
if (p_new_space.is_null()) {
_clear_monitoring();
}
}
void Area2D::set_monitoring(bool p_enable) {
if (p_enable == monitoring) {
return;
}
ERR_FAIL_COND_MSG(locked, "Function blocked during in/out signal. Use set_deferred(\"monitoring\", true/false).");
monitoring = p_enable;
if (monitoring) {
PhysicsServer2D::get_singleton()->area_set_monitor_callback(get_rid(), callable_mp(this, &Area2D::_body_inout));
PhysicsServer2D::get_singleton()->area_set_area_monitor_callback(get_rid(), callable_mp(this, &Area2D::_area_inout));
} else {
PhysicsServer2D::get_singleton()->area_set_monitor_callback(get_rid(), Callable());
PhysicsServer2D::get_singleton()->area_set_area_monitor_callback(get_rid(), Callable());
_clear_monitoring();
}
}
bool Area2D::is_monitoring() const {
return monitoring;
}
void Area2D::set_monitorable(bool p_enable) {
ERR_FAIL_COND_MSG(locked || (is_inside_tree() && PhysicsServer2D::get_singleton()->is_flushing_queries()), "Function blocked during in/out signal. Use set_deferred(\"monitorable\", true/false).");
if (p_enable == monitorable) {
return;
}
monitorable = p_enable;
PhysicsServer2D::get_singleton()->area_set_monitorable(get_rid(), monitorable);
}
bool Area2D::is_monitorable() const {
return monitorable;
}
TypedArray<Node2D> Area2D::get_overlapping_bodies() const {
TypedArray<Node2D> ret;
ERR_FAIL_COND_V_MSG(!monitoring, ret, "Can't find overlapping bodies when monitoring is off.");
ret.resize(body_map.size());
int idx = 0;
for (const KeyValue<ObjectID, BodyState> &E : body_map) {
Object *obj = ObjectDB::get_instance(E.key);
if (obj) {
ret[idx] = obj;
idx++;
}
}
ret.resize(idx);
return ret;
}
TypedArray<Area2D> Area2D::get_overlapping_areas() const {
TypedArray<Area2D> ret;
ERR_FAIL_COND_V_MSG(!monitoring, ret, "Can't find overlapping areas when monitoring is off.");
ret.resize(area_map.size());
int idx = 0;
for (const KeyValue<ObjectID, AreaState> &E : area_map) {
Object *obj = ObjectDB::get_instance(E.key);
if (obj) {
ret[idx] = obj;
idx++;
}
}
ret.resize(idx);
return ret;
}
bool Area2D::has_overlapping_bodies() const {
ERR_FAIL_COND_V_MSG(!monitoring, false, "Can't find overlapping bodies when monitoring is off.");
return !body_map.is_empty();
}
bool Area2D::has_overlapping_areas() const {
ERR_FAIL_COND_V_MSG(!monitoring, false, "Can't find overlapping areas when monitoring is off.");
return !area_map.is_empty();
}
bool Area2D::overlaps_area(Node *p_area) const {
ERR_FAIL_NULL_V(p_area, false);
HashMap<ObjectID, AreaState>::ConstIterator E = area_map.find(p_area->get_instance_id());
if (!E) {
return false;
}
return E->value.in_tree;
}
bool Area2D::overlaps_body(Node *p_body) const {
ERR_FAIL_NULL_V(p_body, false);
HashMap<ObjectID, BodyState>::ConstIterator E = body_map.find(p_body->get_instance_id());
if (!E) {
return false;
}
return E->value.in_tree;
}
void Area2D::set_audio_bus_override(bool p_override) {
audio_bus_override = p_override;
}
bool Area2D::is_overriding_audio_bus() const {
return audio_bus_override;
}
void Area2D::set_audio_bus_name(const StringName &p_audio_bus) {
audio_bus = p_audio_bus;
}
StringName Area2D::get_audio_bus_name() const {
for (int i = 0; i < AudioServer::get_singleton()->get_bus_count(); i++) {
if (AudioServer::get_singleton()->get_bus_name(i) == audio_bus) {
return audio_bus;
}
}
return SceneStringName(Master);
}
void Area2D::_validate_property(PropertyInfo &p_property) const {
if (!Engine::get_singleton()->is_editor_hint()) {
return;
}
if (p_property.name == "audio_bus_name") {
String options;
for (int i = 0; i < AudioServer::get_singleton()->get_bus_count(); i++) {
if (i > 0) {
options += ",";
}
String name = AudioServer::get_singleton()->get_bus_name(i);
options += name;
}
p_property.hint_string = options;
} else if (p_property.name.begins_with("gravity") && p_property.name != "gravity_space_override") {
if (gravity_space_override == SPACE_OVERRIDE_DISABLED) {
p_property.usage = PROPERTY_USAGE_NO_EDITOR;
} else {
if (gravity_is_point) {
if (p_property.name == "gravity_direction") {
p_property.usage = PROPERTY_USAGE_NO_EDITOR;
}
} else {
if (p_property.name.begins_with("gravity_point_")) {
p_property.usage = PROPERTY_USAGE_NO_EDITOR;
}
}
}
} else if (p_property.name.begins_with("linear_damp") && p_property.name != "linear_damp_space_override") {
if (linear_damp_space_override == SPACE_OVERRIDE_DISABLED) {
p_property.usage = PROPERTY_USAGE_NO_EDITOR;
}
} else if (p_property.name.begins_with("angular_damp") && p_property.name != "angular_damp_space_override") {
if (angular_damp_space_override == SPACE_OVERRIDE_DISABLED) {
p_property.usage = PROPERTY_USAGE_NO_EDITOR;
}
}
}
void Area2D::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_gravity_space_override_mode", "space_override_mode"), &Area2D::set_gravity_space_override_mode);
ClassDB::bind_method(D_METHOD("get_gravity_space_override_mode"), &Area2D::get_gravity_space_override_mode);
ClassDB::bind_method(D_METHOD("set_gravity_is_point", "enable"), &Area2D::set_gravity_is_point);
ClassDB::bind_method(D_METHOD("is_gravity_a_point"), &Area2D::is_gravity_a_point);
ClassDB::bind_method(D_METHOD("set_gravity_point_unit_distance", "distance_scale"), &Area2D::set_gravity_point_unit_distance);
ClassDB::bind_method(D_METHOD("get_gravity_point_unit_distance"), &Area2D::get_gravity_point_unit_distance);
ClassDB::bind_method(D_METHOD("set_gravity_point_center", "center"), &Area2D::set_gravity_point_center);
ClassDB::bind_method(D_METHOD("get_gravity_point_center"), &Area2D::get_gravity_point_center);
ClassDB::bind_method(D_METHOD("set_gravity_direction", "direction"), &Area2D::set_gravity_direction);
ClassDB::bind_method(D_METHOD("get_gravity_direction"), &Area2D::get_gravity_direction);
ClassDB::bind_method(D_METHOD("set_gravity", "gravity"), &Area2D::set_gravity);
ClassDB::bind_method(D_METHOD("get_gravity"), &Area2D::get_gravity);
ClassDB::bind_method(D_METHOD("set_linear_damp_space_override_mode", "space_override_mode"), &Area2D::set_linear_damp_space_override_mode);
ClassDB::bind_method(D_METHOD("get_linear_damp_space_override_mode"), &Area2D::get_linear_damp_space_override_mode);
ClassDB::bind_method(D_METHOD("set_angular_damp_space_override_mode", "space_override_mode"), &Area2D::set_angular_damp_space_override_mode);
ClassDB::bind_method(D_METHOD("get_angular_damp_space_override_mode"), &Area2D::get_angular_damp_space_override_mode);
ClassDB::bind_method(D_METHOD("set_linear_damp", "linear_damp"), &Area2D::set_linear_damp);
ClassDB::bind_method(D_METHOD("get_linear_damp"), &Area2D::get_linear_damp);
ClassDB::bind_method(D_METHOD("set_angular_damp", "angular_damp"), &Area2D::set_angular_damp);
ClassDB::bind_method(D_METHOD("get_angular_damp"), &Area2D::get_angular_damp);
ClassDB::bind_method(D_METHOD("set_priority", "priority"), &Area2D::set_priority);
ClassDB::bind_method(D_METHOD("get_priority"), &Area2D::get_priority);
ClassDB::bind_method(D_METHOD("set_monitoring", "enable"), &Area2D::set_monitoring);
ClassDB::bind_method(D_METHOD("is_monitoring"), &Area2D::is_monitoring);
ClassDB::bind_method(D_METHOD("set_monitorable", "enable"), &Area2D::set_monitorable);
ClassDB::bind_method(D_METHOD("is_monitorable"), &Area2D::is_monitorable);
ClassDB::bind_method(D_METHOD("get_overlapping_bodies"), &Area2D::get_overlapping_bodies);
ClassDB::bind_method(D_METHOD("get_overlapping_areas"), &Area2D::get_overlapping_areas);
ClassDB::bind_method(D_METHOD("has_overlapping_bodies"), &Area2D::has_overlapping_bodies);
ClassDB::bind_method(D_METHOD("has_overlapping_areas"), &Area2D::has_overlapping_areas);
ClassDB::bind_method(D_METHOD("overlaps_body", "body"), &Area2D::overlaps_body);
ClassDB::bind_method(D_METHOD("overlaps_area", "area"), &Area2D::overlaps_area);
ClassDB::bind_method(D_METHOD("set_audio_bus_name", "name"), &Area2D::set_audio_bus_name);
ClassDB::bind_method(D_METHOD("get_audio_bus_name"), &Area2D::get_audio_bus_name);
ClassDB::bind_method(D_METHOD("set_audio_bus_override", "enable"), &Area2D::set_audio_bus_override);
ClassDB::bind_method(D_METHOD("is_overriding_audio_bus"), &Area2D::is_overriding_audio_bus);
ADD_SIGNAL(MethodInfo("body_shape_entered", PropertyInfo(Variant::RID, "body_rid"), PropertyInfo(Variant::OBJECT, "body", PROPERTY_HINT_RESOURCE_TYPE, "Node2D"), PropertyInfo(Variant::INT, "body_shape_index"), PropertyInfo(Variant::INT, "local_shape_index")));
ADD_SIGNAL(MethodInfo("body_shape_exited", PropertyInfo(Variant::RID, "body_rid"), PropertyInfo(Variant::OBJECT, "body", PROPERTY_HINT_RESOURCE_TYPE, "Node2D"), PropertyInfo(Variant::INT, "body_shape_index"), PropertyInfo(Variant::INT, "local_shape_index")));
ADD_SIGNAL(MethodInfo("body_entered", PropertyInfo(Variant::OBJECT, "body", PROPERTY_HINT_RESOURCE_TYPE, "Node2D")));
ADD_SIGNAL(MethodInfo("body_exited", PropertyInfo(Variant::OBJECT, "body", PROPERTY_HINT_RESOURCE_TYPE, "Node2D")));
ADD_SIGNAL(MethodInfo("area_shape_entered", PropertyInfo(Variant::RID, "area_rid"), PropertyInfo(Variant::OBJECT, "area", PROPERTY_HINT_RESOURCE_TYPE, "Area2D"), PropertyInfo(Variant::INT, "area_shape_index"), PropertyInfo(Variant::INT, "local_shape_index")));
ADD_SIGNAL(MethodInfo("area_shape_exited", PropertyInfo(Variant::RID, "area_rid"), PropertyInfo(Variant::OBJECT, "area", PROPERTY_HINT_RESOURCE_TYPE, "Area2D"), PropertyInfo(Variant::INT, "area_shape_index"), PropertyInfo(Variant::INT, "local_shape_index")));
ADD_SIGNAL(MethodInfo("area_entered", PropertyInfo(Variant::OBJECT, "area", PROPERTY_HINT_RESOURCE_TYPE, "Area2D")));
ADD_SIGNAL(MethodInfo("area_exited", PropertyInfo(Variant::OBJECT, "area", PROPERTY_HINT_RESOURCE_TYPE, "Area2D")));
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "monitoring"), "set_monitoring", "is_monitoring");
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "monitorable"), "set_monitorable", "is_monitorable");
ADD_PROPERTY(PropertyInfo(Variant::INT, "priority", PROPERTY_HINT_RANGE, "0,100000,1,or_greater,or_less"), "set_priority", "get_priority");
ADD_GROUP("Gravity", "gravity_");
ADD_PROPERTY(PropertyInfo(Variant::INT, "gravity_space_override", PROPERTY_HINT_ENUM, "Disabled,Combine,Combine-Replace,Replace,Replace-Combine", PROPERTY_USAGE_DEFAULT | PROPERTY_USAGE_UPDATE_ALL_IF_MODIFIED), "set_gravity_space_override_mode", "get_gravity_space_override_mode");
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "gravity_point", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_DEFAULT | PROPERTY_USAGE_UPDATE_ALL_IF_MODIFIED), "set_gravity_is_point", "is_gravity_a_point");
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "gravity_point_unit_distance", PROPERTY_HINT_RANGE, "0,1024,0.001,or_greater,exp,suffix:px"), "set_gravity_point_unit_distance", "get_gravity_point_unit_distance");
ADD_PROPERTY(PropertyInfo(Variant::VECTOR2, "gravity_point_center", PROPERTY_HINT_NONE, "suffix:px"), "set_gravity_point_center", "get_gravity_point_center");
ADD_PROPERTY(PropertyInfo(Variant::VECTOR2, "gravity_direction"), "set_gravity_direction", "get_gravity_direction");
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "gravity", PROPERTY_HINT_RANGE, U"-4096,4096,0.001,or_less,or_greater,suffix:px/s\u00B2"), "set_gravity", "get_gravity");
ADD_GROUP("Linear Damp", "linear_damp_");
ADD_PROPERTY(PropertyInfo(Variant::INT, "linear_damp_space_override", PROPERTY_HINT_ENUM, "Disabled,Combine,Combine-Replace,Replace,Replace-Combine", PROPERTY_USAGE_DEFAULT | PROPERTY_USAGE_UPDATE_ALL_IF_MODIFIED), "set_linear_damp_space_override_mode", "get_linear_damp_space_override_mode");
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "linear_damp", PROPERTY_HINT_RANGE, "0,100,0.001,or_greater"), "set_linear_damp", "get_linear_damp");
ADD_GROUP("Angular Damp", "angular_damp_");
ADD_PROPERTY(PropertyInfo(Variant::INT, "angular_damp_space_override", PROPERTY_HINT_ENUM, "Disabled,Combine,Combine-Replace,Replace,Replace-Combine", PROPERTY_USAGE_DEFAULT | PROPERTY_USAGE_UPDATE_ALL_IF_MODIFIED), "set_angular_damp_space_override_mode", "get_angular_damp_space_override_mode");
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "angular_damp", PROPERTY_HINT_RANGE, "0,100,0.001,or_greater"), "set_angular_damp", "get_angular_damp");
ADD_GROUP("Audio Bus", "audio_bus_");
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "audio_bus_override"), "set_audio_bus_override", "is_overriding_audio_bus");
ADD_PROPERTY(PropertyInfo(Variant::STRING_NAME, "audio_bus_name", PROPERTY_HINT_ENUM, ""), "set_audio_bus_name", "get_audio_bus_name");
BIND_ENUM_CONSTANT(SPACE_OVERRIDE_DISABLED);
BIND_ENUM_CONSTANT(SPACE_OVERRIDE_COMBINE);
BIND_ENUM_CONSTANT(SPACE_OVERRIDE_COMBINE_REPLACE);
BIND_ENUM_CONSTANT(SPACE_OVERRIDE_REPLACE);
BIND_ENUM_CONSTANT(SPACE_OVERRIDE_REPLACE_COMBINE);
}
Area2D::Area2D() :
CollisionObject2D(PhysicsServer2D::get_singleton()->area_create(), true) {
set_gravity(980);
set_gravity_direction(Vector2(0, 1));
set_monitoring(true);
set_monitorable(true);
set_hide_clip_children(true);
}
Area2D::~Area2D() {
}

199
scene/2d/physics/area_2d.h Normal file
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/**************************************************************************/
/* area_2d.h */
/**************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/**************************************************************************/
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* 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. */
/**************************************************************************/
#pragma once
#include "core/templates/vset.h"
#include "scene/2d/physics/collision_object_2d.h"
class Area2D : public CollisionObject2D {
GDCLASS(Area2D, CollisionObject2D);
public:
enum SpaceOverride {
SPACE_OVERRIDE_DISABLED,
SPACE_OVERRIDE_COMBINE,
SPACE_OVERRIDE_COMBINE_REPLACE,
SPACE_OVERRIDE_REPLACE,
SPACE_OVERRIDE_REPLACE_COMBINE
};
private:
SpaceOverride gravity_space_override = SPACE_OVERRIDE_DISABLED;
Vector2 gravity_vec;
real_t gravity = 0.0;
bool gravity_is_point = false;
real_t gravity_point_unit_distance = 0.0;
SpaceOverride linear_damp_space_override = SPACE_OVERRIDE_DISABLED;
SpaceOverride angular_damp_space_override = SPACE_OVERRIDE_DISABLED;
real_t linear_damp = 0.1;
real_t angular_damp = 1.0;
int priority = 0;
bool monitoring = false;
bool monitorable = false;
bool locked = false;
void _body_inout(int p_status, const RID &p_body, ObjectID p_instance, int p_body_shape, int p_area_shape);
void _body_enter_tree(ObjectID p_id);
void _body_exit_tree(ObjectID p_id);
struct ShapePair {
int body_shape = 0;
int area_shape = 0;
bool operator<(const ShapePair &p_sp) const {
if (body_shape == p_sp.body_shape) {
return area_shape < p_sp.area_shape;
} else {
return body_shape < p_sp.body_shape;
}
}
ShapePair() {}
ShapePair(int p_bs, int p_as) {
body_shape = p_bs;
area_shape = p_as;
}
};
struct BodyState {
RID rid;
int rc = 0;
bool in_tree = false;
VSet<ShapePair> shapes;
};
HashMap<ObjectID, BodyState> body_map;
void _area_inout(int p_status, const RID &p_area, ObjectID p_instance, int p_area_shape, int p_self_shape);
void _area_enter_tree(ObjectID p_id);
void _area_exit_tree(ObjectID p_id);
struct AreaShapePair {
int area_shape = 0;
int self_shape = 0;
bool operator<(const AreaShapePair &p_sp) const {
if (area_shape == p_sp.area_shape) {
return self_shape < p_sp.self_shape;
} else {
return area_shape < p_sp.area_shape;
}
}
AreaShapePair() {}
AreaShapePair(int p_bs, int p_as) {
area_shape = p_bs;
self_shape = p_as;
}
};
struct AreaState {
RID rid;
int rc = 0;
bool in_tree = false;
VSet<AreaShapePair> shapes;
};
HashMap<ObjectID, AreaState> area_map;
void _clear_monitoring();
bool audio_bus_override = false;
StringName audio_bus;
protected:
static void _bind_methods();
void _validate_property(PropertyInfo &p_property) const;
virtual void _space_changed(const RID &p_new_space) override;
public:
void set_gravity_space_override_mode(SpaceOverride p_mode);
SpaceOverride get_gravity_space_override_mode() const;
void set_gravity_is_point(bool p_enabled);
bool is_gravity_a_point() const;
void set_gravity_point_unit_distance(real_t p_scale);
real_t get_gravity_point_unit_distance() const;
void set_gravity_point_center(const Vector2 &p_center);
const Vector2 &get_gravity_point_center() const;
void set_gravity_direction(const Vector2 &p_direction);
const Vector2 &get_gravity_direction() const;
void set_gravity(real_t p_gravity);
real_t get_gravity() const;
void set_linear_damp_space_override_mode(SpaceOverride p_mode);
SpaceOverride get_linear_damp_space_override_mode() const;
void set_angular_damp_space_override_mode(SpaceOverride p_mode);
SpaceOverride get_angular_damp_space_override_mode() const;
void set_linear_damp(real_t p_linear_damp);
real_t get_linear_damp() const;
void set_angular_damp(real_t p_angular_damp);
real_t get_angular_damp() const;
void set_priority(int p_priority);
int get_priority() const;
void set_monitoring(bool p_enable);
bool is_monitoring() const;
void set_monitorable(bool p_enable);
bool is_monitorable() const;
TypedArray<Node2D> get_overlapping_bodies() const; //function for script
TypedArray<Area2D> get_overlapping_areas() const; //function for script
bool has_overlapping_bodies() const;
bool has_overlapping_areas() const;
bool overlaps_area(Node *p_area) const;
bool overlaps_body(Node *p_body) const;
void set_audio_bus_override(bool p_override);
bool is_overriding_audio_bus() const;
void set_audio_bus_name(const StringName &p_audio_bus);
StringName get_audio_bus_name() const;
Area2D();
~Area2D();
};
VARIANT_ENUM_CAST(Area2D::SpaceOverride);

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/**************************************************************************/
/* character_body_2d.cpp */
/**************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/**************************************************************************/
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* 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 "character_body_2d.h"
#ifndef DISABLE_DEPRECATED
#include "servers/extensions/physics_server_2d_extension.h"
#endif
// So, if you pass 45 as limit, avoid numerical precision errors when angle is 45.
#define FLOOR_ANGLE_THRESHOLD 0.01
bool CharacterBody2D::move_and_slide() {
// Hack in order to work with calling from _process as well as from _physics_process; calling from thread is risky.
double delta = Engine::get_singleton()->is_in_physics_frame() ? get_physics_process_delta_time() : get_process_delta_time();
Vector2 current_platform_velocity = platform_velocity;
Transform2D gt = get_global_transform();
previous_position = gt.columns[2];
if ((on_floor || on_wall) && platform_rid.is_valid()) {
bool excluded = false;
if (on_floor) {
excluded = (platform_floor_layers & platform_layer) == 0;
} else if (on_wall) {
excluded = (platform_wall_layers & platform_layer) == 0;
}
if (!excluded) {
//this approach makes sure there is less delay between the actual body velocity and the one we saved
PhysicsDirectBodyState2D *bs = PhysicsServer2D::get_singleton()->body_get_direct_state(platform_rid);
if (bs) {
Vector2 local_position = gt.columns[2] - bs->get_transform().columns[2];
current_platform_velocity = bs->get_velocity_at_local_position(local_position);
} else {
// Body is removed or destroyed, invalidate floor.
current_platform_velocity = Vector2();
platform_rid = RID();
}
} else {
current_platform_velocity = Vector2();
}
}
motion_results.clear();
last_motion = Vector2();
bool was_on_floor = on_floor;
on_floor = false;
on_ceiling = false;
on_wall = false;
if (!current_platform_velocity.is_zero_approx()) {
PhysicsServer2D::MotionParameters parameters(get_global_transform(), current_platform_velocity * delta, margin);
parameters.recovery_as_collision = true; // Also report collisions generated only from recovery.
parameters.exclude_bodies.insert(platform_rid);
if (platform_object_id.is_valid()) {
parameters.exclude_objects.insert(platform_object_id);
}
PhysicsServer2D::MotionResult floor_result;
if (move_and_collide(parameters, floor_result, false, false)) {
motion_results.push_back(floor_result);
_set_collision_direction(floor_result);
}
}
if (motion_mode == MOTION_MODE_GROUNDED) {
_move_and_slide_grounded(delta, was_on_floor);
} else {
_move_and_slide_floating(delta);
}
// Compute real velocity.
real_velocity = get_position_delta() / delta;
if (platform_on_leave != PLATFORM_ON_LEAVE_DO_NOTHING) {
// Add last platform velocity when just left a moving platform.
if (!on_floor && !on_wall) {
if (platform_on_leave == PLATFORM_ON_LEAVE_ADD_UPWARD_VELOCITY && current_platform_velocity.dot(up_direction) < 0) {
current_platform_velocity = current_platform_velocity.slide(up_direction);
}
velocity += current_platform_velocity;
}
}
return motion_results.size() > 0;
}
void CharacterBody2D::_move_and_slide_grounded(double p_delta, bool p_was_on_floor) {
Vector2 motion = velocity * p_delta;
Vector2 motion_slide_up = motion.slide(up_direction);
Vector2 prev_floor_normal = floor_normal;
platform_rid = RID();
platform_object_id = ObjectID();
floor_normal = Vector2();
platform_velocity = Vector2();
// No sliding on first attempt to keep floor motion stable when possible,
// When stop on slope is enabled or when there is no up direction.
bool sliding_enabled = !floor_stop_on_slope;
// Constant speed can be applied only the first time sliding is enabled.
bool can_apply_constant_speed = sliding_enabled;
// If the platform's ceiling push down the body.
bool apply_ceiling_velocity = false;
bool first_slide = true;
bool vel_dir_facing_up = velocity.dot(up_direction) > 0;
Vector2 last_travel;
for (int iteration = 0; iteration < max_slides; ++iteration) {
PhysicsServer2D::MotionParameters parameters(get_global_transform(), motion, margin);
parameters.recovery_as_collision = true; // Also report collisions generated only from recovery.
Vector2 prev_position = parameters.from.columns[2];
PhysicsServer2D::MotionResult result;
bool collided = move_and_collide(parameters, result, false, !sliding_enabled);
last_motion = result.travel;
if (collided) {
motion_results.push_back(result);
_set_collision_direction(result);
// If we hit a ceiling platform, we set the vertical velocity to at least the platform one.
if (on_ceiling && result.collider_velocity != Vector2() && result.collider_velocity.dot(up_direction) < 0) {
// If ceiling sliding is on, only apply when the ceiling is flat or when the motion is upward.
if (!slide_on_ceiling || motion.dot(up_direction) < 0 || (result.collision_normal + up_direction).length() < 0.01) {
apply_ceiling_velocity = true;
Vector2 ceiling_vertical_velocity = up_direction * up_direction.dot(result.collider_velocity);
Vector2 motion_vertical_velocity = up_direction * up_direction.dot(velocity);
if (motion_vertical_velocity.dot(up_direction) > 0 || ceiling_vertical_velocity.length_squared() > motion_vertical_velocity.length_squared()) {
velocity = ceiling_vertical_velocity + velocity.slide(up_direction);
}
}
}
if (on_floor && floor_stop_on_slope && (velocity.normalized() + up_direction).length() < 0.01) {
Transform2D gt = get_global_transform();
if (result.travel.length() <= margin + CMP_EPSILON) {
gt.columns[2] -= result.travel;
}
set_global_transform(gt);
velocity = Vector2();
last_motion = Vector2();
motion = Vector2();
break;
}
if (result.remainder.is_zero_approx()) {
motion = Vector2();
break;
}
// Move on floor only checks.
if (floor_block_on_wall && on_wall && motion_slide_up.dot(result.collision_normal) <= 0) {
// Avoid to move forward on a wall if floor_block_on_wall is true.
if (p_was_on_floor && !on_floor && !vel_dir_facing_up) {
// If the movement is large the body can be prevented from reaching the walls.
if (result.travel.length() <= margin + CMP_EPSILON) {
// Cancels the motion.
Transform2D gt = get_global_transform();
gt.columns[2] -= result.travel;
set_global_transform(gt);
}
// Determines if you are on the ground.
_snap_on_floor(true, false, true);
velocity = Vector2();
last_motion = Vector2();
motion = Vector2();
break;
}
// Prevents the body from being able to climb a slope when it moves forward against the wall.
else if (!on_floor) {
motion = up_direction * up_direction.dot(result.remainder);
motion = motion.slide(result.collision_normal);
} else {
motion = result.remainder;
}
}
// Constant Speed when the slope is upward.
else if (floor_constant_speed && is_on_floor_only() && can_apply_constant_speed && p_was_on_floor && motion.dot(result.collision_normal) < 0) {
can_apply_constant_speed = false;
Vector2 motion_slide_norm = result.remainder.slide(result.collision_normal).normalized();
motion = motion_slide_norm * (motion_slide_up.length() - result.travel.slide(up_direction).length() - last_travel.slide(up_direction).length());
}
// Regular sliding, the last part of the test handle the case when you don't want to slide on the ceiling.
else if ((sliding_enabled || !on_floor) && (!on_ceiling || slide_on_ceiling || !vel_dir_facing_up) && !apply_ceiling_velocity) {
Vector2 slide_motion = result.remainder.slide(result.collision_normal);
if (slide_motion.dot(velocity) > 0.0) {
motion = slide_motion;
} else {
motion = Vector2();
}
if (slide_on_ceiling && on_ceiling) {
// Apply slide only in the direction of the input motion, otherwise just stop to avoid jittering when moving against a wall.
if (vel_dir_facing_up) {
velocity = velocity.slide(result.collision_normal);
} else {
// Avoid acceleration in slope when falling.
velocity = up_direction * up_direction.dot(velocity);
}
}
}
// No sliding on first attempt to keep floor motion stable when possible.
else {
motion = result.remainder;
if (on_ceiling && !slide_on_ceiling && vel_dir_facing_up) {
velocity = velocity.slide(up_direction);
motion = motion.slide(up_direction);
}
}
last_travel = result.travel;
}
// When you move forward in a downward slope you dont collide because you will be in the air.
// This test ensures that constant speed is applied, only if the player is still on the ground after the snap is applied.
else if (floor_constant_speed && first_slide && _on_floor_if_snapped(p_was_on_floor, vel_dir_facing_up)) {
can_apply_constant_speed = false;
sliding_enabled = true;
Transform2D gt = get_global_transform();
gt.columns[2] = prev_position;
set_global_transform(gt);
Vector2 motion_slide_norm = motion.slide(prev_floor_normal).normalized();
motion = motion_slide_norm * (motion_slide_up.length());
collided = true;
}
can_apply_constant_speed = !can_apply_constant_speed && !sliding_enabled;
sliding_enabled = true;
first_slide = false;
if (!collided || motion.is_zero_approx()) {
break;
}
}
_snap_on_floor(p_was_on_floor, vel_dir_facing_up);
// Scales the horizontal velocity according to the wall slope.
if (is_on_wall_only() && motion_slide_up.dot(motion_results.get(0).collision_normal) < 0) {
Vector2 slide_motion = velocity.slide(motion_results.get(0).collision_normal);
if (motion_slide_up.dot(slide_motion) < 0) {
velocity = up_direction * up_direction.dot(velocity);
} else {
// Keeps the vertical motion from velocity and add the horizontal motion of the projection.
velocity = up_direction * up_direction.dot(velocity) + slide_motion.slide(up_direction);
}
}
// Reset the gravity accumulation when touching the ground.
if (on_floor && !vel_dir_facing_up) {
velocity = velocity.slide(up_direction);
}
}
void CharacterBody2D::_move_and_slide_floating(double p_delta) {
Vector2 motion = velocity * p_delta;
platform_rid = RID();
platform_object_id = ObjectID();
floor_normal = Vector2();
platform_velocity = Vector2();
bool first_slide = true;
for (int iteration = 0; iteration < max_slides; ++iteration) {
PhysicsServer2D::MotionParameters parameters(get_global_transform(), motion, margin);
parameters.recovery_as_collision = true; // Also report collisions generated only from recovery.
PhysicsServer2D::MotionResult result;
bool collided = move_and_collide(parameters, result, false, false);
last_motion = result.travel;
if (collided) {
motion_results.push_back(result);
_set_collision_direction(result);
if (result.remainder.is_zero_approx()) {
motion = Vector2();
break;
}
if (wall_min_slide_angle != 0 && result.get_angle(-velocity.normalized()) < wall_min_slide_angle + FLOOR_ANGLE_THRESHOLD) {
motion = Vector2();
} else if (first_slide) {
Vector2 motion_slide_norm = result.remainder.slide(result.collision_normal).normalized();
motion = motion_slide_norm * (motion.length() - result.travel.length());
} else {
motion = result.remainder.slide(result.collision_normal);
}
if (motion.dot(velocity) <= 0.0) {
motion = Vector2();
}
}
if (!collided || motion.is_zero_approx()) {
break;
}
first_slide = false;
}
}
void CharacterBody2D::apply_floor_snap() {
_apply_floor_snap();
}
// Method that avoids the p_wall_as_floor parameter for the public method.
void CharacterBody2D::_apply_floor_snap(bool p_wall_as_floor) {
if (on_floor) {
return;
}
// Snap by at least collision margin to keep floor state consistent.
real_t length = MAX(floor_snap_length, margin);
PhysicsServer2D::MotionParameters parameters(get_global_transform(), -up_direction * length, margin);
parameters.recovery_as_collision = true; // Also report collisions generated only from recovery.
parameters.collide_separation_ray = true;
PhysicsServer2D::MotionResult result;
if (move_and_collide(parameters, result, true, false)) {
if ((result.get_angle(up_direction) <= floor_max_angle + FLOOR_ANGLE_THRESHOLD) ||
(p_wall_as_floor && result.get_angle(-up_direction) > floor_max_angle + FLOOR_ANGLE_THRESHOLD)) {
on_floor = true;
floor_normal = result.collision_normal;
_set_platform_data(result);
// Ensure that we only move the body along the up axis, because
// move_and_collide may stray the object a bit when getting it unstuck.
// Canceling this motion should not affect move_and_slide, as previous
// calls to move_and_collide already took care of freeing the body.
if (result.travel.length() > margin) {
result.travel = up_direction * up_direction.dot(result.travel);
} else {
result.travel = Vector2();
}
parameters.from.columns[2] += result.travel;
set_global_transform(parameters.from);
}
}
}
void CharacterBody2D::_snap_on_floor(bool p_was_on_floor, bool p_vel_dir_facing_up, bool p_wall_as_floor) {
if (on_floor || !p_was_on_floor || p_vel_dir_facing_up) {
return;
}
_apply_floor_snap(p_wall_as_floor);
}
bool CharacterBody2D::_on_floor_if_snapped(bool p_was_on_floor, bool p_vel_dir_facing_up) {
if (up_direction == Vector2() || on_floor || !p_was_on_floor || p_vel_dir_facing_up) {
return false;
}
// Snap by at least collision margin to keep floor state consistent.
real_t length = MAX(floor_snap_length, margin);
PhysicsServer2D::MotionParameters parameters(get_global_transform(), -up_direction * length, margin);
parameters.recovery_as_collision = true; // Also report collisions generated only from recovery.
parameters.collide_separation_ray = true;
PhysicsServer2D::MotionResult result;
if (move_and_collide(parameters, result, true, false)) {
if (result.get_angle(up_direction) <= floor_max_angle + FLOOR_ANGLE_THRESHOLD) {
return true;
}
}
return false;
}
void CharacterBody2D::_set_collision_direction(const PhysicsServer2D::MotionResult &p_result) {
if (motion_mode == MOTION_MODE_GROUNDED && p_result.get_angle(up_direction) <= floor_max_angle + FLOOR_ANGLE_THRESHOLD) { //floor
on_floor = true;
floor_normal = p_result.collision_normal;
_set_platform_data(p_result);
} else if (motion_mode == MOTION_MODE_GROUNDED && p_result.get_angle(-up_direction) <= floor_max_angle + FLOOR_ANGLE_THRESHOLD) { //ceiling
on_ceiling = true;
} else {
on_wall = true;
wall_normal = p_result.collision_normal;
// Don't apply wall velocity when the collider is a CharacterBody2D.
if (ObjectDB::get_instance<CharacterBody2D>(p_result.collider_id) == nullptr) {
_set_platform_data(p_result);
}
}
}
void CharacterBody2D::_set_platform_data(const PhysicsServer2D::MotionResult &p_result) {
PhysicsDirectBodyState2D *bs = PhysicsServer2D::get_singleton()->body_get_direct_state(p_result.collider);
if (bs == nullptr) {
return;
}
platform_rid = p_result.collider;
platform_object_id = p_result.collider_id;
platform_velocity = p_result.collider_velocity;
#ifndef DISABLE_DEPRECATED
// Try to accommodate for any physics extensions that have yet to implement `PhysicsDirectBodyState2D::get_collision_layer`.
PhysicsDirectBodyState2DExtension *bs_ext = Object::cast_to<PhysicsDirectBodyState2DExtension>(bs);
if (bs_ext != nullptr && !GDVIRTUAL_IS_OVERRIDDEN_PTR(bs_ext, _get_collision_layer)) {
platform_layer = PhysicsServer2D::get_singleton()->body_get_collision_layer(p_result.collider);
} else
#endif
{
platform_layer = bs->get_collision_layer();
}
}
const Vector2 &CharacterBody2D::get_velocity() const {
return velocity;
}
void CharacterBody2D::set_velocity(const Vector2 &p_velocity) {
velocity = p_velocity;
}
bool CharacterBody2D::is_on_floor() const {
return on_floor;
}
bool CharacterBody2D::is_on_floor_only() const {
return on_floor && !on_wall && !on_ceiling;
}
bool CharacterBody2D::is_on_wall() const {
return on_wall;
}
bool CharacterBody2D::is_on_wall_only() const {
return on_wall && !on_floor && !on_ceiling;
}
bool CharacterBody2D::is_on_ceiling() const {
return on_ceiling;
}
bool CharacterBody2D::is_on_ceiling_only() const {
return on_ceiling && !on_floor && !on_wall;
}
const Vector2 &CharacterBody2D::get_floor_normal() const {
return floor_normal;
}
const Vector2 &CharacterBody2D::get_wall_normal() const {
return wall_normal;
}
const Vector2 &CharacterBody2D::get_last_motion() const {
return last_motion;
}
Vector2 CharacterBody2D::get_position_delta() const {
return get_global_transform().columns[2] - previous_position;
}
const Vector2 &CharacterBody2D::get_real_velocity() const {
return real_velocity;
}
real_t CharacterBody2D::get_floor_angle(const Vector2 &p_up_direction) const {
ERR_FAIL_COND_V(p_up_direction == Vector2(), 0);
return Math::acos(floor_normal.dot(p_up_direction));
}
const Vector2 &CharacterBody2D::get_platform_velocity() const {
return platform_velocity;
}
int CharacterBody2D::get_slide_collision_count() const {
return motion_results.size();
}
PhysicsServer2D::MotionResult CharacterBody2D::get_slide_collision(int p_bounce) const {
ERR_FAIL_INDEX_V(p_bounce, motion_results.size(), PhysicsServer2D::MotionResult());
return motion_results[p_bounce];
}
Ref<KinematicCollision2D> CharacterBody2D::_get_slide_collision(int p_bounce) {
ERR_FAIL_INDEX_V(p_bounce, motion_results.size(), Ref<KinematicCollision2D>());
if (p_bounce >= slide_colliders.size()) {
slide_colliders.resize(p_bounce + 1);
}
// Create a new instance when the cached reference is invalid or still in use in script.
if (slide_colliders[p_bounce].is_null() || slide_colliders[p_bounce]->get_reference_count() > 1) {
slide_colliders.write[p_bounce].instantiate();
slide_colliders.write[p_bounce]->owner_id = get_instance_id();
}
slide_colliders.write[p_bounce]->result = motion_results[p_bounce];
return slide_colliders[p_bounce];
}
Ref<KinematicCollision2D> CharacterBody2D::_get_last_slide_collision() {
if (motion_results.is_empty()) {
return Ref<KinematicCollision2D>();
}
return _get_slide_collision(motion_results.size() - 1);
}
void CharacterBody2D::set_safe_margin(real_t p_margin) {
margin = p_margin;
}
real_t CharacterBody2D::get_safe_margin() const {
return margin;
}
bool CharacterBody2D::is_floor_stop_on_slope_enabled() const {
return floor_stop_on_slope;
}
void CharacterBody2D::set_floor_stop_on_slope_enabled(bool p_enabled) {
floor_stop_on_slope = p_enabled;
}
bool CharacterBody2D::is_floor_constant_speed_enabled() const {
return floor_constant_speed;
}
void CharacterBody2D::set_floor_constant_speed_enabled(bool p_enabled) {
floor_constant_speed = p_enabled;
}
bool CharacterBody2D::is_floor_block_on_wall_enabled() const {
return floor_block_on_wall;
}
void CharacterBody2D::set_floor_block_on_wall_enabled(bool p_enabled) {
floor_block_on_wall = p_enabled;
}
bool CharacterBody2D::is_slide_on_ceiling_enabled() const {
return slide_on_ceiling;
}
void CharacterBody2D::set_slide_on_ceiling_enabled(bool p_enabled) {
slide_on_ceiling = p_enabled;
}
uint32_t CharacterBody2D::get_platform_floor_layers() const {
return platform_floor_layers;
}
void CharacterBody2D::set_platform_floor_layers(uint32_t p_exclude_layers) {
platform_floor_layers = p_exclude_layers;
}
uint32_t CharacterBody2D::get_platform_wall_layers() const {
return platform_wall_layers;
}
void CharacterBody2D::set_platform_wall_layers(uint32_t p_exclude_layers) {
platform_wall_layers = p_exclude_layers;
}
void CharacterBody2D::set_motion_mode(MotionMode p_mode) {
motion_mode = p_mode;
}
CharacterBody2D::MotionMode CharacterBody2D::get_motion_mode() const {
return motion_mode;
}
void CharacterBody2D::set_platform_on_leave(PlatformOnLeave p_on_leave_apply_velocity) {
platform_on_leave = p_on_leave_apply_velocity;
}
CharacterBody2D::PlatformOnLeave CharacterBody2D::get_platform_on_leave() const {
return platform_on_leave;
}
int CharacterBody2D::get_max_slides() const {
return max_slides;
}
void CharacterBody2D::set_max_slides(int p_max_slides) {
ERR_FAIL_COND(p_max_slides < 1);
max_slides = p_max_slides;
}
real_t CharacterBody2D::get_floor_max_angle() const {
return floor_max_angle;
}
void CharacterBody2D::set_floor_max_angle(real_t p_radians) {
floor_max_angle = p_radians;
}
real_t CharacterBody2D::get_floor_snap_length() {
return floor_snap_length;
}
void CharacterBody2D::set_floor_snap_length(real_t p_floor_snap_length) {
ERR_FAIL_COND(p_floor_snap_length < 0);
floor_snap_length = p_floor_snap_length;
}
real_t CharacterBody2D::get_wall_min_slide_angle() const {
return wall_min_slide_angle;
}
void CharacterBody2D::set_wall_min_slide_angle(real_t p_radians) {
wall_min_slide_angle = p_radians;
}
const Vector2 &CharacterBody2D::get_up_direction() const {
return up_direction;
}
void CharacterBody2D::set_up_direction(const Vector2 &p_up_direction) {
ERR_FAIL_COND_MSG(p_up_direction == Vector2(), "up_direction can't be equal to Vector2.ZERO, consider using Floating motion mode instead.");
up_direction = p_up_direction.normalized();
}
void CharacterBody2D::_notification(int p_what) {
switch (p_what) {
case NOTIFICATION_ENTER_TREE: {
// Reset move_and_slide() data.
on_floor = false;
platform_rid = RID();
platform_object_id = ObjectID();
on_ceiling = false;
on_wall = false;
motion_results.clear();
platform_velocity = Vector2();
} break;
}
}
void CharacterBody2D::_validate_property(PropertyInfo &p_property) const {
if (!Engine::get_singleton()->is_editor_hint()) {
return;
}
if (motion_mode == MOTION_MODE_FLOATING) {
if (p_property.name.begins_with("floor_") || p_property.name == "up_direction" || p_property.name == "slide_on_ceiling") {
p_property.usage = PROPERTY_USAGE_NO_EDITOR;
}
} else {
if (p_property.name == "wall_min_slide_angle") {
p_property.usage = PROPERTY_USAGE_NO_EDITOR;
}
}
}
void CharacterBody2D::_bind_methods() {
ClassDB::bind_method(D_METHOD("move_and_slide"), &CharacterBody2D::move_and_slide);
ClassDB::bind_method(D_METHOD("apply_floor_snap"), &CharacterBody2D::apply_floor_snap);
ClassDB::bind_method(D_METHOD("set_velocity", "velocity"), &CharacterBody2D::set_velocity);
ClassDB::bind_method(D_METHOD("get_velocity"), &CharacterBody2D::get_velocity);
ClassDB::bind_method(D_METHOD("set_safe_margin", "margin"), &CharacterBody2D::set_safe_margin);
ClassDB::bind_method(D_METHOD("get_safe_margin"), &CharacterBody2D::get_safe_margin);
ClassDB::bind_method(D_METHOD("is_floor_stop_on_slope_enabled"), &CharacterBody2D::is_floor_stop_on_slope_enabled);
ClassDB::bind_method(D_METHOD("set_floor_stop_on_slope_enabled", "enabled"), &CharacterBody2D::set_floor_stop_on_slope_enabled);
ClassDB::bind_method(D_METHOD("set_floor_constant_speed_enabled", "enabled"), &CharacterBody2D::set_floor_constant_speed_enabled);
ClassDB::bind_method(D_METHOD("is_floor_constant_speed_enabled"), &CharacterBody2D::is_floor_constant_speed_enabled);
ClassDB::bind_method(D_METHOD("set_floor_block_on_wall_enabled", "enabled"), &CharacterBody2D::set_floor_block_on_wall_enabled);
ClassDB::bind_method(D_METHOD("is_floor_block_on_wall_enabled"), &CharacterBody2D::is_floor_block_on_wall_enabled);
ClassDB::bind_method(D_METHOD("set_slide_on_ceiling_enabled", "enabled"), &CharacterBody2D::set_slide_on_ceiling_enabled);
ClassDB::bind_method(D_METHOD("is_slide_on_ceiling_enabled"), &CharacterBody2D::is_slide_on_ceiling_enabled);
ClassDB::bind_method(D_METHOD("set_platform_floor_layers", "exclude_layer"), &CharacterBody2D::set_platform_floor_layers);
ClassDB::bind_method(D_METHOD("get_platform_floor_layers"), &CharacterBody2D::get_platform_floor_layers);
ClassDB::bind_method(D_METHOD("set_platform_wall_layers", "exclude_layer"), &CharacterBody2D::set_platform_wall_layers);
ClassDB::bind_method(D_METHOD("get_platform_wall_layers"), &CharacterBody2D::get_platform_wall_layers);
ClassDB::bind_method(D_METHOD("get_max_slides"), &CharacterBody2D::get_max_slides);
ClassDB::bind_method(D_METHOD("set_max_slides", "max_slides"), &CharacterBody2D::set_max_slides);
ClassDB::bind_method(D_METHOD("get_floor_max_angle"), &CharacterBody2D::get_floor_max_angle);
ClassDB::bind_method(D_METHOD("set_floor_max_angle", "radians"), &CharacterBody2D::set_floor_max_angle);
ClassDB::bind_method(D_METHOD("get_floor_snap_length"), &CharacterBody2D::get_floor_snap_length);
ClassDB::bind_method(D_METHOD("set_floor_snap_length", "floor_snap_length"), &CharacterBody2D::set_floor_snap_length);
ClassDB::bind_method(D_METHOD("get_wall_min_slide_angle"), &CharacterBody2D::get_wall_min_slide_angle);
ClassDB::bind_method(D_METHOD("set_wall_min_slide_angle", "radians"), &CharacterBody2D::set_wall_min_slide_angle);
ClassDB::bind_method(D_METHOD("get_up_direction"), &CharacterBody2D::get_up_direction);
ClassDB::bind_method(D_METHOD("set_up_direction", "up_direction"), &CharacterBody2D::set_up_direction);
ClassDB::bind_method(D_METHOD("set_motion_mode", "mode"), &CharacterBody2D::set_motion_mode);
ClassDB::bind_method(D_METHOD("get_motion_mode"), &CharacterBody2D::get_motion_mode);
ClassDB::bind_method(D_METHOD("set_platform_on_leave", "on_leave_apply_velocity"), &CharacterBody2D::set_platform_on_leave);
ClassDB::bind_method(D_METHOD("get_platform_on_leave"), &CharacterBody2D::get_platform_on_leave);
ClassDB::bind_method(D_METHOD("is_on_floor"), &CharacterBody2D::is_on_floor);
ClassDB::bind_method(D_METHOD("is_on_floor_only"), &CharacterBody2D::is_on_floor_only);
ClassDB::bind_method(D_METHOD("is_on_ceiling"), &CharacterBody2D::is_on_ceiling);
ClassDB::bind_method(D_METHOD("is_on_ceiling_only"), &CharacterBody2D::is_on_ceiling_only);
ClassDB::bind_method(D_METHOD("is_on_wall"), &CharacterBody2D::is_on_wall);
ClassDB::bind_method(D_METHOD("is_on_wall_only"), &CharacterBody2D::is_on_wall_only);
ClassDB::bind_method(D_METHOD("get_floor_normal"), &CharacterBody2D::get_floor_normal);
ClassDB::bind_method(D_METHOD("get_wall_normal"), &CharacterBody2D::get_wall_normal);
ClassDB::bind_method(D_METHOD("get_last_motion"), &CharacterBody2D::get_last_motion);
ClassDB::bind_method(D_METHOD("get_position_delta"), &CharacterBody2D::get_position_delta);
ClassDB::bind_method(D_METHOD("get_real_velocity"), &CharacterBody2D::get_real_velocity);
ClassDB::bind_method(D_METHOD("get_floor_angle", "up_direction"), &CharacterBody2D::get_floor_angle, DEFVAL(Vector2(0.0, -1.0)));
ClassDB::bind_method(D_METHOD("get_platform_velocity"), &CharacterBody2D::get_platform_velocity);
ClassDB::bind_method(D_METHOD("get_slide_collision_count"), &CharacterBody2D::get_slide_collision_count);
ClassDB::bind_method(D_METHOD("get_slide_collision", "slide_idx"), &CharacterBody2D::_get_slide_collision);
ClassDB::bind_method(D_METHOD("get_last_slide_collision"), &CharacterBody2D::_get_last_slide_collision);
ADD_PROPERTY(PropertyInfo(Variant::INT, "motion_mode", PROPERTY_HINT_ENUM, "Grounded,Floating", PROPERTY_USAGE_DEFAULT | PROPERTY_USAGE_UPDATE_ALL_IF_MODIFIED), "set_motion_mode", "get_motion_mode");
ADD_PROPERTY(PropertyInfo(Variant::VECTOR2, "up_direction"), "set_up_direction", "get_up_direction");
ADD_PROPERTY(PropertyInfo(Variant::VECTOR2, "velocity", PROPERTY_HINT_NONE, "suffix:px/s", PROPERTY_USAGE_NO_EDITOR), "set_velocity", "get_velocity");
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "slide_on_ceiling"), "set_slide_on_ceiling_enabled", "is_slide_on_ceiling_enabled");
ADD_PROPERTY(PropertyInfo(Variant::INT, "max_slides", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NO_EDITOR), "set_max_slides", "get_max_slides");
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "wall_min_slide_angle", PROPERTY_HINT_RANGE, "0,180,0.1,radians_as_degrees", PROPERTY_USAGE_DEFAULT), "set_wall_min_slide_angle", "get_wall_min_slide_angle");
ADD_GROUP("Floor", "floor_");
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "floor_stop_on_slope"), "set_floor_stop_on_slope_enabled", "is_floor_stop_on_slope_enabled");
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "floor_constant_speed"), "set_floor_constant_speed_enabled", "is_floor_constant_speed_enabled");
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "floor_block_on_wall"), "set_floor_block_on_wall_enabled", "is_floor_block_on_wall_enabled");
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "floor_max_angle", PROPERTY_HINT_RANGE, "0,180,0.1,radians_as_degrees"), "set_floor_max_angle", "get_floor_max_angle");
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "floor_snap_length", PROPERTY_HINT_RANGE, "0,32,0.1,or_greater,suffix:px"), "set_floor_snap_length", "get_floor_snap_length");
ADD_GROUP("Moving Platform", "platform_");
ADD_PROPERTY(PropertyInfo(Variant::INT, "platform_on_leave", PROPERTY_HINT_ENUM, "Add Velocity,Add Upward Velocity,Do Nothing", PROPERTY_USAGE_DEFAULT), "set_platform_on_leave", "get_platform_on_leave");
ADD_PROPERTY(PropertyInfo(Variant::INT, "platform_floor_layers", PROPERTY_HINT_LAYERS_2D_PHYSICS), "set_platform_floor_layers", "get_platform_floor_layers");
ADD_PROPERTY(PropertyInfo(Variant::INT, "platform_wall_layers", PROPERTY_HINT_LAYERS_2D_PHYSICS), "set_platform_wall_layers", "get_platform_wall_layers");
ADD_GROUP("Collision", "");
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "safe_margin", PROPERTY_HINT_RANGE, "0.001,256,0.001,suffix:px"), "set_safe_margin", "get_safe_margin");
BIND_ENUM_CONSTANT(MOTION_MODE_GROUNDED);
BIND_ENUM_CONSTANT(MOTION_MODE_FLOATING);
BIND_ENUM_CONSTANT(PLATFORM_ON_LEAVE_ADD_VELOCITY);
BIND_ENUM_CONSTANT(PLATFORM_ON_LEAVE_ADD_UPWARD_VELOCITY);
BIND_ENUM_CONSTANT(PLATFORM_ON_LEAVE_DO_NOTHING);
}
CharacterBody2D::CharacterBody2D() :
PhysicsBody2D(PhysicsServer2D::BODY_MODE_KINEMATIC) {
}

