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- extends Test
- var _do_raycasts = false
- func _ready():
- yield(start_timer(0.5), "timeout")
- if is_timer_canceled():
- return
- _do_raycasts = true
- func _physics_process(_delta):
- if not _do_raycasts:
- return
- _do_raycasts = false
- Log.print_log("* Start Raycasting...")
- clear_drawn_nodes()
- for node in $Shapes.get_children():
- var body = node as PhysicsBody2D
- var space_state = body.get_world_2d().direct_space_state
- var body_name = String(body.name).substr("RigidBody".length())
- Log.print_log("* Testing: %s" % body_name)
- var center = body.position
- # Raycast entering from the top.
- var res = _add_raycast(space_state, center - Vector2(0, 100), center)
- Log.print_log("Raycast in: %s" % ("HIT" if res else "NO HIT"))
- # Raycast exiting from inside.
- center.x -= 20
- res = _add_raycast(space_state, center, center + Vector2(0, 200))
- Log.print_log("Raycast out: %s" % ("HIT" if res else "NO HIT"))
- # Raycast all inside.
- center.x += 40
- res = _add_raycast(space_state, center, center + Vector2(0, 40))
- Log.print_log("Raycast inside: %s" % ("HIT" if res else "NO HIT"))
- if String(body.name).ends_with("ConcavePolygon"):
- # Raycast inside an internal face.
- center.x += 20
- res = _add_raycast(space_state, center, center + Vector2(0, 40))
- Log.print_log("Raycast inside face: %s" % ("HIT" if res else "NO HIT"))
- func _add_raycast(space_state, pos_start, pos_end):
- var result = space_state.intersect_ray(pos_start, pos_end)
- var color
- if result:
- color = Color.green
- else:
- color = Color.red.darkened(0.5)
- # Draw raycast line.
- add_line(pos_start, pos_end, color)
- # Draw raycast arrow.
- add_line(pos_end, pos_end + Vector2(-5, -10), color)
- add_line(pos_end, pos_end + Vector2(5, -10), color)
- return result
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