-new collision layer & mask system for 2D, for more flexible collision masking
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5f2aac4bbe
commit
af06843982
18 changed files with 147 additions and 32 deletions
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@ -519,6 +519,7 @@ Map<TileMap::PosKey,TileMap::Quadrant>::Element *TileMap::_create_quadrant(const
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q.body=Physics2DServer::get_singleton()->body_create(use_kinematic?Physics2DServer::BODY_MODE_KINEMATIC:Physics2DServer::BODY_MODE_STATIC);
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Physics2DServer::get_singleton()->body_attach_object_instance_ID(q.body,get_instance_ID());
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Physics2DServer::get_singleton()->body_set_layer_mask(q.body,collision_layer);
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Physics2DServer::get_singleton()->body_set_collision_mask(q.body,collision_mask);
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Physics2DServer::get_singleton()->body_set_param(q.body,Physics2DServer::BODY_PARAM_FRICTION,friction);
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Physics2DServer::get_singleton()->body_set_param(q.body,Physics2DServer::BODY_PARAM_BOUNCE,bounce);
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@ -790,7 +791,7 @@ Rect2 TileMap::get_item_rect() const {
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return rect_cache;
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}
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void TileMap::set_collision_layer_mask(uint32_t p_layer) {
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void TileMap::set_collision_layer(uint32_t p_layer) {
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collision_layer=p_layer;
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for (Map<PosKey,Quadrant>::Element *E=quadrant_map.front();E;E=E->next()) {
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@ -800,6 +801,16 @@ void TileMap::set_collision_layer_mask(uint32_t p_layer) {
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}
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}
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void TileMap::set_collision_mask(uint32_t p_mask) {
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collision_mask=p_mask;
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for (Map<PosKey,Quadrant>::Element *E=quadrant_map.front();E;E=E->next()) {
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Quadrant &q=E->get();
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Physics2DServer::get_singleton()->body_set_collision_mask(q.body,collision_mask);
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}
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}
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bool TileMap::get_collision_use_kinematic() const{
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return use_kinematic;
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@ -844,11 +855,16 @@ float TileMap::get_collision_bounce() const{
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}
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uint32_t TileMap::get_collision_layer_mask() const {
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uint32_t TileMap::get_collision_layer() const {
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return collision_layer;
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}
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uint32_t TileMap::get_collision_mask() const {
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return collision_mask;
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}
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void TileMap::set_mode(Mode p_mode) {
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_clear_quadrants();
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@ -1077,8 +1093,11 @@ void TileMap::_bind_methods() {
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ObjectTypeDB::bind_method(_MD("set_collision_use_kinematic","use_kinematic"),&TileMap::set_collision_use_kinematic);
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ObjectTypeDB::bind_method(_MD("get_collision_use_kinematic"),&TileMap::get_collision_use_kinematic);
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ObjectTypeDB::bind_method(_MD("set_collision_layer_mask","mask"),&TileMap::set_collision_layer_mask);
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ObjectTypeDB::bind_method(_MD("get_collision_layer_mask"),&TileMap::get_collision_layer_mask);
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ObjectTypeDB::bind_method(_MD("set_collision_layer","mask"),&TileMap::set_collision_layer);
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ObjectTypeDB::bind_method(_MD("get_collision_layer"),&TileMap::get_collision_layer);
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ObjectTypeDB::bind_method(_MD("set_collision_mask","mask"),&TileMap::set_collision_mask);
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ObjectTypeDB::bind_method(_MD("get_collision_mask"),&TileMap::get_collision_mask);
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ObjectTypeDB::bind_method(_MD("set_collision_friction","value"),&TileMap::set_collision_friction);
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ObjectTypeDB::bind_method(_MD("get_collision_friction"),&TileMap::get_collision_friction);
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@ -1117,7 +1136,9 @@ void TileMap::_bind_methods() {
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ADD_PROPERTY( PropertyInfo(Variant::BOOL,"collision/use_kinematic",PROPERTY_HINT_NONE,""),_SCS("set_collision_use_kinematic"),_SCS("get_collision_use_kinematic"));
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ADD_PROPERTY( PropertyInfo(Variant::REAL,"collision/friction",PROPERTY_HINT_RANGE,"0,1,0.01"),_SCS("set_collision_friction"),_SCS("get_collision_friction"));
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ADD_PROPERTY( PropertyInfo(Variant::REAL,"collision/bounce",PROPERTY_HINT_RANGE,"0,1,0.01"),_SCS("set_collision_bounce"),_SCS("get_collision_bounce"));
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ADD_PROPERTY( PropertyInfo(Variant::INT,"collision/layers",PROPERTY_HINT_ALL_FLAGS),_SCS("set_collision_layer_mask"),_SCS("get_collision_layer_mask"));
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ADD_PROPERTY( PropertyInfo(Variant::INT,"collision/layers",PROPERTY_HINT_ALL_FLAGS),_SCS("set_collision_layer"),_SCS("get_collision_layer"));
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ADD_PROPERTY( PropertyInfo(Variant::INT,"collision/mask",PROPERTY_HINT_ALL_FLAGS),_SCS("set_collision_mask"),_SCS("get_collision_mask"));
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ADD_PROPERTY( PropertyInfo(Variant::OBJECT,"tile_data",PROPERTY_HINT_NONE,"",PROPERTY_USAGE_NOEDITOR),_SCS("_set_tile_data"),_SCS("_get_tile_data"));
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ADD_SIGNAL(MethodInfo("settings_changed"));
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@ -1146,6 +1167,7 @@ TileMap::TileMap() {
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center_x=false;
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center_y=false;
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collision_layer=1;
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collision_mask=1;
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friction=1;
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bounce=0;
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mode=MODE_SQUARE;
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