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/**************************************************************************/
/* character_body_2d.h */
/**************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/**************************************************************************/
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* 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. */
/**************************************************************************/
#pragma once
#include "scene/2d/physics/kinematic_collision_2d.h"
#include "scene/2d/physics/physics_body_2d.h"
class CharacterBody2D : public PhysicsBody2D {
GDCLASS(CharacterBody2D, PhysicsBody2D);
public:
enum MotionMode {
MOTION_MODE_GROUNDED,
MOTION_MODE_FLOATING,
};
enum PlatformOnLeave {
PLATFORM_ON_LEAVE_ADD_VELOCITY,
PLATFORM_ON_LEAVE_ADD_UPWARD_VELOCITY,
PLATFORM_ON_LEAVE_DO_NOTHING,
};
bool move_and_slide();
void apply_floor_snap();
const Vector2 &get_velocity() const;
void set_velocity(const Vector2 &p_velocity);
bool is_on_floor() const;
bool is_on_floor_only() const;
bool is_on_wall() const;
bool is_on_wall_only() const;
bool is_on_ceiling() const;
bool is_on_ceiling_only() const;
const Vector2 &get_last_motion() const;
Vector2 get_position_delta() const;
const Vector2 &get_floor_normal() const;
const Vector2 &get_wall_normal() const;
const Vector2 &get_real_velocity() const;
real_t get_floor_angle(const Vector2 &p_up_direction = Vector2(0.0, -1.0)) const;
const Vector2 &get_platform_velocity() const;
int get_slide_collision_count() const;
PhysicsServer2D::MotionResult get_slide_collision(int p_bounce) const;
void set_safe_margin(real_t p_margin);
real_t get_safe_margin() const;
bool is_floor_stop_on_slope_enabled() const;
void set_floor_stop_on_slope_enabled(bool p_enabled);
bool is_floor_constant_speed_enabled() const;
void set_floor_constant_speed_enabled(bool p_enabled);
bool is_floor_block_on_wall_enabled() const;
void set_floor_block_on_wall_enabled(bool p_enabled);
bool is_slide_on_ceiling_enabled() const;
void set_slide_on_ceiling_enabled(bool p_enabled);
int get_max_slides() const;
void set_max_slides(int p_max_slides);
real_t get_floor_max_angle() const;
void set_floor_max_angle(real_t p_radians);
real_t get_floor_snap_length();
void set_floor_snap_length(real_t p_floor_snap_length);
real_t get_wall_min_slide_angle() const;
void set_wall_min_slide_angle(real_t p_radians);
uint32_t get_platform_floor_layers() const;
void set_platform_floor_layers(const uint32_t p_exclude_layer);
uint32_t get_platform_wall_layers() const;
void set_platform_wall_layers(const uint32_t p_exclude_layer);
void set_motion_mode(MotionMode p_mode);
MotionMode get_motion_mode() const;
void set_platform_on_leave(PlatformOnLeave p_on_leave_velocity);
PlatformOnLeave get_platform_on_leave() const;
CharacterBody2D();
private:
real_t margin = 0.08;
MotionMode motion_mode = MOTION_MODE_GROUNDED;
PlatformOnLeave platform_on_leave = PLATFORM_ON_LEAVE_ADD_VELOCITY;
bool floor_constant_speed = false;
bool floor_stop_on_slope = true;
bool floor_block_on_wall = true;
bool slide_on_ceiling = true;
int max_slides = 4;
int platform_layer = 0;
real_t floor_max_angle = Math::deg_to_rad((real_t)45.0);
real_t floor_snap_length = 1;
real_t wall_min_slide_angle = Math::deg_to_rad((real_t)15.0);
Vector2 up_direction = Vector2(0.0, -1.0);
uint32_t platform_floor_layers = UINT32_MAX;
uint32_t platform_wall_layers = 0;
Vector2 velocity;
Vector2 floor_normal;
Vector2 platform_velocity;
Vector2 wall_normal;
Vector2 last_motion;
Vector2 previous_position;
Vector2 real_velocity;
RID platform_rid;
ObjectID platform_object_id;
bool on_floor = false;
bool on_ceiling = false;
bool on_wall = false;
Vector<PhysicsServer2D::MotionResult> motion_results;
Vector<Ref<KinematicCollision2D>> slide_colliders;
void _move_and_slide_floating(double p_delta);
void _move_and_slide_grounded(double p_delta, bool p_was_on_floor);
Ref<KinematicCollision2D> _get_slide_collision(int p_bounce);
Ref<KinematicCollision2D> _get_last_slide_collision();
const Vector2 &get_up_direction() const;
bool _on_floor_if_snapped(bool p_was_on_floor, bool p_vel_dir_facing_up);
void set_up_direction(const Vector2 &p_up_direction);
void _set_collision_direction(const PhysicsServer2D::MotionResult &p_result);
void _set_platform_data(const PhysicsServer2D::MotionResult &p_result);
void _apply_floor_snap(bool p_wall_as_floor = false);
void _snap_on_floor(bool p_was_on_floor, bool p_vel_dir_facing_up, bool p_wall_as_floor = false);
protected:
void _notification(int p_what);
static void _bind_methods();
void _validate_property(PropertyInfo &p_property) const;
};
VARIANT_ENUM_CAST(CharacterBody2D::MotionMode);
VARIANT_ENUM_CAST(CharacterBody2D::PlatformOnLeave);

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/**************************************************************************/
/* collision_object_2d.cpp */
/**************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/**************************************************************************/
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* 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 "collision_object_2d.h"
#include "scene/resources/world_2d.h"
void CollisionObject2D::_notification(int p_what) {
switch (p_what) {
case NOTIFICATION_ENTER_TREE: {
Transform2D gl_transform = get_global_transform();
if (area) {
PhysicsServer2D::get_singleton()->area_set_transform(rid, gl_transform);
} else {
PhysicsServer2D::get_singleton()->body_set_state(rid, PhysicsServer2D::BODY_STATE_TRANSFORM, gl_transform);
}
bool disabled = !is_enabled();
if (disabled && (disable_mode != DISABLE_MODE_REMOVE)) {
_apply_disabled();
}
if (!disabled || (disable_mode != DISABLE_MODE_REMOVE)) {
Ref<World2D> world_ref = get_world_2d();
ERR_FAIL_COND(world_ref.is_null());
RID space = world_ref->get_space();
if (area) {
PhysicsServer2D::get_singleton()->area_set_space(rid, space);
} else {
PhysicsServer2D::get_singleton()->body_set_space(rid, space);
}
_space_changed(space);
}
_update_pickable();
} break;
case NOTIFICATION_ENTER_CANVAS: {
if (area) {
PhysicsServer2D::get_singleton()->area_attach_canvas_instance_id(rid, get_canvas_layer_instance_id());
} else {
PhysicsServer2D::get_singleton()->body_attach_canvas_instance_id(rid, get_canvas_layer_instance_id());
}
} break;
case NOTIFICATION_VISIBILITY_CHANGED: {
_update_pickable();
} break;
case NOTIFICATION_TRANSFORM_CHANGED: {
if (only_update_transform_changes) {
return;
}
Transform2D gl_transform = get_global_transform();
if (area) {
PhysicsServer2D::get_singleton()->area_set_transform(rid, gl_transform);
} else {
PhysicsServer2D::get_singleton()->body_set_state(rid, PhysicsServer2D::BODY_STATE_TRANSFORM, gl_transform);
}
} break;
case NOTIFICATION_EXIT_TREE: {
bool disabled = !is_enabled();
if (!disabled || (disable_mode != DISABLE_MODE_REMOVE)) {
if (callback_lock > 0) {
ERR_PRINT("Removing a CollisionObject node during a physics callback is not allowed and will cause undesired behavior. Remove with call_deferred() instead.");
} else {
if (area) {
PhysicsServer2D::get_singleton()->area_set_space(rid, RID());
} else {
PhysicsServer2D::get_singleton()->body_set_space(rid, RID());
}
_space_changed(RID());
}
}
if (disabled && (disable_mode != DISABLE_MODE_REMOVE)) {
_apply_enabled();
}
} break;
case NOTIFICATION_EXIT_CANVAS: {
if (area) {
PhysicsServer2D::get_singleton()->area_attach_canvas_instance_id(rid, ObjectID());
} else {
PhysicsServer2D::get_singleton()->body_attach_canvas_instance_id(rid, ObjectID());
}
} break;
case NOTIFICATION_WORLD_2D_CHANGED: {
RID space = get_world_2d()->get_space();
if (area) {
PhysicsServer2D::get_singleton()->area_set_space(rid, space);
} else {
PhysicsServer2D::get_singleton()->body_set_space(rid, space);
}
_space_changed(space);
} break;
case NOTIFICATION_DISABLED: {
_apply_disabled();
} break;
case NOTIFICATION_ENABLED: {
_apply_enabled();
} break;
}
}
void CollisionObject2D::set_collision_layer(uint32_t p_layer) {
collision_layer = p_layer;
if (area) {
PhysicsServer2D::get_singleton()->area_set_collision_layer(get_rid(), p_layer);
} else {
PhysicsServer2D::get_singleton()->body_set_collision_layer(get_rid(), p_layer);
}
}
uint32_t CollisionObject2D::get_collision_layer() const {
return collision_layer;
}
void CollisionObject2D::set_collision_mask(uint32_t p_mask) {
collision_mask = p_mask;
if (area) {
PhysicsServer2D::get_singleton()->area_set_collision_mask(get_rid(), p_mask);
} else {
PhysicsServer2D::get_singleton()->body_set_collision_mask(get_rid(), p_mask);
}
}
uint32_t CollisionObject2D::get_collision_mask() const {
return collision_mask;
}
void CollisionObject2D::set_collision_layer_value(int p_layer_number, bool p_value) {
ERR_FAIL_COND_MSG(p_layer_number < 1, "Collision layer number must be between 1 and 32 inclusive.");
ERR_FAIL_COND_MSG(p_layer_number > 32, "Collision layer number must be between 1 and 32 inclusive.");
uint32_t collision_layer_new = get_collision_layer();
if (p_value) {
collision_layer_new |= 1 << (p_layer_number - 1);
} else {
collision_layer_new &= ~(1 << (p_layer_number - 1));
}
set_collision_layer(collision_layer_new);
}
bool CollisionObject2D::get_collision_layer_value(int p_layer_number) const {
ERR_FAIL_COND_V_MSG(p_layer_number < 1, false, "Collision layer number must be between 1 and 32 inclusive.");
ERR_FAIL_COND_V_MSG(p_layer_number > 32, false, "Collision layer number must be between 1 and 32 inclusive.");
return get_collision_layer() & (1 << (p_layer_number - 1));
}
void CollisionObject2D::set_collision_mask_value(int p_layer_number, bool p_value) {
ERR_FAIL_COND_MSG(p_layer_number < 1, "Collision layer number must be between 1 and 32 inclusive.");
ERR_FAIL_COND_MSG(p_layer_number > 32, "Collision layer number must be between 1 and 32 inclusive.");
uint32_t mask = get_collision_mask();
if (p_value) {
mask |= 1 << (p_layer_number - 1);
} else {
mask &= ~(1 << (p_layer_number - 1));
}
set_collision_mask(mask);
}
bool CollisionObject2D::get_collision_mask_value(int p_layer_number) const {
ERR_FAIL_COND_V_MSG(p_layer_number < 1, false, "Collision layer number must be between 1 and 32 inclusive.");
ERR_FAIL_COND_V_MSG(p_layer_number > 32, false, "Collision layer number must be between 1 and 32 inclusive.");
return get_collision_mask() & (1 << (p_layer_number - 1));
}
void CollisionObject2D::set_collision_priority(real_t p_priority) {
collision_priority = p_priority;
if (!area) {
PhysicsServer2D::get_singleton()->body_set_collision_priority(get_rid(), p_priority);
}
}
real_t CollisionObject2D::get_collision_priority() const {
return collision_priority;
}
void CollisionObject2D::set_disable_mode(DisableMode p_mode) {
if (disable_mode == p_mode) {
return;
}
bool disabled = is_inside_tree() && !is_enabled();
if (disabled) {
// Cancel previous disable mode.
_apply_enabled();
}
disable_mode = p_mode;
if (disabled) {
// Apply new disable mode.
_apply_disabled();
}
}
CollisionObject2D::DisableMode CollisionObject2D::get_disable_mode() const {
return disable_mode;
}
void CollisionObject2D::_apply_disabled() {
switch (disable_mode) {
case DISABLE_MODE_REMOVE: {
if (is_inside_tree()) {
if (callback_lock > 0) {
ERR_PRINT("Disabling a CollisionObject node during a physics callback is not allowed and will cause undesired behavior. Disable with call_deferred() instead.");
} else {
if (area) {
PhysicsServer2D::get_singleton()->area_set_space(rid, RID());
} else {
PhysicsServer2D::get_singleton()->body_set_space(rid, RID());
}
_space_changed(RID());
}
}
} break;
case DISABLE_MODE_MAKE_STATIC: {
if (!area && (body_mode != PhysicsServer2D::BODY_MODE_STATIC)) {
PhysicsServer2D::get_singleton()->body_set_mode(rid, PhysicsServer2D::BODY_MODE_STATIC);
}
} break;
case DISABLE_MODE_KEEP_ACTIVE: {
// Nothing to do.
} break;
}
}
void CollisionObject2D::_apply_enabled() {
switch (disable_mode) {
case DISABLE_MODE_REMOVE: {
if (is_inside_tree()) {
RID space = get_world_2d()->get_space();
if (area) {
PhysicsServer2D::get_singleton()->area_set_space(rid, space);
} else {
PhysicsServer2D::get_singleton()->body_set_space(rid, space);
}
_space_changed(space);
}
} break;
case DISABLE_MODE_MAKE_STATIC: {
if (!area && (body_mode != PhysicsServer2D::BODY_MODE_STATIC)) {
PhysicsServer2D::get_singleton()->body_set_mode(rid, body_mode);
}
} break;
case DISABLE_MODE_KEEP_ACTIVE: {
// Nothing to do.
} break;
}
}
uint32_t CollisionObject2D::create_shape_owner(Object *p_owner) {
ShapeData sd;
uint32_t id;
if (shapes.is_empty()) {
id = 0;
} else {
id = shapes.back()->key() + 1;
}
sd.owner_id = p_owner ? p_owner->get_instance_id() : ObjectID();
shapes[id] = sd;
return id;
}
void CollisionObject2D::remove_shape_owner(uint32_t owner) {
ERR_FAIL_COND(!shapes.has(owner));
shape_owner_clear_shapes(owner);
shapes.erase(owner);
}
void CollisionObject2D::shape_owner_set_disabled(uint32_t p_owner, bool p_disabled) {
ERR_FAIL_COND(!shapes.has(p_owner));
ShapeData &sd = shapes[p_owner];
sd.disabled = p_disabled;
for (int i = 0; i < sd.shapes.size(); i++) {
if (area) {
PhysicsServer2D::get_singleton()->area_set_shape_disabled(rid, sd.shapes[i].index, p_disabled);
} else {
PhysicsServer2D::get_singleton()->body_set_shape_disabled(rid, sd.shapes[i].index, p_disabled);
}
}
}
bool CollisionObject2D::is_shape_owner_disabled(uint32_t p_owner) const {
ERR_FAIL_COND_V(!shapes.has(p_owner), false);
return shapes[p_owner].disabled;
}
void CollisionObject2D::shape_owner_set_one_way_collision(uint32_t p_owner, bool p_enable) {
if (area) {
return; //not for areas
}
ERR_FAIL_COND(!shapes.has(p_owner));
ShapeData &sd = shapes[p_owner];
sd.one_way_collision = p_enable;
for (int i = 0; i < sd.shapes.size(); i++) {
PhysicsServer2D::get_singleton()->body_set_shape_as_one_way_collision(rid, sd.shapes[i].index, sd.one_way_collision, sd.one_way_collision_margin);
}
}
bool CollisionObject2D::is_shape_owner_one_way_collision_enabled(uint32_t p_owner) const {
ERR_FAIL_COND_V(!shapes.has(p_owner), false);
return shapes[p_owner].one_way_collision;
}
void CollisionObject2D::shape_owner_set_one_way_collision_margin(uint32_t p_owner, real_t p_margin) {
if (area) {
return; //not for areas
}
ERR_FAIL_COND(!shapes.has(p_owner));
ShapeData &sd = shapes[p_owner];
sd.one_way_collision_margin = p_margin;
for (int i = 0; i < sd.shapes.size(); i++) {
PhysicsServer2D::get_singleton()->body_set_shape_as_one_way_collision(rid, sd.shapes[i].index, sd.one_way_collision, sd.one_way_collision_margin);
}
}
real_t CollisionObject2D::get_shape_owner_one_way_collision_margin(uint32_t p_owner) const {
ERR_FAIL_COND_V(!shapes.has(p_owner), 0);
return shapes[p_owner].one_way_collision_margin;
}
void CollisionObject2D::get_shape_owners(List<uint32_t> *r_owners) {
for (const KeyValue<uint32_t, ShapeData> &E : shapes) {
r_owners->push_back(E.key);
}
}
PackedInt32Array CollisionObject2D::_get_shape_owners() {
PackedInt32Array ret;
for (const KeyValue<uint32_t, ShapeData> &E : shapes) {
ret.push_back(E.key);
}
return ret;
}
void CollisionObject2D::shape_owner_set_transform(uint32_t p_owner, const Transform2D &p_transform) {
ERR_FAIL_COND(!shapes.has(p_owner));
ShapeData &sd = shapes[p_owner];
sd.xform = p_transform;
for (int i = 0; i < sd.shapes.size(); i++) {
if (area) {
PhysicsServer2D::get_singleton()->area_set_shape_transform(rid, sd.shapes[i].index, sd.xform);
} else {
PhysicsServer2D::get_singleton()->body_set_shape_transform(rid, sd.shapes[i].index, sd.xform);
}
}
}
Transform2D CollisionObject2D::shape_owner_get_transform(uint32_t p_owner) const {
ERR_FAIL_COND_V(!shapes.has(p_owner), Transform2D());
return shapes[p_owner].xform;
}
Object *CollisionObject2D::shape_owner_get_owner(uint32_t p_owner) const {
ERR_FAIL_COND_V(!shapes.has(p_owner), nullptr);
return ObjectDB::get_instance(shapes[p_owner].owner_id);
}
void CollisionObject2D::shape_owner_add_shape(uint32_t p_owner, const Ref<Shape2D> &p_shape) {
ERR_FAIL_COND(!shapes.has(p_owner));
ERR_FAIL_COND(p_shape.is_null());
ShapeData &sd = shapes[p_owner];
ShapeData::Shape s;
s.index = total_subshapes;
s.shape = p_shape;
if (area) {
PhysicsServer2D::get_singleton()->area_add_shape(rid, p_shape->get_rid(), sd.xform, sd.disabled);
} else {
PhysicsServer2D::get_singleton()->body_add_shape(rid, p_shape->get_rid(), sd.xform, sd.disabled);
}
sd.shapes.push_back(s);
total_subshapes++;
}
int CollisionObject2D::shape_owner_get_shape_count(uint32_t p_owner) const {
ERR_FAIL_COND_V(!shapes.has(p_owner), 0);
return shapes[p_owner].shapes.size();
}
Ref<Shape2D> CollisionObject2D::shape_owner_get_shape(uint32_t p_owner, int p_shape) const {
ERR_FAIL_COND_V(!shapes.has(p_owner), Ref<Shape2D>());
ERR_FAIL_INDEX_V(p_shape, shapes[p_owner].shapes.size(), Ref<Shape2D>());
return shapes[p_owner].shapes[p_shape].shape;
}
int CollisionObject2D::shape_owner_get_shape_index(uint32_t p_owner, int p_shape) const {
ERR_FAIL_COND_V(!shapes.has(p_owner), -1);
ERR_FAIL_INDEX_V(p_shape, shapes[p_owner].shapes.size(), -1);
return shapes[p_owner].shapes[p_shape].index;
}
void CollisionObject2D::shape_owner_remove_shape(uint32_t p_owner, int p_shape) {
ERR_FAIL_COND(!shapes.has(p_owner));
ERR_FAIL_INDEX(p_shape, shapes[p_owner].shapes.size());
int index_to_remove = shapes[p_owner].shapes[p_shape].index;
if (area) {
PhysicsServer2D::get_singleton()->area_remove_shape(rid, index_to_remove);
} else {
PhysicsServer2D::get_singleton()->body_remove_shape(rid, index_to_remove);
}
shapes[p_owner].shapes.remove_at(p_shape);
for (KeyValue<uint32_t, ShapeData> &E : shapes) {
for (int i = 0; i < E.value.shapes.size(); i++) {
if (E.value.shapes[i].index > index_to_remove) {
E.value.shapes.write[i].index -= 1;
}
}
}
total_subshapes--;
}
void CollisionObject2D::shape_owner_clear_shapes(uint32_t p_owner) {
ERR_FAIL_COND(!shapes.has(p_owner));
while (shape_owner_get_shape_count(p_owner) > 0) {
shape_owner_remove_shape(p_owner, 0);
}
}
uint32_t CollisionObject2D::shape_find_owner(int p_shape_index) const {
ERR_FAIL_INDEX_V(p_shape_index, total_subshapes, UINT32_MAX);
for (const KeyValue<uint32_t, ShapeData> &E : shapes) {
for (int i = 0; i < E.value.shapes.size(); i++) {
if (E.value.shapes[i].index == p_shape_index) {
return E.key;
}
}
}
//in theory it should be unreachable
ERR_FAIL_V_MSG(UINT32_MAX, "Can't find owner for shape index " + itos(p_shape_index) + ".");
}
void CollisionObject2D::set_pickable(bool p_enabled) {
if (pickable == p_enabled) {
return;
}
pickable = p_enabled;
_update_pickable();
}
bool CollisionObject2D::is_pickable() const {
return pickable;
}
void CollisionObject2D::_input_event_call(Viewport *p_viewport, const Ref<InputEvent> &p_input_event, int p_shape) {
GDVIRTUAL_CALL(_input_event, p_viewport, p_input_event, p_shape);
emit_signal(SceneStringName(input_event), p_viewport, p_input_event, p_shape);
}
void CollisionObject2D::_mouse_enter() {
GDVIRTUAL_CALL(_mouse_enter);
emit_signal(SceneStringName(mouse_entered));
}
void CollisionObject2D::_mouse_exit() {
GDVIRTUAL_CALL(_mouse_exit);
emit_signal(SceneStringName(mouse_exited));
}
void CollisionObject2D::_mouse_shape_enter(int p_shape) {
GDVIRTUAL_CALL(_mouse_shape_enter, p_shape);
emit_signal(SceneStringName(mouse_shape_entered), p_shape);
}
void CollisionObject2D::_mouse_shape_exit(int p_shape) {
GDVIRTUAL_CALL(_mouse_shape_exit, p_shape);
emit_signal(SceneStringName(mouse_shape_exited), p_shape);
}
void CollisionObject2D::set_only_update_transform_changes(bool p_enable) {
only_update_transform_changes = p_enable;
}
bool CollisionObject2D::is_only_update_transform_changes_enabled() const {
return only_update_transform_changes;
}
void CollisionObject2D::set_body_mode(PhysicsServer2D::BodyMode p_mode) {
ERR_FAIL_COND(area);
if (body_mode == p_mode) {
return;
}
body_mode = p_mode;
if (is_inside_tree() && !is_enabled() && (disable_mode == DISABLE_MODE_MAKE_STATIC)) {
return;
}
PhysicsServer2D::get_singleton()->body_set_mode(rid, p_mode);
}
void CollisionObject2D::_space_changed(const RID &p_new_space) {
}
void CollisionObject2D::_update_pickable() {
if (!is_inside_tree()) {
return;
}
bool is_pickable = pickable && is_visible_in_tree();
if (area) {
PhysicsServer2D::get_singleton()->area_set_pickable(rid, is_pickable);
} else {
PhysicsServer2D::get_singleton()->body_set_pickable(rid, is_pickable);
}
}
PackedStringArray CollisionObject2D::get_configuration_warnings() const {
PackedStringArray warnings = Node2D::get_configuration_warnings();
if (shapes.is_empty()) {
warnings.push_back(RTR("This node has no shape, so it can't collide or interact with other objects.\nConsider adding a CollisionShape2D or CollisionPolygon2D as a child to define its shape."));
}
return warnings;
}
void CollisionObject2D::_bind_methods() {
ClassDB::bind_method(D_METHOD("get_rid"), &CollisionObject2D::get_rid);
ClassDB::bind_method(D_METHOD("set_collision_layer", "layer"), &CollisionObject2D::set_collision_layer);
ClassDB::bind_method(D_METHOD("get_collision_layer"), &CollisionObject2D::get_collision_layer);
ClassDB::bind_method(D_METHOD("set_collision_mask", "mask"), &CollisionObject2D::set_collision_mask);
ClassDB::bind_method(D_METHOD("get_collision_mask"), &CollisionObject2D::get_collision_mask);
ClassDB::bind_method(D_METHOD("set_collision_layer_value", "layer_number", "value"), &CollisionObject2D::set_collision_layer_value);
ClassDB::bind_method(D_METHOD("get_collision_layer_value", "layer_number"), &CollisionObject2D::get_collision_layer_value);
ClassDB::bind_method(D_METHOD("set_collision_mask_value", "layer_number", "value"), &CollisionObject2D::set_collision_mask_value);
ClassDB::bind_method(D_METHOD("get_collision_mask_value", "layer_number"), &CollisionObject2D::get_collision_mask_value);
ClassDB::bind_method(D_METHOD("set_collision_priority", "priority"), &CollisionObject2D::set_collision_priority);
ClassDB::bind_method(D_METHOD("get_collision_priority"), &CollisionObject2D::get_collision_priority);
ClassDB::bind_method(D_METHOD("set_disable_mode", "mode"), &CollisionObject2D::set_disable_mode);
ClassDB::bind_method(D_METHOD("get_disable_mode"), &CollisionObject2D::get_disable_mode);
ClassDB::bind_method(D_METHOD("set_pickable", "enabled"), &CollisionObject2D::set_pickable);
ClassDB::bind_method(D_METHOD("is_pickable"), &CollisionObject2D::is_pickable);
ClassDB::bind_method(D_METHOD("create_shape_owner", "owner"), &CollisionObject2D::create_shape_owner);
ClassDB::bind_method(D_METHOD("remove_shape_owner", "owner_id"), &CollisionObject2D::remove_shape_owner);
ClassDB::bind_method(D_METHOD("get_shape_owners"), &CollisionObject2D::_get_shape_owners);
ClassDB::bind_method(D_METHOD("shape_owner_set_transform", "owner_id", "transform"), &CollisionObject2D::shape_owner_set_transform);
ClassDB::bind_method(D_METHOD("shape_owner_get_transform", "owner_id"), &CollisionObject2D::shape_owner_get_transform);
ClassDB::bind_method(D_METHOD("shape_owner_get_owner", "owner_id"), &CollisionObject2D::shape_owner_get_owner);
ClassDB::bind_method(D_METHOD("shape_owner_set_disabled", "owner_id", "disabled"), &CollisionObject2D::shape_owner_set_disabled);
ClassDB::bind_method(D_METHOD("is_shape_owner_disabled", "owner_id"), &CollisionObject2D::is_shape_owner_disabled);
ClassDB::bind_method(D_METHOD("shape_owner_set_one_way_collision", "owner_id", "enable"), &CollisionObject2D::shape_owner_set_one_way_collision);
ClassDB::bind_method(D_METHOD("is_shape_owner_one_way_collision_enabled", "owner_id"), &CollisionObject2D::is_shape_owner_one_way_collision_enabled);
ClassDB::bind_method(D_METHOD("shape_owner_set_one_way_collision_margin", "owner_id", "margin"), &CollisionObject2D::shape_owner_set_one_way_collision_margin);
ClassDB::bind_method(D_METHOD("get_shape_owner_one_way_collision_margin", "owner_id"), &CollisionObject2D::get_shape_owner_one_way_collision_margin);
ClassDB::bind_method(D_METHOD("shape_owner_add_shape", "owner_id", "shape"), &CollisionObject2D::shape_owner_add_shape);
ClassDB::bind_method(D_METHOD("shape_owner_get_shape_count", "owner_id"), &CollisionObject2D::shape_owner_get_shape_count);
ClassDB::bind_method(D_METHOD("shape_owner_get_shape", "owner_id", "shape_id"), &CollisionObject2D::shape_owner_get_shape);
ClassDB::bind_method(D_METHOD("shape_owner_get_shape_index", "owner_id", "shape_id"), &CollisionObject2D::shape_owner_get_shape_index);
ClassDB::bind_method(D_METHOD("shape_owner_remove_shape", "owner_id", "shape_id"), &CollisionObject2D::shape_owner_remove_shape);
ClassDB::bind_method(D_METHOD("shape_owner_clear_shapes", "owner_id"), &CollisionObject2D::shape_owner_clear_shapes);
ClassDB::bind_method(D_METHOD("shape_find_owner", "shape_index"), &CollisionObject2D::shape_find_owner);
GDVIRTUAL_BIND(_input_event, "viewport", "event", "shape_idx");
GDVIRTUAL_BIND(_mouse_enter);
GDVIRTUAL_BIND(_mouse_exit);
GDVIRTUAL_BIND(_mouse_shape_enter, "shape_idx");
GDVIRTUAL_BIND(_mouse_shape_exit, "shape_idx");
ADD_SIGNAL(MethodInfo("input_event", PropertyInfo(Variant::OBJECT, "viewport", PROPERTY_HINT_RESOURCE_TYPE, "Node"), PropertyInfo(Variant::OBJECT, "event", PROPERTY_HINT_RESOURCE_TYPE, "InputEvent"), PropertyInfo(Variant::INT, "shape_idx")));
ADD_SIGNAL(MethodInfo("mouse_entered"));
ADD_SIGNAL(MethodInfo("mouse_exited"));
ADD_SIGNAL(MethodInfo("mouse_shape_entered", PropertyInfo(Variant::INT, "shape_idx")));
ADD_SIGNAL(MethodInfo("mouse_shape_exited", PropertyInfo(Variant::INT, "shape_idx")));
ADD_PROPERTY(PropertyInfo(Variant::INT, "disable_mode", PROPERTY_HINT_ENUM, "Remove,Make Static,Keep Active"), "set_disable_mode", "get_disable_mode");
ADD_GROUP("Collision", "collision_");
ADD_PROPERTY(PropertyInfo(Variant::INT, "collision_layer", PROPERTY_HINT_LAYERS_2D_PHYSICS), "set_collision_layer", "get_collision_layer");
ADD_PROPERTY(PropertyInfo(Variant::INT, "collision_mask", PROPERTY_HINT_LAYERS_2D_PHYSICS), "set_collision_mask", "get_collision_mask");
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "collision_priority"), "set_collision_priority", "get_collision_priority");
ADD_GROUP("Input", "input_");
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "input_pickable"), "set_pickable", "is_pickable");
BIND_ENUM_CONSTANT(DISABLE_MODE_REMOVE);
BIND_ENUM_CONSTANT(DISABLE_MODE_MAKE_STATIC);
BIND_ENUM_CONSTANT(DISABLE_MODE_KEEP_ACTIVE);
}
CollisionObject2D::CollisionObject2D(RID p_rid, bool p_area) {
rid = p_rid;
area = p_area;
pickable = true;
set_notify_transform(true);
set_hide_clip_children(true);
total_subshapes = 0;
only_update_transform_changes = false;
if (p_area) {
PhysicsServer2D::get_singleton()->area_attach_object_instance_id(rid, get_instance_id());
} else {
PhysicsServer2D::get_singleton()->body_attach_object_instance_id(rid, get_instance_id());
PhysicsServer2D::get_singleton()->body_set_mode(rid, body_mode);
}
}
CollisionObject2D::CollisionObject2D() {
//owner=
set_notify_transform(true);
}
CollisionObject2D::~CollisionObject2D() {
ERR_FAIL_NULL(PhysicsServer2D::get_singleton());
PhysicsServer2D::get_singleton()->free(rid);
}

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/**************************************************************************/
/* collision_object_2d.h */
/**************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/**************************************************************************/
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* 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. */
/**************************************************************************/
#pragma once
#include "scene/2d/node_2d.h"
#include "scene/main/viewport.h"
#include "scene/resources/2d/shape_2d.h"
#include "servers/physics_server_2d.h"
class CollisionObject2D : public Node2D {
GDCLASS(CollisionObject2D, Node2D);
public:
enum DisableMode {
DISABLE_MODE_REMOVE,
DISABLE_MODE_MAKE_STATIC,
DISABLE_MODE_KEEP_ACTIVE,
};
private:
uint32_t collision_layer = 1;
uint32_t collision_mask = 1;
real_t collision_priority = 1.0;
bool area = false;
RID rid;
uint32_t callback_lock = 0;
bool pickable = false;
DisableMode disable_mode = DISABLE_MODE_REMOVE;
PhysicsServer2D::BodyMode body_mode = PhysicsServer2D::BODY_MODE_STATIC;
struct ShapeData {
ObjectID owner_id;
Transform2D xform;
struct Shape {
Ref<Shape2D> shape;
int index = 0;
};
Vector<Shape> shapes;
bool disabled = false;
bool one_way_collision = false;
real_t one_way_collision_margin = 0.0;
};
int total_subshapes = 0;
RBMap<uint32_t, ShapeData> shapes;
bool only_update_transform_changes = false; // This is used for sync to physics.
void _apply_disabled();
void _apply_enabled();
protected:
_FORCE_INLINE_ void lock_callback() { callback_lock++; }
_FORCE_INLINE_ void unlock_callback() {
ERR_FAIL_COND(callback_lock == 0);
callback_lock--;
}
CollisionObject2D(RID p_rid, bool p_area);
void _notification(int p_what);
static void _bind_methods();
void _update_pickable();
friend class Viewport;
void _input_event_call(Viewport *p_viewport, const Ref<InputEvent> &p_input_event, int p_shape);
void _mouse_enter();
void _mouse_exit();
void _mouse_shape_enter(int p_shape);
void _mouse_shape_exit(int p_shape);
void set_only_update_transform_changes(bool p_enable);
bool is_only_update_transform_changes_enabled() const;
void set_body_mode(PhysicsServer2D::BodyMode p_mode);
virtual void _space_changed(const RID &p_new_space);
GDVIRTUAL3(_input_event, Viewport *, Ref<InputEvent>, int)
GDVIRTUAL0(_mouse_enter)
GDVIRTUAL0(_mouse_exit)
GDVIRTUAL1(_mouse_shape_enter, int)
GDVIRTUAL1(_mouse_shape_exit, int)
public:
void set_collision_layer(uint32_t p_layer);
uint32_t get_collision_layer() const;
void set_collision_mask(uint32_t p_mask);
uint32_t get_collision_mask() const;
void set_collision_layer_value(int p_layer_number, bool p_value);
bool get_collision_layer_value(int p_layer_number) 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_collision_priority(real_t p_priority);
real_t get_collision_priority() const;
void set_disable_mode(DisableMode p_mode);
DisableMode get_disable_mode() const;
uint32_t create_shape_owner(Object *p_owner);
void remove_shape_owner(uint32_t owner);
void get_shape_owners(List<uint32_t> *r_owners);
PackedInt32Array _get_shape_owners();
void shape_owner_set_transform(uint32_t p_owner, const Transform2D &p_transform);
Transform2D shape_owner_get_transform(uint32_t p_owner) const;
Object *shape_owner_get_owner(uint32_t p_owner) const;
void shape_owner_set_disabled(uint32_t p_owner, bool p_disabled);
bool is_shape_owner_disabled(uint32_t p_owner) const;
void shape_owner_set_one_way_collision(uint32_t p_owner, bool p_enable);
bool is_shape_owner_one_way_collision_enabled(uint32_t p_owner) const;
void shape_owner_set_one_way_collision_margin(uint32_t p_owner, real_t p_margin);
real_t get_shape_owner_one_way_collision_margin(uint32_t p_owner) const;
void shape_owner_add_shape(uint32_t p_owner, const Ref<Shape2D> &p_shape);
int shape_owner_get_shape_count(uint32_t p_owner) const;
Ref<Shape2D> shape_owner_get_shape(uint32_t p_owner, int p_shape) const;
int shape_owner_get_shape_index(uint32_t p_owner, int p_shape) const;
void shape_owner_remove_shape(uint32_t p_owner, int p_shape);
void shape_owner_clear_shapes(uint32_t p_owner);
uint32_t shape_find_owner(int p_shape_index) const;
void set_pickable(bool p_enabled);
bool is_pickable() const;
PackedStringArray get_configuration_warnings() const override;
_FORCE_INLINE_ RID get_rid() const { return rid; }
CollisionObject2D();
~CollisionObject2D();
};
VARIANT_ENUM_CAST(CollisionObject2D::DisableMode);

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/**************************************************************************/
/* collision_polygon_2d.cpp */
/**************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/**************************************************************************/
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* 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 "collision_polygon_2d.h"
#include "core/math/geometry_2d.h"
#include "scene/2d/physics/area_2d.h"
#include "scene/2d/physics/collision_object_2d.h"
#include "scene/resources/2d/concave_polygon_shape_2d.h"
#include "scene/resources/2d/convex_polygon_shape_2d.h"
void CollisionPolygon2D::_build_polygon() {
collision_object->shape_owner_clear_shapes(owner_id);
bool solids = build_mode == BUILD_SOLIDS;
if (solids) {
if (polygon.size() < 3) {
return;
}
//here comes the sun, lalalala
//decompose concave into multiple convex polygons and add them
Vector<Vector<Vector2>> decomp = _decompose_in_convex();
for (int i = 0; i < decomp.size(); i++) {
Ref<ConvexPolygonShape2D> convex = memnew(ConvexPolygonShape2D);
convex->set_points(decomp[i]);
collision_object->shape_owner_add_shape(owner_id, convex);
}
} else {
if (polygon.size() < 2) {
return;
}
Ref<ConcavePolygonShape2D> concave = memnew(ConcavePolygonShape2D);
Vector<Vector2> segments;
segments.resize(polygon.size() * 2);
Vector2 *w = segments.ptrw();
for (int i = 0; i < polygon.size(); i++) {
w[(i << 1) + 0] = polygon[i];
w[(i << 1) + 1] = polygon[(i + 1) % polygon.size()];
}
concave->set_segments(segments);
collision_object->shape_owner_add_shape(owner_id, concave);
}
}
Vector<Vector<Vector2>> CollisionPolygon2D::_decompose_in_convex() {
Vector<Vector<Vector2>> decomp = Geometry2D::decompose_polygon_in_convex(polygon);
return decomp;
}
void CollisionPolygon2D::_update_in_shape_owner(bool p_xform_only) {
collision_object->shape_owner_set_transform(owner_id, get_transform());
if (p_xform_only) {
return;
}
collision_object->shape_owner_set_disabled(owner_id, disabled);
collision_object->shape_owner_set_one_way_collision(owner_id, one_way_collision);
collision_object->shape_owner_set_one_way_collision_margin(owner_id, one_way_collision_margin);
}
void CollisionPolygon2D::_notification(int p_what) {
switch (p_what) {
case NOTIFICATION_PARENTED: {
collision_object = Object::cast_to<CollisionObject2D>(get_parent());
if (collision_object) {
owner_id = collision_object->create_shape_owner(this);
_build_polygon();
_update_in_shape_owner();
}
} break;
case NOTIFICATION_ENTER_TREE: {
if (collision_object) {
_update_in_shape_owner();
}
} break;
case NOTIFICATION_LOCAL_TRANSFORM_CHANGED: {
if (collision_object) {
_update_in_shape_owner(true);
}
} break;
case NOTIFICATION_UNPARENTED: {
if (collision_object) {
collision_object->remove_shape_owner(owner_id);
}
owner_id = 0;
collision_object = nullptr;
} break;
case NOTIFICATION_DRAW: {
ERR_FAIL_COND(!is_inside_tree());
if (!Engine::get_singleton()->is_editor_hint() && !get_tree()->is_debugging_collisions_hint()) {
break;
}
if (polygon.size() > 2) {
#ifdef TOOLS_ENABLED
if (build_mode == BUILD_SOLIDS) {
Vector<Vector<Vector2>> decomp = _decompose_in_convex();
Color c(0.4, 0.9, 0.1);
for (int i = 0; i < decomp.size(); i++) {
c.set_hsv(Math::fmod(c.get_h() + 0.738, 1), c.get_s(), c.get_v(), 0.5);
draw_colored_polygon(decomp[i], c);
}
}
#endif
const Color stroke_color = get_tree()->get_debug_collisions_color();
draw_polyline(polygon, stroke_color);
// Draw the last segment.
draw_line(polygon[polygon.size() - 1], polygon[0], stroke_color);
}
if (one_way_collision) {
Color dcol = get_tree()->get_debug_collisions_color(); //0.9,0.2,0.2,0.4);
dcol.a = 1.0;
Vector2 line_to(0, 20);
draw_line(Vector2(), line_to, dcol, 3);
real_t tsize = 8;
Vector<Vector2> pts = {
line_to + Vector2(0, tsize),
line_to + Vector2(Math::SQRT12 * tsize, 0),
line_to + Vector2(-Math::SQRT12 * tsize, 0)
};
Vector<Color> cols{ dcol, dcol, dcol };
draw_primitive(pts, cols, Vector<Vector2>()); //small arrow
}
} break;
}
}
void CollisionPolygon2D::set_polygon(const Vector<Point2> &p_polygon) {
polygon = p_polygon;
{
for (int i = 0; i < polygon.size(); i++) {
if (i == 0) {
aabb = Rect2(polygon[i], Size2());
} else {
aabb.expand_to(polygon[i]);
}
}
if (aabb == Rect2()) {
aabb = Rect2(-10, -10, 20, 20);
} else {
aabb.position -= aabb.size * 0.3;
aabb.size += aabb.size * 0.6;
}
}
if (collision_object) {
_build_polygon();
_update_in_shape_owner();
}
queue_redraw();
update_configuration_warnings();
}
Vector<Point2> CollisionPolygon2D::get_polygon() const {
return polygon;
}
void CollisionPolygon2D::set_build_mode(BuildMode p_mode) {
ERR_FAIL_INDEX((int)p_mode, 2);
build_mode = p_mode;
if (collision_object) {
_build_polygon();
_update_in_shape_owner();
}
queue_redraw();
update_configuration_warnings();
}
CollisionPolygon2D::BuildMode CollisionPolygon2D::get_build_mode() const {
return build_mode;
}
#ifdef DEBUG_ENABLED
Rect2 CollisionPolygon2D::_edit_get_rect() const {
return aabb;
}
bool CollisionPolygon2D::_edit_use_rect() const {
return true;
}
bool CollisionPolygon2D::_edit_is_selected_on_click(const Point2 &p_point, double p_tolerance) const {
return Geometry2D::is_point_in_polygon(p_point, Variant(polygon));
}
#endif
PackedStringArray CollisionPolygon2D::get_configuration_warnings() const {
PackedStringArray warnings = Node2D::get_configuration_warnings();
if (!Object::cast_to<CollisionObject2D>(get_parent())) {
warnings.push_back(RTR("CollisionPolygon2D only serves to provide a collision shape to a CollisionObject2D derived node. Please only use it as a child of Area2D, StaticBody2D, RigidBody2D, CharacterBody2D, etc. to give them a shape."));
}
int polygon_count = polygon.size();
if (polygon_count == 0) {
warnings.push_back(RTR("An empty CollisionPolygon2D has no effect on collision."));
} else {
bool solids = build_mode == BUILD_SOLIDS;
if (solids) {
if (polygon_count < 3) {
warnings.push_back(RTR("Invalid polygon. At least 3 points are needed in 'Solids' build mode."));
}
} else if (polygon_count < 2) {
warnings.push_back(RTR("Invalid polygon. At least 2 points are needed in 'Segments' build mode."));
}
}
if (one_way_collision && Object::cast_to<Area2D>(get_parent())) {
warnings.push_back(RTR("The One Way Collision property will be ignored when the collision object is an Area2D."));
}
return warnings;
}
void CollisionPolygon2D::set_disabled(bool p_disabled) {
disabled = p_disabled;
queue_redraw();
if (collision_object) {
collision_object->shape_owner_set_disabled(owner_id, p_disabled);
}
}
bool CollisionPolygon2D::is_disabled() const {
return disabled;
}
void CollisionPolygon2D::set_one_way_collision(bool p_enable) {
one_way_collision = p_enable;
queue_redraw();
if (collision_object) {
collision_object->shape_owner_set_one_way_collision(owner_id, p_enable);
}
update_configuration_warnings();
}
bool CollisionPolygon2D::is_one_way_collision_enabled() const {
return one_way_collision;
}
void CollisionPolygon2D::set_one_way_collision_margin(real_t p_margin) {
one_way_collision_margin = p_margin;
if (collision_object) {
collision_object->shape_owner_set_one_way_collision_margin(owner_id, one_way_collision_margin);
}
}
real_t CollisionPolygon2D::get_one_way_collision_margin() const {
return one_way_collision_margin;
}
void CollisionPolygon2D::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_polygon", "polygon"), &CollisionPolygon2D::set_polygon);
ClassDB::bind_method(D_METHOD("get_polygon"), &CollisionPolygon2D::get_polygon);
ClassDB::bind_method(D_METHOD("set_build_mode", "build_mode"), &CollisionPolygon2D::set_build_mode);
ClassDB::bind_method(D_METHOD("get_build_mode"), &CollisionPolygon2D::get_build_mode);
ClassDB::bind_method(D_METHOD("set_disabled", "disabled"), &CollisionPolygon2D::set_disabled);
ClassDB::bind_method(D_METHOD("is_disabled"), &CollisionPolygon2D::is_disabled);
ClassDB::bind_method(D_METHOD("set_one_way_collision", "enabled"), &CollisionPolygon2D::set_one_way_collision);
ClassDB::bind_method(D_METHOD("is_one_way_collision_enabled"), &CollisionPolygon2D::is_one_way_collision_enabled);
ClassDB::bind_method(D_METHOD("set_one_way_collision_margin", "margin"), &CollisionPolygon2D::set_one_way_collision_margin);
ClassDB::bind_method(D_METHOD("get_one_way_collision_margin"), &CollisionPolygon2D::get_one_way_collision_margin);
ADD_PROPERTY(PropertyInfo(Variant::INT, "build_mode", PROPERTY_HINT_ENUM, "Solids,Segments"), "set_build_mode", "get_build_mode");
ADD_PROPERTY(PropertyInfo(Variant::PACKED_VECTOR2_ARRAY, "polygon"), "set_polygon", "get_polygon");
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "disabled"), "set_disabled", "is_disabled");
ADD_GROUP("One Way Collision", "one_way_collision");
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "one_way_collision", PROPERTY_HINT_GROUP_ENABLE), "set_one_way_collision", "is_one_way_collision_enabled");
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "one_way_collision_margin", PROPERTY_HINT_RANGE, "0,128,0.1,suffix:px"), "set_one_way_collision_margin", "get_one_way_collision_margin");
BIND_ENUM_CONSTANT(BUILD_SOLIDS);
BIND_ENUM_CONSTANT(BUILD_SEGMENTS);
}
CollisionPolygon2D::CollisionPolygon2D() {
set_notify_local_transform(true);
set_hide_clip_children(true);
}

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/**************************************************************************/
/* collision_polygon_2d.h */
/**************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/**************************************************************************/
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* 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. */
/**************************************************************************/
#pragma once
#include "scene/2d/node_2d.h"
class CollisionObject2D;
class CollisionPolygon2D : public Node2D {
GDCLASS(CollisionPolygon2D, Node2D);
public:
enum BuildMode {
BUILD_SOLIDS,
BUILD_SEGMENTS,
};
protected:
Rect2 aabb = Rect2(-10, -10, 20, 20);
BuildMode build_mode = BUILD_SOLIDS;
Vector<Point2> polygon;
uint32_t owner_id = 0;
CollisionObject2D *collision_object = nullptr;
bool disabled = false;
bool one_way_collision = false;
real_t one_way_collision_margin = 1.0;
Vector<Vector<Vector2>> _decompose_in_convex();
void _build_polygon();
void _update_in_shape_owner(bool p_xform_only = false);
protected:
void _notification(int p_what);
static void _bind_methods();
public:
#ifdef DEBUG_ENABLED
virtual Rect2 _edit_get_rect() const override;
virtual bool _edit_use_rect() const override;
virtual bool _edit_is_selected_on_click(const Point2 &p_point, double p_tolerance) const override;
#endif
void set_build_mode(BuildMode p_mode);
BuildMode get_build_mode() const;
void set_polygon(const Vector<Point2> &p_polygon);
Vector<Point2> get_polygon() const;
PackedStringArray get_configuration_warnings() const override;
void set_disabled(bool p_disabled);
bool is_disabled() const;
void set_one_way_collision(bool p_enable);
bool is_one_way_collision_enabled() const;
void set_one_way_collision_margin(real_t p_margin);
real_t get_one_way_collision_margin() const;
CollisionPolygon2D();
};
VARIANT_ENUM_CAST(CollisionPolygon2D::BuildMode);

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/**************************************************************************/
/* collision_shape_2d.cpp */
/**************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/**************************************************************************/
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* 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 "collision_shape_2d.h"
#include "scene/2d/physics/area_2d.h"
#include "scene/2d/physics/collision_object_2d.h"
#include "scene/resources/2d/concave_polygon_shape_2d.h"
#include "scene/resources/2d/convex_polygon_shape_2d.h"
void CollisionShape2D::_shape_changed() {
queue_redraw();
}
void CollisionShape2D::_update_in_shape_owner(bool p_xform_only) {
collision_object->shape_owner_set_transform(owner_id, get_transform());
if (p_xform_only) {
return;
}
collision_object->shape_owner_set_disabled(owner_id, disabled);
collision_object->shape_owner_set_one_way_collision(owner_id, one_way_collision);
collision_object->shape_owner_set_one_way_collision_margin(owner_id, one_way_collision_margin);
}
void CollisionShape2D::_notification(int p_what) {
switch (p_what) {
case NOTIFICATION_PARENTED: {
collision_object = Object::cast_to<CollisionObject2D>(get_parent());
if (collision_object) {
owner_id = collision_object->create_shape_owner(this);
if (shape.is_valid()) {
collision_object->shape_owner_add_shape(owner_id, shape);
}
_update_in_shape_owner();
}
} break;
case NOTIFICATION_ENTER_TREE: {
if (collision_object) {
_update_in_shape_owner();
}
} break;
case NOTIFICATION_LOCAL_TRANSFORM_CHANGED: {
if (collision_object) {
_update_in_shape_owner(true);
}
} break;
case NOTIFICATION_UNPARENTED: {
if (collision_object) {
collision_object->remove_shape_owner(owner_id);
}
owner_id = 0;
collision_object = nullptr;
} break;
case NOTIFICATION_DRAW: {
ERR_FAIL_COND(!is_inside_tree());
if (!Engine::get_singleton()->is_editor_hint() && !get_tree()->is_debugging_collisions_hint()) {
break;
}
if (shape.is_null()) {
break;
}
rect = Rect2();
Color draw_col = debug_color;
if (disabled) {
float g = draw_col.get_v();
draw_col.r = g;
draw_col.g = g;
draw_col.b = g;
draw_col.a *= 0.5;
}
shape->draw(get_canvas_item(), draw_col);
rect = shape->get_rect();
rect = rect.grow(3);
if (one_way_collision) {
// Draw an arrow indicating the one-way collision direction
draw_col = debug_color.inverted();
if (disabled) {
draw_col = draw_col.darkened(0.25);
}
Vector2 line_to(0, 20);
draw_line(Vector2(), line_to, draw_col, 2);
real_t tsize = 8;
Vector<Vector2> pts{
line_to + Vector2(0, tsize),
line_to + Vector2(Math::SQRT12 * tsize, 0),
line_to + Vector2(-Math::SQRT12 * tsize, 0)
};
Vector<Color> cols{ draw_col, draw_col, draw_col };
draw_primitive(pts, cols, Vector<Vector2>());
}
} break;
}
}
void CollisionShape2D::set_shape(const Ref<Shape2D> &p_shape) {
if (p_shape == shape) {
return;
}
if (shape.is_valid()) {
shape->disconnect_changed(callable_mp(this, &CollisionShape2D::_shape_changed));
}
shape = p_shape;
queue_redraw();
if (collision_object) {
collision_object->shape_owner_clear_shapes(owner_id);
if (shape.is_valid()) {
collision_object->shape_owner_add_shape(owner_id, shape);
}
_update_in_shape_owner();
}
if (shape.is_valid()) {
shape->connect_changed(callable_mp(this, &CollisionShape2D::_shape_changed));
}
update_configuration_warnings();
}
Ref<Shape2D> CollisionShape2D::get_shape() const {
return shape;
}
bool CollisionShape2D::_edit_is_selected_on_click(const Point2 &p_point, double p_tolerance) const {
if (shape.is_null()) {
return false;
}
return shape->_edit_is_selected_on_click(p_point, p_tolerance);
}
PackedStringArray CollisionShape2D::get_configuration_warnings() const {
PackedStringArray warnings = Node2D::get_configuration_warnings();
CollisionObject2D *col_object = Object::cast_to<CollisionObject2D>(get_parent());
if (col_object == nullptr) {
warnings.push_back(RTR("CollisionShape2D only serves to provide a collision shape to a CollisionObject2D derived node.\nPlease only use it as a child of Area2D, StaticBody2D, RigidBody2D, CharacterBody2D, etc. to give them a shape."));
}
if (shape.is_null()) {
warnings.push_back(RTR("A shape must be provided for CollisionShape2D to function. Please create a shape resource for it!"));
}
if (one_way_collision && Object::cast_to<Area2D>(col_object)) {
warnings.push_back(RTR("The One Way Collision property will be ignored when the collision object is an Area2D."));
}
Ref<ConvexPolygonShape2D> convex = shape;
Ref<ConcavePolygonShape2D> concave = shape;
if (convex.is_valid() || concave.is_valid()) {
warnings.push_back(RTR("The CollisionShape2D node has limited editing options for polygon-based shapes. Consider using a CollisionPolygon2D node instead."));
}
return warnings;
}
void CollisionShape2D::set_disabled(bool p_disabled) {
disabled = p_disabled;
queue_redraw();
if (collision_object) {
collision_object->shape_owner_set_disabled(owner_id, p_disabled);
}
}
bool CollisionShape2D::is_disabled() const {
return disabled;
}
void CollisionShape2D::set_one_way_collision(bool p_enable) {
one_way_collision = p_enable;
queue_redraw();
if (collision_object) {
collision_object->shape_owner_set_one_way_collision(owner_id, p_enable);
}
update_configuration_warnings();
}
bool CollisionShape2D::is_one_way_collision_enabled() const {
return one_way_collision;
}
void CollisionShape2D::set_one_way_collision_margin(real_t p_margin) {
one_way_collision_margin = p_margin;
if (collision_object) {
collision_object->shape_owner_set_one_way_collision_margin(owner_id, one_way_collision_margin);
}
}
real_t CollisionShape2D::get_one_way_collision_margin() const {
return one_way_collision_margin;
}
Color CollisionShape2D::_get_default_debug_color() const {
const SceneTree *st = SceneTree::get_singleton();
return st ? st->get_debug_collisions_color() : Color(0.0, 0.0, 0.0, 0.0);
}
void CollisionShape2D::set_debug_color(const Color &p_color) {
if (debug_color == p_color) {
return;
}
debug_color = p_color;
queue_redraw();
}
Color CollisionShape2D::get_debug_color() const {
return debug_color;
}
#ifdef DEBUG_ENABLED
bool CollisionShape2D::_property_can_revert(const StringName &p_name) const {
if (p_name == "debug_color") {
return true;
}
return false;
}
bool CollisionShape2D::_property_get_revert(const StringName &p_name, Variant &r_property) const {
if (p_name == "debug_color") {
r_property = _get_default_debug_color();
return true;
}
return false;
}
void CollisionShape2D::_validate_property(PropertyInfo &p_property) const {
if (p_property.name == "debug_color") {
if (debug_color == _get_default_debug_color()) {
p_property.usage = PROPERTY_USAGE_DEFAULT & ~PROPERTY_USAGE_STORAGE;
} else {
p_property.usage = PROPERTY_USAGE_DEFAULT;
}
}
}
#endif // DEBUG_ENABLED
void CollisionShape2D::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_shape", "shape"), &CollisionShape2D::set_shape);
ClassDB::bind_method(D_METHOD("get_shape"), &CollisionShape2D::get_shape);
ClassDB::bind_method(D_METHOD("set_disabled", "disabled"), &CollisionShape2D::set_disabled);
ClassDB::bind_method(D_METHOD("is_disabled"), &CollisionShape2D::is_disabled);
ClassDB::bind_method(D_METHOD("set_one_way_collision", "enabled"), &CollisionShape2D::set_one_way_collision);
ClassDB::bind_method(D_METHOD("is_one_way_collision_enabled"), &CollisionShape2D::is_one_way_collision_enabled);
ClassDB::bind_method(D_METHOD("set_one_way_collision_margin", "margin"), &CollisionShape2D::set_one_way_collision_margin);
ClassDB::bind_method(D_METHOD("get_one_way_collision_margin"), &CollisionShape2D::get_one_way_collision_margin);
ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "shape", PROPERTY_HINT_RESOURCE_TYPE, "Shape2D"), "set_shape", "get_shape");
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "disabled"), "set_disabled", "is_disabled");
ADD_GROUP("One Way Collision", "one_way_collision");
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "one_way_collision", PROPERTY_HINT_GROUP_ENABLE), "set_one_way_collision", "is_one_way_collision_enabled");
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "one_way_collision_margin", PROPERTY_HINT_RANGE, "0,128,0.1,suffix:px"), "set_one_way_collision_margin", "get_one_way_collision_margin");
ClassDB::bind_method(D_METHOD("set_debug_color", "color"), &CollisionShape2D::set_debug_color);
ClassDB::bind_method(D_METHOD("get_debug_color"), &CollisionShape2D::get_debug_color);
ADD_PROPERTY(PropertyInfo(Variant::COLOR, "debug_color"), "set_debug_color", "get_debug_color");
// Default value depends on a project setting, override for doc generation purposes.
ADD_PROPERTY_DEFAULT("debug_color", Color(0.0, 0.0, 0.0, 0.0));
}
CollisionShape2D::CollisionShape2D() {
set_notify_local_transform(true);
set_hide_clip_children(true);
debug_color = _get_default_debug_color();
}

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/**************************************************************************/
/* collision_shape_2d.h */
/**************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/**************************************************************************/
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* 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. */
/**************************************************************************/
#pragma once
#include "scene/2d/node_2d.h"
#include "scene/resources/2d/shape_2d.h"
class CollisionObject2D;
class CollisionShape2D : public Node2D {
GDCLASS(CollisionShape2D, Node2D);
Ref<Shape2D> shape;
Rect2 rect = Rect2(-Point2(10, 10), Point2(20, 20));
uint32_t owner_id = 0;
CollisionObject2D *collision_object = nullptr;
bool disabled = false;
bool one_way_collision = false;
real_t one_way_collision_margin = 1.0;
void _shape_changed();
void _update_in_shape_owner(bool p_xform_only = false);
// Not wrapped in `#ifdef DEBUG_ENABLED` as it is used for rendering.
Color debug_color = Color(0.0, 0.0, 0.0, 0.0);
Color _get_default_debug_color() const;
protected:
void _notification(int p_what);
#ifdef DEBUG_ENABLED
bool _property_can_revert(const StringName &p_name) const;
bool _property_get_revert(const StringName &p_name, Variant &r_property) const;
void _validate_property(PropertyInfo &p_property) const;
#endif // DEBUG_ENABLED
static void _bind_methods();
public:
#ifdef DEBUG_ENABLED
virtual bool _edit_is_selected_on_click(const Point2 &p_point, double p_tolerance) const override;
#else
virtual bool _edit_is_selected_on_click(const Point2 &p_point, double p_tolerance) const;
#endif // DEBUG_ENABLED
void set_shape(const Ref<Shape2D> &p_shape);
Ref<Shape2D> get_shape() const;
void set_disabled(bool p_disabled);
bool is_disabled() const;
void set_one_way_collision(bool p_enable);
bool is_one_way_collision_enabled() const;
void set_one_way_collision_margin(real_t p_margin);
real_t get_one_way_collision_margin() const;
void set_debug_color(const Color &p_color);
Color get_debug_color() const;
PackedStringArray get_configuration_warnings() const override;
CollisionShape2D();
};

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#!/usr/bin/env python
from misc.utility.scons_hints import *
Import("env")
env.add_source_files(env.scene_sources, "*.cpp")

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/**************************************************************************/
/* damped_spring_joint_2d.cpp */
/**************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/**************************************************************************/
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* 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 "damped_spring_joint_2d.h"
#include "scene/2d/physics/physics_body_2d.h"
void DampedSpringJoint2D::_notification(int p_what) {
switch (p_what) {
case NOTIFICATION_DRAW: {
if (!is_inside_tree()) {
break;
}
if (!Engine::get_singleton()->is_editor_hint() && !get_tree()->is_debugging_collisions_hint()) {
break;
}
draw_line(Point2(-10, 0), Point2(+10, 0), Color(0.7, 0.6, 0.0, 0.5), 3);
draw_line(Point2(-10, length), Point2(+10, length), Color(0.7, 0.6, 0.0, 0.5), 3);
draw_line(Point2(0, 0), Point2(0, length), Color(0.7, 0.6, 0.0, 0.5), 3);
} break;
}
}
void DampedSpringJoint2D::_configure_joint(RID p_joint, PhysicsBody2D *body_a, PhysicsBody2D *body_b) {
Transform2D gt = get_global_transform();
Vector2 anchor_A = gt.get_origin();
Vector2 anchor_B = gt.xform(Vector2(0, length));
PhysicsServer2D::get_singleton()->joint_make_damped_spring(p_joint, anchor_A, anchor_B, body_a->get_rid(), body_b->get_rid());
if (rest_length) {
PhysicsServer2D::get_singleton()->damped_spring_joint_set_param(p_joint, PhysicsServer2D::DAMPED_SPRING_REST_LENGTH, rest_length);
}
PhysicsServer2D::get_singleton()->damped_spring_joint_set_param(p_joint, PhysicsServer2D::DAMPED_SPRING_STIFFNESS, stiffness);
PhysicsServer2D::get_singleton()->damped_spring_joint_set_param(p_joint, PhysicsServer2D::DAMPED_SPRING_DAMPING, damping);
}
void DampedSpringJoint2D::set_length(real_t p_length) {
length = p_length;
queue_redraw();
}
real_t DampedSpringJoint2D::get_length() const {
return length;
}
void DampedSpringJoint2D::set_rest_length(real_t p_rest_length) {
rest_length = p_rest_length;
queue_redraw();
if (is_configured()) {
PhysicsServer2D::get_singleton()->damped_spring_joint_set_param(get_rid(), PhysicsServer2D::DAMPED_SPRING_REST_LENGTH, p_rest_length ? p_rest_length : length);
}
}
real_t DampedSpringJoint2D::get_rest_length() const {
return rest_length;
}
void DampedSpringJoint2D::set_stiffness(real_t p_stiffness) {
stiffness = p_stiffness;
queue_redraw();
if (is_configured()) {
PhysicsServer2D::get_singleton()->damped_spring_joint_set_param(get_rid(), PhysicsServer2D::DAMPED_SPRING_STIFFNESS, p_stiffness);
}
}
real_t DampedSpringJoint2D::get_stiffness() const {
return stiffness;
}
void DampedSpringJoint2D::set_damping(real_t p_damping) {
damping = p_damping;
queue_redraw();
if (is_configured()) {
PhysicsServer2D::get_singleton()->damped_spring_joint_set_param(get_rid(), PhysicsServer2D::DAMPED_SPRING_DAMPING, p_damping);
}
}
real_t DampedSpringJoint2D::get_damping() const {
return damping;
}
void DampedSpringJoint2D::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_length", "length"), &DampedSpringJoint2D::set_length);
ClassDB::bind_method(D_METHOD("get_length"), &DampedSpringJoint2D::get_length);
ClassDB::bind_method(D_METHOD("set_rest_length", "rest_length"), &DampedSpringJoint2D::set_rest_length);
ClassDB::bind_method(D_METHOD("get_rest_length"), &DampedSpringJoint2D::get_rest_length);
ClassDB::bind_method(D_METHOD("set_stiffness", "stiffness"), &DampedSpringJoint2D::set_stiffness);
ClassDB::bind_method(D_METHOD("get_stiffness"), &DampedSpringJoint2D::get_stiffness);
ClassDB::bind_method(D_METHOD("set_damping", "damping"), &DampedSpringJoint2D::set_damping);
ClassDB::bind_method(D_METHOD("get_damping"), &DampedSpringJoint2D::get_damping);
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "length", PROPERTY_HINT_RANGE, "1,65535,1,exp,suffix:px"), "set_length", "get_length");
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "rest_length", PROPERTY_HINT_RANGE, "0,65535,1,exp,suffix:px"), "set_rest_length", "get_rest_length");
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "stiffness", PROPERTY_HINT_RANGE, "0.1,64,0.1,exp"), "set_stiffness", "get_stiffness");
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "damping", PROPERTY_HINT_RANGE, "0.01,16,0.01,exp"), "set_damping", "get_damping");
}
DampedSpringJoint2D::DampedSpringJoint2D() {
}

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/**************************************************************************/
/* damped_spring_joint_2d.h */
/**************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/**************************************************************************/
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* 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. */
/**************************************************************************/
#pragma once
#include "scene/2d/physics/joints/joint_2d.h"
class PhysicsBody2D;
class DampedSpringJoint2D : public Joint2D {
GDCLASS(DampedSpringJoint2D, Joint2D);
real_t stiffness = 20.0;
real_t damping = 1.0;
real_t rest_length = 0.0;
real_t length = 50.0;
protected:
void _notification(int p_what);
virtual void _configure_joint(RID p_joint, PhysicsBody2D *body_a, PhysicsBody2D *body_b) override;
static void _bind_methods();
public:
void set_length(real_t p_length);
real_t get_length() const;
void set_rest_length(real_t p_rest_length);
real_t get_rest_length() const;
void set_damping(real_t p_damping);
real_t get_damping() const;
void set_stiffness(real_t p_stiffness);
real_t get_stiffness() const;
DampedSpringJoint2D();
};

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/**************************************************************************/
/* groove_joint_2d.cpp */
/**************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/**************************************************************************/
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* 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 "groove_joint_2d.h"
#include "scene/2d/physics/physics_body_2d.h"
void GrooveJoint2D::_notification(int p_what) {
switch (p_what) {
case NOTIFICATION_DRAW: {
if (!is_inside_tree()) {
break;
}
if (!Engine::get_singleton()->is_editor_hint() && !get_tree()->is_debugging_collisions_hint()) {
break;
}
draw_line(Point2(-10, 0), Point2(+10, 0), Color(0.7, 0.6, 0.0, 0.5), 3);
draw_line(Point2(-10, length), Point2(+10, length), Color(0.7, 0.6, 0.0, 0.5), 3);
draw_line(Point2(0, 0), Point2(0, length), Color(0.7, 0.6, 0.0, 0.5), 3);
draw_line(Point2(-10, initial_offset), Point2(+10, initial_offset), Color(0.8, 0.8, 0.9, 0.5), 5);
} break;
}
}
void GrooveJoint2D::_configure_joint(RID p_joint, PhysicsBody2D *body_a, PhysicsBody2D *body_b) {
Transform2D gt = get_global_transform();
Vector2 groove_A1 = gt.get_origin();
Vector2 groove_A2 = gt.xform(Vector2(0, length));
Vector2 anchor_B = gt.xform(Vector2(0, initial_offset));
PhysicsServer2D::get_singleton()->joint_make_groove(p_joint, groove_A1, groove_A2, anchor_B, body_a->get_rid(), body_b->get_rid());
}
void GrooveJoint2D::set_length(real_t p_length) {
length = p_length;
queue_redraw();
}
real_t GrooveJoint2D::get_length() const {
return length;
}
void GrooveJoint2D::set_initial_offset(real_t p_initial_offset) {
initial_offset = p_initial_offset;
queue_redraw();
}
real_t GrooveJoint2D::get_initial_offset() const {
return initial_offset;
}
void GrooveJoint2D::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_length", "length"), &GrooveJoint2D::set_length);
ClassDB::bind_method(D_METHOD("get_length"), &GrooveJoint2D::get_length);
ClassDB::bind_method(D_METHOD("set_initial_offset", "offset"), &GrooveJoint2D::set_initial_offset);
ClassDB::bind_method(D_METHOD("get_initial_offset"), &GrooveJoint2D::get_initial_offset);
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "length", PROPERTY_HINT_RANGE, "1,65535,1,exp,suffix:px"), "set_length", "get_length");
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "initial_offset", PROPERTY_HINT_RANGE, "1,65535,1,exp,suffix:px"), "set_initial_offset", "get_initial_offset");
}
GrooveJoint2D::GrooveJoint2D() {
}

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/**************************************************************************/
/* groove_joint_2d.h */
/**************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/**************************************************************************/
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* 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. */
/**************************************************************************/
#pragma once
#include "scene/2d/physics/joints/joint_2d.h"
class PhysicsBody2D;
class GrooveJoint2D : public Joint2D {
GDCLASS(GrooveJoint2D, Joint2D);
real_t length = 50.0;
real_t initial_offset = 25.0;
protected:
void _notification(int p_what);
virtual void _configure_joint(RID p_joint, PhysicsBody2D *body_a, PhysicsBody2D *body_b) override;
static void _bind_methods();
public:
void set_length(real_t p_length);
real_t get_length() const;
void set_initial_offset(real_t p_initial_offset);
real_t get_initial_offset() const;
GrooveJoint2D();
};

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/**************************************************************************/
/* joint_2d.cpp */
/**************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/**************************************************************************/
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* 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 "joint_2d.h"
#include "scene/2d/physics/physics_body_2d.h"
void Joint2D::_disconnect_signals() {
Node *node_a = get_node_or_null(a);
PhysicsBody2D *body_a = Object::cast_to<PhysicsBody2D>(node_a);
if (body_a) {
body_a->disconnect(SceneStringName(tree_exiting), callable_mp(this, &Joint2D::_body_exit_tree));
}
Node *node_b = get_node_or_null(b);
PhysicsBody2D *body_b = Object::cast_to<PhysicsBody2D>(node_b);
if (body_b) {
body_b->disconnect(SceneStringName(tree_exiting), callable_mp(this, &Joint2D::_body_exit_tree));
}
}
void Joint2D::_body_exit_tree() {
_disconnect_signals();
_update_joint(true);
update_configuration_warnings();
}
void Joint2D::_update_joint(bool p_only_free) {
if (ba.is_valid() && bb.is_valid() && exclude_from_collision) {
PhysicsServer2D::get_singleton()->joint_disable_collisions_between_bodies(joint, false);
}
ba = RID();
bb = RID();
configured = false;
if (p_only_free || !is_inside_tree()) {
PhysicsServer2D::get_singleton()->joint_clear(joint);
warning = String();
return;
}
Node *node_a = get_node_or_null(a);
Node *node_b = get_node_or_null(b);
PhysicsBody2D *body_a = Object::cast_to<PhysicsBody2D>(node_a);
PhysicsBody2D *body_b = Object::cast_to<PhysicsBody2D>(node_b);
bool valid = false;
if (node_a && !body_a && node_b && !body_b) {
warning = RTR("Node A and Node B must be PhysicsBody2Ds");
} else if (node_a && !body_a) {
warning = RTR("Node A must be a PhysicsBody2D");
} else if (node_b && !body_b) {
warning = RTR("Node B must be a PhysicsBody2D");
} else if (!body_a || !body_b) {
warning = RTR("Joint is not connected to two PhysicsBody2Ds");
} else if (body_a == body_b) {
warning = RTR("Node A and Node B must be different PhysicsBody2Ds");
} else {
warning = String();
valid = true;
}
update_configuration_warnings();
if (!valid) {
PhysicsServer2D::get_singleton()->joint_clear(joint);
return;
}
if (body_a) {
body_a->force_update_transform();
}
if (body_b) {
body_b->force_update_transform();
}
configured = true;
_configure_joint(joint, body_a, body_b);
ERR_FAIL_COND_MSG(!joint.is_valid(), "Failed to configure the joint.");
PhysicsServer2D::get_singleton()->joint_set_param(joint, PhysicsServer2D::JOINT_PARAM_BIAS, bias);
ba = body_a->get_rid();
bb = body_b->get_rid();
if (!body_a->is_connected(SceneStringName(tree_exiting), callable_mp(this, &Joint2D::_body_exit_tree))) {
body_a->connect(SceneStringName(tree_exiting), callable_mp(this, &Joint2D::_body_exit_tree));
}
if (!body_b->is_connected(SceneStringName(tree_exiting), callable_mp(this, &Joint2D::_body_exit_tree))) {
body_b->connect(SceneStringName(tree_exiting), callable_mp(this, &Joint2D::_body_exit_tree));
}
PhysicsServer2D::get_singleton()->joint_disable_collisions_between_bodies(joint, exclude_from_collision);
}
void Joint2D::set_node_a(const NodePath &p_node_a) {
if (a == p_node_a) {
return;
}
if (is_configured()) {
_disconnect_signals();
}
a = p_node_a;
if (Engine::get_singleton()->is_editor_hint()) {
// When in editor, the setter may be called as a result of node rename.
// It happens before the node actually changes its name, which triggers false warning.
callable_mp(this, &Joint2D::_update_joint).call_deferred(false);
} else {
_update_joint();
}
}
NodePath Joint2D::get_node_a() const {
return a;
}
void Joint2D::set_node_b(const NodePath &p_node_b) {
if (b == p_node_b) {
return;
}
if (is_configured()) {
_disconnect_signals();
}
b = p_node_b;
if (Engine::get_singleton()->is_editor_hint()) {
callable_mp(this, &Joint2D::_update_joint).call_deferred(false);
} else {
_update_joint();
}
}
NodePath Joint2D::get_node_b() const {
return b;
}
void Joint2D::_notification(int p_what) {
switch (p_what) {
case NOTIFICATION_POST_ENTER_TREE: {
if (is_configured()) {
_disconnect_signals();
}
_update_joint();
} break;
case NOTIFICATION_EXIT_TREE: {
if (is_configured()) {
_disconnect_signals();
}
_update_joint(true);
} break;
}
}
void Joint2D::set_bias(real_t p_bias) {
bias = p_bias;
if (joint.is_valid()) {
PhysicsServer2D::get_singleton()->joint_set_param(joint, PhysicsServer2D::JOINT_PARAM_BIAS, bias);
}
}
real_t Joint2D::get_bias() const {
return bias;
}
void Joint2D::set_exclude_nodes_from_collision(bool p_enable) {
if (exclude_from_collision == p_enable) {
return;
}
if (is_configured()) {
_disconnect_signals();
}
_update_joint(true);
exclude_from_collision = p_enable;
_update_joint();
}
bool Joint2D::get_exclude_nodes_from_collision() const {
return exclude_from_collision;
}
PackedStringArray Joint2D::get_configuration_warnings() const {
PackedStringArray warnings = Node2D::get_configuration_warnings();
if (!warning.is_empty()) {
warnings.push_back(warning);
}
return warnings;
}
void Joint2D::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_node_a", "node"), &Joint2D::set_node_a);
ClassDB::bind_method(D_METHOD("get_node_a"), &Joint2D::get_node_a);
ClassDB::bind_method(D_METHOD("set_node_b", "node"), &Joint2D::set_node_b);
ClassDB::bind_method(D_METHOD("get_node_b"), &Joint2D::get_node_b);
ClassDB::bind_method(D_METHOD("set_bias", "bias"), &Joint2D::set_bias);
ClassDB::bind_method(D_METHOD("get_bias"), &Joint2D::get_bias);
ClassDB::bind_method(D_METHOD("set_exclude_nodes_from_collision", "enable"), &Joint2D::set_exclude_nodes_from_collision);
ClassDB::bind_method(D_METHOD("get_exclude_nodes_from_collision"), &Joint2D::get_exclude_nodes_from_collision);
ClassDB::bind_method(D_METHOD("get_rid"), &Joint2D::get_rid);
ADD_PROPERTY(PropertyInfo(Variant::NODE_PATH, "node_a", PROPERTY_HINT_NODE_PATH_VALID_TYPES, "PhysicsBody2D"), "set_node_a", "get_node_a");
ADD_PROPERTY(PropertyInfo(Variant::NODE_PATH, "node_b", PROPERTY_HINT_NODE_PATH_VALID_TYPES, "PhysicsBody2D"), "set_node_b", "get_node_b");
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "bias", PROPERTY_HINT_RANGE, "0,0.9,0.001"), "set_bias", "get_bias");
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "disable_collision"), "set_exclude_nodes_from_collision", "get_exclude_nodes_from_collision");
}
Joint2D::Joint2D() {
joint = PhysicsServer2D::get_singleton()->joint_create();
set_hide_clip_children(true);
}
Joint2D::~Joint2D() {
ERR_FAIL_NULL(PhysicsServer2D::get_singleton());
PhysicsServer2D::get_singleton()->free(joint);
}

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/**************************************************************************/
/* joint_2d.h */
/**************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/**************************************************************************/
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* 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. */
/**************************************************************************/
#pragma once
#include "scene/2d/node_2d.h"
class PhysicsBody2D;
class Joint2D : public Node2D {
GDCLASS(Joint2D, Node2D);
RID joint;
RID ba, bb;
NodePath a;
NodePath b;
real_t bias = 0.0;
bool exclude_from_collision = true;
bool configured = false;
String warning;
protected:
void _disconnect_signals();
void _body_exit_tree();
void _update_joint(bool p_only_free = false);
void _notification(int p_what);
virtual void _configure_joint(RID p_joint, PhysicsBody2D *body_a, PhysicsBody2D *body_b) = 0;
static void _bind_methods();
_FORCE_INLINE_ bool is_configured() const { return configured; }
public:
virtual PackedStringArray get_configuration_warnings() const override;
void set_node_a(const NodePath &p_node_a);
NodePath get_node_a() const;
void set_node_b(const NodePath &p_node_b);
NodePath get_node_b() const;
void set_bias(real_t p_bias);
real_t get_bias() const;
void set_exclude_nodes_from_collision(bool p_enable);
bool get_exclude_nodes_from_collision() const;
RID get_rid() const { return joint; }
Joint2D();
~Joint2D();
};

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/**************************************************************************/
/* pin_joint_2d.cpp */
/**************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/**************************************************************************/
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* 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 "pin_joint_2d.h"
#include "scene/2d/physics/physics_body_2d.h"
void PinJoint2D::_notification(int p_what) {
switch (p_what) {
case NOTIFICATION_DRAW: {
if (!is_inside_tree()) {
break;
}
if (!Engine::get_singleton()->is_editor_hint() && !get_tree()->is_debugging_collisions_hint()) {
break;
}
draw_line(Point2(-10, 0), Point2(+10, 0), Color(0.7, 0.6, 0.0, 0.5), 3);
draw_line(Point2(0, -10), Point2(0, +10), Color(0.7, 0.6, 0.0, 0.5), 3);
} break;
}
}
void PinJoint2D::_configure_joint(RID p_joint, PhysicsBody2D *body_a, PhysicsBody2D *body_b) {
PhysicsServer2D::get_singleton()->joint_make_pin(p_joint, get_global_position(), body_a->get_rid(), body_b ? body_b->get_rid() : RID());
PhysicsServer2D::get_singleton()->pin_joint_set_param(p_joint, PhysicsServer2D::PIN_JOINT_SOFTNESS, softness);
PhysicsServer2D::get_singleton()->pin_joint_set_param(p_joint, PhysicsServer2D::PIN_JOINT_LIMIT_UPPER, angular_limit_upper);
PhysicsServer2D::get_singleton()->pin_joint_set_param(p_joint, PhysicsServer2D::PIN_JOINT_LIMIT_LOWER, angular_limit_lower);
PhysicsServer2D::get_singleton()->pin_joint_set_param(p_joint, PhysicsServer2D::PIN_JOINT_MOTOR_TARGET_VELOCITY, motor_target_velocity);
PhysicsServer2D::get_singleton()->pin_joint_set_flag(p_joint, PhysicsServer2D::PIN_JOINT_FLAG_MOTOR_ENABLED, motor_enabled);
PhysicsServer2D::get_singleton()->pin_joint_set_flag(p_joint, PhysicsServer2D::PIN_JOINT_FLAG_ANGULAR_LIMIT_ENABLED, angular_limit_enabled);
}
void PinJoint2D::set_softness(real_t p_softness) {
if (softness == p_softness) {
return;
}
softness = p_softness;
queue_redraw();
if (is_configured()) {
PhysicsServer2D::get_singleton()->pin_joint_set_param(get_rid(), PhysicsServer2D::PIN_JOINT_SOFTNESS, p_softness);
}
}
real_t PinJoint2D::get_softness() const {
return softness;
}
void PinJoint2D::set_angular_limit_lower(real_t p_angular_limit_lower) {
if (angular_limit_lower == p_angular_limit_lower) {
return;
}
angular_limit_lower = p_angular_limit_lower;
queue_redraw();
if (is_configured()) {
PhysicsServer2D::get_singleton()->pin_joint_set_param(get_rid(), PhysicsServer2D::PIN_JOINT_LIMIT_LOWER, p_angular_limit_lower);
}
}
real_t PinJoint2D::get_angular_limit_lower() const {
return angular_limit_lower;
}
void PinJoint2D::set_angular_limit_upper(real_t p_angular_limit_upper) {
if (angular_limit_upper == p_angular_limit_upper) {
return;
}
angular_limit_upper = p_angular_limit_upper;
queue_redraw();
if (is_configured()) {
PhysicsServer2D::get_singleton()->pin_joint_set_param(get_rid(), PhysicsServer2D::PIN_JOINT_LIMIT_UPPER, p_angular_limit_upper);
}
}
real_t PinJoint2D::get_angular_limit_upper() const {
return angular_limit_upper;
}
void PinJoint2D::set_motor_target_velocity(real_t p_motor_target_velocity) {
if (motor_target_velocity == p_motor_target_velocity) {
return;
}
motor_target_velocity = p_motor_target_velocity;
queue_redraw();
if (is_configured()) {
PhysicsServer2D::get_singleton()->pin_joint_set_param(get_rid(), PhysicsServer2D::PIN_JOINT_MOTOR_TARGET_VELOCITY, motor_target_velocity);
}
}
real_t PinJoint2D::get_motor_target_velocity() const {
return motor_target_velocity;
}
void PinJoint2D::set_motor_enabled(bool p_motor_enabled) {
if (motor_enabled == p_motor_enabled) {
return;
}
motor_enabled = p_motor_enabled;
queue_redraw();
if (is_configured()) {
PhysicsServer2D::get_singleton()->pin_joint_set_flag(get_rid(), PhysicsServer2D::PIN_JOINT_FLAG_MOTOR_ENABLED, motor_enabled);
}
}
bool PinJoint2D::is_motor_enabled() const {
return motor_enabled;
}
void PinJoint2D::set_angular_limit_enabled(bool p_angular_limit_enabled) {
if (angular_limit_enabled == p_angular_limit_enabled) {
return;
}
angular_limit_enabled = p_angular_limit_enabled;
queue_redraw();
if (is_configured()) {
PhysicsServer2D::get_singleton()->pin_joint_set_flag(get_rid(), PhysicsServer2D::PIN_JOINT_FLAG_ANGULAR_LIMIT_ENABLED, angular_limit_enabled);
}
}
bool PinJoint2D::is_angular_limit_enabled() const {
return angular_limit_enabled;
}
void PinJoint2D::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_softness", "softness"), &PinJoint2D::set_softness);
ClassDB::bind_method(D_METHOD("get_softness"), &PinJoint2D::get_softness);
ClassDB::bind_method(D_METHOD("set_angular_limit_lower", "angular_limit_lower"), &PinJoint2D::set_angular_limit_lower);
ClassDB::bind_method(D_METHOD("get_angular_limit_lower"), &PinJoint2D::get_angular_limit_lower);
ClassDB::bind_method(D_METHOD("set_angular_limit_upper", "angular_limit_upper"), &PinJoint2D::set_angular_limit_upper);
ClassDB::bind_method(D_METHOD("get_angular_limit_upper"), &PinJoint2D::get_angular_limit_upper);
ClassDB::bind_method(D_METHOD("set_motor_target_velocity", "motor_target_velocity"), &PinJoint2D::set_motor_target_velocity);
ClassDB::bind_method(D_METHOD("get_motor_target_velocity"), &PinJoint2D::get_motor_target_velocity);
ClassDB::bind_method(D_METHOD("set_motor_enabled", "enabled"), &PinJoint2D::set_motor_enabled);
ClassDB::bind_method(D_METHOD("is_motor_enabled"), &PinJoint2D::is_motor_enabled);
ClassDB::bind_method(D_METHOD("set_angular_limit_enabled", "enabled"), &PinJoint2D::set_angular_limit_enabled);
ClassDB::bind_method(D_METHOD("is_angular_limit_enabled"), &PinJoint2D::is_angular_limit_enabled);
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "softness", PROPERTY_HINT_RANGE, "0.00,16,0.01,exp"), "set_softness", "get_softness");
ADD_GROUP("Angular Limit", "angular_limit_");
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "angular_limit_enabled"), "set_angular_limit_enabled", "is_angular_limit_enabled");
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "angular_limit_lower", PROPERTY_HINT_RANGE, "-180,180,0.1,radians_as_degrees"), "set_angular_limit_lower", "get_angular_limit_lower");
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "angular_limit_upper", PROPERTY_HINT_RANGE, "-180,180,0.1,radians_as_degrees"), "set_angular_limit_upper", "get_angular_limit_upper");
ADD_GROUP("Motor", "motor_");
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "motor_enabled"), "set_motor_enabled", "is_motor_enabled");
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "motor_target_velocity", PROPERTY_HINT_RANGE, U"-200,200,0.01,or_greater,or_less,radians_as_degrees,suffix:\u00B0/s"), "set_motor_target_velocity", "get_motor_target_velocity");
}
PinJoint2D::PinJoint2D() {
}

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/**************************************************************************/
/* pin_joint_2d.h */
/**************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/**************************************************************************/
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* 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. */
/**************************************************************************/
#pragma once
#include "scene/2d/physics/joints/joint_2d.h"
class PhysicsBody2D;
class PinJoint2D : public Joint2D {
GDCLASS(PinJoint2D, Joint2D);
real_t softness = 0.0;
real_t angular_limit_lower = 0.0;
real_t angular_limit_upper = 0.0;
real_t motor_target_velocity = 0.0;
bool motor_enabled = false;
bool angular_limit_enabled = false;
protected:
void _notification(int p_what);
virtual void _configure_joint(RID p_joint, PhysicsBody2D *body_a, PhysicsBody2D *body_b) override;
static void _bind_methods();
public:
void set_softness(real_t p_softness);
real_t get_softness() const;
void set_angular_limit_lower(real_t p_angular_limit_lower);
real_t get_angular_limit_lower() const;
void set_angular_limit_upper(real_t p_angular_limit_upper);
real_t get_angular_limit_upper() const;
void set_motor_target_velocity(real_t p_motor_target_velocity);
real_t get_motor_target_velocity() const;
void set_motor_enabled(bool p_motor_enabled);
bool is_motor_enabled() const;
void set_angular_limit_enabled(bool p_angular_limit_enabled);
bool is_angular_limit_enabled() const;
PinJoint2D();
};

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/**************************************************************************/
/* kinematic_collision_2d.cpp */
/**************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/**************************************************************************/
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* 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 "kinematic_collision_2d.h"
#include "scene/2d/physics/physics_body_2d.h"
Vector2 KinematicCollision2D::get_position() const {
return result.collision_point;
}
Vector2 KinematicCollision2D::get_normal() const {
return result.collision_normal;
}
Vector2 KinematicCollision2D::get_travel() const {
return result.travel;
}
Vector2 KinematicCollision2D::get_remainder() const {
return result.remainder;
}
real_t KinematicCollision2D::get_angle(const Vector2 &p_up_direction) const {
ERR_FAIL_COND_V(p_up_direction == Vector2(), 0);
return result.get_angle(p_up_direction);
}
real_t KinematicCollision2D::get_depth() const {
return result.collision_depth;
}
Object *KinematicCollision2D::get_local_shape() const {
PhysicsBody2D *owner = ObjectDB::get_instance<PhysicsBody2D>(owner_id);
if (!owner) {
return nullptr;
}
uint32_t ownerid = owner->shape_find_owner(result.collision_local_shape);
return owner->shape_owner_get_owner(ownerid);
}
Object *KinematicCollision2D::get_collider() const {
if (result.collider_id.is_valid()) {
return ObjectDB::get_instance(result.collider_id);
}
return nullptr;
}
ObjectID KinematicCollision2D::get_collider_id() const {
return result.collider_id;
}
RID KinematicCollision2D::get_collider_rid() const {
return result.collider;
}
Object *KinematicCollision2D::get_collider_shape() const {
Object *collider = get_collider();
if (collider) {
CollisionObject2D *obj2d = Object::cast_to<CollisionObject2D>(collider);
if (obj2d) {
uint32_t ownerid = obj2d->shape_find_owner(result.collider_shape);
return obj2d->shape_owner_get_owner(ownerid);
}
}
return nullptr;
}
int KinematicCollision2D::get_collider_shape_index() const {
return result.collider_shape;
}
Vector2 KinematicCollision2D::get_collider_velocity() const {
return result.collider_velocity;
}
void KinematicCollision2D::_bind_methods() {
ClassDB::bind_method(D_METHOD("get_position"), &KinematicCollision2D::get_position);
ClassDB::bind_method(D_METHOD("get_normal"), &KinematicCollision2D::get_normal);
ClassDB::bind_method(D_METHOD("get_travel"), &KinematicCollision2D::get_travel);
ClassDB::bind_method(D_METHOD("get_remainder"), &KinematicCollision2D::get_remainder);
ClassDB::bind_method(D_METHOD("get_angle", "up_direction"), &KinematicCollision2D::get_angle, DEFVAL(Vector2(0.0, -1.0)));
ClassDB::bind_method(D_METHOD("get_depth"), &KinematicCollision2D::get_depth);
ClassDB::bind_method(D_METHOD("get_local_shape"), &KinematicCollision2D::get_local_shape);
ClassDB::bind_method(D_METHOD("get_collider"), &KinematicCollision2D::get_collider);
ClassDB::bind_method(D_METHOD("get_collider_id"), &KinematicCollision2D::get_collider_id);
ClassDB::bind_method(D_METHOD("get_collider_rid"), &KinematicCollision2D::get_collider_rid);
ClassDB::bind_method(D_METHOD("get_collider_shape"), &KinematicCollision2D::get_collider_shape);
ClassDB::bind_method(D_METHOD("get_collider_shape_index"), &KinematicCollision2D::get_collider_shape_index);
ClassDB::bind_method(D_METHOD("get_collider_velocity"), &KinematicCollision2D::get_collider_velocity);
}

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/**************************************************************************/
/* kinematic_collision_2d.h */
/**************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/**************************************************************************/
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* 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. */
/**************************************************************************/
#pragma once
#include "core/object/ref_counted.h"
#include "servers/physics_server_2d.h"
class CharacterBody2D;
class PhysicsBody2D;
class KinematicCollision2D : public RefCounted {
GDCLASS(KinematicCollision2D, RefCounted);
ObjectID owner_id;
friend class PhysicsBody2D;
friend class CharacterBody2D;
PhysicsServer2D::MotionResult result;
protected:
static void _bind_methods();
public:
Vector2 get_position() const;
Vector2 get_normal() const;
Vector2 get_travel() const;
Vector2 get_remainder() const;
real_t get_angle(const Vector2 &p_up_direction = Vector2(0.0, -1.0)) const;
real_t get_depth() const;
Object *get_local_shape() const;
Object *get_collider() const;
ObjectID get_collider_id() const;
RID get_collider_rid() const;
Object *get_collider_shape() const;
int get_collider_shape_index() const;
Vector2 get_collider_velocity() const;
};

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/**************************************************************************/
/* physical_bone_2d.cpp */
/**************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/**************************************************************************/
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* 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 "physical_bone_2d.h"
#include "scene/2d/physics/joints/joint_2d.h"
void PhysicalBone2D::_notification(int p_what) {
switch (p_what) {
case NOTIFICATION_INTERNAL_PHYSICS_PROCESS: {
// Position the RigidBody in the correct position.
if (follow_bone_when_simulating) {
_position_at_bone2d();
}
// Keep the child joint in the correct position.
if (child_joint && auto_configure_joint) {
child_joint->set_global_position(get_global_position());
}
} break;
case NOTIFICATION_READY: {
_find_skeleton_parent();
_find_joint_child();
// Configure joint.
if (child_joint && auto_configure_joint) {
_auto_configure_joint();
}
// Simulate physics if set.
if (simulate_physics) {
_start_physics_simulation();
} else {
_stop_physics_simulation();
}
set_physics_process_internal(true);
} break;
}
}
void PhysicalBone2D::_position_at_bone2d() {
// Reset to Bone2D position
if (parent_skeleton) {
Bone2D *bone_to_use = parent_skeleton->get_bone(bone2d_index);
ERR_FAIL_NULL_MSG(bone_to_use, "It's not possible to position the bone with ID: " + itos(bone2d_index) + ".");
set_global_transform(bone_to_use->get_global_transform());
}
}
void PhysicalBone2D::_find_skeleton_parent() {
Node *current_parent = get_parent();
while (current_parent != nullptr) {
Skeleton2D *potential_skeleton = Object::cast_to<Skeleton2D>(current_parent);
if (potential_skeleton) {
parent_skeleton = potential_skeleton;
break;
} else {
PhysicalBone2D *potential_parent_bone = Object::cast_to<PhysicalBone2D>(current_parent);
if (potential_parent_bone) {
current_parent = potential_parent_bone->get_parent();
} else {
current_parent = nullptr;
}
}
}
}
void PhysicalBone2D::_find_joint_child() {
for (int i = 0; i < get_child_count(); i++) {
Node *child_node = get_child(i);
Joint2D *potential_joint = Object::cast_to<Joint2D>(child_node);
if (potential_joint) {
child_joint = potential_joint;
break;
}
}
}
PackedStringArray PhysicalBone2D::get_configuration_warnings() const {
PackedStringArray warnings = RigidBody2D::get_configuration_warnings();
if (!parent_skeleton) {
warnings.push_back(RTR("A PhysicalBone2D only works with a Skeleton2D or another PhysicalBone2D as a parent node!"));
}
if (parent_skeleton && bone2d_index <= -1) {
warnings.push_back(RTR("A PhysicalBone2D needs to be assigned to a Bone2D node in order to function! Please set a Bone2D node in the inspector."));
}
if (!child_joint) {
PhysicalBone2D *parent_bone = Object::cast_to<PhysicalBone2D>(get_parent());
if (parent_bone) {
warnings.push_back(RTR("A PhysicalBone2D node should have a Joint2D-based child node to keep bones connected! Please add a Joint2D-based node as a child to this node!"));
}
}
return warnings;
}
void PhysicalBone2D::_auto_configure_joint() {
if (!auto_configure_joint) {
return;
}
if (child_joint) {
// Node A = parent | Node B = this node
Node *parent_node = get_parent();
PhysicalBone2D *potential_parent_bone = Object::cast_to<PhysicalBone2D>(parent_node);
if (potential_parent_bone) {
child_joint->set_node_a(child_joint->get_path_to(potential_parent_bone));
child_joint->set_node_b(child_joint->get_path_to(this));
} else {
WARN_PRINT("Cannot setup joint without a parent PhysicalBone2D node.");
}
// Place the child joint at this node's position.
child_joint->set_global_position(get_global_position());
}
}
void PhysicalBone2D::_start_physics_simulation() {
if (_internal_simulate_physics) {
return;
}
// Reset to Bone2D position.
_position_at_bone2d();
// Apply the layers and masks.
PhysicsServer2D::get_singleton()->body_set_collision_layer(get_rid(), get_collision_layer());
PhysicsServer2D::get_singleton()->body_set_collision_mask(get_rid(), get_collision_mask());
PhysicsServer2D::get_singleton()->body_set_collision_priority(get_rid(), get_collision_priority());
// Apply the correct mode.
_apply_body_mode();
_internal_simulate_physics = true;
set_physics_process_internal(true);
}
void PhysicalBone2D::_stop_physics_simulation() {
if (_internal_simulate_physics) {
_internal_simulate_physics = false;
// Reset to Bone2D position
_position_at_bone2d();
set_physics_process_internal(false);
PhysicsServer2D::get_singleton()->body_set_collision_layer(get_rid(), 0);
PhysicsServer2D::get_singleton()->body_set_collision_mask(get_rid(), 0);
PhysicsServer2D::get_singleton()->body_set_collision_priority(get_rid(), 1.0);
PhysicsServer2D::get_singleton()->body_set_mode(get_rid(), PhysicsServer2D::BodyMode::BODY_MODE_STATIC);
}
}
Joint2D *PhysicalBone2D::get_joint() const {
return child_joint;
}
bool PhysicalBone2D::get_auto_configure_joint() const {
return auto_configure_joint;
}
void PhysicalBone2D::set_auto_configure_joint(bool p_auto_configure) {
auto_configure_joint = p_auto_configure;
_auto_configure_joint();
}
void PhysicalBone2D::set_simulate_physics(bool p_simulate) {
if (p_simulate == simulate_physics) {
return;
}
simulate_physics = p_simulate;
if (simulate_physics) {
_start_physics_simulation();
} else {
_stop_physics_simulation();
}
}
bool PhysicalBone2D::get_simulate_physics() const {
return simulate_physics;
}
bool PhysicalBone2D::is_simulating_physics() const {
return _internal_simulate_physics;
}
void PhysicalBone2D::set_bone2d_nodepath(const NodePath &p_nodepath) {
bone2d_nodepath = p_nodepath;
notify_property_list_changed();
}
NodePath PhysicalBone2D::get_bone2d_nodepath() const {
return bone2d_nodepath;
}
void PhysicalBone2D::set_bone2d_index(int p_bone_idx) {
ERR_FAIL_COND_MSG(p_bone_idx < 0, "Bone index is out of range: The index is too low!");
if (!is_inside_tree()) {
bone2d_index = p_bone_idx;
return;
}
if (parent_skeleton) {
ERR_FAIL_INDEX_MSG(p_bone_idx, parent_skeleton->get_bone_count(), "Passed-in Bone index is out of range!");
bone2d_index = p_bone_idx;
bone2d_nodepath = get_path_to(parent_skeleton->get_bone(bone2d_index));
} else {
WARN_PRINT("Cannot verify bone index...");
bone2d_index = p_bone_idx;
}
notify_property_list_changed();
}
int PhysicalBone2D::get_bone2d_index() const {
return bone2d_index;
}
void PhysicalBone2D::set_follow_bone_when_simulating(bool p_follow_bone) {
follow_bone_when_simulating = p_follow_bone;
if (_internal_simulate_physics) {
_stop_physics_simulation();
_start_physics_simulation();
}
}
bool PhysicalBone2D::get_follow_bone_when_simulating() const {
return follow_bone_when_simulating;
}
void PhysicalBone2D::_bind_methods() {
ClassDB::bind_method(D_METHOD("get_joint"), &PhysicalBone2D::get_joint);
ClassDB::bind_method(D_METHOD("get_auto_configure_joint"), &PhysicalBone2D::get_auto_configure_joint);
ClassDB::bind_method(D_METHOD("set_auto_configure_joint", "auto_configure_joint"), &PhysicalBone2D::set_auto_configure_joint);
ClassDB::bind_method(D_METHOD("set_simulate_physics", "simulate_physics"), &PhysicalBone2D::set_simulate_physics);
ClassDB::bind_method(D_METHOD("get_simulate_physics"), &PhysicalBone2D::get_simulate_physics);
ClassDB::bind_method(D_METHOD("is_simulating_physics"), &PhysicalBone2D::is_simulating_physics);
ClassDB::bind_method(D_METHOD("set_bone2d_nodepath", "nodepath"), &PhysicalBone2D::set_bone2d_nodepath);
ClassDB::bind_method(D_METHOD("get_bone2d_nodepath"), &PhysicalBone2D::get_bone2d_nodepath);
ClassDB::bind_method(D_METHOD("set_bone2d_index", "bone_index"), &PhysicalBone2D::set_bone2d_index);
ClassDB::bind_method(D_METHOD("get_bone2d_index"), &PhysicalBone2D::get_bone2d_index);
ClassDB::bind_method(D_METHOD("set_follow_bone_when_simulating", "follow_bone"), &PhysicalBone2D::set_follow_bone_when_simulating);
ClassDB::bind_method(D_METHOD("get_follow_bone_when_simulating"), &PhysicalBone2D::get_follow_bone_when_simulating);
ADD_PROPERTY(PropertyInfo(Variant::NODE_PATH, "bone2d_nodepath", PROPERTY_HINT_NODE_PATH_VALID_TYPES, "Bone2D"), "set_bone2d_nodepath", "get_bone2d_nodepath");
ADD_PROPERTY(PropertyInfo(Variant::INT, "bone2d_index", PROPERTY_HINT_RANGE, "-1, 1000, 1"), "set_bone2d_index", "get_bone2d_index");
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "auto_configure_joint"), "set_auto_configure_joint", "get_auto_configure_joint");
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "simulate_physics"), "set_simulate_physics", "get_simulate_physics");
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "follow_bone_when_simulating"), "set_follow_bone_when_simulating", "get_follow_bone_when_simulating");
}
PhysicalBone2D::PhysicalBone2D() {
// Stop the RigidBody from executing its force integration.
PhysicsServer2D::get_singleton()->body_set_collision_layer(get_rid(), 0);
PhysicsServer2D::get_singleton()->body_set_collision_mask(get_rid(), 0);
PhysicsServer2D::get_singleton()->body_set_mode(get_rid(), PhysicsServer2D::BodyMode::BODY_MODE_STATIC);
child_joint = nullptr;
}
PhysicalBone2D::~PhysicalBone2D() {
}

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/**************************************************************************/
/* physical_bone_2d.h */
/**************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/**************************************************************************/
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* 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. */
/**************************************************************************/
#pragma once
#include "scene/2d/physics/rigid_body_2d.h"
#include "scene/2d/skeleton_2d.h"
class Joint2D;
class PhysicalBone2D : public RigidBody2D {
GDCLASS(PhysicalBone2D, RigidBody2D);
protected:
void _notification(int p_what);
static void _bind_methods();
private:
Skeleton2D *parent_skeleton = nullptr;
int bone2d_index = -1;
NodePath bone2d_nodepath;
bool follow_bone_when_simulating = false;
Joint2D *child_joint = nullptr;
bool auto_configure_joint = true;
bool simulate_physics = false;
bool _internal_simulate_physics = false;
void _find_skeleton_parent();
void _find_joint_child();
void _auto_configure_joint();
void _start_physics_simulation();
void _stop_physics_simulation();
void _position_at_bone2d();
public:
Joint2D *get_joint() const;
bool get_auto_configure_joint() const;
void set_auto_configure_joint(bool p_auto_configure);
void set_simulate_physics(bool p_simulate);
bool get_simulate_physics() const;
bool is_simulating_physics() const;
void set_bone2d_nodepath(const NodePath &p_nodepath);
NodePath get_bone2d_nodepath() const;
void set_bone2d_index(int p_bone_idx);
int get_bone2d_index() const;
void set_follow_bone_when_simulating(bool p_follow);
bool get_follow_bone_when_simulating() const;
PackedStringArray get_configuration_warnings() const override;
PhysicalBone2D();
~PhysicalBone2D();
};

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/**************************************************************************/
/* physics_body_2d.cpp */
/**************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/**************************************************************************/
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* 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 "physics_body_2d.h"
void PhysicsBody2D::_bind_methods() {
ClassDB::bind_method(D_METHOD("move_and_collide", "motion", "test_only", "safe_margin", "recovery_as_collision"), &PhysicsBody2D::_move, DEFVAL(false), DEFVAL(0.08), DEFVAL(false));
ClassDB::bind_method(D_METHOD("test_move", "from", "motion", "collision", "safe_margin", "recovery_as_collision"), &PhysicsBody2D::test_move, DEFVAL(Variant()), DEFVAL(0.08), DEFVAL(false));
ClassDB::bind_method(D_METHOD("get_gravity"), &PhysicsBody2D::get_gravity);
ClassDB::bind_method(D_METHOD("get_collision_exceptions"), &PhysicsBody2D::get_collision_exceptions);
ClassDB::bind_method(D_METHOD("add_collision_exception_with", "body"), &PhysicsBody2D::add_collision_exception_with);
ClassDB::bind_method(D_METHOD("remove_collision_exception_with", "body"), &PhysicsBody2D::remove_collision_exception_with);
}
PhysicsBody2D::PhysicsBody2D(PhysicsServer2D::BodyMode p_mode) :
CollisionObject2D(PhysicsServer2D::get_singleton()->body_create(), false) {
set_body_mode(p_mode);
set_pickable(false);
}
Ref<KinematicCollision2D> PhysicsBody2D::_move(const Vector2 &p_motion, bool p_test_only, real_t p_margin, bool p_recovery_as_collision) {
PhysicsServer2D::MotionParameters parameters(get_global_transform(), p_motion, p_margin);
parameters.recovery_as_collision = p_recovery_as_collision;
PhysicsServer2D::MotionResult result;
if (move_and_collide(parameters, result, p_test_only)) {
// Create a new instance when the cached reference is invalid or still in use in script.
if (motion_cache.is_null() || motion_cache->get_reference_count() > 1) {
motion_cache.instantiate();
motion_cache->owner_id = get_instance_id();
}
motion_cache->result = result;
return motion_cache;
}
return Ref<KinematicCollision2D>();
}
bool PhysicsBody2D::move_and_collide(const PhysicsServer2D::MotionParameters &p_parameters, PhysicsServer2D::MotionResult &r_result, bool p_test_only, bool p_cancel_sliding) {
if (is_only_update_transform_changes_enabled()) {
ERR_PRINT("Move functions do not work together with 'sync to physics' option. See the documentation for details.");
}
bool colliding = PhysicsServer2D::get_singleton()->body_test_motion(get_rid(), p_parameters, &r_result);
// Restore direction of motion to be along original motion,
// in order to avoid sliding due to recovery,
// but only if collision depth is low enough to avoid tunneling.
if (p_cancel_sliding) {
real_t motion_length = p_parameters.motion.length();
real_t precision = 0.001;
if (colliding) {
// Can't just use margin as a threshold because collision depth is calculated on unsafe motion,
// so even in normal resting cases the depth can be a bit more than the margin.
precision += motion_length * (r_result.collision_unsafe_fraction - r_result.collision_safe_fraction);
if (r_result.collision_depth > p_parameters.margin + precision) {
p_cancel_sliding = false;
}
}
if (p_cancel_sliding) {
// When motion is null, recovery is the resulting motion.
Vector2 motion_normal;
if (motion_length > CMP_EPSILON) {
motion_normal = p_parameters.motion / motion_length;
}
// Check depth of recovery.
real_t projected_length = r_result.travel.dot(motion_normal);
Vector2 recovery = r_result.travel - motion_normal * projected_length;
real_t recovery_length = recovery.length();
// Fixes cases where canceling slide causes the motion to go too deep into the ground,
// because we're only taking rest information into account and not general recovery.
if (recovery_length < p_parameters.margin + precision) {
// Apply adjustment to motion.
r_result.travel = motion_normal * projected_length;
r_result.remainder = p_parameters.motion - r_result.travel;
}
}
}
if (!p_test_only) {
Transform2D gt = p_parameters.from;
gt.columns[2] += r_result.travel;
set_global_transform(gt);
}
return colliding;
}
bool PhysicsBody2D::test_move(const Transform2D &p_from, const Vector2 &p_motion, const Ref<KinematicCollision2D> &r_collision, real_t p_margin, bool p_recovery_as_collision) {
ERR_FAIL_COND_V(!is_inside_tree(), false);
PhysicsServer2D::MotionResult *r = nullptr;
PhysicsServer2D::MotionResult temp_result;
if (r_collision.is_valid()) {
r = &r_collision->result;
} else {
r = &temp_result;
}
PhysicsServer2D::MotionParameters parameters(p_from, p_motion, p_margin);
parameters.recovery_as_collision = p_recovery_as_collision;
return PhysicsServer2D::get_singleton()->body_test_motion(get_rid(), parameters, r);
}
Vector2 PhysicsBody2D::get_gravity() const {
PhysicsDirectBodyState2D *state = PhysicsServer2D::get_singleton()->body_get_direct_state(get_rid());
ERR_FAIL_NULL_V(state, Vector2());
return state->get_total_gravity();
}
TypedArray<PhysicsBody2D> PhysicsBody2D::get_collision_exceptions() {
List<RID> exceptions;
PhysicsServer2D::get_singleton()->body_get_collision_exceptions(get_rid(), &exceptions);
Array ret;
for (const RID &body : exceptions) {
ObjectID instance_id = PhysicsServer2D::get_singleton()->body_get_object_instance_id(body);
Object *obj = ObjectDB::get_instance(instance_id);
PhysicsBody2D *physics_body = Object::cast_to<PhysicsBody2D>(obj);
ret.append(physics_body);
}
return ret;
}
void PhysicsBody2D::add_collision_exception_with(Node *p_node) {
ERR_FAIL_NULL(p_node);
PhysicsBody2D *physics_body = Object::cast_to<PhysicsBody2D>(p_node);
ERR_FAIL_NULL_MSG(physics_body, "Collision exception only works between two nodes that inherit from PhysicsBody2D.");
PhysicsServer2D::get_singleton()->body_add_collision_exception(get_rid(), physics_body->get_rid());
}
void PhysicsBody2D::remove_collision_exception_with(Node *p_node) {
ERR_FAIL_NULL(p_node);
PhysicsBody2D *physics_body = Object::cast_to<PhysicsBody2D>(p_node);
ERR_FAIL_NULL_MSG(physics_body, "Collision exception only works between two nodes that inherit from PhysicsBody2D.");
PhysicsServer2D::get_singleton()->body_remove_collision_exception(get_rid(), physics_body->get_rid());
}
PackedStringArray PhysicsBody2D::get_configuration_warnings() const {
PackedStringArray warnings = CollisionObject2D::get_configuration_warnings();
if (SceneTree::is_fti_enabled_in_project() && !is_physics_interpolated()) {
warnings.push_back(RTR("PhysicsBody2D will not work correctly on a non-interpolated branch of the SceneTree.\nCheck the node's inherited physics_interpolation_mode."));
}
return warnings;
}

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/**************************************************************************/
/* physics_body_2d.h */
/**************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/**************************************************************************/
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* 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. */
/**************************************************************************/
#pragma once
#include "scene/2d/physics/collision_object_2d.h"
#include "scene/2d/physics/kinematic_collision_2d.h"
#include "scene/resources/physics_material.h"
#include "servers/physics_server_2d.h"
class PhysicsBody2D : public CollisionObject2D {
GDCLASS(PhysicsBody2D, CollisionObject2D);
protected:
static void _bind_methods();
PhysicsBody2D(PhysicsServer2D::BodyMode p_mode);
Ref<KinematicCollision2D> motion_cache;
Ref<KinematicCollision2D> _move(const Vector2 &p_motion, bool p_test_only = false, real_t p_margin = 0.08, bool p_recovery_as_collision = false);
public:
PackedStringArray get_configuration_warnings() const override;
bool move_and_collide(const PhysicsServer2D::MotionParameters &p_parameters, PhysicsServer2D::MotionResult &r_result, bool p_test_only = false, bool p_cancel_sliding = true);
bool test_move(const Transform2D &p_from, const Vector2 &p_motion, const Ref<KinematicCollision2D> &r_collision = Ref<KinematicCollision2D>(), real_t p_margin = 0.08, bool p_recovery_as_collision = false);
Vector2 get_gravity() const;
TypedArray<PhysicsBody2D> get_collision_exceptions();
void add_collision_exception_with(Node *p_node); //must be physicsbody
void remove_collision_exception_with(Node *p_node);
};

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/**************************************************************************/
/* ray_cast_2d.cpp */
/**************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/**************************************************************************/
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* 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 "scene/2d/physics/collision_object_2d.h"
#include "scene/resources/world_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())) {
queue_redraw();
}
}
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_value(int p_layer_number, bool p_value) {
ERR_FAIL_COND_MSG(p_layer_number < 1, "Collision layer number must be between 1 and 32 inclusive.");
ERR_FAIL_COND_MSG(p_layer_number > 32, "Collision layer number must be between 1 and 32 inclusive.");
uint32_t mask = get_collision_mask();
if (p_value) {
mask |= 1 << (p_layer_number - 1);
} else {
mask &= ~(1 << (p_layer_number - 1));
}
set_collision_mask(mask);
}
bool RayCast2D::get_collision_mask_value(int p_layer_number) const {
ERR_FAIL_COND_V_MSG(p_layer_number < 1, false, "Collision layer number must be between 1 and 32 inclusive.");
ERR_FAIL_COND_V_MSG(p_layer_number > 32, false, "Collision layer number must be between 1 and 32 inclusive.");
return get_collision_mask() & (1 << (p_layer_number - 1));
}
bool RayCast2D::is_colliding() const {
return collided;
}
Object *RayCast2D::get_collider() const {
if (against.is_null()) {
return nullptr;
}
return ObjectDB::get_instance(against);
}
RID RayCast2D::get_collider_rid() const {
return against_rid;
}
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;
queue_redraw();
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<CollisionObject2D>(get_parent())) {
if (exclude_parent_body) {
exclude.insert(Object::cast_to<CollisionObject2D>(get_parent())->get_rid());
} else {
exclude.erase(Object::cast_to<CollisionObject2D>(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<CollisionObject2D>(get_parent())) {
if (exclude_parent_body) {
exclude.insert(Object::cast_to<CollisionObject2D>(get_parent())->get_rid());
} else {
exclude.erase(Object::cast_to<CollisionObject2D>(get_parent())->get_rid());
}
}
} break;
case NOTIFICATION_EXIT_TREE: {
if (enabled) {
set_physics_process_internal(false);
}
} break;
case NOTIFICATION_DRAW: {
ERR_FAIL_COND(!is_inside_tree());
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<World2D> w2d = get_world_2d();
ERR_FAIL_COND(w2d.is_null());
PhysicsDirectSpaceState2D *dss = PhysicsServer2D::get_singleton()->space_get_direct_state(w2d->get_space());
ERR_FAIL_NULL(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;
PhysicsDirectSpaceState2D::RayParameters ray_params;
ray_params.from = gt.get_origin();
ray_params.to = gt.xform(to);
ray_params.exclude = exclude;
ray_params.collision_mask = collision_mask;
ray_params.collide_with_bodies = collide_with_bodies;
ray_params.collide_with_areas = collide_with_areas;
ray_params.hit_from_inside = hit_from_inside;
if (dss->intersect_ray(ray_params, rr)) {
collided = true;
against = rr.collider_id;
against_rid = rr.rid;
collision_point = rr.position;
collision_normal = rr.normal;
against_shape = rr.shape;
} else {
collided = false;
against = ObjectID();
against_rid = RID();
against_shape = 0;
}
if (prev_collision_state != collided) {
queue_redraw();
}
}
void RayCast2D::_draw_debug_shape() {
Color draw_col = collided ? Color(1.0, 0.01, 0) : get_tree()->get_debug_collisions_color();
if (!enabled) {
const float g = draw_col.get_v();
draw_col.r = g;
draw_col.g = g;
draw_col.b = g;
}
// Draw an arrow indicating where the RayCast is pointing to
const real_t max_arrow_size = 6;
const real_t line_width = 1.4;
bool no_line = target_position.length() < line_width;
real_t arrow_size = CLAMP(target_position.length() * 2 / 3, line_width, max_arrow_size);
if (no_line) {
arrow_size = target_position.length();
} else {
draw_line(Vector2(), target_position - target_position.normalized() * arrow_size, draw_col, line_width);
}
Transform2D xf;
xf.rotate(target_position.angle());
xf.translate_local(Vector2(no_line ? 0 : target_position.length() - arrow_size, 0));
Vector<Vector2> pts = {
xf.xform(Vector2(arrow_size, 0)),
xf.xform(Vector2(0, 0.5 * arrow_size)),
xf.xform(Vector2(0, -0.5 * arrow_size))
};
Vector<Color> cols = { draw_col, draw_col, draw_col };
draw_primitive(pts, cols, Vector<Vector2>());
}
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 CollisionObject2D *p_node) {
ERR_FAIL_NULL_MSG(p_node, "The passed Node must be an instance of CollisionObject2D.");
add_exception_rid(p_node->get_rid());
}
void RayCast2D::remove_exception_rid(const RID &p_rid) {
exclude.erase(p_rid);
}
void RayCast2D::remove_exception(const CollisionObject2D *p_node) {
ERR_FAIL_NULL_MSG(p_node, "The passed Node must be an instance of CollisionObject2D.");
remove_exception_rid(p_node->get_rid());
}
void RayCast2D::clear_exceptions() {
exclude.clear();
if (exclude_parent_body && is_inside_tree()) {
CollisionObject2D *parent = Object::cast_to<CollisionObject2D>(get_parent());
if (parent) {
exclude.insert(parent->get_rid());
}
}
}
void RayCast2D::set_collide_with_areas(bool p_enabled) {
collide_with_areas = p_enabled;
}
bool RayCast2D::is_collide_with_areas_enabled() const {
return collide_with_areas;
}
void RayCast2D::set_collide_with_bodies(bool p_enabled) {
collide_with_bodies = p_enabled;
}
bool RayCast2D::is_collide_with_bodies_enabled() const {
return collide_with_bodies;
}
void RayCast2D::set_hit_from_inside(bool p_enabled) {
hit_from_inside = p_enabled;
}
bool RayCast2D::is_hit_from_inside_enabled() const {
return hit_from_inside;
}
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_rid"), &RayCast2D::get_collider_rid);
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_value", "layer_number", "value"), &RayCast2D::set_collision_mask_value);
ClassDB::bind_method(D_METHOD("get_collision_mask_value", "layer_number"), &RayCast2D::get_collision_mask_value);
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);
ClassDB::bind_method(D_METHOD("set_hit_from_inside", "enable"), &RayCast2D::set_hit_from_inside);
ClassDB::bind_method(D_METHOD("is_hit_from_inside_enabled"), &RayCast2D::is_hit_from_inside_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", PROPERTY_HINT_NONE, "suffix:px"), "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_PROPERTY(PropertyInfo(Variant::BOOL, "hit_from_inside"), "set_hit_from_inside", "is_hit_from_inside_enabled");
ADD_GROUP("Collide With", "collide_with");
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "collide_with_areas"), "set_collide_with_areas", "is_collide_with_areas_enabled");
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "collide_with_bodies"), "set_collide_with_bodies", "is_collide_with_bodies_enabled");
}
RayCast2D::RayCast2D() {
set_hide_clip_children(true);
}

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/**************************************************************************/
/* ray_cast_2d.h */
/**************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/**************************************************************************/
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* 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. */
/**************************************************************************/
#pragma once
#include "scene/2d/node_2d.h"
class CollisionObject2D;
class RayCast2D : public Node2D {
GDCLASS(RayCast2D, Node2D);
bool enabled = true;
bool collided = false;
ObjectID against;
RID against_rid;
int against_shape = 0;
Vector2 collision_point;
Vector2 collision_normal;
HashSet<RID> exclude;
uint32_t collision_mask = 1;
bool exclude_parent_body = true;
Vector2 target_position = Vector2(0, 50);
bool collide_with_areas = false;
bool collide_with_bodies = true;
bool hit_from_inside = false;
void _draw_debug_shape();
protected:
void _notification(int p_what);
void _update_raycast_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_hit_from_inside(bool p_enable);
bool is_hit_from_inside_enabled() const;
void set_enabled(bool p_enabled);
bool is_enabled() const;
void set_target_position(const Vector2 &p_point);
Vector2 get_target_position() 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_raycast_update();
bool is_colliding() const;
Object *get_collider() const;
RID get_collider_rid() const;
int get_collider_shape() const;
Vector2 get_collision_point() const;
Vector2 get_collision_normal() 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();
RayCast2D();
};

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/**************************************************************************/
/* rigid_body_2d.cpp */
/**************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/**************************************************************************/
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* 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 "rigid_body_2d.h"
void RigidBody2D::_body_enter_tree(ObjectID p_id) {
Object *obj = ObjectDB::get_instance(p_id);
Node *node = Object::cast_to<Node>(obj);
ERR_FAIL_NULL(node);
ERR_FAIL_NULL(contact_monitor);
HashMap<ObjectID, BodyState>::Iterator E = contact_monitor->body_map.find(p_id);
ERR_FAIL_COND(!E);
ERR_FAIL_COND(E->value.in_scene);
contact_monitor->locked = true;
E->value.in_scene = true;
emit_signal(SceneStringName(body_entered), node);
for (int i = 0; i < E->value.shapes.size(); i++) {
emit_signal(SceneStringName(body_shape_entered), E->value.rid, node, E->value.shapes[i].body_shape, E->value.shapes[i].local_shape);
}
contact_monitor->locked = false;
}
void RigidBody2D::_body_exit_tree(ObjectID p_id) {
Object *obj = ObjectDB::get_instance(p_id);
Node *node = Object::cast_to<Node>(obj);
ERR_FAIL_NULL(node);
ERR_FAIL_NULL(contact_monitor);
HashMap<ObjectID, BodyState>::Iterator E = contact_monitor->body_map.find(p_id);
ERR_FAIL_COND(!E);
ERR_FAIL_COND(!E->value.in_scene);
E->value.in_scene = false;
contact_monitor->locked = true;
emit_signal(SceneStringName(body_exited), node);
for (int i = 0; i < E->value.shapes.size(); i++) {
emit_signal(SceneStringName(body_shape_exited), E->value.rid, node, E->value.shapes[i].body_shape, E->value.shapes[i].local_shape);
}
contact_monitor->locked = false;
}
void RigidBody2D::_body_inout(int p_status, const RID &p_body, ObjectID p_instance, int p_body_shape, int p_local_shape) {
bool body_in = p_status == 1;
ObjectID objid = p_instance;
Object *obj = ObjectDB::get_instance(objid);
Node *node = Object::cast_to<Node>(obj);
ERR_FAIL_NULL(contact_monitor);
HashMap<ObjectID, BodyState>::Iterator E = contact_monitor->body_map.find(objid);
ERR_FAIL_COND(!body_in && !E);
if (body_in) {
if (!E) {
E = contact_monitor->body_map.insert(objid, BodyState());
E->value.rid = p_body;
//E->value.rc=0;
E->value.in_scene = node && node->is_inside_tree();
if (node) {
node->connect(SceneStringName(tree_entered), callable_mp(this, &RigidBody2D::_body_enter_tree).bind(objid));
node->connect(SceneStringName(tree_exiting), callable_mp(this, &RigidBody2D::_body_exit_tree).bind(objid));
if (E->value.in_scene) {
emit_signal(SceneStringName(body_entered), node);
}
}
//E->value.rc++;
}
if (node) {
E->value.shapes.insert(ShapePair(p_body_shape, p_local_shape));
}
if (E->value.in_scene) {
emit_signal(SceneStringName(body_shape_entered), p_body, node, p_body_shape, p_local_shape);
}
} else {
//E->value.rc--;
if (node) {
E->value.shapes.erase(ShapePair(p_body_shape, p_local_shape));
}
bool in_scene = E->value.in_scene;
if (E->value.shapes.is_empty()) {
if (node) {
node->disconnect(SceneStringName(tree_entered), callable_mp(this, &RigidBody2D::_body_enter_tree));
node->disconnect(SceneStringName(tree_exiting), callable_mp(this, &RigidBody2D::_body_exit_tree));
if (in_scene) {
emit_signal(SceneStringName(body_exited), node);
}
}
contact_monitor->body_map.remove(E);
}
if (node && in_scene) {
emit_signal(SceneStringName(body_shape_exited), p_body, node, p_body_shape, p_local_shape);
}
}
}
struct _RigidBody2DInOut {
RID rid;
ObjectID id;
int shape = 0;
int local_shape = 0;
};
void RigidBody2D::_sync_body_state(PhysicsDirectBodyState2D *p_state) {
if (!freeze || freeze_mode != FREEZE_MODE_KINEMATIC) {
set_block_transform_notify(true);
set_global_transform(p_state->get_transform());
set_block_transform_notify(false);
}
linear_velocity = p_state->get_linear_velocity();
angular_velocity = p_state->get_angular_velocity();
contact_count = p_state->get_contact_count();
if (sleeping != p_state->is_sleeping()) {
sleeping = p_state->is_sleeping();
emit_signal(SceneStringName(sleeping_state_changed));
}
}
void RigidBody2D::_body_state_changed(PhysicsDirectBodyState2D *p_state) {
lock_callback();
if (GDVIRTUAL_IS_OVERRIDDEN(_integrate_forces)) {
_sync_body_state(p_state);
Transform2D old_transform = get_global_transform();
GDVIRTUAL_CALL(_integrate_forces, p_state);
Transform2D new_transform = get_global_transform();
if (new_transform != old_transform) {
// Update the physics server with the new transform, to prevent it from being overwritten at the sync below.
PhysicsServer2D::get_singleton()->body_set_state(get_rid(), PhysicsServer2D::BODY_STATE_TRANSFORM, new_transform);
}
}
_sync_body_state(p_state);
if (contact_monitor) {
contact_monitor->locked = true;
//untag all
int rc = 0;
for (KeyValue<ObjectID, BodyState> &E : contact_monitor->body_map) {
for (int i = 0; i < E.value.shapes.size(); i++) {
E.value.shapes[i].tagged = false;
rc++;
}
}
_RigidBody2DInOut *toadd = (_RigidBody2DInOut *)alloca(p_state->get_contact_count() * sizeof(_RigidBody2DInOut));
int toadd_count = 0; //state->get_contact_count();
RigidBody2D_RemoveAction *toremove = (RigidBody2D_RemoveAction *)alloca(rc * sizeof(RigidBody2D_RemoveAction));
int toremove_count = 0;
//put the ones to add
for (int i = 0; i < p_state->get_contact_count(); i++) {
RID col_rid = p_state->get_contact_collider(i);
ObjectID col_obj = p_state->get_contact_collider_id(i);
int local_shape = p_state->get_contact_local_shape(i);
int col_shape = p_state->get_contact_collider_shape(i);
HashMap<ObjectID, BodyState>::Iterator E = contact_monitor->body_map.find(col_obj);
if (!E) {
toadd[toadd_count].rid = col_rid;
toadd[toadd_count].local_shape = local_shape;
toadd[toadd_count].id = col_obj;
toadd[toadd_count].shape = col_shape;
toadd_count++;
continue;
}
ShapePair sp(col_shape, local_shape);
int idx = E->value.shapes.find(sp);
if (idx == -1) {
toadd[toadd_count].rid = col_rid;
toadd[toadd_count].local_shape = local_shape;
toadd[toadd_count].id = col_obj;
toadd[toadd_count].shape = col_shape;
toadd_count++;
continue;
}
E->value.shapes[idx].tagged = true;
}
//put the ones to remove
for (const KeyValue<ObjectID, BodyState> &E : contact_monitor->body_map) {
for (int i = 0; i < E.value.shapes.size(); i++) {
if (!E.value.shapes[i].tagged) {
toremove[toremove_count].rid = E.value.rid;
toremove[toremove_count].body_id = E.key;
toremove[toremove_count].pair = E.value.shapes[i];
toremove_count++;
}
}
}
//process removals
for (int i = 0; i < toremove_count; i++) {
_body_inout(0, toremove[i].rid, toremove[i].body_id, toremove[i].pair.body_shape, toremove[i].pair.local_shape);
}
//process additions
for (int i = 0; i < toadd_count; i++) {
_body_inout(1, toadd[i].rid, toadd[i].id, toadd[i].shape, toadd[i].local_shape);
}
contact_monitor->locked = false;
}
unlock_callback();
}
void RigidBody2D::_apply_body_mode() {
if (freeze) {
switch (freeze_mode) {
case FREEZE_MODE_STATIC: {
set_body_mode(PhysicsServer2D::BODY_MODE_STATIC);
} break;
case FREEZE_MODE_KINEMATIC: {
set_body_mode(PhysicsServer2D::BODY_MODE_KINEMATIC);
} break;
}
} else if (lock_rotation) {
set_body_mode(PhysicsServer2D::BODY_MODE_RIGID_LINEAR);
} else {
set_body_mode(PhysicsServer2D::BODY_MODE_RIGID);
}
}
void RigidBody2D::set_lock_rotation_enabled(bool p_lock_rotation) {
if (p_lock_rotation == lock_rotation) {
return;
}
lock_rotation = p_lock_rotation;
_apply_body_mode();
}
bool RigidBody2D::is_lock_rotation_enabled() const {
return lock_rotation;
}
void RigidBody2D::set_freeze_enabled(bool p_freeze) {
if (p_freeze == freeze) {
return;
}
freeze = p_freeze;
_apply_body_mode();
}
bool RigidBody2D::is_freeze_enabled() const {
return freeze;
}
void RigidBody2D::set_freeze_mode(FreezeMode p_freeze_mode) {
if (p_freeze_mode == freeze_mode) {
return;
}
freeze_mode = p_freeze_mode;
_apply_body_mode();
}
RigidBody2D::FreezeMode RigidBody2D::get_freeze_mode() const {
return freeze_mode;
}
void RigidBody2D::set_mass(real_t p_mass) {
ERR_FAIL_COND(p_mass <= 0);
mass = p_mass;
PhysicsServer2D::get_singleton()->body_set_param(get_rid(), PhysicsServer2D::BODY_PARAM_MASS, mass);
}
real_t RigidBody2D::get_mass() const {
return mass;
}
void RigidBody2D::set_inertia(real_t p_inertia) {
ERR_FAIL_COND(p_inertia < 0);
inertia = p_inertia;
PhysicsServer2D::get_singleton()->body_set_param(get_rid(), PhysicsServer2D::BODY_PARAM_INERTIA, inertia);
}
real_t RigidBody2D::get_inertia() const {
return inertia;
}
void RigidBody2D::set_center_of_mass_mode(CenterOfMassMode p_mode) {
if (center_of_mass_mode == p_mode) {
return;
}
center_of_mass_mode = p_mode;
switch (center_of_mass_mode) {
case CENTER_OF_MASS_MODE_AUTO: {
center_of_mass = Vector2();
PhysicsServer2D::get_singleton()->body_reset_mass_properties(get_rid());
if (inertia != 0.0) {
PhysicsServer2D::get_singleton()->body_set_param(get_rid(), PhysicsServer2D::BODY_PARAM_INERTIA, inertia);
}
} break;
case CENTER_OF_MASS_MODE_CUSTOM: {
PhysicsServer2D::get_singleton()->body_set_param(get_rid(), PhysicsServer2D::BODY_PARAM_CENTER_OF_MASS, center_of_mass);
} break;
}
notify_property_list_changed();
}
RigidBody2D::CenterOfMassMode RigidBody2D::get_center_of_mass_mode() const {
return center_of_mass_mode;
}
void RigidBody2D::set_center_of_mass(const Vector2 &p_center_of_mass) {
if (center_of_mass == p_center_of_mass) {
return;
}
ERR_FAIL_COND(center_of_mass_mode != CENTER_OF_MASS_MODE_CUSTOM);
center_of_mass = p_center_of_mass;
PhysicsServer2D::get_singleton()->body_set_param(get_rid(), PhysicsServer2D::BODY_PARAM_CENTER_OF_MASS, center_of_mass);
}
const Vector2 &RigidBody2D::get_center_of_mass() const {
return center_of_mass;
}
void RigidBody2D::set_physics_material_override(const Ref<PhysicsMaterial> &p_physics_material_override) {
if (physics_material_override.is_valid()) {
physics_material_override->disconnect_changed(callable_mp(this, &RigidBody2D::_reload_physics_characteristics));
}
physics_material_override = p_physics_material_override;
if (physics_material_override.is_valid()) {
physics_material_override->connect_changed(callable_mp(this, &RigidBody2D::_reload_physics_characteristics));
}
_reload_physics_characteristics();
}
Ref<PhysicsMaterial> RigidBody2D::get_physics_material_override() const {
return physics_material_override;
}
void RigidBody2D::set_gravity_scale(real_t p_gravity_scale) {
gravity_scale = p_gravity_scale;
PhysicsServer2D::get_singleton()->body_set_param(get_rid(), PhysicsServer2D::BODY_PARAM_GRAVITY_SCALE, gravity_scale);
}
real_t RigidBody2D::get_gravity_scale() const {
return gravity_scale;
}
void RigidBody2D::set_linear_damp_mode(DampMode p_mode) {
linear_damp_mode = p_mode;
PhysicsServer2D::get_singleton()->body_set_param(get_rid(), PhysicsServer2D::BODY_PARAM_LINEAR_DAMP_MODE, linear_damp_mode);
}
RigidBody2D::DampMode RigidBody2D::get_linear_damp_mode() const {
return linear_damp_mode;
}
void RigidBody2D::set_angular_damp_mode(DampMode p_mode) {
angular_damp_mode = p_mode;
PhysicsServer2D::get_singleton()->body_set_param(get_rid(), PhysicsServer2D::BODY_PARAM_ANGULAR_DAMP_MODE, angular_damp_mode);
}
RigidBody2D::DampMode RigidBody2D::get_angular_damp_mode() const {
return angular_damp_mode;
}
void RigidBody2D::set_linear_damp(real_t p_linear_damp) {
ERR_FAIL_COND(p_linear_damp < -1);
linear_damp = p_linear_damp;
PhysicsServer2D::get_singleton()->body_set_param(get_rid(), PhysicsServer2D::BODY_PARAM_LINEAR_DAMP, linear_damp);
}
real_t RigidBody2D::get_linear_damp() const {
return linear_damp;
}
void RigidBody2D::set_angular_damp(real_t p_angular_damp) {
ERR_FAIL_COND(p_angular_damp < -1);
angular_damp = p_angular_damp;
PhysicsServer2D::get_singleton()->body_set_param(get_rid(), PhysicsServer2D::BODY_PARAM_ANGULAR_DAMP, angular_damp);
}
real_t RigidBody2D::get_angular_damp() const {
return angular_damp;
}
void RigidBody2D::set_axis_velocity(const Vector2 &p_axis) {
Vector2 axis = p_axis.normalized();
linear_velocity -= axis * axis.dot(linear_velocity);
linear_velocity += p_axis;
PhysicsServer2D::get_singleton()->body_set_state(get_rid(), PhysicsServer2D::BODY_STATE_LINEAR_VELOCITY, linear_velocity);
}
void RigidBody2D::set_linear_velocity(const Vector2 &p_velocity) {
linear_velocity = p_velocity;
PhysicsServer2D::get_singleton()->body_set_state(get_rid(), PhysicsServer2D::BODY_STATE_LINEAR_VELOCITY, linear_velocity);
}
Vector2 RigidBody2D::get_linear_velocity() const {
return linear_velocity;
}
void RigidBody2D::set_angular_velocity(real_t p_velocity) {
angular_velocity = p_velocity;
PhysicsServer2D::get_singleton()->body_set_state(get_rid(), PhysicsServer2D::BODY_STATE_ANGULAR_VELOCITY, angular_velocity);
}
real_t RigidBody2D::get_angular_velocity() const {
return angular_velocity;
}
void RigidBody2D::set_use_custom_integrator(bool p_enable) {
if (custom_integrator == p_enable) {
return;
}
custom_integrator = p_enable;
PhysicsServer2D::get_singleton()->body_set_omit_force_integration(get_rid(), p_enable);
}
bool RigidBody2D::is_using_custom_integrator() {
return custom_integrator;
}
void RigidBody2D::set_sleeping(bool p_sleeping) {
sleeping = p_sleeping;
PhysicsServer2D::get_singleton()->body_set_state(get_rid(), PhysicsServer2D::BODY_STATE_SLEEPING, sleeping);
}
void RigidBody2D::set_can_sleep(bool p_active) {
can_sleep = p_active;
PhysicsServer2D::get_singleton()->body_set_state(get_rid(), PhysicsServer2D::BODY_STATE_CAN_SLEEP, p_active);
}
bool RigidBody2D::is_able_to_sleep() const {
return can_sleep;
}
bool RigidBody2D::is_sleeping() const {
return sleeping;
}
void RigidBody2D::set_max_contacts_reported(int p_amount) {
ERR_FAIL_INDEX_MSG(p_amount, MAX_CONTACTS_REPORTED_2D_MAX, "Max contacts reported allocates memory (about 100 bytes each), and therefore must not be set too high.");
max_contacts_reported = p_amount;
PhysicsServer2D::get_singleton()->body_set_max_contacts_reported(get_rid(), p_amount);
}
int RigidBody2D::get_max_contacts_reported() const {
return max_contacts_reported;
}
int RigidBody2D::get_contact_count() const {
return contact_count;
}
void RigidBody2D::apply_central_impulse(const Vector2 &p_impulse) {
PhysicsServer2D::get_singleton()->body_apply_central_impulse(get_rid(), p_impulse);
}
void RigidBody2D::apply_impulse(const Vector2 &p_impulse, const Vector2 &p_position) {
PhysicsServer2D::get_singleton()->body_apply_impulse(get_rid(), p_impulse, p_position);
}
void RigidBody2D::apply_torque_impulse(real_t p_torque) {
PhysicsServer2D::get_singleton()->body_apply_torque_impulse(get_rid(), p_torque);
}
void RigidBody2D::apply_central_force(const Vector2 &p_force) {
PhysicsServer2D::get_singleton()->body_apply_central_force(get_rid(), p_force);
}
void RigidBody2D::apply_force(const Vector2 &p_force, const Vector2 &p_position) {
PhysicsServer2D::get_singleton()->body_apply_force(get_rid(), p_force, p_position);
}
void RigidBody2D::apply_torque(real_t p_torque) {
PhysicsServer2D::get_singleton()->body_apply_torque(get_rid(), p_torque);
}
void RigidBody2D::add_constant_central_force(const Vector2 &p_force) {
PhysicsServer2D::get_singleton()->body_add_constant_central_force(get_rid(), p_force);
}
void RigidBody2D::add_constant_force(const Vector2 &p_force, const Vector2 &p_position) {
PhysicsServer2D::get_singleton()->body_add_constant_force(get_rid(), p_force, p_position);
}
void RigidBody2D::add_constant_torque(const real_t p_torque) {
PhysicsServer2D::get_singleton()->body_add_constant_torque(get_rid(), p_torque);
}
void RigidBody2D::set_constant_force(const Vector2 &p_force) {
PhysicsServer2D::get_singleton()->body_set_constant_force(get_rid(), p_force);
}
Vector2 RigidBody2D::get_constant_force() const {
return PhysicsServer2D::get_singleton()->body_get_constant_force(get_rid());
}
void RigidBody2D::set_constant_torque(real_t p_torque) {
PhysicsServer2D::get_singleton()->body_set_constant_torque(get_rid(), p_torque);
}
real_t RigidBody2D::get_constant_torque() const {
return PhysicsServer2D::get_singleton()->body_get_constant_torque(get_rid());
}
void RigidBody2D::set_continuous_collision_detection_mode(CCDMode p_mode) {
ccd_mode = p_mode;
PhysicsServer2D::get_singleton()->body_set_continuous_collision_detection_mode(get_rid(), PhysicsServer2D::CCDMode(p_mode));
}
RigidBody2D::CCDMode RigidBody2D::get_continuous_collision_detection_mode() const {
return ccd_mode;
}
TypedArray<Node2D> RigidBody2D::get_colliding_bodies() const {
ERR_FAIL_NULL_V(contact_monitor, TypedArray<Node2D>());
TypedArray<Node2D> ret;
ret.resize(contact_monitor->body_map.size());
int idx = 0;
for (const KeyValue<ObjectID, BodyState> &E : contact_monitor->body_map) {
Object *obj = ObjectDB::get_instance(E.key);
if (!obj) {
ret.resize(ret.size() - 1); //ops
} else {
ret[idx++] = obj;
}
}
return ret;
}
void RigidBody2D::set_contact_monitor(bool p_enabled) {
if (p_enabled == is_contact_monitor_enabled()) {
return;
}
if (!p_enabled) {
ERR_FAIL_COND_MSG(contact_monitor->locked, "Can't disable contact monitoring during in/out callback. Use call_deferred(\"set_contact_monitor\", false) instead.");
for (const KeyValue<ObjectID, BodyState> &E : contact_monitor->body_map) {
//clean up mess
Object *obj = ObjectDB::get_instance(E.key);
Node *node = Object::cast_to<Node>(obj);
if (node) {
node->disconnect(SceneStringName(tree_entered), callable_mp(this, &RigidBody2D::_body_enter_tree));
node->disconnect(SceneStringName(tree_exiting), callable_mp(this, &RigidBody2D::_body_exit_tree));
}
}
memdelete(contact_monitor);
contact_monitor = nullptr;
} else {
contact_monitor = memnew(ContactMonitor);
contact_monitor->locked = false;
}
notify_property_list_changed();
}
bool RigidBody2D::is_contact_monitor_enabled() const {
return contact_monitor != nullptr;
}
void RigidBody2D::_notification(int p_what) {
#ifdef TOOLS_ENABLED
switch (p_what) {
case NOTIFICATION_ENTER_TREE: {
if (Engine::get_singleton()->is_editor_hint()) {
set_notify_local_transform(true); // Used for warnings and only in editor.
}
} break;
case NOTIFICATION_LOCAL_TRANSFORM_CHANGED: {
update_configuration_warnings();
} break;
}
#endif
}
PackedStringArray RigidBody2D::get_configuration_warnings() const {
Transform2D t = get_transform();
PackedStringArray warnings = PhysicsBody2D::get_configuration_warnings();
if (Math::abs(t.columns[0].length() - 1.0) > 0.05 || Math::abs(t.columns[1].length() - 1.0) > 0.05) {
warnings.push_back(RTR("Size changes to RigidBody2D will be overridden by the physics engine when running.\nChange the size in children collision shapes instead."));
}
return warnings;
}
void RigidBody2D::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_mass", "mass"), &RigidBody2D::set_mass);
ClassDB::bind_method(D_METHOD("get_mass"), &RigidBody2D::get_mass);
ClassDB::bind_method(D_METHOD("get_inertia"), &RigidBody2D::get_inertia);
ClassDB::bind_method(D_METHOD("set_inertia", "inertia"), &RigidBody2D::set_inertia);
ClassDB::bind_method(D_METHOD("set_center_of_mass_mode", "mode"), &RigidBody2D::set_center_of_mass_mode);
ClassDB::bind_method(D_METHOD("get_center_of_mass_mode"), &RigidBody2D::get_center_of_mass_mode);
ClassDB::bind_method(D_METHOD("set_center_of_mass", "center_of_mass"), &RigidBody2D::set_center_of_mass);
ClassDB::bind_method(D_METHOD("get_center_of_mass"), &RigidBody2D::get_center_of_mass);
ClassDB::bind_method(D_METHOD("set_physics_material_override", "physics_material_override"), &RigidBody2D::set_physics_material_override);
ClassDB::bind_method(D_METHOD("get_physics_material_override"), &RigidBody2D::get_physics_material_override);
ClassDB::bind_method(D_METHOD("set_gravity_scale", "gravity_scale"), &RigidBody2D::set_gravity_scale);
ClassDB::bind_method(D_METHOD("get_gravity_scale"), &RigidBody2D::get_gravity_scale);
ClassDB::bind_method(D_METHOD("set_linear_damp_mode", "linear_damp_mode"), &RigidBody2D::set_linear_damp_mode);
ClassDB::bind_method(D_METHOD("get_linear_damp_mode"), &RigidBody2D::get_linear_damp_mode);
ClassDB::bind_method(D_METHOD("set_angular_damp_mode", "angular_damp_mode"), &RigidBody2D::set_angular_damp_mode);
ClassDB::bind_method(D_METHOD("get_angular_damp_mode"), &RigidBody2D::get_angular_damp_mode);
ClassDB::bind_method(D_METHOD("set_linear_damp", "linear_damp"), &RigidBody2D::set_linear_damp);
ClassDB::bind_method(D_METHOD("get_linear_damp"), &RigidBody2D::get_linear_damp);
ClassDB::bind_method(D_METHOD("set_angular_damp", "angular_damp"), &RigidBody2D::set_angular_damp);
ClassDB::bind_method(D_METHOD("get_angular_damp"), &RigidBody2D::get_angular_damp);
ClassDB::bind_method(D_METHOD("set_linear_velocity", "linear_velocity"), &RigidBody2D::set_linear_velocity);
ClassDB::bind_method(D_METHOD("get_linear_velocity"), &RigidBody2D::get_linear_velocity);
ClassDB::bind_method(D_METHOD("set_angular_velocity", "angular_velocity"), &RigidBody2D::set_angular_velocity);
ClassDB::bind_method(D_METHOD("get_angular_velocity"), &RigidBody2D::get_angular_velocity);
ClassDB::bind_method(D_METHOD("set_max_contacts_reported", "amount"), &RigidBody2D::set_max_contacts_reported);
ClassDB::bind_method(D_METHOD("get_max_contacts_reported"), &RigidBody2D::get_max_contacts_reported);
ClassDB::bind_method(D_METHOD("get_contact_count"), &RigidBody2D::get_contact_count);
ClassDB::bind_method(D_METHOD("set_use_custom_integrator", "enable"), &RigidBody2D::set_use_custom_integrator);
ClassDB::bind_method(D_METHOD("is_using_custom_integrator"), &RigidBody2D::is_using_custom_integrator);
ClassDB::bind_method(D_METHOD("set_contact_monitor", "enabled"), &RigidBody2D::set_contact_monitor);
ClassDB::bind_method(D_METHOD("is_contact_monitor_enabled"), &RigidBody2D::is_contact_monitor_enabled);
ClassDB::bind_method(D_METHOD("set_continuous_collision_detection_mode", "mode"), &RigidBody2D::set_continuous_collision_detection_mode);
ClassDB::bind_method(D_METHOD("get_continuous_collision_detection_mode"), &RigidBody2D::get_continuous_collision_detection_mode);
ClassDB::bind_method(D_METHOD("set_axis_velocity", "axis_velocity"), &RigidBody2D::set_axis_velocity);
ClassDB::bind_method(D_METHOD("apply_central_impulse", "impulse"), &RigidBody2D::apply_central_impulse, Vector2());
ClassDB::bind_method(D_METHOD("apply_impulse", "impulse", "position"), &RigidBody2D::apply_impulse, Vector2());
ClassDB::bind_method(D_METHOD("apply_torque_impulse", "torque"), &RigidBody2D::apply_torque_impulse);
ClassDB::bind_method(D_METHOD("apply_central_force", "force"), &RigidBody2D::apply_central_force);
ClassDB::bind_method(D_METHOD("apply_force", "force", "position"), &RigidBody2D::apply_force, Vector2());
ClassDB::bind_method(D_METHOD("apply_torque", "torque"), &RigidBody2D::apply_torque);
ClassDB::bind_method(D_METHOD("add_constant_central_force", "force"), &RigidBody2D::add_constant_central_force);
ClassDB::bind_method(D_METHOD("add_constant_force", "force", "position"), &RigidBody2D::add_constant_force, Vector2());
ClassDB::bind_method(D_METHOD("add_constant_torque", "torque"), &RigidBody2D::add_constant_torque);
ClassDB::bind_method(D_METHOD("set_constant_force", "force"), &RigidBody2D::set_constant_force);
ClassDB::bind_method(D_METHOD("get_constant_force"), &RigidBody2D::get_constant_force);
ClassDB::bind_method(D_METHOD("set_constant_torque", "torque"), &RigidBody2D::set_constant_torque);
ClassDB::bind_method(D_METHOD("get_constant_torque"), &RigidBody2D::get_constant_torque);
ClassDB::bind_method(D_METHOD("set_sleeping", "sleeping"), &RigidBody2D::set_sleeping);
ClassDB::bind_method(D_METHOD("is_sleeping"), &RigidBody2D::is_sleeping);
ClassDB::bind_method(D_METHOD("set_can_sleep", "able_to_sleep"), &RigidBody2D::set_can_sleep);
ClassDB::bind_method(D_METHOD("is_able_to_sleep"), &RigidBody2D::is_able_to_sleep);
ClassDB::bind_method(D_METHOD("set_lock_rotation_enabled", "lock_rotation"), &RigidBody2D::set_lock_rotation_enabled);
ClassDB::bind_method(D_METHOD("is_lock_rotation_enabled"), &RigidBody2D::is_lock_rotation_enabled);
ClassDB::bind_method(D_METHOD("set_freeze_enabled", "freeze_mode"), &RigidBody2D::set_freeze_enabled);
ClassDB::bind_method(D_METHOD("is_freeze_enabled"), &RigidBody2D::is_freeze_enabled);
ClassDB::bind_method(D_METHOD("set_freeze_mode", "freeze_mode"), &RigidBody2D::set_freeze_mode);
ClassDB::bind_method(D_METHOD("get_freeze_mode"), &RigidBody2D::get_freeze_mode);
ClassDB::bind_method(D_METHOD("get_colliding_bodies"), &RigidBody2D::get_colliding_bodies);
GDVIRTUAL_BIND(_integrate_forces, "state");
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "mass", PROPERTY_HINT_RANGE, "0.001,1000,0.001,or_greater,exp,suffix:kg"), "set_mass", "get_mass");
ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "physics_material_override", PROPERTY_HINT_RESOURCE_TYPE, "PhysicsMaterial"), "set_physics_material_override", "get_physics_material_override");
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "gravity_scale", PROPERTY_HINT_RANGE, "-8,8,0.001,or_less,or_greater"), "set_gravity_scale", "get_gravity_scale");
ADD_GROUP("Mass Distribution", "");
ADD_PROPERTY(PropertyInfo(Variant::INT, "center_of_mass_mode", PROPERTY_HINT_ENUM, "Auto,Custom"), "set_center_of_mass_mode", "get_center_of_mass_mode");
ADD_PROPERTY(PropertyInfo(Variant::VECTOR2, "center_of_mass", PROPERTY_HINT_RANGE, "-1000,1000,0.01,or_less,or_greater,suffix:px"), "set_center_of_mass", "get_center_of_mass");
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "inertia", PROPERTY_HINT_RANGE, U"0,1000,0.01,or_greater,exp,suffix:kg\u22C5px\u00B2"), "set_inertia", "get_inertia");
ADD_GROUP("Deactivation", "");
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "sleeping"), "set_sleeping", "is_sleeping");
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "can_sleep"), "set_can_sleep", "is_able_to_sleep");
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "lock_rotation"), "set_lock_rotation_enabled", "is_lock_rotation_enabled");
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "freeze"), "set_freeze_enabled", "is_freeze_enabled");
ADD_PROPERTY(PropertyInfo(Variant::INT, "freeze_mode", PROPERTY_HINT_ENUM, "Static,Kinematic"), "set_freeze_mode", "get_freeze_mode");
ADD_GROUP("Solver", "");
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "custom_integrator"), "set_use_custom_integrator", "is_using_custom_integrator");
ADD_PROPERTY(PropertyInfo(Variant::INT, "continuous_cd", PROPERTY_HINT_ENUM, "Disabled,Cast Ray,Cast Shape"), "set_continuous_collision_detection_mode", "get_continuous_collision_detection_mode");
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "contact_monitor"), "set_contact_monitor", "is_contact_monitor_enabled");
ADD_PROPERTY(PropertyInfo(Variant::INT, "max_contacts_reported", PROPERTY_HINT_RANGE, "0,64,1,or_greater"), "set_max_contacts_reported", "get_max_contacts_reported");
ADD_GROUP("Linear", "linear_");
ADD_PROPERTY(PropertyInfo(Variant::VECTOR2, "linear_velocity", PROPERTY_HINT_NONE, "suffix:px/s"), "set_linear_velocity", "get_linear_velocity");
ADD_PROPERTY(PropertyInfo(Variant::INT, "linear_damp_mode", PROPERTY_HINT_ENUM, "Combine,Replace"), "set_linear_damp_mode", "get_linear_damp_mode");
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "linear_damp", PROPERTY_HINT_RANGE, "-1,100,0.001,or_greater"), "set_linear_damp", "get_linear_damp");
ADD_GROUP("Angular", "angular_");
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "angular_velocity", PROPERTY_HINT_NONE, U"radians_as_degrees,suffix:\u00B0/s"), "set_angular_velocity", "get_angular_velocity");
ADD_PROPERTY(PropertyInfo(Variant::INT, "angular_damp_mode", PROPERTY_HINT_ENUM, "Combine,Replace"), "set_angular_damp_mode", "get_angular_damp_mode");
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "angular_damp", PROPERTY_HINT_RANGE, "-1,100,0.001,or_greater"), "set_angular_damp", "get_angular_damp");
ADD_GROUP("Constant Forces", "constant_");
ADD_PROPERTY(PropertyInfo(Variant::VECTOR2, "constant_force", PROPERTY_HINT_NONE, U"suffix:kg\u22C5px/s\u00B2"), "set_constant_force", "get_constant_force");
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "constant_torque", PROPERTY_HINT_NONE, U"suffix:kg\u22C5px\u00B2/s\u00B2/rad"), "set_constant_torque", "get_constant_torque");
ADD_SIGNAL(MethodInfo("body_shape_entered", PropertyInfo(Variant::RID, "body_rid"), PropertyInfo(Variant::OBJECT, "body", PROPERTY_HINT_RESOURCE_TYPE, "Node"), PropertyInfo(Variant::INT, "body_shape_index"), PropertyInfo(Variant::INT, "local_shape_index")));
ADD_SIGNAL(MethodInfo("body_shape_exited", PropertyInfo(Variant::RID, "body_rid"), PropertyInfo(Variant::OBJECT, "body", PROPERTY_HINT_RESOURCE_TYPE, "Node"), PropertyInfo(Variant::INT, "body_shape_index"), PropertyInfo(Variant::INT, "local_shape_index")));
ADD_SIGNAL(MethodInfo("body_entered", PropertyInfo(Variant::OBJECT, "body", PROPERTY_HINT_RESOURCE_TYPE, "Node")));
ADD_SIGNAL(MethodInfo("body_exited", PropertyInfo(Variant::OBJECT, "body", PROPERTY_HINT_RESOURCE_TYPE, "Node")));
ADD_SIGNAL(MethodInfo("sleeping_state_changed"));
BIND_ENUM_CONSTANT(FREEZE_MODE_STATIC);
BIND_ENUM_CONSTANT(FREEZE_MODE_KINEMATIC);
BIND_ENUM_CONSTANT(CENTER_OF_MASS_MODE_AUTO);
BIND_ENUM_CONSTANT(CENTER_OF_MASS_MODE_CUSTOM);
BIND_ENUM_CONSTANT(DAMP_MODE_COMBINE);
BIND_ENUM_CONSTANT(DAMP_MODE_REPLACE);
BIND_ENUM_CONSTANT(CCD_MODE_DISABLED);
BIND_ENUM_CONSTANT(CCD_MODE_CAST_RAY);
BIND_ENUM_CONSTANT(CCD_MODE_CAST_SHAPE);
}
void RigidBody2D::_validate_property(PropertyInfo &p_property) const {
if (!Engine::get_singleton()->is_editor_hint()) {
return;
}
if (center_of_mass_mode != CENTER_OF_MASS_MODE_CUSTOM && p_property.name == "center_of_mass") {
p_property.usage = PROPERTY_USAGE_NO_EDITOR;
}
if (!contact_monitor && p_property.name == "max_contacts_reported") {
p_property.usage = PROPERTY_USAGE_NO_EDITOR;
}
}
RigidBody2D::RigidBody2D() :
PhysicsBody2D(PhysicsServer2D::BODY_MODE_RIGID) {
PhysicsServer2D::get_singleton()->body_set_state_sync_callback(get_rid(), callable_mp(this, &RigidBody2D::_body_state_changed));
}
RigidBody2D::~RigidBody2D() {
if (contact_monitor) {
memdelete(contact_monitor);
}
}
void RigidBody2D::_reload_physics_characteristics() {
if (physics_material_override.is_null()) {
PhysicsServer2D::get_singleton()->body_set_param(get_rid(), PhysicsServer2D::BODY_PARAM_BOUNCE, 0);
PhysicsServer2D::get_singleton()->body_set_param(get_rid(), PhysicsServer2D::BODY_PARAM_FRICTION, 1);
} else {
PhysicsServer2D::get_singleton()->body_set_param(get_rid(), PhysicsServer2D::BODY_PARAM_BOUNCE, physics_material_override->computed_bounce());
PhysicsServer2D::get_singleton()->body_set_param(get_rid(), PhysicsServer2D::BODY_PARAM_FRICTION, physics_material_override->computed_friction());
}
}

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@@ -0,0 +1,247 @@
/**************************************************************************/
/* rigid_body_2d.h */
/**************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/**************************************************************************/
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* 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. */
/**************************************************************************/
#pragma once
#include "core/templates/vset.h"
#include "scene/2d/physics/physics_body_2d.h"
class RigidBody2D : public PhysicsBody2D {
GDCLASS(RigidBody2D, PhysicsBody2D);
public:
enum FreezeMode {
FREEZE_MODE_STATIC,
FREEZE_MODE_KINEMATIC,
};
enum CenterOfMassMode {
CENTER_OF_MASS_MODE_AUTO,
CENTER_OF_MASS_MODE_CUSTOM,
};
enum DampMode {
DAMP_MODE_COMBINE,
DAMP_MODE_REPLACE,
};
enum CCDMode {
CCD_MODE_DISABLED,
CCD_MODE_CAST_RAY,
CCD_MODE_CAST_SHAPE,
};
private:
bool can_sleep = true;
bool lock_rotation = false;
bool freeze = false;
FreezeMode freeze_mode = FREEZE_MODE_STATIC;
real_t mass = 1.0;
real_t inertia = 0.0;
CenterOfMassMode center_of_mass_mode = CENTER_OF_MASS_MODE_AUTO;
Vector2 center_of_mass;
Ref<PhysicsMaterial> physics_material_override;
real_t gravity_scale = 1.0;
DampMode linear_damp_mode = DAMP_MODE_COMBINE;
DampMode angular_damp_mode = DAMP_MODE_COMBINE;
real_t linear_damp = 0.0;
real_t angular_damp = 0.0;
Vector2 linear_velocity;
real_t angular_velocity = 0.0;
bool sleeping = false;
int max_contacts_reported = 0;
int contact_count = 0;
bool custom_integrator = false;
CCDMode ccd_mode = CCD_MODE_DISABLED;
struct ShapePair {
int body_shape = 0;
int local_shape = 0;
bool tagged = false;
bool operator<(const ShapePair &p_sp) const {
if (body_shape == p_sp.body_shape) {
return local_shape < p_sp.local_shape;
}
return body_shape < p_sp.body_shape;
}
ShapePair() {}
ShapePair(int p_bs, int p_ls) {
body_shape = p_bs;
local_shape = p_ls;
}
};
struct RigidBody2D_RemoveAction {
RID rid;
ObjectID body_id;
ShapePair pair;
};
struct BodyState {
RID rid;
//int rc;
bool in_scene = false;
VSet<ShapePair> shapes;
};
struct ContactMonitor {
bool locked = false;
HashMap<ObjectID, BodyState> body_map;
};
ContactMonitor *contact_monitor = nullptr;
void _body_enter_tree(ObjectID p_id);
void _body_exit_tree(ObjectID p_id);
void _body_inout(int p_status, const RID &p_body, ObjectID p_instance, int p_body_shape, int p_local_shape);
static void _body_state_changed_callback(void *p_instance, PhysicsDirectBodyState2D *p_state);
void _body_state_changed(PhysicsDirectBodyState2D *p_state);
void _sync_body_state(PhysicsDirectBodyState2D *p_state);
protected:
void _notification(int p_what);
static void _bind_methods();
void _validate_property(PropertyInfo &p_property) const;
GDVIRTUAL1(_integrate_forces, PhysicsDirectBodyState2D *)
void _apply_body_mode();
public:
void set_lock_rotation_enabled(bool p_lock_rotation);
bool is_lock_rotation_enabled() const;
void set_freeze_enabled(bool p_freeze);
bool is_freeze_enabled() const;
void set_freeze_mode(FreezeMode p_freeze_mode);
FreezeMode get_freeze_mode() const;
void set_mass(real_t p_mass);
real_t get_mass() const;
void set_inertia(real_t p_inertia);
real_t get_inertia() const;
void set_center_of_mass_mode(CenterOfMassMode p_mode);
CenterOfMassMode get_center_of_mass_mode() const;
void set_center_of_mass(const Vector2 &p_center_of_mass);
const Vector2 &get_center_of_mass() const;
void set_physics_material_override(const Ref<PhysicsMaterial> &p_physics_material_override);
Ref<PhysicsMaterial> get_physics_material_override() const;
void set_gravity_scale(real_t p_gravity_scale);
real_t get_gravity_scale() const;
void set_linear_damp_mode(DampMode p_mode);
DampMode get_linear_damp_mode() const;
void set_angular_damp_mode(DampMode p_mode);
DampMode get_angular_damp_mode() const;
void set_linear_damp(real_t p_linear_damp);
real_t get_linear_damp() const;
void set_angular_damp(real_t p_angular_damp);
real_t get_angular_damp() const;
void set_linear_velocity(const Vector2 &p_velocity);
Vector2 get_linear_velocity() const;
void set_axis_velocity(const Vector2 &p_axis);
void set_angular_velocity(real_t p_velocity);
real_t get_angular_velocity() const;
void set_use_custom_integrator(bool p_enable);
bool is_using_custom_integrator();
void set_sleeping(bool p_sleeping);
bool is_sleeping() const;
void set_can_sleep(bool p_active);
bool is_able_to_sleep() const;
void set_contact_monitor(bool p_enabled);
bool is_contact_monitor_enabled() const;
void set_max_contacts_reported(int p_amount);
int get_max_contacts_reported() const;
int get_contact_count() const;
void set_continuous_collision_detection_mode(CCDMode p_mode);
CCDMode get_continuous_collision_detection_mode() const;
void apply_central_impulse(const Vector2 &p_impulse);
void apply_impulse(const Vector2 &p_impulse, const Vector2 &p_position = Vector2());
void apply_torque_impulse(real_t p_torque);
void apply_central_force(const Vector2 &p_force);
void apply_force(const Vector2 &p_force, const Vector2 &p_position = Vector2());
void apply_torque(real_t p_torque);
void add_constant_central_force(const Vector2 &p_force);
void add_constant_force(const Vector2 &p_force, const Vector2 &p_position = Vector2());
void add_constant_torque(real_t p_torque);
void set_constant_force(const Vector2 &p_force);
Vector2 get_constant_force() const;
void set_constant_torque(real_t p_torque);
real_t get_constant_torque() const;
TypedArray<Node2D> get_colliding_bodies() const; //function for script
virtual PackedStringArray get_configuration_warnings() const override;
RigidBody2D();
~RigidBody2D();
private:
void _reload_physics_characteristics();
};
VARIANT_ENUM_CAST(RigidBody2D::FreezeMode);
VARIANT_ENUM_CAST(RigidBody2D::CenterOfMassMode);
VARIANT_ENUM_CAST(RigidBody2D::DampMode);
VARIANT_ENUM_CAST(RigidBody2D::CCDMode);

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/**************************************************************************/
/* shape_cast_2d.cpp */
/**************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/**************************************************************************/
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* 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 "shape_cast_2d.h"
#include "core/config/engine.h"
#include "scene/2d/physics/collision_object_2d.h"
#include "scene/resources/world_2d.h"
#include "servers/physics_server_2d.h"
void ShapeCast2D::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())) {
queue_redraw();
}
}
Vector2 ShapeCast2D::get_target_position() const {
return target_position;
}
void ShapeCast2D::set_margin(real_t p_margin) {
margin = p_margin;
}
real_t ShapeCast2D::get_margin() const {
return margin;
}
void ShapeCast2D::set_max_results(int p_max_results) {
max_results = p_max_results;
}
int ShapeCast2D::get_max_results() const {
return max_results;
}
void ShapeCast2D::set_collision_mask(uint32_t p_mask) {
collision_mask = p_mask;
}
uint32_t ShapeCast2D::get_collision_mask() const {
return collision_mask;
}
void ShapeCast2D::set_collision_mask_value(int p_layer_number, bool p_value) {
ERR_FAIL_COND_MSG(p_layer_number < 1, "Collision layer number must be between 1 and 32 inclusive.");
ERR_FAIL_COND_MSG(p_layer_number > 32, "Collision layer number must be between 1 and 32 inclusive.");
uint32_t mask = get_collision_mask();
if (p_value) {
mask |= 1 << (p_layer_number - 1);
} else {
mask &= ~(1 << (p_layer_number - 1));
}
set_collision_mask(mask);
}
bool ShapeCast2D::get_collision_mask_value(int p_layer_number) const {
ERR_FAIL_COND_V_MSG(p_layer_number < 1, false, "Collision layer number must be between 1 and 32 inclusive.");
ERR_FAIL_COND_V_MSG(p_layer_number > 32, false, "Collision layer number must be between 1 and 32 inclusive.");
return get_collision_mask() & (1 << (p_layer_number - 1));
}
int ShapeCast2D::get_collision_count() const {
return result.size();
}
bool ShapeCast2D::is_colliding() const {
return collided;
}
Object *ShapeCast2D::get_collider(int p_idx) const {
ERR_FAIL_INDEX_V_MSG(p_idx, result.size(), nullptr, "No collider found.");
if (result[p_idx].collider_id.is_null()) {
return nullptr;
}
return ObjectDB::get_instance(result[p_idx].collider_id);
}
RID ShapeCast2D::get_collider_rid(int p_idx) const {
ERR_FAIL_INDEX_V_MSG(p_idx, result.size(), RID(), "No collider RID found.");
return result[p_idx].rid;
}
int ShapeCast2D::get_collider_shape(int p_idx) const {
ERR_FAIL_INDEX_V_MSG(p_idx, result.size(), -1, "No collider shape found.");
return result[p_idx].shape;
}
Vector2 ShapeCast2D::get_collision_point(int p_idx) const {
ERR_FAIL_INDEX_V_MSG(p_idx, result.size(), Vector2(), "No collision point found.");
return result[p_idx].point;
}
Vector2 ShapeCast2D::get_collision_normal(int p_idx) const {
ERR_FAIL_INDEX_V_MSG(p_idx, result.size(), Vector2(), "No collision normal found.");
return result[p_idx].normal;
}
real_t ShapeCast2D::get_closest_collision_safe_fraction() const {
return collision_safe_fraction;
}
real_t ShapeCast2D::get_closest_collision_unsafe_fraction() const {
return collision_unsafe_fraction;
}
void ShapeCast2D::set_enabled(bool p_enabled) {
enabled = p_enabled;
queue_redraw();
if (is_inside_tree() && !Engine::get_singleton()->is_editor_hint()) {
set_physics_process_internal(p_enabled);
}
if (!p_enabled) {
collided = false;
}
}
bool ShapeCast2D::is_enabled() const {
return enabled;
}
void ShapeCast2D::set_shape(const Ref<Shape2D> &p_shape) {
if (p_shape == shape) {
return;
}
if (shape.is_valid()) {
shape->disconnect_changed(callable_mp(this, &ShapeCast2D::_shape_changed));
}
shape = p_shape;
if (shape.is_valid()) {
shape->connect_changed(callable_mp(this, &ShapeCast2D::_shape_changed));
shape_rid = shape->get_rid();
}
update_configuration_warnings();
queue_redraw();
}
Ref<Shape2D> ShapeCast2D::get_shape() const {
return shape;
}
void ShapeCast2D::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<CollisionObject2D>(get_parent())) {
if (exclude_parent_body) {
exclude.insert(Object::cast_to<CollisionObject2D>(get_parent())->get_rid());
} else {
exclude.erase(Object::cast_to<CollisionObject2D>(get_parent())->get_rid());
}
}
}
bool ShapeCast2D::get_exclude_parent_body() const {
return exclude_parent_body;
}
void ShapeCast2D::_shape_changed() {
queue_redraw();
}
void ShapeCast2D::_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<CollisionObject2D>(get_parent())) {
if (exclude_parent_body) {
exclude.insert(Object::cast_to<CollisionObject2D>(get_parent())->get_rid());
} else {
exclude.erase(Object::cast_to<CollisionObject2D>(get_parent())->get_rid());
}
}
} break;
case NOTIFICATION_EXIT_TREE: {
if (enabled) {
set_physics_process_internal(false);
}
} break;
case NOTIFICATION_DRAW: {
#ifdef TOOLS_ENABLED
ERR_FAIL_COND(!is_inside_tree());
if (!Engine::get_singleton()->is_editor_hint() && !get_tree()->is_debugging_collisions_hint()) {
break;
}
if (shape.is_null()) {
break;
}
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 continuous chain of shapes along the cast.
const int steps = MAX(2, target_position.length() / shape->get_rect().get_size().length() * 4);
for (int i = 0; i <= steps; ++i) {
Vector2 t = (real_t(i) / steps) * target_position;
draw_set_transform(t, 0.0, Size2(1, 1));
shape->draw(get_canvas_item(), draw_col);
}
draw_set_transform(Vector2(), 0.0, Size2(1, 1));
// Draw an arrow indicating where the ShapeCast is pointing to.
if (target_position != Vector2()) {
const real_t max_arrow_size = 6;
const real_t line_width = 1.4;
bool no_line = target_position.length() < line_width;
real_t arrow_size = CLAMP(target_position.length() * 2 / 3, line_width, max_arrow_size);
if (no_line) {
arrow_size = target_position.length();
} else {
draw_line(Vector2(), target_position - target_position.normalized() * arrow_size, draw_col, line_width);
}
Transform2D xf;
xf.rotate(target_position.angle());
xf.translate_local(Vector2(no_line ? 0 : target_position.length() - arrow_size, 0));
Vector<Vector2> pts = {
xf.xform(Vector2(arrow_size, 0)),
xf.xform(Vector2(0, 0.5 * arrow_size)),
xf.xform(Vector2(0, -0.5 * arrow_size))
};
Vector<Color> cols = { draw_col, draw_col, draw_col };
draw_primitive(pts, cols, Vector<Vector2>());
}
#endif
} break;
case NOTIFICATION_INTERNAL_PHYSICS_PROCESS: {
if (!enabled) {
break;
}
_update_shapecast_state();
} break;
}
}
void ShapeCast2D::_update_shapecast_state() {
result.clear();
ERR_FAIL_COND_MSG(shape.is_null(), "Invalid shape.");
Ref<World2D> w2d = get_world_2d();
ERR_FAIL_COND(w2d.is_null());
PhysicsDirectSpaceState2D *dss = PhysicsServer2D::get_singleton()->space_get_direct_state(w2d->get_space());
ERR_FAIL_NULL(dss);
Transform2D gt = get_global_transform();
PhysicsDirectSpaceState2D::ShapeParameters params;
params.shape_rid = shape_rid;
params.transform = gt;
params.motion = gt.basis_xform(target_position);
params.margin = margin;
params.exclude = exclude;
params.collision_mask = collision_mask;
params.collide_with_bodies = collide_with_bodies;
params.collide_with_areas = collide_with_areas;
collision_safe_fraction = 0.0;
collision_unsafe_fraction = 0.0;
bool prev_collision_state = collided;
if (target_position != Vector2()) {
dss->cast_motion(params, collision_safe_fraction, collision_unsafe_fraction);
if (collision_unsafe_fraction < 1.0) {
// Move shape transform to the point of impact,
// so we can collect contact info at that point.
gt.set_origin(gt.get_origin() + params.motion * (collision_unsafe_fraction + CMP_EPSILON));
params.transform = gt;
}
}
// Regardless of whether the shape is stuck or it's moved along
// the motion vector, we'll only consider static collisions from now on.
params.motion = Vector2();
bool intersected = true;
while (intersected && result.size() < max_results) {
PhysicsDirectSpaceState2D::ShapeRestInfo info;
intersected = dss->rest_info(params, &info);
if (intersected) {
result.push_back(info);
params.exclude.insert(info.rid);
}
}
collided = !result.is_empty();
if (prev_collision_state != collided) {
queue_redraw();
}
}
void ShapeCast2D::force_shapecast_update() {
_update_shapecast_state();
}
void ShapeCast2D::add_exception_rid(const RID &p_rid) {
exclude.insert(p_rid);
}
void ShapeCast2D::add_exception(const CollisionObject2D *p_node) {
ERR_FAIL_NULL_MSG(p_node, "The passed Node must be an instance of CollisionObject2D.");
add_exception_rid(p_node->get_rid());
}
void ShapeCast2D::remove_exception_rid(const RID &p_rid) {
exclude.erase(p_rid);
}
void ShapeCast2D::remove_exception(const CollisionObject2D *p_node) {
ERR_FAIL_NULL_MSG(p_node, "The passed Node must be an instance of CollisionObject2D.");
remove_exception_rid(p_node->get_rid());
}
void ShapeCast2D::clear_exceptions() {
exclude.clear();
}
void ShapeCast2D::set_collide_with_areas(bool p_clip) {
collide_with_areas = p_clip;
}
bool ShapeCast2D::is_collide_with_areas_enabled() const {
return collide_with_areas;
}
void ShapeCast2D::set_collide_with_bodies(bool p_clip) {
collide_with_bodies = p_clip;
}
bool ShapeCast2D::is_collide_with_bodies_enabled() const {
return collide_with_bodies;
}
Array ShapeCast2D::get_collision_result() const {
Array ret;
for (int i = 0; i < result.size(); ++i) {
const PhysicsDirectSpaceState2D::ShapeRestInfo &sri = result[i];
Dictionary col;
col["point"] = sri.point;
col["normal"] = sri.normal;
col["rid"] = sri.rid;
col["collider"] = ObjectDB::get_instance(sri.collider_id);
col["collider_id"] = sri.collider_id;
col["shape"] = sri.shape;
col["linear_velocity"] = sri.linear_velocity;
ret.push_back(col);
}
return ret;
}
PackedStringArray ShapeCast2D::get_configuration_warnings() const {
PackedStringArray warnings = Node2D::get_configuration_warnings();
if (shape.is_null()) {
warnings.push_back(RTR("This node cannot interact with other objects unless a Shape2D is assigned."));
}
return warnings;
}
void ShapeCast2D::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_enabled", "enabled"), &ShapeCast2D::set_enabled);
ClassDB::bind_method(D_METHOD("is_enabled"), &ShapeCast2D::is_enabled);
ClassDB::bind_method(D_METHOD("set_shape", "shape"), &ShapeCast2D::set_shape);
ClassDB::bind_method(D_METHOD("get_shape"), &ShapeCast2D::get_shape);
ClassDB::bind_method(D_METHOD("set_target_position", "local_point"), &ShapeCast2D::set_target_position);
ClassDB::bind_method(D_METHOD("get_target_position"), &ShapeCast2D::get_target_position);
ClassDB::bind_method(D_METHOD("set_margin", "margin"), &ShapeCast2D::set_margin);
ClassDB::bind_method(D_METHOD("get_margin"), &ShapeCast2D::get_margin);
ClassDB::bind_method(D_METHOD("set_max_results", "max_results"), &ShapeCast2D::set_max_results);
ClassDB::bind_method(D_METHOD("get_max_results"), &ShapeCast2D::get_max_results);
ClassDB::bind_method(D_METHOD("is_colliding"), &ShapeCast2D::is_colliding);
ClassDB::bind_method(D_METHOD("get_collision_count"), &ShapeCast2D::get_collision_count);
ClassDB::bind_method(D_METHOD("force_shapecast_update"), &ShapeCast2D::force_shapecast_update);
ClassDB::bind_method(D_METHOD("get_collider", "index"), &ShapeCast2D::get_collider);
ClassDB::bind_method(D_METHOD("get_collider_rid", "index"), &ShapeCast2D::get_collider_rid);
ClassDB::bind_method(D_METHOD("get_collider_shape", "index"), &ShapeCast2D::get_collider_shape);
ClassDB::bind_method(D_METHOD("get_collision_point", "index"), &ShapeCast2D::get_collision_point);
ClassDB::bind_method(D_METHOD("get_collision_normal", "index"), &ShapeCast2D::get_collision_normal);
ClassDB::bind_method(D_METHOD("get_closest_collision_safe_fraction"), &ShapeCast2D::get_closest_collision_safe_fraction);
ClassDB::bind_method(D_METHOD("get_closest_collision_unsafe_fraction"), &ShapeCast2D::get_closest_collision_unsafe_fraction);
ClassDB::bind_method(D_METHOD("add_exception_rid", "rid"), &ShapeCast2D::add_exception_rid);
ClassDB::bind_method(D_METHOD("add_exception", "node"), &ShapeCast2D::add_exception);
ClassDB::bind_method(D_METHOD("remove_exception_rid", "rid"), &ShapeCast2D::remove_exception_rid);
ClassDB::bind_method(D_METHOD("remove_exception", "node"), &ShapeCast2D::remove_exception);
ClassDB::bind_method(D_METHOD("clear_exceptions"), &ShapeCast2D::clear_exceptions);
ClassDB::bind_method(D_METHOD("set_collision_mask", "mask"), &ShapeCast2D::set_collision_mask);
ClassDB::bind_method(D_METHOD("get_collision_mask"), &ShapeCast2D::get_collision_mask);
ClassDB::bind_method(D_METHOD("set_collision_mask_value", "layer_number", "value"), &ShapeCast2D::set_collision_mask_value);
ClassDB::bind_method(D_METHOD("get_collision_mask_value", "layer_number"), &ShapeCast2D::get_collision_mask_value);
ClassDB::bind_method(D_METHOD("set_exclude_parent_body", "mask"), &ShapeCast2D::set_exclude_parent_body);
ClassDB::bind_method(D_METHOD("get_exclude_parent_body"), &ShapeCast2D::get_exclude_parent_body);
ClassDB::bind_method(D_METHOD("set_collide_with_areas", "enable"), &ShapeCast2D::set_collide_with_areas);
ClassDB::bind_method(D_METHOD("is_collide_with_areas_enabled"), &ShapeCast2D::is_collide_with_areas_enabled);
ClassDB::bind_method(D_METHOD("set_collide_with_bodies", "enable"), &ShapeCast2D::set_collide_with_bodies);
ClassDB::bind_method(D_METHOD("is_collide_with_bodies_enabled"), &ShapeCast2D::is_collide_with_bodies_enabled);
ClassDB::bind_method(D_METHOD("get_collision_result"), &ShapeCast2D::get_collision_result);
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "enabled"), "set_enabled", "is_enabled");
ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "shape", PROPERTY_HINT_RESOURCE_TYPE, "Shape2D"), "set_shape", "get_shape");
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "exclude_parent"), "set_exclude_parent_body", "get_exclude_parent_body");
ADD_PROPERTY(PropertyInfo(Variant::VECTOR2, "target_position", PROPERTY_HINT_NONE, "suffix:px"), "set_target_position", "get_target_position");
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "margin", PROPERTY_HINT_RANGE, "0,100,0.01,suffix:px"), "set_margin", "get_margin");
ADD_PROPERTY(PropertyInfo(Variant::INT, "max_results"), "set_max_results", "get_max_results");
ADD_PROPERTY(PropertyInfo(Variant::INT, "collision_mask", PROPERTY_HINT_LAYERS_2D_PHYSICS), "set_collision_mask", "get_collision_mask");
ADD_PROPERTY(PropertyInfo(Variant::ARRAY, "collision_result", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NO_EDITOR), "", "get_collision_result");
ADD_GROUP("Collide With", "collide_with");
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "collide_with_areas"), "set_collide_with_areas", "is_collide_with_areas_enabled");
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "collide_with_bodies"), "set_collide_with_bodies", "is_collide_with_bodies_enabled");
}
ShapeCast2D::ShapeCast2D() {
set_hide_clip_children(true);
}

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/**************************************************************************/
/* shape_cast_2d.h */
/**************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/**************************************************************************/
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* 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. */
/**************************************************************************/
#pragma once
#include "scene/2d/node_2d.h"
#include "scene/resources/2d/shape_2d.h"
#include "servers/physics_server_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);
HashSet<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;
void _shape_changed();
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;
Array get_collision_result() const;
int get_collision_count() const;
Object *get_collider(int p_idx) const;
RID get_collider_rid(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();
PackedStringArray get_configuration_warnings() const override;
ShapeCast2D();
};

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/**************************************************************************/
/* static_body_2d.cpp */
/**************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/**************************************************************************/
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* 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 "static_body_2d.h"
#ifndef NAVIGATION_2D_DISABLED
#include "scene/resources/2d/capsule_shape_2d.h"
#include "scene/resources/2d/circle_shape_2d.h"
#include "scene/resources/2d/concave_polygon_shape_2d.h"
#include "scene/resources/2d/convex_polygon_shape_2d.h"
#include "scene/resources/2d/navigation_mesh_source_geometry_data_2d.h"
#include "scene/resources/2d/navigation_polygon.h"
#include "scene/resources/2d/rectangle_shape_2d.h"
#include "servers/navigation_server_2d.h"
#endif // NAVIGATION_2D_DISABLED
Callable StaticBody2D::_navmesh_source_geometry_parsing_callback;
RID StaticBody2D::_navmesh_source_geometry_parser;
void StaticBody2D::set_constant_linear_velocity(const Vector2 &p_vel) {
constant_linear_velocity = p_vel;
PhysicsServer2D::get_singleton()->body_set_state(get_rid(), PhysicsServer2D::BODY_STATE_LINEAR_VELOCITY, constant_linear_velocity);
}
void StaticBody2D::set_constant_angular_velocity(real_t p_vel) {
constant_angular_velocity = p_vel;
PhysicsServer2D::get_singleton()->body_set_state(get_rid(), PhysicsServer2D::BODY_STATE_ANGULAR_VELOCITY, constant_angular_velocity);
}
Vector2 StaticBody2D::get_constant_linear_velocity() const {
return constant_linear_velocity;
}
real_t StaticBody2D::get_constant_angular_velocity() const {
return constant_angular_velocity;
}
void StaticBody2D::set_physics_material_override(const Ref<PhysicsMaterial> &p_physics_material_override) {
if (physics_material_override.is_valid()) {
physics_material_override->disconnect_changed(callable_mp(this, &StaticBody2D::_reload_physics_characteristics));
}
physics_material_override = p_physics_material_override;
if (physics_material_override.is_valid()) {
physics_material_override->connect_changed(callable_mp(this, &StaticBody2D::_reload_physics_characteristics));
}
_reload_physics_characteristics();
}
Ref<PhysicsMaterial> StaticBody2D::get_physics_material_override() const {
return physics_material_override;
}
void StaticBody2D::_reload_physics_characteristics() {
if (physics_material_override.is_null()) {
PhysicsServer2D::get_singleton()->body_set_param(get_rid(), PhysicsServer2D::BODY_PARAM_BOUNCE, 0);
PhysicsServer2D::get_singleton()->body_set_param(get_rid(), PhysicsServer2D::BODY_PARAM_FRICTION, 1);
} else {
PhysicsServer2D::get_singleton()->body_set_param(get_rid(), PhysicsServer2D::BODY_PARAM_BOUNCE, physics_material_override->computed_bounce());
PhysicsServer2D::get_singleton()->body_set_param(get_rid(), PhysicsServer2D::BODY_PARAM_FRICTION, physics_material_override->computed_friction());
}
}
#ifndef NAVIGATION_2D_DISABLED
void StaticBody2D::navmesh_parse_init() {
ERR_FAIL_NULL(NavigationServer2D::get_singleton());
if (!_navmesh_source_geometry_parser.is_valid()) {
_navmesh_source_geometry_parsing_callback = callable_mp_static(&StaticBody2D::navmesh_parse_source_geometry);
_navmesh_source_geometry_parser = NavigationServer2D::get_singleton()->source_geometry_parser_create();
NavigationServer2D::get_singleton()->source_geometry_parser_set_callback(_navmesh_source_geometry_parser, _navmesh_source_geometry_parsing_callback);
}
}
void StaticBody2D::navmesh_parse_source_geometry(const Ref<NavigationPolygon> &p_navigation_mesh, Ref<NavigationMeshSourceGeometryData2D> p_source_geometry_data, Node *p_node) {
StaticBody2D *static_body = Object::cast_to<StaticBody2D>(p_node);
if (static_body == nullptr) {
return;
}
NavigationPolygon::ParsedGeometryType parsed_geometry_type = p_navigation_mesh->get_parsed_geometry_type();
if (!(parsed_geometry_type == NavigationPolygon::PARSED_GEOMETRY_STATIC_COLLIDERS || parsed_geometry_type == NavigationPolygon::PARSED_GEOMETRY_BOTH)) {
return;
}
uint32_t parsed_collision_mask = p_navigation_mesh->get_parsed_collision_mask();
if (!(static_body->get_collision_layer() & parsed_collision_mask)) {
return;
}
List<uint32_t> shape_owners;
static_body->get_shape_owners(&shape_owners);
for (uint32_t shape_owner : shape_owners) {
if (static_body->is_shape_owner_disabled(shape_owner)) {
continue;
}
const int shape_count = static_body->shape_owner_get_shape_count(shape_owner);
for (int shape_index = 0; shape_index < shape_count; shape_index++) {
Ref<Shape2D> s = static_body->shape_owner_get_shape(shape_owner, shape_index);
if (s.is_null()) {
continue;
}
const Transform2D static_body_xform = p_source_geometry_data->root_node_transform * static_body->get_global_transform() * static_body->shape_owner_get_transform(shape_owner);
RectangleShape2D *rectangle_shape = Object::cast_to<RectangleShape2D>(*s);
if (rectangle_shape) {
Vector<Vector2> shape_outline;
const Vector2 &rectangle_size = rectangle_shape->get_size();
shape_outline.resize(5);
shape_outline.write[0] = static_body_xform.xform(-rectangle_size * 0.5);
shape_outline.write[1] = static_body_xform.xform(Vector2(rectangle_size.x, -rectangle_size.y) * 0.5);
shape_outline.write[2] = static_body_xform.xform(rectangle_size * 0.5);
shape_outline.write[3] = static_body_xform.xform(Vector2(-rectangle_size.x, rectangle_size.y) * 0.5);
shape_outline.write[4] = static_body_xform.xform(-rectangle_size * 0.5);
p_source_geometry_data->add_obstruction_outline(shape_outline);
}
CapsuleShape2D *capsule_shape = Object::cast_to<CapsuleShape2D>(*s);
if (capsule_shape) {
const real_t capsule_height = capsule_shape->get_height();
const real_t capsule_radius = capsule_shape->get_radius();
Vector<Vector2> shape_outline;
const real_t turn_step = Math::TAU / 12.0;
shape_outline.resize(14);
int shape_outline_inx = 0;
for (int i = 0; i < 12; i++) {
Vector2 ofs = Vector2(0, (i > 3 && i <= 9) ? capsule_height * 0.5 - capsule_radius : -capsule_height * 0.5 + capsule_radius);
shape_outline.write[shape_outline_inx] = static_body_xform.xform(Vector2(Math::sin(i * turn_step), -Math::cos(i * turn_step)) * capsule_radius + ofs);
shape_outline_inx += 1;
if (i == 3 || i == 9) {
shape_outline.write[shape_outline_inx] = static_body_xform.xform(Vector2(Math::sin(i * turn_step), -Math::cos(i * turn_step)) * capsule_radius - ofs);
shape_outline_inx += 1;
}
}
p_source_geometry_data->add_obstruction_outline(shape_outline);
}
CircleShape2D *circle_shape = Object::cast_to<CircleShape2D>(*s);
if (circle_shape) {
const real_t circle_radius = circle_shape->get_radius();
Vector<Vector2> shape_outline;
int circle_edge_count = 12;
shape_outline.resize(circle_edge_count);
const real_t turn_step = Math::TAU / real_t(circle_edge_count);
for (int i = 0; i < circle_edge_count; i++) {
shape_outline.write[i] = static_body_xform.xform(Vector2(Math::cos(i * turn_step), Math::sin(i * turn_step)) * circle_radius);
}
p_source_geometry_data->add_obstruction_outline(shape_outline);
}
ConcavePolygonShape2D *concave_polygon_shape = Object::cast_to<ConcavePolygonShape2D>(*s);
if (concave_polygon_shape) {
Vector<Vector2> shape_outline = concave_polygon_shape->get_segments();
for (int i = 0; i < shape_outline.size(); i++) {
shape_outline.write[i] = static_body_xform.xform(shape_outline[i]);
}
p_source_geometry_data->add_obstruction_outline(shape_outline);
}
ConvexPolygonShape2D *convex_polygon_shape = Object::cast_to<ConvexPolygonShape2D>(*s);
if (convex_polygon_shape) {
Vector<Vector2> shape_outline = convex_polygon_shape->get_points();
for (int i = 0; i < shape_outline.size(); i++) {
shape_outline.write[i] = static_body_xform.xform(shape_outline[i]);
}
p_source_geometry_data->add_obstruction_outline(shape_outline);
}
}
}
}
#endif // NAVIGATION_2D_DISABLED
void StaticBody2D::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_constant_linear_velocity", "vel"), &StaticBody2D::set_constant_linear_velocity);
ClassDB::bind_method(D_METHOD("set_constant_angular_velocity", "vel"), &StaticBody2D::set_constant_angular_velocity);
ClassDB::bind_method(D_METHOD("get_constant_linear_velocity"), &StaticBody2D::get_constant_linear_velocity);
ClassDB::bind_method(D_METHOD("get_constant_angular_velocity"), &StaticBody2D::get_constant_angular_velocity);
ClassDB::bind_method(D_METHOD("set_physics_material_override", "physics_material_override"), &StaticBody2D::set_physics_material_override);
ClassDB::bind_method(D_METHOD("get_physics_material_override"), &StaticBody2D::get_physics_material_override);
ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "physics_material_override", PROPERTY_HINT_RESOURCE_TYPE, "PhysicsMaterial"), "set_physics_material_override", "get_physics_material_override");
ADD_PROPERTY(PropertyInfo(Variant::VECTOR2, "constant_linear_velocity", PROPERTY_HINT_NONE, "suffix:px/s"), "set_constant_linear_velocity", "get_constant_linear_velocity");
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "constant_angular_velocity", PROPERTY_HINT_NONE, U"radians_as_degrees,suffix:\u00B0/s"), "set_constant_angular_velocity", "get_constant_angular_velocity");
}
StaticBody2D::StaticBody2D(PhysicsServer2D::BodyMode p_mode) :
PhysicsBody2D(p_mode) {
}

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/**************************************************************************/
/* static_body_2d.h */
/**************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/**************************************************************************/
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* 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. */
/**************************************************************************/
#pragma once
#include "scene/2d/physics/physics_body_2d.h"
class NavigationPolygon;
class NavigationMeshSourceGeometryData2D;
class StaticBody2D : public PhysicsBody2D {
GDCLASS(StaticBody2D, PhysicsBody2D);
private:
Vector2 constant_linear_velocity;
real_t constant_angular_velocity = 0.0;
Ref<PhysicsMaterial> physics_material_override;
protected:
static void _bind_methods();
public:
void set_physics_material_override(const Ref<PhysicsMaterial> &p_physics_material_override);
Ref<PhysicsMaterial> get_physics_material_override() const;
void set_constant_linear_velocity(const Vector2 &p_vel);
void set_constant_angular_velocity(real_t p_vel);
Vector2 get_constant_linear_velocity() const;
real_t get_constant_angular_velocity() const;
StaticBody2D(PhysicsServer2D::BodyMode p_mode = PhysicsServer2D::BODY_MODE_STATIC);
private:
static Callable _navmesh_source_geometry_parsing_callback;
static RID _navmesh_source_geometry_parser;
#ifndef NAVIGATION_2D_DISABLED
public:
static void navmesh_parse_init();
static void navmesh_parse_source_geometry(const Ref<NavigationPolygon> &p_navigation_mesh, Ref<NavigationMeshSourceGeometryData2D> p_source_geometry_data, Node *p_node);
#endif // NAVIGATION_2D_DISABLED
private:
void _reload_physics_characteristics();
};

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/**************************************************************************/
/* touch_screen_button.cpp */
/**************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/**************************************************************************/
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* 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 "touch_screen_button.h"
#include "scene/main/viewport.h"
void TouchScreenButton::set_texture_normal(const Ref<Texture2D> &p_texture) {
if (texture_normal == p_texture) {
return;
}
if (texture_normal.is_valid()) {
texture_normal->disconnect(CoreStringName(changed), callable_mp((CanvasItem *)this, &CanvasItem::queue_redraw));
}
texture_normal = p_texture;
if (texture_normal.is_valid()) {
texture_normal->connect(CoreStringName(changed), callable_mp((CanvasItem *)this, &CanvasItem::queue_redraw), CONNECT_REFERENCE_COUNTED);
}
queue_redraw();
}
Ref<Texture2D> TouchScreenButton::get_texture_normal() const {
return texture_normal;
}
void TouchScreenButton::set_texture_pressed(const Ref<Texture2D> &p_texture_pressed) {
if (texture_pressed == p_texture_pressed) {
return;
}
if (texture_pressed.is_valid()) {
texture_pressed->disconnect(CoreStringName(changed), callable_mp((CanvasItem *)this, &CanvasItem::queue_redraw));
}
texture_pressed = p_texture_pressed;
if (texture_pressed.is_valid()) {
texture_pressed->connect(CoreStringName(changed), callable_mp((CanvasItem *)this, &CanvasItem::queue_redraw), CONNECT_REFERENCE_COUNTED);
}
queue_redraw();
}
Ref<Texture2D> TouchScreenButton::get_texture_pressed() const {
return texture_pressed;
}
void TouchScreenButton::set_bitmask(const Ref<BitMap> &p_bitmask) {
bitmask = p_bitmask;
}
Ref<BitMap> TouchScreenButton::get_bitmask() const {
return bitmask;
}
void TouchScreenButton::set_shape(const Ref<Shape2D> &p_shape) {
if (shape == p_shape) {
return;
}
if (shape.is_valid()) {
shape->disconnect_changed(callable_mp((CanvasItem *)this, &CanvasItem::queue_redraw));
}
shape = p_shape;
if (shape.is_valid()) {
shape->connect_changed(callable_mp((CanvasItem *)this, &CanvasItem::queue_redraw));
}
queue_redraw();
}
Ref<Shape2D> TouchScreenButton::get_shape() const {
return shape;
}
void TouchScreenButton::set_shape_centered(bool p_shape_centered) {
shape_centered = p_shape_centered;
queue_redraw();
}
bool TouchScreenButton::is_shape_visible() const {
return shape_visible;
}
void TouchScreenButton::set_shape_visible(bool p_shape_visible) {
shape_visible = p_shape_visible;
queue_redraw();
}
bool TouchScreenButton::is_shape_centered() const {
return shape_centered;
}
void TouchScreenButton::_accessibility_action_click(const Variant &p_data) {
_press(0);
_release();
}
void TouchScreenButton::_notification(int p_what) {
switch (p_what) {
case NOTIFICATION_ACCESSIBILITY_UPDATE: {
RID ae = get_accessibility_element();
ERR_FAIL_COND(ae.is_null());
Rect2 dst_rect(Point2(), texture_normal.is_valid() ? texture_normal->get_size() : Size2());
DisplayServer::get_singleton()->accessibility_update_set_role(ae, DisplayServer::AccessibilityRole::ROLE_BUTTON);
DisplayServer::get_singleton()->accessibility_update_add_action(ae, DisplayServer::AccessibilityAction::ACTION_CLICK, callable_mp(this, &TouchScreenButton::_accessibility_action_click));
DisplayServer::get_singleton()->accessibility_update_set_transform(ae, get_transform());
DisplayServer::get_singleton()->accessibility_update_set_bounds(ae, dst_rect);
} break;
case NOTIFICATION_DRAW: {
if (!is_inside_tree()) {
return;
}
if (!Engine::get_singleton()->is_editor_hint() && !DisplayServer::get_singleton()->is_touchscreen_available() && visibility == VISIBILITY_TOUCHSCREEN_ONLY) {
return;
}
if (finger_pressed != -1) {
if (texture_pressed.is_valid()) {
draw_texture(texture_pressed, Point2());
} else if (texture_normal.is_valid()) {
draw_texture(texture_normal, Point2());
}
} else {
if (texture_normal.is_valid()) {
draw_texture(texture_normal, Point2());
}
}
if (!shape_visible) {
return;
}
if (!Engine::get_singleton()->is_editor_hint() && !get_tree()->is_debugging_collisions_hint()) {
return;
}
if (shape.is_valid()) {
Color draw_col = get_tree()->get_debug_collisions_color();
Vector2 pos;
if (shape_centered && texture_normal.is_valid()) {
pos = texture_normal->get_size() * 0.5;
}
draw_set_transform_matrix(get_canvas_transform().translated_local(pos));
shape->draw(get_canvas_item(), draw_col);
}
} break;
case NOTIFICATION_ENTER_TREE: {
if (!Engine::get_singleton()->is_editor_hint() && !DisplayServer::get_singleton()->is_touchscreen_available() && visibility == VISIBILITY_TOUCHSCREEN_ONLY) {
return;
}
queue_redraw();
if (!Engine::get_singleton()->is_editor_hint()) {
set_process_input(is_visible_in_tree());
}
} break;
case NOTIFICATION_EXIT_TREE: {
if (is_pressed()) {
_release(true);
}
} break;
case NOTIFICATION_VISIBILITY_CHANGED: {
if (Engine::get_singleton()->is_editor_hint()) {
break;
}
if (is_visible_in_tree()) {
set_process_input(true);
} else {
set_process_input(false);
if (is_pressed()) {
_release();
}
}
} break;
case NOTIFICATION_SUSPENDED:
case NOTIFICATION_PAUSED: {
if (is_pressed()) {
_release();
}
} break;
}
}
bool TouchScreenButton::is_pressed() const {
return finger_pressed != -1;
}
void TouchScreenButton::set_action(const String &p_action) {
action = p_action;
}
String TouchScreenButton::get_action() const {
return action;
}
void TouchScreenButton::input(const Ref<InputEvent> &p_event) {
ERR_FAIL_COND(p_event.is_null());
if (!is_visible_in_tree()) {
return;
}
const InputEventScreenTouch *st = Object::cast_to<InputEventScreenTouch>(*p_event);
if (passby_press) {
const InputEventScreenDrag *sd = Object::cast_to<InputEventScreenDrag>(*p_event);
if (st && !st->is_pressed() && finger_pressed == st->get_index()) {
_release();
}
if ((st && st->is_pressed()) || sd) {
int index = st ? st->get_index() : sd->get_index();
Point2 coord = st ? st->get_position() : sd->get_position();
if (finger_pressed == -1 || index == finger_pressed) {
if (_is_point_inside(coord)) {
if (finger_pressed == -1) {
_press(index);
}
} else {
if (finger_pressed != -1) {
_release();
}
}
}
}
} else {
if (st) {
if (st->is_pressed()) {
const bool can_press = finger_pressed == -1;
if (!can_press) {
return; //already fingering
}
if (_is_point_inside(st->get_position())) {
_press(st->get_index());
}
} else {
if (st->get_index() == finger_pressed) {
_release();
}
}
}
}
}
bool TouchScreenButton::_is_point_inside(const Point2 &p_point) {
Point2 coord = (get_global_transform_with_canvas()).affine_inverse().xform(p_point);
bool touched = false;
bool check_rect = true;
if (shape.is_valid()) {
check_rect = false;
Vector2 pos;
if (shape_centered && texture_normal.is_valid()) {
pos = texture_normal->get_size() * 0.5;
}
touched = shape->collide(Transform2D().translated_local(pos), unit_rect, Transform2D(0, coord + Vector2(0.5, 0.5)));
}
if (bitmask.is_valid()) {
check_rect = false;
if (!touched && Rect2(Point2(), bitmask->get_size()).has_point(coord)) {
if (bitmask->get_bitv(coord)) {
touched = true;
}
}
}
if (!touched && check_rect) {
if (texture_normal.is_valid()) {
touched = Rect2(Size2(), texture_normal->get_size()).has_point(coord);
}
}
return touched;
}
void TouchScreenButton::_press(int p_finger_pressed) {
finger_pressed = p_finger_pressed;
if (action != StringName()) {
Input::get_singleton()->action_press(action);
Ref<InputEventAction> iea;
iea.instantiate();
iea->set_action(action);
iea->set_pressed(true);
get_viewport()->push_input(iea, true);
}
emit_signal(SceneStringName(pressed));
queue_redraw();
}
void TouchScreenButton::_release(bool p_exiting_tree) {
finger_pressed = -1;
if (action != StringName()) {
Input::get_singleton()->action_release(action);
if (!p_exiting_tree) {
Ref<InputEventAction> iea;
iea.instantiate();
iea->set_action(action);
iea->set_pressed(false);
get_viewport()->push_input(iea, true);
}
}
if (!p_exiting_tree) {
emit_signal(SNAME("released"));
queue_redraw();
}
}
#ifdef DEBUG_ENABLED
Rect2 TouchScreenButton::_edit_get_rect() const {
if (texture_normal.is_null()) {
return CanvasItem::_edit_get_rect();
}
return Rect2(Size2(), texture_normal->get_size());
}
bool TouchScreenButton::_edit_use_rect() const {
return texture_normal.is_valid();
}
#endif // DEBUG_ENABLED
Rect2 TouchScreenButton::get_anchorable_rect() const {
if (texture_normal.is_null()) {
return CanvasItem::get_anchorable_rect();
}
return Rect2(Size2(), texture_normal->get_size());
}
void TouchScreenButton::set_visibility_mode(VisibilityMode p_mode) {
visibility = p_mode;
queue_redraw();
}
TouchScreenButton::VisibilityMode TouchScreenButton::get_visibility_mode() const {
return visibility;
}
void TouchScreenButton::set_passby_press(bool p_enable) {
passby_press = p_enable;
}
bool TouchScreenButton::is_passby_press_enabled() const {
return passby_press;
}
#ifndef DISABLE_DEPRECATED
bool TouchScreenButton::_set(const StringName &p_name, const Variant &p_value) {
if (p_name == CoreStringName(normal)) { // Compatibility with Godot 3.x.
set_texture_normal(p_value);
return true;
} else if (p_name == SceneStringName(pressed)) { // Compatibility with Godot 3.x.
set_texture_pressed(p_value);
return true;
}
return false;
}
#endif // DISABLE_DEPRECATED
void TouchScreenButton::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_texture_normal", "texture"), &TouchScreenButton::set_texture_normal);
ClassDB::bind_method(D_METHOD("get_texture_normal"), &TouchScreenButton::get_texture_normal);
ClassDB::bind_method(D_METHOD("set_texture_pressed", "texture"), &TouchScreenButton::set_texture_pressed);
ClassDB::bind_method(D_METHOD("get_texture_pressed"), &TouchScreenButton::get_texture_pressed);
ClassDB::bind_method(D_METHOD("set_bitmask", "bitmask"), &TouchScreenButton::set_bitmask);
ClassDB::bind_method(D_METHOD("get_bitmask"), &TouchScreenButton::get_bitmask);
ClassDB::bind_method(D_METHOD("set_shape", "shape"), &TouchScreenButton::set_shape);
ClassDB::bind_method(D_METHOD("get_shape"), &TouchScreenButton::get_shape);
ClassDB::bind_method(D_METHOD("set_shape_centered", "bool"), &TouchScreenButton::set_shape_centered);
ClassDB::bind_method(D_METHOD("is_shape_centered"), &TouchScreenButton::is_shape_centered);
ClassDB::bind_method(D_METHOD("set_shape_visible", "bool"), &TouchScreenButton::set_shape_visible);
ClassDB::bind_method(D_METHOD("is_shape_visible"), &TouchScreenButton::is_shape_visible);
ClassDB::bind_method(D_METHOD("set_action", "action"), &TouchScreenButton::set_action);
ClassDB::bind_method(D_METHOD("get_action"), &TouchScreenButton::get_action);
ClassDB::bind_method(D_METHOD("set_visibility_mode", "mode"), &TouchScreenButton::set_visibility_mode);
ClassDB::bind_method(D_METHOD("get_visibility_mode"), &TouchScreenButton::get_visibility_mode);
ClassDB::bind_method(D_METHOD("set_passby_press", "enabled"), &TouchScreenButton::set_passby_press);
ClassDB::bind_method(D_METHOD("is_passby_press_enabled"), &TouchScreenButton::is_passby_press_enabled);
ClassDB::bind_method(D_METHOD("is_pressed"), &TouchScreenButton::is_pressed);
ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "texture_normal", PROPERTY_HINT_RESOURCE_TYPE, "Texture2D"), "set_texture_normal", "get_texture_normal");
ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "texture_pressed", PROPERTY_HINT_RESOURCE_TYPE, "Texture2D"), "set_texture_pressed", "get_texture_pressed");
ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "bitmask", PROPERTY_HINT_RESOURCE_TYPE, "BitMap"), "set_bitmask", "get_bitmask");
ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "shape", PROPERTY_HINT_RESOURCE_TYPE, "Shape2D"), "set_shape", "get_shape");
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "shape_centered"), "set_shape_centered", "is_shape_centered");
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "shape_visible"), "set_shape_visible", "is_shape_visible");
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "passby_press"), "set_passby_press", "is_passby_press_enabled");
ADD_PROPERTY(PropertyInfo(Variant::STRING_NAME, "action", PROPERTY_HINT_INPUT_NAME, "show_builtin,loose_mode"), "set_action", "get_action");
ADD_PROPERTY(PropertyInfo(Variant::INT, "visibility_mode", PROPERTY_HINT_ENUM, "Always,TouchScreen Only"), "set_visibility_mode", "get_visibility_mode");
ADD_SIGNAL(MethodInfo("pressed"));
ADD_SIGNAL(MethodInfo("released"));
BIND_ENUM_CONSTANT(VISIBILITY_ALWAYS);
BIND_ENUM_CONSTANT(VISIBILITY_TOUCHSCREEN_ONLY);
}
TouchScreenButton::TouchScreenButton() {
unit_rect.instantiate();
unit_rect->set_size(Vector2(1, 1));
}

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@@ -0,0 +1,119 @@
/**************************************************************************/
/* touch_screen_button.h */
/**************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/**************************************************************************/
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* 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. */
/**************************************************************************/
#pragma once
#include "scene/2d/node_2d.h"
#include "scene/resources/2d/rectangle_shape_2d.h"
#include "scene/resources/bit_map.h"
#include "scene/resources/texture.h"
class TouchScreenButton : public Node2D {
GDCLASS(TouchScreenButton, Node2D);
public:
enum VisibilityMode {
VISIBILITY_ALWAYS,
VISIBILITY_TOUCHSCREEN_ONLY
};
private:
Ref<Texture2D> texture_normal;
Ref<Texture2D> texture_pressed;
Ref<BitMap> bitmask;
Ref<Shape2D> shape;
bool shape_centered = true;
bool shape_visible = true;
Ref<RectangleShape2D> unit_rect;
StringName action;
bool passby_press = false;
int finger_pressed = -1;
VisibilityMode visibility = VISIBILITY_ALWAYS;
virtual void input(const Ref<InputEvent> &p_event) override;
bool _is_point_inside(const Point2 &p_point);
void _press(int p_finger_pressed);
void _release(bool p_exiting_tree = false);
protected:
void _notification(int p_what);
static void _bind_methods();
#ifndef DISABLE_DEPRECATED
bool _set(const StringName &p_name, const Variant &p_value);
#endif // DISABLE_DEPRECATED
void _accessibility_action_click(const Variant &p_data);
public:
#ifdef DEBUG_ENABLED
virtual Rect2 _edit_get_rect() const override;
virtual bool _edit_use_rect() const override;
#endif // DEBUG_ENABLED
void set_texture_normal(const Ref<Texture2D> &p_texture);
Ref<Texture2D> get_texture_normal() const;
void set_texture_pressed(const Ref<Texture2D> &p_texture_pressed);
Ref<Texture2D> get_texture_pressed() const;
void set_bitmask(const Ref<BitMap> &p_bitmask);
Ref<BitMap> get_bitmask() const;
void set_shape(const Ref<Shape2D> &p_shape);
Ref<Shape2D> get_shape() const;
void set_shape_centered(bool p_shape_centered);
bool is_shape_centered() const;
void set_shape_visible(bool p_shape_visible);
bool is_shape_visible() const;
void set_action(const String &p_action);
String get_action() const;
void set_passby_press(bool p_enable);
bool is_passby_press_enabled() const;
void set_visibility_mode(VisibilityMode p_mode);
VisibilityMode get_visibility_mode() const;
bool is_pressed() const;
virtual Rect2 get_anchorable_rect() const override;
TouchScreenButton();
};
VARIANT_ENUM_CAST(TouchScreenButton::VisibilityMode);

735
scene/2d/polygon_2d.cpp Normal file
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/**************************************************************************/
/* polygon_2d.cpp */
/**************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/**************************************************************************/
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* 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 "polygon_2d.h"
#include "core/math/geometry_2d.h"
#ifndef NAVIGATION_2D_DISABLED
#include "scene/resources/2d/navigation_mesh_source_geometry_data_2d.h"
#include "scene/resources/2d/navigation_polygon.h"
#include "servers/navigation_server_2d.h"
#endif // NAVIGATION_2D_DISABLED
#include "skeleton_2d.h"
#ifndef NAVIGATION_2D_DISABLED
Callable Polygon2D::_navmesh_source_geometry_parsing_callback;
RID Polygon2D::_navmesh_source_geometry_parser;
#endif // NAVIGATION_2D_DISABLED
#ifdef TOOLS_ENABLED
Dictionary Polygon2D::_edit_get_state() const {
Dictionary state = Node2D::_edit_get_state();
state["offset"] = offset;
return state;
}
void Polygon2D::_edit_set_state(const Dictionary &p_state) {
Node2D::_edit_set_state(p_state);
set_offset(p_state["offset"]);
}
void Polygon2D::_edit_set_pivot(const Point2 &p_pivot) {
set_position(get_transform().xform(p_pivot));
set_offset(get_offset() - p_pivot);
}
Point2 Polygon2D::_edit_get_pivot() const {
return Vector2();
}
bool Polygon2D::_edit_use_pivot() const {
return true;
}
#endif // TOOLS_ENABLED
#ifdef DEBUG_ENABLED
Rect2 Polygon2D::_edit_get_rect() const {
if (rect_cache_dirty) {
int l = polygon.size();
const Vector2 *r = polygon.ptr();
item_rect = Rect2();
for (int i = 0; i < l; i++) {
Vector2 pos = r[i] + offset;
if (i == 0) {
item_rect.position = pos;
} else {
item_rect.expand_to(pos);
}
}
rect_cache_dirty = false;
}
return item_rect;
}
bool Polygon2D::_edit_use_rect() const {
return polygon.size() > 0;
}
bool Polygon2D::_edit_is_selected_on_click(const Point2 &p_point, double p_tolerance) const {
Vector<Vector2> polygon2d = Variant(polygon);
if (internal_vertices > 0) {
polygon2d.resize(MAX(polygon2d.size() - internal_vertices, 0));
}
return Geometry2D::is_point_in_polygon(p_point - get_offset(), polygon2d);
}
#endif // DEBUG_ENABLED
void Polygon2D::_skeleton_bone_setup_changed() {
queue_redraw();
}
void Polygon2D::_notification(int p_what) {
if (p_what == NOTIFICATION_TRANSFORM_CHANGED && !Engine::get_singleton()->is_editor_hint()) {
return; // Mesh recreation for NOTIFICATION_TRANSFORM_CHANGED is only needed in editor.
}
switch (p_what) {
case NOTIFICATION_TRANSFORM_CHANGED:
case NOTIFICATION_DRAW: {
if (polygon.size() < 3) {
return;
}
Skeleton2D *skeleton_node = nullptr;
if (has_node(skeleton)) {
skeleton_node = Object::cast_to<Skeleton2D>(get_node(skeleton));
}
ObjectID new_skeleton_id;
if (skeleton_node && !invert && bone_weights.size()) {
RS::get_singleton()->canvas_item_attach_skeleton(get_canvas_item(), skeleton_node->get_skeleton());
new_skeleton_id = skeleton_node->get_instance_id();
} else {
RS::get_singleton()->canvas_item_attach_skeleton(get_canvas_item(), RID());
}
if (new_skeleton_id != current_skeleton_id) {
Object *old_skeleton = ObjectDB::get_instance(current_skeleton_id);
if (old_skeleton) {
old_skeleton->disconnect("bone_setup_changed", callable_mp(this, &Polygon2D::_skeleton_bone_setup_changed));
}
if (skeleton_node) {
skeleton_node->connect("bone_setup_changed", callable_mp(this, &Polygon2D::_skeleton_bone_setup_changed));
}
current_skeleton_id = new_skeleton_id;
}
Vector<Vector2> points;
Vector<Vector2> uvs;
Vector<int> bones;
Vector<float> weights;
int len = polygon.size();
if ((invert || polygons.is_empty()) && internal_vertices > 0) {
//if no polygons are around, internal vertices must not be drawn, else let them be
len -= internal_vertices;
}
if (len <= 0) {
return;
}
points.resize(len);
{
const Vector2 *polyr = polygon.ptr();
for (int i = 0; i < len; i++) {
points.write[i] = polyr[i] + offset;
}
}
if (invert) {
Rect2 bounds;
int highest_idx = -1;
real_t highest_y = -1e20;
real_t sum = 0.0;
for (int i = 0; i < len; i++) {
if (i == 0) {
bounds.position = points[i];
} else {
bounds.expand_to(points[i]);
}
if (points[i].y > highest_y) {
highest_idx = i;
highest_y = points[i].y;
}
int ni = (i + 1) % len;
sum += (points[ni].x - points[i].x) * (points[ni].y + points[i].y);
}
bounds = bounds.grow(invert_border);
Vector2 ep[7] = {
Vector2(points[highest_idx].x, points[highest_idx].y + invert_border),
Vector2(bounds.position + bounds.size),
Vector2(bounds.position + Vector2(bounds.size.x, 0)),
Vector2(bounds.position),
Vector2(bounds.position + Vector2(0, bounds.size.y)),
Vector2(points[highest_idx].x - CMP_EPSILON, points[highest_idx].y + invert_border),
Vector2(points[highest_idx].x - CMP_EPSILON, points[highest_idx].y),
};
if (sum > 0) {
SWAP(ep[1], ep[4]);
SWAP(ep[2], ep[3]);
SWAP(ep[5], ep[0]);
SWAP(ep[6], points.write[highest_idx]);
}
points.resize(points.size() + 7);
for (int i = points.size() - 1; i >= highest_idx + 7; i--) {
points.write[i] = points[i - 7];
}
for (int i = 0; i < 7; i++) {
points.write[highest_idx + i + 1] = ep[i];
}
len = points.size();
}
if (texture.is_valid()) {
Transform2D texmat(tex_rot, tex_ofs);
texmat.scale(tex_scale);
Size2 tex_size = texture->get_size();
uvs.resize(len);
if (points.size() == uv.size()) {
const Vector2 *uvr = uv.ptr();
for (int i = 0; i < len; i++) {
uvs.write[i] = texmat.xform(uvr[i]) / tex_size;
}
} else {
for (int i = 0; i < len; i++) {
uvs.write[i] = texmat.xform(points[i]) / tex_size;
}
}
}
if (skeleton_node && !invert && bone_weights.size()) {
//a skeleton is set! fill indices and weights
int vc = len;
bones.resize(vc * 4);
weights.resize(vc * 4);
int *bonesw = bones.ptrw();
float *weightsw = weights.ptrw();
for (int i = 0; i < vc * 4; i++) {
bonesw[i] = 0;
weightsw[i] = 0;
}
for (int i = 0; i < bone_weights.size(); i++) {
if (bone_weights[i].weights.size() != points.size()) {
continue; //different number of vertices, sorry not using.
}
if (!skeleton_node->has_node(bone_weights[i].path)) {
continue; //node does not exist
}
Bone2D *bone = Object::cast_to<Bone2D>(skeleton_node->get_node(bone_weights[i].path));
if (!bone) {
continue;
}
int bone_index = bone->get_index_in_skeleton();
const float *r = bone_weights[i].weights.ptr();
for (int j = 0; j < vc; j++) {
if (r[j] == 0.0) {
continue; //weight is unpainted, skip
}
//find an index with a weight
for (int k = 0; k < 4; k++) {
if (weightsw[j * 4 + k] < r[j]) {
//this is less than this weight, insert weight!
for (int l = 3; l > k; l--) {
weightsw[j * 4 + l] = weightsw[j * 4 + l - 1];
bonesw[j * 4 + l] = bonesw[j * 4 + l - 1];
}
weightsw[j * 4 + k] = r[j];
bonesw[j * 4 + k] = bone_index;
break;
}
}
}
}
//normalize the weights
for (int i = 0; i < vc; i++) {
real_t tw = 0.0;
for (int j = 0; j < 4; j++) {
tw += weightsw[i * 4 + j];
}
if (tw == 0) {
continue; //unpainted, do nothing
}
//normalize
for (int j = 0; j < 4; j++) {
weightsw[i * 4 + j] /= tw;
}
}
}
Vector<Color> colors;
colors.resize(len);
if (vertex_colors.size() == points.size()) {
const Color *color_r = vertex_colors.ptr();
for (int i = 0; i < len; i++) {
colors.write[i] = color_r[i];
}
} else {
for (int i = 0; i < len; i++) {
colors.write[i] = color;
}
}
Vector<int> index_array;
if (invert || polygons.is_empty()) {
index_array = Geometry2D::triangulate_polygon(points);
} else {
//draw individual polygons
for (int i = 0; i < polygons.size(); i++) {
Vector<int> src_indices = polygons[i];
int ic = src_indices.size();
if (ic < 3) {
continue;
}
const int *r = src_indices.ptr();
Vector<Vector2> tmp_points;
tmp_points.resize(ic);
for (int j = 0; j < ic; j++) {
int idx = r[j];
ERR_CONTINUE(idx < 0 || idx >= points.size());
tmp_points.write[j] = points[r[j]];
}
Vector<int> indices = Geometry2D::triangulate_polygon(tmp_points);
int ic2 = indices.size();
const int *r2 = indices.ptr();
int bic = index_array.size();
index_array.resize(bic + ic2);
int *w2 = index_array.ptrw();
for (int j = 0; j < ic2; j++) {
w2[j + bic] = r[r2[j]];
}
}
}
RS::get_singleton()->mesh_clear(mesh);
if (index_array.size()) {
Array arr;
arr.resize(RS::ARRAY_MAX);
arr[RS::ARRAY_VERTEX] = points;
if (uvs.size() == points.size()) {
arr[RS::ARRAY_TEX_UV] = uvs;
}
if (colors.size() == points.size()) {
arr[RS::ARRAY_COLOR] = colors;
}
if (bones.size() == points.size() * 4) {
arr[RS::ARRAY_BONES] = bones;
arr[RS::ARRAY_WEIGHTS] = weights;
}
arr[RS::ARRAY_INDEX] = index_array;
RS::SurfaceData sd;
if (skeleton_node) {
// Compute transform between mesh and skeleton for runtime AABB compute.
const Transform2D mesh_transform = get_global_transform();
const Transform2D skeleton_transform = skeleton_node->get_global_transform();
const Transform2D mesh_to_sk2d = skeleton_transform.affine_inverse() * mesh_transform;
// Convert 2d transform to 3d.
sd.mesh_to_skeleton_xform.basis.rows[0][0] = mesh_to_sk2d.columns[0][0];
sd.mesh_to_skeleton_xform.basis.rows[1][0] = mesh_to_sk2d.columns[0][1];
sd.mesh_to_skeleton_xform.origin.x = mesh_to_sk2d.get_origin().x;
sd.mesh_to_skeleton_xform.basis.rows[0][1] = mesh_to_sk2d.columns[1][0];
sd.mesh_to_skeleton_xform.basis.rows[1][1] = mesh_to_sk2d.columns[1][1];
sd.mesh_to_skeleton_xform.origin.y = mesh_to_sk2d.get_origin().y;
}
Error err = RS::get_singleton()->mesh_create_surface_data_from_arrays(&sd, RS::PRIMITIVE_TRIANGLES, arr, Array(), Dictionary(), RS::ARRAY_FLAG_USE_2D_VERTICES);
if (err != OK) {
return;
}
RS::get_singleton()->mesh_add_surface(mesh, sd);
RS::get_singleton()->canvas_item_add_mesh(get_canvas_item(), mesh, Transform2D(), Color(1, 1, 1), texture.is_valid() ? texture->get_rid() : RID());
}
} break;
}
}
void Polygon2D::set_polygon(const Vector<Vector2> &p_polygon) {
polygon = p_polygon;
rect_cache_dirty = true;
queue_redraw();
}
Vector<Vector2> Polygon2D::get_polygon() const {
return polygon;
}
void Polygon2D::set_internal_vertex_count(int p_count) {
internal_vertices = p_count;
}
int Polygon2D::get_internal_vertex_count() const {
return internal_vertices;
}
void Polygon2D::set_uv(const Vector<Vector2> &p_uv) {
uv = p_uv;
queue_redraw();
}
Vector<Vector2> Polygon2D::get_uv() const {
return uv;
}
void Polygon2D::set_polygons(const Array &p_polygons) {
polygons = p_polygons;
queue_redraw();
}
Array Polygon2D::get_polygons() const {
return polygons;
}
void Polygon2D::set_color(const Color &p_color) {
color = p_color;
queue_redraw();
}
Color Polygon2D::get_color() const {
return color;
}
void Polygon2D::set_vertex_colors(const Vector<Color> &p_colors) {
vertex_colors = p_colors;
queue_redraw();
}
Vector<Color> Polygon2D::get_vertex_colors() const {
return vertex_colors;
}
void Polygon2D::set_texture(const Ref<Texture2D> &p_texture) {
texture = p_texture;
queue_redraw();
}
Ref<Texture2D> Polygon2D::get_texture() const {
return texture;
}
void Polygon2D::set_texture_offset(const Vector2 &p_offset) {
tex_ofs = p_offset;
queue_redraw();
}
Vector2 Polygon2D::get_texture_offset() const {
return tex_ofs;
}
void Polygon2D::set_texture_rotation(real_t p_rot) {
tex_rot = p_rot;
queue_redraw();
}
real_t Polygon2D::get_texture_rotation() const {
return tex_rot;
}
void Polygon2D::set_texture_scale(const Size2 &p_scale) {
tex_scale = p_scale;
queue_redraw();
}
Size2 Polygon2D::get_texture_scale() const {
return tex_scale;
}
void Polygon2D::set_invert(bool p_invert) {
invert = p_invert;
queue_redraw();
}
bool Polygon2D::get_invert() const {
return invert;
}
void Polygon2D::set_antialiased(bool p_antialiased) {
antialiased = p_antialiased;
queue_redraw();
}
bool Polygon2D::get_antialiased() const {
return antialiased;
}
void Polygon2D::set_invert_border(real_t p_invert_border) {
invert_border = p_invert_border;
queue_redraw();
}
real_t Polygon2D::get_invert_border() const {
return invert_border;
}
void Polygon2D::set_offset(const Vector2 &p_offset) {
offset = p_offset;
rect_cache_dirty = true;
queue_redraw();
}
Vector2 Polygon2D::get_offset() const {
return offset;
}
void Polygon2D::add_bone(const NodePath &p_path, const Vector<float> &p_weights) {
Bone bone;
bone.path = p_path;
bone.weights = p_weights;
bone_weights.push_back(bone);
}
int Polygon2D::get_bone_count() const {
return bone_weights.size();
}
NodePath Polygon2D::get_bone_path(int p_index) const {
ERR_FAIL_INDEX_V(p_index, bone_weights.size(), NodePath());
return bone_weights[p_index].path;
}
Vector<float> Polygon2D::get_bone_weights(int p_index) const {
ERR_FAIL_INDEX_V(p_index, bone_weights.size(), Vector<float>());
return bone_weights[p_index].weights;
}
void Polygon2D::erase_bone(int p_idx) {
ERR_FAIL_INDEX(p_idx, bone_weights.size());
bone_weights.remove_at(p_idx);
}
void Polygon2D::clear_bones() {
bone_weights.clear();
}
void Polygon2D::set_bone_weights(int p_index, const Vector<float> &p_weights) {
ERR_FAIL_INDEX(p_index, bone_weights.size());
bone_weights.write[p_index].weights = p_weights;
queue_redraw();
}
void Polygon2D::set_bone_path(int p_index, const NodePath &p_path) {
ERR_FAIL_INDEX(p_index, bone_weights.size());
bone_weights.write[p_index].path = p_path;
queue_redraw();
}
Array Polygon2D::_get_bones() const {
Array bones;
for (int i = 0; i < get_bone_count(); i++) {
// Convert path property to String to avoid errors due to invalid node path in editor,
// because it's relative to the Skeleton2D node and not Polygon2D.
bones.push_back(String(get_bone_path(i)));
bones.push_back(get_bone_weights(i));
}
return bones;
}
void Polygon2D::_set_bones(const Array &p_bones) {
ERR_FAIL_COND(p_bones.size() & 1);
clear_bones();
for (int i = 0; i < p_bones.size(); i += 2) {
// Convert back from String to NodePath.
add_bone(NodePath(p_bones[i]), p_bones[i + 1]);
}
}
void Polygon2D::set_skeleton(const NodePath &p_skeleton) {
if (skeleton == p_skeleton) {
return;
}
skeleton = p_skeleton;
queue_redraw();
}
NodePath Polygon2D::get_skeleton() const {
return skeleton;
}
#ifndef NAVIGATION_2D_DISABLED
void Polygon2D::navmesh_parse_init() {
ERR_FAIL_NULL(NavigationServer2D::get_singleton());
if (!_navmesh_source_geometry_parser.is_valid()) {
_navmesh_source_geometry_parsing_callback = callable_mp_static(&Polygon2D::navmesh_parse_source_geometry);
_navmesh_source_geometry_parser = NavigationServer2D::get_singleton()->source_geometry_parser_create();
NavigationServer2D::get_singleton()->source_geometry_parser_set_callback(_navmesh_source_geometry_parser, _navmesh_source_geometry_parsing_callback);
}
}
void Polygon2D::navmesh_parse_source_geometry(const Ref<NavigationPolygon> &p_navigation_mesh, Ref<NavigationMeshSourceGeometryData2D> p_source_geometry_data, Node *p_node) {
Polygon2D *polygon_2d = Object::cast_to<Polygon2D>(p_node);
if (polygon_2d == nullptr) {
return;
}
NavigationPolygon::ParsedGeometryType parsed_geometry_type = p_navigation_mesh->get_parsed_geometry_type();
if (parsed_geometry_type == NavigationPolygon::PARSED_GEOMETRY_MESH_INSTANCES || parsed_geometry_type == NavigationPolygon::PARSED_GEOMETRY_BOTH) {
const Transform2D polygon_2d_xform = p_source_geometry_data->root_node_transform * polygon_2d->get_global_transform();
Vector<Vector2> shape_outline = polygon_2d->get_polygon();
for (int i = 0; i < shape_outline.size(); i++) {
shape_outline.write[i] = polygon_2d_xform.xform(shape_outline[i]);
}
p_source_geometry_data->add_obstruction_outline(shape_outline);
}
}
#endif // NAVIGATION_2D_DISABLED
void Polygon2D::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_polygon", "polygon"), &Polygon2D::set_polygon);
ClassDB::bind_method(D_METHOD("get_polygon"), &Polygon2D::get_polygon);
ClassDB::bind_method(D_METHOD("set_uv", "uv"), &Polygon2D::set_uv);
ClassDB::bind_method(D_METHOD("get_uv"), &Polygon2D::get_uv);
ClassDB::bind_method(D_METHOD("set_color", "color"), &Polygon2D::set_color);
ClassDB::bind_method(D_METHOD("get_color"), &Polygon2D::get_color);
ClassDB::bind_method(D_METHOD("set_polygons", "polygons"), &Polygon2D::set_polygons);
ClassDB::bind_method(D_METHOD("get_polygons"), &Polygon2D::get_polygons);
ClassDB::bind_method(D_METHOD("set_vertex_colors", "vertex_colors"), &Polygon2D::set_vertex_colors);
ClassDB::bind_method(D_METHOD("get_vertex_colors"), &Polygon2D::get_vertex_colors);
ClassDB::bind_method(D_METHOD("set_texture", "texture"), &Polygon2D::set_texture);
ClassDB::bind_method(D_METHOD("get_texture"), &Polygon2D::get_texture);
ClassDB::bind_method(D_METHOD("set_texture_offset", "texture_offset"), &Polygon2D::set_texture_offset);
ClassDB::bind_method(D_METHOD("get_texture_offset"), &Polygon2D::get_texture_offset);
ClassDB::bind_method(D_METHOD("set_texture_rotation", "texture_rotation"), &Polygon2D::set_texture_rotation);
ClassDB::bind_method(D_METHOD("get_texture_rotation"), &Polygon2D::get_texture_rotation);
ClassDB::bind_method(D_METHOD("set_texture_scale", "texture_scale"), &Polygon2D::set_texture_scale);
ClassDB::bind_method(D_METHOD("get_texture_scale"), &Polygon2D::get_texture_scale);
ClassDB::bind_method(D_METHOD("set_invert_enabled", "invert"), &Polygon2D::set_invert);
ClassDB::bind_method(D_METHOD("get_invert_enabled"), &Polygon2D::get_invert);
ClassDB::bind_method(D_METHOD("set_antialiased", "antialiased"), &Polygon2D::set_antialiased);
ClassDB::bind_method(D_METHOD("get_antialiased"), &Polygon2D::get_antialiased);
ClassDB::bind_method(D_METHOD("set_invert_border", "invert_border"), &Polygon2D::set_invert_border);
ClassDB::bind_method(D_METHOD("get_invert_border"), &Polygon2D::get_invert_border);
ClassDB::bind_method(D_METHOD("set_offset", "offset"), &Polygon2D::set_offset);
ClassDB::bind_method(D_METHOD("get_offset"), &Polygon2D::get_offset);
ClassDB::bind_method(D_METHOD("add_bone", "path", "weights"), &Polygon2D::add_bone);
ClassDB::bind_method(D_METHOD("get_bone_count"), &Polygon2D::get_bone_count);
ClassDB::bind_method(D_METHOD("get_bone_path", "index"), &Polygon2D::get_bone_path);
ClassDB::bind_method(D_METHOD("get_bone_weights", "index"), &Polygon2D::get_bone_weights);
ClassDB::bind_method(D_METHOD("erase_bone", "index"), &Polygon2D::erase_bone);
ClassDB::bind_method(D_METHOD("clear_bones"), &Polygon2D::clear_bones);
ClassDB::bind_method(D_METHOD("set_bone_path", "index", "path"), &Polygon2D::set_bone_path);
ClassDB::bind_method(D_METHOD("set_bone_weights", "index", "weights"), &Polygon2D::set_bone_weights);
ClassDB::bind_method(D_METHOD("set_skeleton", "skeleton"), &Polygon2D::set_skeleton);
ClassDB::bind_method(D_METHOD("get_skeleton"), &Polygon2D::get_skeleton);
ClassDB::bind_method(D_METHOD("set_internal_vertex_count", "internal_vertex_count"), &Polygon2D::set_internal_vertex_count);
ClassDB::bind_method(D_METHOD("get_internal_vertex_count"), &Polygon2D::get_internal_vertex_count);
ClassDB::bind_method(D_METHOD("_set_bones", "bones"), &Polygon2D::_set_bones);
ClassDB::bind_method(D_METHOD("_get_bones"), &Polygon2D::_get_bones);
ADD_PROPERTY(PropertyInfo(Variant::COLOR, "color"), "set_color", "get_color");
ADD_PROPERTY(PropertyInfo(Variant::VECTOR2, "offset"), "set_offset", "get_offset");
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "antialiased"), "set_antialiased", "get_antialiased");
ADD_GROUP("Texture", "texture_");
ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "texture", PROPERTY_HINT_RESOURCE_TYPE, "Texture2D"), "set_texture", "get_texture");
ADD_PROPERTY(PropertyInfo(Variant::VECTOR2, "texture_offset", PROPERTY_HINT_NONE, "suffix:px"), "set_texture_offset", "get_texture_offset");
ADD_PROPERTY(PropertyInfo(Variant::VECTOR2, "texture_scale", PROPERTY_HINT_LINK), "set_texture_scale", "get_texture_scale");
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "texture_rotation", PROPERTY_HINT_RANGE, "-360,360,0.1,or_less,or_greater,radians_as_degrees"), "set_texture_rotation", "get_texture_rotation");
ADD_GROUP("Skeleton", "");
ADD_PROPERTY(PropertyInfo(Variant::NODE_PATH, "skeleton", PROPERTY_HINT_NODE_PATH_VALID_TYPES, "Skeleton2D"), "set_skeleton", "get_skeleton");
ADD_GROUP("Invert", "invert_");
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "invert_enabled", PROPERTY_HINT_GROUP_ENABLE), "set_invert_enabled", "get_invert_enabled");
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "invert_border", PROPERTY_HINT_RANGE, "0.1,16384,0.1,suffix:px"), "set_invert_border", "get_invert_border");
ADD_GROUP("Data", "");
ADD_PROPERTY(PropertyInfo(Variant::PACKED_VECTOR2_ARRAY, "polygon"), "set_polygon", "get_polygon");
ADD_PROPERTY(PropertyInfo(Variant::PACKED_VECTOR2_ARRAY, "uv"), "set_uv", "get_uv");
ADD_PROPERTY(PropertyInfo(Variant::PACKED_COLOR_ARRAY, "vertex_colors"), "set_vertex_colors", "get_vertex_colors");
ADD_PROPERTY(PropertyInfo(Variant::ARRAY, "polygons", PROPERTY_HINT_TYPE_STRING, "PackedInt32Array"), "set_polygons", "get_polygons");
ADD_PROPERTY(PropertyInfo(Variant::ARRAY, "bones", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NO_EDITOR | PROPERTY_USAGE_INTERNAL), "_set_bones", "_get_bones");
ADD_PROPERTY(PropertyInfo(Variant::INT, "internal_vertex_count", PROPERTY_HINT_RANGE, "0,1000"), "set_internal_vertex_count", "get_internal_vertex_count");
}
Polygon2D::Polygon2D() {
mesh = RS::get_singleton()->mesh_create();
}
Polygon2D::~Polygon2D() {
// This will free the internally-allocated mesh instance, if allocated.
ERR_FAIL_NULL(RenderingServer::get_singleton());
RS::get_singleton()->canvas_item_attach_skeleton(get_canvas_item(), RID());
RS::get_singleton()->free(mesh);
}

168
scene/2d/polygon_2d.h Normal file
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/**************************************************************************/
/* polygon_2d.h */
/**************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/**************************************************************************/
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* 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. */
/**************************************************************************/
#pragma once
#include "scene/2d/node_2d.h"
class NavigationPolygon;
class NavigationMeshSourceGeometryData2D;
class Polygon2D : public Node2D {
GDCLASS(Polygon2D, Node2D);
Vector<Vector2> polygon;
Vector<Vector2> uv;
Vector<Color> vertex_colors;
Array polygons;
int internal_vertices = 0;
struct Bone {
NodePath path;
Vector<float> weights;
};
Vector<Bone> bone_weights;
Color color = Color(1, 1, 1);
Ref<Texture2D> texture;
Size2 tex_scale = Vector2(1, 1);
Vector2 tex_ofs;
bool tex_tile = true;
real_t tex_rot = 0.0;
bool invert = false;
real_t invert_border = 100.0;
bool antialiased = false;
Vector2 offset;
mutable bool rect_cache_dirty = true;
mutable Rect2 item_rect;
NodePath skeleton;
ObjectID current_skeleton_id;
Array _get_bones() const;
void _set_bones(const Array &p_bones);
void _skeleton_bone_setup_changed();
RID mesh;
protected:
void _notification(int p_what);
static void _bind_methods();
public:
#ifdef TOOLS_ENABLED
virtual Dictionary _edit_get_state() const override;
virtual void _edit_set_state(const Dictionary &p_state) override;
virtual void _edit_set_pivot(const Point2 &p_pivot) override;
virtual Point2 _edit_get_pivot() const override;
virtual bool _edit_use_pivot() const override;
#endif // TOOLS_ENABLED
#ifdef DEBUG_ENABLED
virtual Rect2 _edit_get_rect() const override;
virtual bool _edit_use_rect() const override;
virtual bool _edit_is_selected_on_click(const Point2 &p_point, double p_tolerance) const override;
#endif // DEBUG_ENABLED
void set_polygon(const Vector<Vector2> &p_polygon);
Vector<Vector2> get_polygon() const;
void set_internal_vertex_count(int p_count);
int get_internal_vertex_count() const;
void set_uv(const Vector<Vector2> &p_uv);
Vector<Vector2> get_uv() const;
void set_polygons(const Array &p_polygons);
Array get_polygons() const;
void set_color(const Color &p_color);
Color get_color() const;
void set_vertex_colors(const Vector<Color> &p_colors);
Vector<Color> get_vertex_colors() const;
void set_texture(const Ref<Texture2D> &p_texture);
Ref<Texture2D> get_texture() const;
void set_texture_offset(const Vector2 &p_offset);
Vector2 get_texture_offset() const;
void set_texture_rotation(real_t p_rot);
real_t get_texture_rotation() const;
void set_texture_scale(const Size2 &p_scale);
Size2 get_texture_scale() const;
void set_invert(bool p_invert);
bool get_invert() const;
void set_antialiased(bool p_antialiased);
bool get_antialiased() const;
void set_invert_border(real_t p_invert_border);
real_t get_invert_border() const;
void set_offset(const Vector2 &p_offset);
Vector2 get_offset() const;
void add_bone(const NodePath &p_path = NodePath(), const Vector<float> &p_weights = Vector<float>());
int get_bone_count() const;
NodePath get_bone_path(int p_index) const;
Vector<float> get_bone_weights(int p_index) const;
void erase_bone(int p_idx);
void clear_bones();
void set_bone_weights(int p_index, const Vector<float> &p_weights);
void set_bone_path(int p_index, const NodePath &p_path);
void set_skeleton(const NodePath &p_skeleton);
NodePath get_skeleton() const;
#ifndef NAVIGATION_2D_DISABLED
private:
static Callable _navmesh_source_geometry_parsing_callback;
static RID _navmesh_source_geometry_parser;
#endif // NAVIGATION_2D_DISABLED
public:
#ifndef NAVIGATION_2D_DISABLED
static void navmesh_parse_init();
static void navmesh_parse_source_geometry(const Ref<NavigationPolygon> &p_navigation_mesh, Ref<NavigationMeshSourceGeometryData2D> p_source_geometry_data, Node *p_node);
#endif // NAVIGATION_2D_DISABLED
Polygon2D();
~Polygon2D();
};

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/**************************************************************************/
/* remote_transform_2d.cpp */
/**************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/**************************************************************************/
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* 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 "remote_transform_2d.h"
void RemoteTransform2D::_update_cache() {
cache = ObjectID();
if (has_node(remote_node)) {
Node *node = get_node(remote_node);
if (!node || this == node || node->is_ancestor_of(this) || is_ancestor_of(node)) {
return;
}
cache = node->get_instance_id();
}
}
void RemoteTransform2D::_update_remote() {
if (!is_inside_tree()) {
return;
}
if (cache.is_null()) {
return;
}
Node2D *n = ObjectDB::get_instance<Node2D>(cache);
if (!n) {
return;
}
if (!n->is_inside_tree()) {
return;
}
if (!(update_remote_position || update_remote_rotation || update_remote_scale)) {
return; // The transform data of the RemoteTransform2D is not used at all.
}
//todo make faster
if (use_global_coordinates) {
if (update_remote_position && update_remote_rotation && update_remote_scale) {
n->set_global_transform(get_global_transform());
return;
}
Transform2D n_trans = n->get_global_transform();
Transform2D our_trans = get_global_transform();
// There are more steps in the operation of set_rotation, so avoid calling it.
Transform2D trans = update_remote_rotation ? our_trans : n_trans;
if (update_remote_rotation ^ update_remote_position) {
trans.set_origin(update_remote_position ? our_trans.get_origin() : n_trans.get_origin());
}
if (update_remote_rotation ^ update_remote_scale) {
trans.set_scale(update_remote_scale ? our_trans.get_scale() : n_trans.get_scale());
}
n->set_global_transform(trans);
} else {
if (update_remote_position && update_remote_rotation && update_remote_scale) {
n->set_transform(get_transform());
return;
}
Transform2D n_trans = n->get_transform();
Transform2D our_trans = get_transform();
// There are more steps in the operation of set_rotation, so avoid calling it.
Transform2D trans = update_remote_rotation ? our_trans : n_trans;
if (update_remote_rotation ^ update_remote_position) {
trans.set_origin(update_remote_position ? our_trans.get_origin() : n_trans.get_origin());
}
if (update_remote_rotation ^ update_remote_scale) {
trans.set_scale(update_remote_scale ? our_trans.get_scale() : n_trans.get_scale());
}
n->set_transform(trans);
}
}
void RemoteTransform2D::_notification(int p_what) {
switch (p_what) {
case NOTIFICATION_ENTER_TREE: {
_update_cache();
} break;
case NOTIFICATION_RESET_PHYSICS_INTERPOLATION: {
if (cache.is_valid()) {
_update_remote();
Node2D *n = ObjectDB::get_instance<Node2D>(cache);
if (n) {
n->reset_physics_interpolation();
}
}
} break;
case NOTIFICATION_LOCAL_TRANSFORM_CHANGED:
case NOTIFICATION_TRANSFORM_CHANGED: {
if (!is_inside_tree()) {
break;
}
if (cache.is_valid()) {
_update_remote();
}
} break;
}
}
void RemoteTransform2D::set_remote_node(const NodePath &p_remote_node) {
if (remote_node == p_remote_node) {
return;
}
remote_node = p_remote_node;
if (is_inside_tree()) {
_update_cache();
_update_remote();
}
update_configuration_warnings();
}
NodePath RemoteTransform2D::get_remote_node() const {
return remote_node;
}
void RemoteTransform2D::set_use_global_coordinates(const bool p_enable) {
if (use_global_coordinates == p_enable) {
return;
}
use_global_coordinates = p_enable;
set_notify_transform(use_global_coordinates);
set_notify_local_transform(!use_global_coordinates);
_update_remote();
}
bool RemoteTransform2D::get_use_global_coordinates() const {
return use_global_coordinates;
}
void RemoteTransform2D::set_update_position(const bool p_update) {
if (update_remote_position == p_update) {
return;
}
update_remote_position = p_update;
_update_remote();
}
bool RemoteTransform2D::get_update_position() const {
return update_remote_position;
}
void RemoteTransform2D::set_update_rotation(const bool p_update) {
if (update_remote_rotation == p_update) {
return;
}
update_remote_rotation = p_update;
_update_remote();
}
bool RemoteTransform2D::get_update_rotation() const {
return update_remote_rotation;
}
void RemoteTransform2D::set_update_scale(const bool p_update) {
if (update_remote_scale == p_update) {
return;
}
update_remote_scale = p_update;
_update_remote();
}
bool RemoteTransform2D::get_update_scale() const {
return update_remote_scale;
}
void RemoteTransform2D::force_update_cache() {
_update_cache();
}
PackedStringArray RemoteTransform2D::get_configuration_warnings() const {
PackedStringArray warnings = Node2D::get_configuration_warnings();
if (!has_node(remote_node) || !Object::cast_to<Node2D>(get_node(remote_node))) {
warnings.push_back(RTR("Path property must point to a valid Node2D node to work."));
}
return warnings;
}
void RemoteTransform2D::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_remote_node", "path"), &RemoteTransform2D::set_remote_node);
ClassDB::bind_method(D_METHOD("get_remote_node"), &RemoteTransform2D::get_remote_node);
ClassDB::bind_method(D_METHOD("force_update_cache"), &RemoteTransform2D::force_update_cache);
ClassDB::bind_method(D_METHOD("set_use_global_coordinates", "use_global_coordinates"), &RemoteTransform2D::set_use_global_coordinates);
ClassDB::bind_method(D_METHOD("get_use_global_coordinates"), &RemoteTransform2D::get_use_global_coordinates);
ClassDB::bind_method(D_METHOD("set_update_position", "update_remote_position"), &RemoteTransform2D::set_update_position);
ClassDB::bind_method(D_METHOD("get_update_position"), &RemoteTransform2D::get_update_position);
ClassDB::bind_method(D_METHOD("set_update_rotation", "update_remote_rotation"), &RemoteTransform2D::set_update_rotation);
ClassDB::bind_method(D_METHOD("get_update_rotation"), &RemoteTransform2D::get_update_rotation);
ClassDB::bind_method(D_METHOD("set_update_scale", "update_remote_scale"), &RemoteTransform2D::set_update_scale);
ClassDB::bind_method(D_METHOD("get_update_scale"), &RemoteTransform2D::get_update_scale);
ADD_PROPERTY(PropertyInfo(Variant::NODE_PATH, "remote_path", PROPERTY_HINT_NODE_PATH_VALID_TYPES, "Node2D"), "set_remote_node", "get_remote_node");
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "use_global_coordinates"), "set_use_global_coordinates", "get_use_global_coordinates");
ADD_GROUP("Update", "update_");
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "update_position"), "set_update_position", "get_update_position");
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "update_rotation"), "set_update_rotation", "get_update_rotation");
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "update_scale"), "set_update_scale", "get_update_scale");
}
RemoteTransform2D::RemoteTransform2D() {
set_notify_transform(use_global_coordinates);
set_notify_local_transform(!use_global_coordinates);
set_hide_clip_children(true);
}

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/**************************************************************************/
/* remote_transform_2d.h */
/**************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/**************************************************************************/
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* 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. */
/**************************************************************************/
#pragma once
#include "scene/2d/node_2d.h"
class RemoteTransform2D : public Node2D {
GDCLASS(RemoteTransform2D, Node2D);
NodePath remote_node;
ObjectID cache;
bool use_global_coordinates = true;
bool update_remote_position = true;
bool update_remote_rotation = true;
bool update_remote_scale = true;
void _update_remote();
void _update_cache();
//void _node_exited_scene();
protected:
static void _bind_methods();
void _notification(int p_what);
public:
void set_remote_node(const NodePath &p_remote_node);
NodePath get_remote_node() const;
void set_use_global_coordinates(const bool p_enable);
bool get_use_global_coordinates() const;
void set_update_position(const bool p_update);
bool get_update_position() const;
void set_update_rotation(const bool p_update);
bool get_update_rotation() const;
void set_update_scale(const bool p_update);
bool get_update_scale() const;
void force_update_cache();
PackedStringArray get_configuration_warnings() const override;
RemoteTransform2D();
};

842
scene/2d/skeleton_2d.cpp Normal file
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@@ -0,0 +1,842 @@
/**************************************************************************/
/* skeleton_2d.cpp */
/**************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/**************************************************************************/
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* 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 "skeleton_2d.h"
#include "core/math/transform_interpolator.h"
#ifdef TOOLS_ENABLED
#include "editor/editor_data.h"
#include "editor/scene/canvas_item_editor_plugin.h"
#include "editor/settings/editor_settings.h"
#endif //TOOLS_ENABLED
bool Bone2D::_set(const StringName &p_path, const Variant &p_value) {
if (p_path == SNAME("auto_calculate_length_and_angle")) {
set_autocalculate_length_and_angle(p_value);
} else if (p_path == SNAME("length")) {
set_length(p_value);
} else if (p_path == SNAME("bone_angle")) {
set_bone_angle(Math::deg_to_rad(real_t(p_value)));
} else if (p_path == SNAME("default_length")) {
set_length(p_value);
}
#ifdef TOOLS_ENABLED
else if (p_path == SNAME("editor_settings/show_bone_gizmo")) {
_editor_set_show_bone_gizmo(p_value);
}
#endif // TOOLS_ENABLED
else {
return false;
}
return true;
}
bool Bone2D::_get(const StringName &p_path, Variant &r_ret) const {
if (p_path == SNAME("auto_calculate_length_and_angle")) {
r_ret = get_autocalculate_length_and_angle();
} else if (p_path == SNAME("length")) {
r_ret = get_length();
} else if (p_path == SNAME("bone_angle")) {
r_ret = Math::rad_to_deg(get_bone_angle());
} else if (p_path == SNAME("default_length")) {
r_ret = get_length();
}
#ifdef TOOLS_ENABLED
else if (p_path == SNAME("editor_settings/show_bone_gizmo")) {
r_ret = _editor_get_show_bone_gizmo();
}
#endif // TOOLS_ENABLED
else {
return false;
}
return true;
}
void Bone2D::_get_property_list(List<PropertyInfo> *p_list) const {
p_list->push_back(PropertyInfo(Variant::BOOL, PNAME("auto_calculate_length_and_angle"), PROPERTY_HINT_NONE, "", PROPERTY_USAGE_DEFAULT));
if (!autocalculate_length_and_angle) {
p_list->push_back(PropertyInfo(Variant::FLOAT, PNAME("length"), PROPERTY_HINT_RANGE, "1, 1024, 1", PROPERTY_USAGE_DEFAULT));
p_list->push_back(PropertyInfo(Variant::FLOAT, PNAME("bone_angle"), PROPERTY_HINT_RANGE, "-360, 360, 0.01", PROPERTY_USAGE_DEFAULT));
}
#ifdef TOOLS_ENABLED
p_list->push_back(PropertyInfo(Variant::BOOL, PNAME("editor_settings/show_bone_gizmo"), PROPERTY_HINT_NONE, "", PROPERTY_USAGE_DEFAULT));
#endif // TOOLS_ENABLED
}
void Bone2D::_notification(int p_what) {
switch (p_what) {
case NOTIFICATION_ENTER_TREE: {
Node *parent = get_parent();
parent_bone = Object::cast_to<Bone2D>(parent);
skeleton = nullptr;
while (parent) {
skeleton = Object::cast_to<Skeleton2D>(parent);
if (skeleton) {
break;
}
if (!Object::cast_to<Bone2D>(parent)) {
break; //skeletons must be chained to Bone2Ds.
}
parent = parent->get_parent();
}
if (skeleton) {
Skeleton2D::Bone bone;
bone.bone = this;
skeleton->bones.push_back(bone);
skeleton->_make_bone_setup_dirty();
get_parent()->connect(SNAME("child_order_changed"), callable_mp(skeleton, &Skeleton2D::_make_bone_setup_dirty), CONNECT_REFERENCE_COUNTED);
}
cache_transform = get_transform();
copy_transform_to_cache = true;
#ifdef TOOLS_ENABLED
// Only draw the gizmo in the editor!
if (Engine::get_singleton()->is_editor_hint() == false) {
return;
}
queue_redraw();
#endif // TOOLS_ENABLED
} break;
case NOTIFICATION_LOCAL_TRANSFORM_CHANGED: {
if (skeleton) {
skeleton->_make_transform_dirty();
}
if (copy_transform_to_cache) {
cache_transform = get_transform();
}
#ifdef TOOLS_ENABLED
// Only draw the gizmo in the editor!
if (Engine::get_singleton()->is_editor_hint() == false) {
return;
}
queue_redraw();
if (get_parent()) {
Bone2D *p_bone = Object::cast_to<Bone2D>(get_parent());
if (p_bone) {
p_bone->queue_redraw();
}
}
#endif // TOOLS_ENABLED
} break;
case NOTIFICATION_EXIT_TREE: {
if (skeleton) {
for (uint32_t i = 0; i < skeleton->bones.size(); i++) {
if (skeleton->bones[i].bone == this) {
skeleton->bones.remove_at(i);
break;
}
}
skeleton->_make_bone_setup_dirty();
get_parent()->disconnect(SNAME("child_order_changed"), callable_mp(skeleton, &Skeleton2D::_make_bone_setup_dirty));
}
parent_bone = nullptr;
set_transform(cache_transform);
} break;
case NOTIFICATION_READY: {
if (autocalculate_length_and_angle) {
calculate_length_and_rotation();
}
} break;
#ifdef TOOLS_ENABLED
case NOTIFICATION_EDITOR_PRE_SAVE:
case NOTIFICATION_EDITOR_POST_SAVE: {
Transform2D tmp_trans = get_transform();
set_transform(cache_transform);
cache_transform = tmp_trans;
} break;
// Bone2D Editor gizmo drawing.
// TODO: Bone2D gizmo drawing needs to be moved to an editor plugin.
case NOTIFICATION_DRAW: {
// Only draw the gizmo in the editor!
if (Engine::get_singleton()->is_editor_hint() == false) {
return;
}
if (editor_gizmo_rid.is_null()) {
editor_gizmo_rid = RenderingServer::get_singleton()->canvas_item_create();
RenderingServer::get_singleton()->canvas_item_set_parent(editor_gizmo_rid, get_canvas_item());
RenderingServer::get_singleton()->canvas_item_set_z_as_relative_to_parent(editor_gizmo_rid, true);
RenderingServer::get_singleton()->canvas_item_set_z_index(editor_gizmo_rid, 10);
}
RenderingServer::get_singleton()->canvas_item_clear(editor_gizmo_rid);
if (!_editor_show_bone_gizmo) {
return;
}
// Undo scaling
Transform2D editor_gizmo_trans;
editor_gizmo_trans.set_scale(Vector2(1, 1) / get_global_scale());
RenderingServer::get_singleton()->canvas_item_set_transform(editor_gizmo_rid, editor_gizmo_trans);
Color bone_color1 = EDITOR_GET("editors/2d/bone_color1");
Color bone_color2 = EDITOR_GET("editors/2d/bone_color2");
Color bone_ik_color = EDITOR_GET("editors/2d/bone_ik_color");
Color bone_outline_color = EDITOR_GET("editors/2d/bone_outline_color");
Color bone_selected_color = EDITOR_GET("editors/2d/bone_selected_color");
bool Bone2D_found = false;
for (int i = 0; i < get_child_count(); i++) {
Bone2D *child_node = nullptr;
child_node = Object::cast_to<Bone2D>(get_child(i));
if (!child_node) {
continue;
}
Bone2D_found = true;
Vector<Vector2> bone_shape;
Vector<Vector2> bone_shape_outline;
_editor_get_bone_shape(&bone_shape, &bone_shape_outline, child_node);
Vector<Color> colors;
if (has_meta("_local_pose_override_enabled_")) {
colors.push_back(bone_ik_color);
colors.push_back(bone_ik_color);
colors.push_back(bone_ik_color);
colors.push_back(bone_ik_color);
} else {
colors.push_back(bone_color1);
colors.push_back(bone_color2);
colors.push_back(bone_color1);
colors.push_back(bone_color2);
}
Vector<Color> outline_colors;
if (CanvasItemEditor::get_singleton()->editor_selection->is_selected(this)) {
outline_colors.push_back(bone_selected_color);
outline_colors.push_back(bone_selected_color);
outline_colors.push_back(bone_selected_color);
outline_colors.push_back(bone_selected_color);
outline_colors.push_back(bone_selected_color);
outline_colors.push_back(bone_selected_color);
} else {
outline_colors.push_back(bone_outline_color);
outline_colors.push_back(bone_outline_color);
outline_colors.push_back(bone_outline_color);
outline_colors.push_back(bone_outline_color);
outline_colors.push_back(bone_outline_color);
outline_colors.push_back(bone_outline_color);
}
RenderingServer::get_singleton()->canvas_item_add_polygon(editor_gizmo_rid, bone_shape_outline, outline_colors);
RenderingServer::get_singleton()->canvas_item_add_polygon(editor_gizmo_rid, bone_shape, colors);
}
if (!Bone2D_found) {
Vector<Vector2> bone_shape;
Vector<Vector2> bone_shape_outline;
_editor_get_bone_shape(&bone_shape, &bone_shape_outline, nullptr);
Vector<Color> colors;
if (has_meta("_local_pose_override_enabled_")) {
colors.push_back(bone_ik_color);
colors.push_back(bone_ik_color);
colors.push_back(bone_ik_color);
colors.push_back(bone_ik_color);
} else {
colors.push_back(bone_color1);
colors.push_back(bone_color2);
colors.push_back(bone_color1);
colors.push_back(bone_color2);
}
Vector<Color> outline_colors;
if (CanvasItemEditor::get_singleton()->editor_selection->is_selected(this)) {
outline_colors.push_back(bone_selected_color);
outline_colors.push_back(bone_selected_color);
outline_colors.push_back(bone_selected_color);
outline_colors.push_back(bone_selected_color);
outline_colors.push_back(bone_selected_color);
outline_colors.push_back(bone_selected_color);
} else {
outline_colors.push_back(bone_outline_color);
outline_colors.push_back(bone_outline_color);
outline_colors.push_back(bone_outline_color);
outline_colors.push_back(bone_outline_color);
outline_colors.push_back(bone_outline_color);
outline_colors.push_back(bone_outline_color);
}
RenderingServer::get_singleton()->canvas_item_add_polygon(editor_gizmo_rid, bone_shape_outline, outline_colors);
RenderingServer::get_singleton()->canvas_item_add_polygon(editor_gizmo_rid, bone_shape, colors);
}
} break;
#endif // TOOLS_ENABLED
}
}
#ifdef TOOLS_ENABLED
bool Bone2D::_editor_get_bone_shape(Vector<Vector2> *p_shape, Vector<Vector2> *p_outline_shape, Bone2D *p_other_bone) {
float bone_width = EDITOR_GET("editors/2d/bone_width");
float bone_outline_width = EDITOR_GET("editors/2d/bone_outline_size");
if (!is_inside_tree()) {
return false; //may have been removed
}
if (!p_other_bone && length <= 0) {
return false;
}
Vector2 rel;
if (p_other_bone) {
rel = (p_other_bone->get_global_position() - get_global_position());
rel = rel.rotated(-get_global_rotation()); // Undo Bone2D node's rotation so its drawn correctly regardless of the node's rotation
} else {
rel = Vector2(Math::cos(bone_angle), Math::sin(bone_angle)) * length * get_global_scale();
}
Vector2 relt = rel.rotated(Math::PI * 0.5).normalized() * bone_width;
Vector2 reln = rel.normalized();
Vector2 reltn = relt.normalized();
if (p_shape) {
p_shape->clear();
p_shape->push_back(Vector2(0, 0));
p_shape->push_back(rel * 0.2 + relt);
p_shape->push_back(rel);
p_shape->push_back(rel * 0.2 - relt);
}
if (p_outline_shape) {
p_outline_shape->clear();
p_outline_shape->push_back((-reln - reltn) * bone_outline_width);
p_outline_shape->push_back((-reln + reltn) * bone_outline_width);
p_outline_shape->push_back(rel * 0.2 + relt + reltn * bone_outline_width);
p_outline_shape->push_back(rel + (reln + reltn) * bone_outline_width);
p_outline_shape->push_back(rel + (reln - reltn) * bone_outline_width);
p_outline_shape->push_back(rel * 0.2 - relt - reltn * bone_outline_width);
}
return true;
}
void Bone2D::_editor_set_show_bone_gizmo(bool p_show_gizmo) {
_editor_show_bone_gizmo = p_show_gizmo;
queue_redraw();
}
bool Bone2D::_editor_get_show_bone_gizmo() const {
return _editor_show_bone_gizmo;
}
#endif // TOOLS_ENABLED
void Bone2D::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_rest", "rest"), &Bone2D::set_rest);
ClassDB::bind_method(D_METHOD("get_rest"), &Bone2D::get_rest);
ClassDB::bind_method(D_METHOD("apply_rest"), &Bone2D::apply_rest);
ClassDB::bind_method(D_METHOD("get_skeleton_rest"), &Bone2D::get_skeleton_rest);
ClassDB::bind_method(D_METHOD("get_index_in_skeleton"), &Bone2D::get_index_in_skeleton);
ClassDB::bind_method(D_METHOD("set_autocalculate_length_and_angle", "auto_calculate"), &Bone2D::set_autocalculate_length_and_angle);
ClassDB::bind_method(D_METHOD("get_autocalculate_length_and_angle"), &Bone2D::get_autocalculate_length_and_angle);
ClassDB::bind_method(D_METHOD("set_length", "length"), &Bone2D::set_length);
ClassDB::bind_method(D_METHOD("get_length"), &Bone2D::get_length);
ClassDB::bind_method(D_METHOD("set_bone_angle", "angle"), &Bone2D::set_bone_angle);
ClassDB::bind_method(D_METHOD("get_bone_angle"), &Bone2D::get_bone_angle);
ADD_PROPERTY(PropertyInfo(Variant::TRANSFORM2D, "rest", PROPERTY_HINT_NONE, "suffix:px"), "set_rest", "get_rest");
}
void Bone2D::set_rest(const Transform2D &p_rest) {
rest = p_rest;
if (skeleton) {
skeleton->_make_bone_setup_dirty();
}
update_configuration_warnings();
}
Transform2D Bone2D::get_rest() const {
return rest;
}
Transform2D Bone2D::get_skeleton_rest() const {
if (parent_bone) {
return parent_bone->get_skeleton_rest() * rest;
} else {
return rest;
}
}
void Bone2D::apply_rest() {
set_transform(rest);
}
int Bone2D::get_index_in_skeleton() const {
ERR_FAIL_NULL_V(skeleton, -1);
skeleton->_update_bone_setup();
return skeleton_index;
}
PackedStringArray Bone2D::get_configuration_warnings() const {
PackedStringArray warnings = Node2D::get_configuration_warnings();
if (!skeleton) {
if (parent_bone) {
warnings.push_back(RTR("This Bone2D chain should end at a Skeleton2D node."));
} else {
warnings.push_back(RTR("A Bone2D only works with a Skeleton2D or another Bone2D as parent node."));
}
}
if (rest == Transform2D(0, 0, 0, 0, 0, 0)) {
warnings.push_back(RTR("This bone lacks a proper REST pose. Go to the Skeleton2D node and set one."));
}
return warnings;
}
void Bone2D::calculate_length_and_rotation() {
// If there is at least a single child Bone2D node, we can calculate
// the length and direction. We will always just use the first Bone2D for this.
int child_count = get_child_count();
Transform2D global_inv = get_global_transform().affine_inverse();
for (int i = 0; i < child_count; i++) {
Bone2D *child = Object::cast_to<Bone2D>(get_child(i));
if (child) {
Vector2 child_local_pos = global_inv.xform(child->get_global_position());
length = child_local_pos.length();
bone_angle = child_local_pos.angle();
return; // Finished!
}
}
WARN_PRINT("No Bone2D children of node " + get_name() + ". Cannot calculate bone length or angle reliably.\nUsing transform rotation for bone angle.");
bone_angle = get_transform().get_rotation();
}
void Bone2D::set_autocalculate_length_and_angle(bool p_autocalculate) {
autocalculate_length_and_angle = p_autocalculate;
if (autocalculate_length_and_angle) {
calculate_length_and_rotation();
}
notify_property_list_changed();
}
bool Bone2D::get_autocalculate_length_and_angle() const {
return autocalculate_length_and_angle;
}
void Bone2D::set_length(real_t p_length) {
length = p_length;
#ifdef TOOLS_ENABLED
queue_redraw();
#endif // TOOLS_ENABLED
}
real_t Bone2D::get_length() const {
return length;
}
void Bone2D::set_bone_angle(real_t p_angle) {
bone_angle = p_angle;
#ifdef TOOLS_ENABLED
queue_redraw();
#endif // TOOLS_ENABLED
}
real_t Bone2D::get_bone_angle() const {
return bone_angle;
}
Bone2D::Bone2D() {
skeleton = nullptr;
parent_bone = nullptr;
skeleton_index = -1;
length = 16;
bone_angle = 0;
autocalculate_length_and_angle = true;
set_notify_local_transform(true);
set_hide_clip_children(true);
//this is a clever hack so the bone knows no rest has been set yet, allowing to show an error.
for (int i = 0; i < 3; i++) {
rest[i] = Vector2(0, 0);
}
copy_transform_to_cache = true;
}
Bone2D::~Bone2D() {
#ifdef TOOLS_ENABLED
if (!editor_gizmo_rid.is_null()) {
ERR_FAIL_NULL(RenderingServer::get_singleton());
RenderingServer::get_singleton()->free(editor_gizmo_rid);
}
#endif // TOOLS_ENABLED
}
//////////////////////////////////////
bool Skeleton2D::_set(const StringName &p_path, const Variant &p_value) {
if (p_path == SNAME("modification_stack")) {
set_modification_stack(p_value);
return true;
}
return false;
}
bool Skeleton2D::_get(const StringName &p_path, Variant &r_ret) const {
if (p_path == SNAME("modification_stack")) {
r_ret = get_modification_stack();
return true;
}
return false;
}
void Skeleton2D::_get_property_list(List<PropertyInfo> *p_list) const {
p_list->push_back(
PropertyInfo(Variant::OBJECT, PNAME("modification_stack"),
PROPERTY_HINT_RESOURCE_TYPE,
"SkeletonModificationStack2D",
PROPERTY_USAGE_DEFAULT | PROPERTY_USAGE_ALWAYS_DUPLICATE));
}
void Skeleton2D::_make_bone_setup_dirty() {
if (bone_setup_dirty) {
return;
}
bone_setup_dirty = true;
if (is_inside_tree()) {
callable_mp(this, &Skeleton2D::_update_bone_setup).call_deferred();
}
}
void Skeleton2D::_update_bone_setup() {
if (!bone_setup_dirty) {
return;
}
bone_setup_dirty = false;
RS::get_singleton()->skeleton_allocate_data(skeleton, bones.size(), true);
bones.sort(); //sorting so that they are always in the same order/index
for (uint32_t i = 0; i < bones.size(); i++) {
bones[i].rest_inverse = bones[i].bone->get_skeleton_rest().affine_inverse(); //bind pose
bones[i].bone->skeleton_index = i;
Bone2D *parent_bone = Object::cast_to<Bone2D>(bones[i].bone->get_parent());
if (parent_bone) {
bones[i].parent_index = parent_bone->skeleton_index;
} else {
bones[i].parent_index = -1;
}
bones[i].local_pose_override = bones[i].bone->get_skeleton_rest();
}
transform_dirty = true;
_update_transform();
emit_signal(SNAME("bone_setup_changed"));
}
void Skeleton2D::_make_transform_dirty() {
if (transform_dirty) {
return;
}
transform_dirty = true;
if (is_inside_tree()) {
callable_mp(this, &Skeleton2D::_update_transform).call_deferred();
}
}
void Skeleton2D::_update_transform() {
if (bone_setup_dirty) {
_update_bone_setup();
return; //above will update transform anyway
}
if (!transform_dirty) {
return;
}
transform_dirty = false;
for (uint32_t i = 0; i < bones.size(); i++) {
ERR_CONTINUE(bones[i].parent_index >= (int)i);
if (bones[i].parent_index >= 0) {
bones[i].accum_transform = bones[bones[i].parent_index].accum_transform * bones[i].bone->get_transform();
} else {
bones[i].accum_transform = bones[i].bone->get_transform();
}
}
for (uint32_t i = 0; i < bones.size(); i++) {
Transform2D final_xform = bones[i].accum_transform * bones[i].rest_inverse;
RS::get_singleton()->skeleton_bone_set_transform_2d(skeleton, i, final_xform);
}
}
int Skeleton2D::get_bone_count() const {
ERR_FAIL_COND_V(!is_inside_tree(), 0);
if (bone_setup_dirty) {
// TODO: Is this necessary? It doesn't seem to change bones.size()
const_cast<Skeleton2D *>(this)->_update_bone_setup();
}
return bones.size();
}
Bone2D *Skeleton2D::get_bone(int p_idx) {
ERR_FAIL_COND_V(!is_inside_tree(), nullptr);
ERR_FAIL_INDEX_V(p_idx, (int)bones.size(), nullptr);
return bones[p_idx].bone;
}
void Skeleton2D::_update_process_mode() {
bool process = modification_stack.is_valid() && is_inside_tree();
if (!process) {
// We might have another reason to process.
process = is_physics_interpolated_and_enabled() && is_visible_in_tree();
}
set_process_internal(process);
set_physics_process_internal(process);
}
void Skeleton2D::_ensure_update_interpolation_data() {
uint64_t tick = Engine::get_singleton()->get_physics_frames();
if (_interpolation_data.last_update_physics_tick != tick) {
_interpolation_data.xform_prev = _interpolation_data.xform_curr;
_interpolation_data.last_update_physics_tick = tick;
}
}
void Skeleton2D::_physics_interpolated_changed() {
_update_process_mode();
}
void Skeleton2D::_notification(int p_what) {
switch (p_what) {
case NOTIFICATION_READY: {
if (bone_setup_dirty) {
_update_bone_setup();
}
if (transform_dirty) {
_update_transform();
}
request_ready();
} break;
case NOTIFICATION_ENTER_TREE: {
_update_process_mode();
if (is_physics_interpolated_and_enabled()) {
_interpolation_data.xform_curr = get_global_transform();
_interpolation_data.xform_prev = _interpolation_data.xform_curr;
}
} break;
case NOTIFICATION_TRANSFORM_CHANGED: {
if (is_physics_interpolated_and_enabled()) {
_ensure_update_interpolation_data();
if (Engine::get_singleton()->is_in_physics_frame()) {
_interpolation_data.xform_curr = get_global_transform();
}
} else {
RS::get_singleton()->skeleton_set_base_transform_2d(skeleton, get_global_transform());
}
} break;
case NOTIFICATION_RESET_PHYSICS_INTERPOLATION: {
_interpolation_data.xform_curr = get_global_transform();
_interpolation_data.xform_prev = _interpolation_data.xform_curr;
} break;
case NOTIFICATION_INTERNAL_PROCESS: {
if (is_physics_interpolated_and_enabled()) {
Transform2D res;
TransformInterpolator::interpolate_transform_2d(_interpolation_data.xform_prev, _interpolation_data.xform_curr, res, Engine::get_singleton()->get_physics_interpolation_fraction());
RS::get_singleton()->skeleton_set_base_transform_2d(skeleton, res);
}
if (modification_stack.is_valid()) {
execute_modifications(get_process_delta_time(), SkeletonModificationStack2D::EXECUTION_MODE::execution_mode_process);
}
} break;
case NOTIFICATION_INTERNAL_PHYSICS_PROCESS: {
if (is_physics_interpolated_and_enabled()) {
_ensure_update_interpolation_data();
_interpolation_data.xform_curr = get_global_transform();
}
if (modification_stack.is_valid()) {
execute_modifications(get_physics_process_delta_time(), SkeletonModificationStack2D::EXECUTION_MODE::execution_mode_physics_process);
}
} break;
case NOTIFICATION_POST_ENTER_TREE: {
set_modification_stack(modification_stack);
} break;
case NOTIFICATION_VISIBILITY_CHANGED: {
_update_process_mode();
} break;
#ifdef TOOLS_ENABLED
case NOTIFICATION_DRAW: {
if (Engine::get_singleton()->is_editor_hint()) {
if (modification_stack.is_valid()) {
modification_stack->draw_editor_gizmos();
}
}
} break;
#endif // TOOLS_ENABLED
}
}
RID Skeleton2D::get_skeleton() const {
return skeleton;
}
void Skeleton2D::set_bone_local_pose_override(int p_bone_idx, Transform2D p_override, real_t p_amount, bool p_persistent) {
ERR_FAIL_INDEX_MSG(p_bone_idx, (int)bones.size(), "Bone index is out of range!");
bones[p_bone_idx].local_pose_override = p_override;
bones[p_bone_idx].local_pose_override_amount = p_amount;
bones[p_bone_idx].local_pose_override_persistent = p_persistent;
}
Transform2D Skeleton2D::get_bone_local_pose_override(int p_bone_idx) {
ERR_FAIL_INDEX_V_MSG(p_bone_idx, (int)bones.size(), Transform2D(), "Bone index is out of range!");
return bones[p_bone_idx].local_pose_override;
}
void Skeleton2D::set_modification_stack(Ref<SkeletonModificationStack2D> p_stack) {
if (modification_stack.is_valid()) {
modification_stack->is_setup = false;
modification_stack->set_skeleton(nullptr);
}
modification_stack = p_stack;
if (modification_stack.is_valid() && is_inside_tree()) {
modification_stack->set_skeleton(this);
modification_stack->setup();
#ifdef TOOLS_ENABLED
modification_stack->set_editor_gizmos_dirty(true);
#endif // TOOLS_ENABLED
}
_update_process_mode();
}
Ref<SkeletonModificationStack2D> Skeleton2D::get_modification_stack() const {
return modification_stack;
}
void Skeleton2D::execute_modifications(real_t p_delta, int p_execution_mode) {
if (modification_stack.is_null()) {
return;
}
// Do not cache the transform changes caused by the modifications!
for (uint32_t i = 0; i < bones.size(); i++) {
bones[i].bone->copy_transform_to_cache = false;
}
if (modification_stack->skeleton != this) {
modification_stack->set_skeleton(this);
}
modification_stack->execute(p_delta, p_execution_mode);
// Only apply the local pose override on _process. Otherwise, just calculate the local_pose_override and reset the transform.
if (p_execution_mode == SkeletonModificationStack2D::EXECUTION_MODE::execution_mode_process) {
for (uint32_t i = 0; i < bones.size(); i++) {
if (bones[i].local_pose_override_amount > 0) {
bones[i].bone->set_meta("_local_pose_override_enabled_", true);
Transform2D final_trans = bones[i].bone->cache_transform;
final_trans = final_trans.interpolate_with(bones[i].local_pose_override, bones[i].local_pose_override_amount);
bones[i].bone->set_transform(final_trans);
bones[i].bone->propagate_call("force_update_transform");
if (bones[i].local_pose_override_persistent) {
bones[i].local_pose_override_amount = 0.0;
}
} else {
// TODO: see if there is a way to undo the override without having to resort to setting every bone's transform.
bones[i].bone->remove_meta("_local_pose_override_enabled_");
bones[i].bone->set_transform(bones[i].bone->cache_transform);
}
}
}
// Cache any future transform changes
for (uint32_t i = 0; i < bones.size(); i++) {
bones[i].bone->copy_transform_to_cache = true;
}
#ifdef TOOLS_ENABLED
modification_stack->set_editor_gizmos_dirty(true);
#endif // TOOLS_ENABLED
}
void Skeleton2D::_bind_methods() {
ClassDB::bind_method(D_METHOD("get_bone_count"), &Skeleton2D::get_bone_count);
ClassDB::bind_method(D_METHOD("get_bone", "idx"), &Skeleton2D::get_bone);
ClassDB::bind_method(D_METHOD("get_skeleton"), &Skeleton2D::get_skeleton);
ClassDB::bind_method(D_METHOD("set_modification_stack", "modification_stack"), &Skeleton2D::set_modification_stack);
ClassDB::bind_method(D_METHOD("get_modification_stack"), &Skeleton2D::get_modification_stack);
ClassDB::bind_method(D_METHOD("execute_modifications", "delta", "execution_mode"), &Skeleton2D::execute_modifications);
ClassDB::bind_method(D_METHOD("set_bone_local_pose_override", "bone_idx", "override_pose", "strength", "persistent"), &Skeleton2D::set_bone_local_pose_override);
ClassDB::bind_method(D_METHOD("get_bone_local_pose_override", "bone_idx"), &Skeleton2D::get_bone_local_pose_override);
ADD_SIGNAL(MethodInfo("bone_setup_changed"));
}
Skeleton2D::Skeleton2D() {
skeleton = RS::get_singleton()->skeleton_create();
set_notify_transform(true);
set_hide_clip_children(true);
}
Skeleton2D::~Skeleton2D() {
ERR_FAIL_NULL(RenderingServer::get_singleton());
RS::get_singleton()->free(skeleton);
}

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/**************************************************************************/
/* skeleton_2d.h */
/**************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/**************************************************************************/
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* 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. */
/**************************************************************************/
#pragma once
#include "scene/2d/node_2d.h"
#include "scene/resources/2d/skeleton/skeleton_modification_2d.h"
class Skeleton2D;
class Bone2D : public Node2D {
GDCLASS(Bone2D, Node2D);
friend class Skeleton2D;
#ifdef TOOLS_ENABLED
friend class AnimatedValuesBackup;
#endif
Bone2D *parent_bone = nullptr;
Skeleton2D *skeleton = nullptr;
Transform2D rest;
bool autocalculate_length_and_angle = true;
real_t length = 16;
real_t bone_angle = 0;
int skeleton_index = -1;
void calculate_length_and_rotation();
#ifdef TOOLS_ENABLED
RID editor_gizmo_rid;
bool _editor_get_bone_shape(Vector<Vector2> *p_shape, Vector<Vector2> *p_outline_shape, Bone2D *p_other_bone);
bool _editor_show_bone_gizmo = true;
#endif // TOOLS ENABLED
protected:
void _notification(int p_what);
static void _bind_methods();
bool _set(const StringName &p_path, const Variant &p_value);
bool _get(const StringName &p_path, Variant &r_ret) const;
void _get_property_list(List<PropertyInfo> *p_list) const;
public:
Transform2D cache_transform;
bool copy_transform_to_cache = true;
void set_rest(const Transform2D &p_rest);
Transform2D get_rest() const;
void apply_rest();
Transform2D get_skeleton_rest() const;
PackedStringArray get_configuration_warnings() const override;
void set_autocalculate_length_and_angle(bool p_autocalculate);
bool get_autocalculate_length_and_angle() const;
void set_length(real_t p_length);
real_t get_length() const;
void set_bone_angle(real_t p_angle);
real_t get_bone_angle() const;
int get_index_in_skeleton() const;
#ifdef TOOLS_ENABLED
void _editor_set_show_bone_gizmo(bool p_show_gizmo);
bool _editor_get_show_bone_gizmo() const;
#endif // TOOLS_ENABLED
Bone2D();
~Bone2D();
};
class SkeletonModificationStack2D;
class Skeleton2D : public Node2D {
GDCLASS(Skeleton2D, Node2D);
friend class Bone2D;
#ifdef TOOLS_ENABLED
friend class AnimatedValuesBackup;
#endif
struct Bone {
bool operator<(const Bone &p_bone) const {
return p_bone.bone->is_greater_than(bone);
}
Bone2D *bone = nullptr;
int parent_index = 0;
Transform2D accum_transform;
Transform2D rest_inverse;
//Transform2D local_pose_cache;
Transform2D local_pose_override;
real_t local_pose_override_amount = 0;
bool local_pose_override_persistent = false;
};
LocalVector<Bone> bones;
bool bone_setup_dirty = true;
void _make_bone_setup_dirty();
void _update_bone_setup();
bool transform_dirty = true;
void _make_transform_dirty();
void _update_transform();
RID skeleton;
Ref<SkeletonModificationStack2D> modification_stack;
///////////////////////////////////////////////////////
// INTERPOLATION
struct InterpolationData {
Transform2D xform_curr;
Transform2D xform_prev;
uint32_t last_update_physics_tick = UINT32_MAX; // Ensure tick 0 is detected as a change.
} _interpolation_data;
void _update_process_mode();
void _ensure_update_interpolation_data();
protected:
virtual void _physics_interpolated_changed() override;
///////////////////////////////////////////////////////
void _notification(int p_what);
static void _bind_methods();
bool _set(const StringName &p_path, const Variant &p_value);
bool _get(const StringName &p_path, Variant &r_ret) const;
void _get_property_list(List<PropertyInfo> *p_list) const;
public:
int get_bone_count() const;
Bone2D *get_bone(int p_idx);
RID get_skeleton() const;
void set_bone_local_pose_override(int p_bone_idx, Transform2D p_override, real_t p_amount, bool p_persistent = true);
Transform2D get_bone_local_pose_override(int p_bone_idx);
Ref<SkeletonModificationStack2D> get_modification_stack() const;
void set_modification_stack(Ref<SkeletonModificationStack2D> p_stack);
void execute_modifications(real_t p_delta, int p_execution_mode);
Skeleton2D();
~Skeleton2D();
};

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/**************************************************************************/
/* sprite_2d.cpp */
/**************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/**************************************************************************/
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* 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 "sprite_2d.h"
#include "core/input/input.h"
#include "scene/main/viewport.h"
#ifdef TOOLS_ENABLED
Dictionary Sprite2D::_edit_get_state() const {
Dictionary state = Node2D::_edit_get_state();
state["offset"] = offset;
state["region_rect"] = region_rect;
return state;
}
void Sprite2D::_edit_set_state(const Dictionary &p_state) {
Node2D::_edit_set_state(p_state);
set_offset(p_state["offset"]);
set_region_rect(p_state["region_rect"]);
}
void Sprite2D::_edit_set_pivot(const Point2 &p_pivot) {
set_offset(get_offset() - p_pivot);
set_position(get_transform().xform(p_pivot));
}
Point2 Sprite2D::_edit_get_pivot() const {
return Vector2();
}
bool Sprite2D::_edit_use_pivot() const {
return true;
}
void Sprite2D::_edit_set_rect(const Rect2 &p_rect) {
if (texture.is_null()) {
return;
}
if (!region_enabled || hframes > 1 || vframes > 1 || !dragging_to_resize_rect) {
Node2D::_edit_set_rect(p_rect);
return;
}
Point2 delta = p_rect.position - (centered ? _get_rect_offset(p_rect.size) : Vector2());
set_region_rect(Rect2(region_rect.position, p_rect.size));
set_position(get_position() + get_transform().basis_xform(delta));
}
#endif // TOOLS_ENABLED
#ifdef DEBUG_ENABLED
bool Sprite2D::_edit_is_selected_on_click(const Point2 &p_point, double p_tolerance) const {
return is_pixel_opaque(p_point);
}
Rect2 Sprite2D::_edit_get_rect() const {
return get_rect();
}
bool Sprite2D::_edit_use_rect() const {
return texture.is_valid();
}
#endif // DEBUG_ENABLED
Rect2 Sprite2D::get_anchorable_rect() const {
return get_rect();
}
void Sprite2D::_get_rects(Rect2 &r_src_rect, Rect2 &r_dst_rect, bool &r_filter_clip_enabled) const {
Rect2 base_rect;
if (region_enabled) {
r_filter_clip_enabled = region_filter_clip_enabled;
base_rect = region_rect;
} else {
r_filter_clip_enabled = false;
base_rect = Rect2(0, 0, texture->get_width(), texture->get_height());
}
Size2 frame_size = base_rect.size / Size2(hframes, vframes);
Point2 frame_offset = Point2(frame % hframes, frame / hframes);
frame_offset *= frame_size;
r_src_rect.size = frame_size;
r_src_rect.position = base_rect.position + frame_offset;
Point2 dest_offset = offset;
if (centered) {
dest_offset -= frame_size / 2;
}
if (get_viewport() && get_viewport()->is_snap_2d_transforms_to_pixel_enabled()) {
dest_offset = (dest_offset + Point2(0.5, 0.5)).floor();
}
r_dst_rect = Rect2(dest_offset, frame_size);
if (hflip) {
r_dst_rect.size.x = -r_dst_rect.size.x;
}
if (vflip) {
r_dst_rect.size.y = -r_dst_rect.size.y;
}
}
Point2 Sprite2D::_get_rect_offset(const Size2i &p_size) const {
Point2 ofs = offset;
if (centered) {
ofs -= Size2(p_size) / 2;
}
if (get_viewport() && get_viewport()->is_snap_2d_transforms_to_pixel_enabled()) {
ofs = (ofs + Point2(0.5, 0.5)).floor();
}
return ofs;
}
void Sprite2D::_notification(int p_what) {
switch (p_what) {
case NOTIFICATION_ACCESSIBILITY_UPDATE: {
RID ae = get_accessibility_element();
ERR_FAIL_COND(ae.is_null());
Rect2 dst_rect = get_rect();
DisplayServer::get_singleton()->accessibility_update_set_role(ae, DisplayServer::AccessibilityRole::ROLE_IMAGE);
DisplayServer::get_singleton()->accessibility_update_set_transform(ae, get_transform());
DisplayServer::get_singleton()->accessibility_update_set_bounds(ae, dst_rect);
} break;
case NOTIFICATION_DRAW: {
if (texture.is_null()) {
return;
}
RID ci = get_canvas_item();
Rect2 src_rect, dst_rect;
bool filter_clip_enabled;
_get_rects(src_rect, dst_rect, filter_clip_enabled);
texture->draw_rect_region(ci, dst_rect, src_rect, Color(1, 1, 1), false, filter_clip_enabled);
} break;
}
}
void Sprite2D::set_texture(const Ref<Texture2D> &p_texture) {
if (p_texture == texture) {
return;
}
if (texture.is_valid()) {
texture->disconnect_changed(callable_mp(this, &Sprite2D::_texture_changed));
}
texture = p_texture;
if (texture.is_valid()) {
texture->connect_changed(callable_mp(this, &Sprite2D::_texture_changed));
}
queue_redraw();
emit_signal(SceneStringName(texture_changed));
item_rect_changed();
}
Ref<Texture2D> Sprite2D::get_texture() const {
return texture;
}
void Sprite2D::set_centered(bool p_center) {
if (centered == p_center) {
return;
}
centered = p_center;
queue_redraw();
item_rect_changed();
}
bool Sprite2D::is_centered() const {
return centered;
}
void Sprite2D::set_offset(const Point2 &p_offset) {
if (offset == p_offset) {
return;
}
offset = p_offset;
queue_redraw();
item_rect_changed();
}
Point2 Sprite2D::get_offset() const {
return offset;
}
void Sprite2D::set_flip_h(bool p_flip) {
if (hflip == p_flip) {
return;
}
hflip = p_flip;
queue_redraw();
}
bool Sprite2D::is_flipped_h() const {
return hflip;
}
void Sprite2D::set_flip_v(bool p_flip) {
if (vflip == p_flip) {
return;
}
vflip = p_flip;
queue_redraw();
}
bool Sprite2D::is_flipped_v() const {
return vflip;
}
void Sprite2D::set_region_enabled(bool p_region_enabled) {
if (region_enabled == p_region_enabled) {
return;
}
region_enabled = p_region_enabled;
_emit_region_rect_enabled();
queue_redraw();
}
bool Sprite2D::is_region_enabled() const {
return region_enabled;
}
void Sprite2D::set_region_rect(const Rect2 &p_region_rect) {
if (region_rect == p_region_rect) {
return;
}
region_rect = p_region_rect;
if (region_enabled) {
item_rect_changed();
}
}
Rect2 Sprite2D::get_region_rect() const {
return region_rect;
}
void Sprite2D::set_region_filter_clip_enabled(bool p_region_filter_clip_enabled) {
if (region_filter_clip_enabled == p_region_filter_clip_enabled) {
return;
}
region_filter_clip_enabled = p_region_filter_clip_enabled;
queue_redraw();
}
bool Sprite2D::is_region_filter_clip_enabled() const {
return region_filter_clip_enabled;
}
void Sprite2D::set_frame(int p_frame) {
ERR_FAIL_INDEX(p_frame, vframes * hframes);
if (frame == p_frame) {
return;
}
frame = p_frame;
item_rect_changed();
emit_signal(SceneStringName(frame_changed));
}
int Sprite2D::get_frame() const {
return frame;
}
void Sprite2D::set_frame_coords(const Vector2i &p_coord) {
ERR_FAIL_INDEX(p_coord.x, hframes);
ERR_FAIL_INDEX(p_coord.y, vframes);
set_frame(p_coord.y * hframes + p_coord.x);
}
Vector2i Sprite2D::get_frame_coords() const {
return Vector2i(frame % hframes, frame / hframes);
}
void Sprite2D::set_vframes(int p_amount) {
ERR_FAIL_COND_MSG(p_amount < 1, "Amount of vframes cannot be smaller than 1.");
if (vframes == p_amount) {
return;
}
vframes = p_amount;
if (frame >= vframes * hframes) {
frame = 0;
}
_emit_region_rect_enabled();
queue_redraw();
item_rect_changed();
notify_property_list_changed();
}
int Sprite2D::get_vframes() const {
return vframes;
}
void Sprite2D::set_hframes(int p_amount) {
ERR_FAIL_COND_MSG(p_amount < 1, "Amount of hframes cannot be smaller than 1.");
if (hframes == p_amount) {
return;
}
if (vframes > 1) {
// Adjust the frame to fit new sheet dimensions.
int original_column = frame % hframes;
if (original_column >= p_amount) {
// Frame's column was dropped, reset.
frame = 0;
} else {
int original_row = frame / hframes;
frame = original_row * p_amount + original_column;
}
}
hframes = p_amount;
if (frame >= vframes * hframes) {
frame = 0;
}
_emit_region_rect_enabled();
queue_redraw();
item_rect_changed();
notify_property_list_changed();
}
int Sprite2D::get_hframes() const {
return hframes;
}
bool Sprite2D::is_pixel_opaque(const Point2 &p_point) const {
if (texture.is_null()) {
return false;
}
if (texture->get_size().width == 0 || texture->get_size().height == 0) {
return false;
}
Rect2 src_rect, dst_rect;
bool filter_clip_enabled;
_get_rects(src_rect, dst_rect, filter_clip_enabled);
dst_rect.size = dst_rect.size.abs();
if (!dst_rect.has_point(p_point)) {
return false;
}
Vector2 q = (p_point - dst_rect.position) / dst_rect.size;
if (hflip) {
q.x = 1.0f - q.x;
}
if (vflip) {
q.y = 1.0f - q.y;
}
q = q * src_rect.size + src_rect.position;
TextureRepeat repeat_mode = get_texture_repeat_in_tree();
bool is_repeat = repeat_mode == TEXTURE_REPEAT_ENABLED || repeat_mode == TEXTURE_REPEAT_MIRROR;
bool is_mirrored_repeat = repeat_mode == TEXTURE_REPEAT_MIRROR;
if (is_repeat) {
int mirror_x = 0;
int mirror_y = 0;
if (is_mirrored_repeat) {
mirror_x = (int)(q.x / texture->get_size().width);
mirror_y = (int)(q.y / texture->get_size().height);
}
q.x = Math::fmod(q.x, texture->get_size().width);
q.y = Math::fmod(q.y, texture->get_size().height);
if (mirror_x % 2 == 1) {
q.x = texture->get_size().width - q.x - 1;
}
if (mirror_y % 2 == 1) {
q.y = texture->get_size().height - q.y - 1;
}
} else {
q = q.min(texture->get_size() - Vector2(1, 1));
}
return texture->is_pixel_opaque((int)q.x, (int)q.y);
}
bool Sprite2D::is_editor_region_rect_draggable() const {
return hframes <= 1 && vframes <= 1 && region_enabled;
}
#ifdef TOOLS_ENABLED
void Sprite2D::_editor_set_dragging_to_resize_rect(bool p_dragging_to_resize_rect) {
dragging_to_resize_rect = p_dragging_to_resize_rect;
}
bool Sprite2D::_editor_is_dragging_to_resiz_rect() const {
return dragging_to_resize_rect;
}
#endif
Rect2 Sprite2D::get_rect() const {
if (texture.is_null()) {
return Rect2(0, 0, 1, 1);
}
Size2i s;
if (region_enabled) {
s = region_rect.size;
} else {
s = texture->get_size();
}
s = s / Point2(hframes, vframes);
Point2 ofs = _get_rect_offset(s);
if (s == Size2(0, 0)) {
s = Size2(1, 1);
}
return Rect2(ofs, s);
}
void Sprite2D::_validate_property(PropertyInfo &p_property) const {
if (!Engine::get_singleton()->is_editor_hint()) {
return;
}
if (p_property.name == "frame") {
p_property.hint = PROPERTY_HINT_RANGE;
p_property.hint_string = "0," + itos(vframes * hframes - 1) + ",1";
p_property.usage |= PROPERTY_USAGE_KEYING_INCREMENTS;
}
if (p_property.name == "frame_coords") {
p_property.usage |= PROPERTY_USAGE_KEYING_INCREMENTS;
}
}
void Sprite2D::_texture_changed() {
// Changes to the texture need to trigger an update to make
// the editor redraw the sprite with the updated texture.
if (texture.is_valid()) {
queue_redraw();
}
}
void Sprite2D::_emit_region_rect_enabled() {
if (Engine::get_singleton()->is_editor_hint()) {
emit_signal("_editor_region_rect_enabled");
}
}
void Sprite2D::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_texture", "texture"), &Sprite2D::set_texture);
ClassDB::bind_method(D_METHOD("get_texture"), &Sprite2D::get_texture);
ClassDB::bind_method(D_METHOD("set_centered", "centered"), &Sprite2D::set_centered);
ClassDB::bind_method(D_METHOD("is_centered"), &Sprite2D::is_centered);
ClassDB::bind_method(D_METHOD("set_offset", "offset"), &Sprite2D::set_offset);
ClassDB::bind_method(D_METHOD("get_offset"), &Sprite2D::get_offset);
ClassDB::bind_method(D_METHOD("set_flip_h", "flip_h"), &Sprite2D::set_flip_h);
ClassDB::bind_method(D_METHOD("is_flipped_h"), &Sprite2D::is_flipped_h);
ClassDB::bind_method(D_METHOD("set_flip_v", "flip_v"), &Sprite2D::set_flip_v);
ClassDB::bind_method(D_METHOD("is_flipped_v"), &Sprite2D::is_flipped_v);
ClassDB::bind_method(D_METHOD("set_region_enabled", "enabled"), &Sprite2D::set_region_enabled);
ClassDB::bind_method(D_METHOD("is_region_enabled"), &Sprite2D::is_region_enabled);
ClassDB::bind_method(D_METHOD("is_pixel_opaque", "pos"), &Sprite2D::is_pixel_opaque);
ClassDB::bind_method(D_METHOD("set_region_rect", "rect"), &Sprite2D::set_region_rect);
ClassDB::bind_method(D_METHOD("get_region_rect"), &Sprite2D::get_region_rect);
ClassDB::bind_method(D_METHOD("set_region_filter_clip_enabled", "enabled"), &Sprite2D::set_region_filter_clip_enabled);
ClassDB::bind_method(D_METHOD("is_region_filter_clip_enabled"), &Sprite2D::is_region_filter_clip_enabled);
ClassDB::bind_method(D_METHOD("set_frame", "frame"), &Sprite2D::set_frame);
ClassDB::bind_method(D_METHOD("get_frame"), &Sprite2D::get_frame);
ClassDB::bind_method(D_METHOD("set_frame_coords", "coords"), &Sprite2D::set_frame_coords);
ClassDB::bind_method(D_METHOD("get_frame_coords"), &Sprite2D::get_frame_coords);
ClassDB::bind_method(D_METHOD("set_vframes", "vframes"), &Sprite2D::set_vframes);
ClassDB::bind_method(D_METHOD("get_vframes"), &Sprite2D::get_vframes);
ClassDB::bind_method(D_METHOD("set_hframes", "hframes"), &Sprite2D::set_hframes);
ClassDB::bind_method(D_METHOD("get_hframes"), &Sprite2D::get_hframes);
ClassDB::bind_method(D_METHOD("get_rect"), &Sprite2D::get_rect);
ADD_SIGNAL(MethodInfo("frame_changed"));
ADD_SIGNAL(MethodInfo("texture_changed"));
ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "texture", PROPERTY_HINT_RESOURCE_TYPE, "Texture2D"), "set_texture", "get_texture");
ADD_GROUP("Offset", "");
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "centered"), "set_centered", "is_centered");
ADD_PROPERTY(PropertyInfo(Variant::VECTOR2, "offset", PROPERTY_HINT_NONE, "suffix:px"), "set_offset", "get_offset");
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "flip_h"), "set_flip_h", "is_flipped_h");
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "flip_v"), "set_flip_v", "is_flipped_v");
ADD_GROUP("Animation", "");
ADD_PROPERTY(PropertyInfo(Variant::INT, "hframes", PROPERTY_HINT_RANGE, "1,16384,1"), "set_hframes", "get_hframes");
ADD_PROPERTY(PropertyInfo(Variant::INT, "vframes", PROPERTY_HINT_RANGE, "1,16384,1"), "set_vframes", "get_vframes");
ADD_PROPERTY(PropertyInfo(Variant::INT, "frame"), "set_frame", "get_frame");
ADD_PROPERTY(PropertyInfo(Variant::VECTOR2I, "frame_coords", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_EDITOR), "set_frame_coords", "get_frame_coords");
ADD_GROUP("Region", "region_");
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "region_enabled", PROPERTY_HINT_GROUP_ENABLE), "set_region_enabled", "is_region_enabled");
ADD_PROPERTY(PropertyInfo(Variant::RECT2, "region_rect"), "set_region_rect", "get_region_rect");
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "region_filter_clip_enabled"), "set_region_filter_clip_enabled", "is_region_filter_clip_enabled");
}
Sprite2D::Sprite2D() {
if (Engine::get_singleton()->is_editor_hint()) {
add_user_signal(MethodInfo("_editor_region_rect_enabled"));
}
}

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