void _ray_query_callback(const RID &p_rid, ObjectID p_id, int p_shape, const Vector2 &p_point, const Vector2 &p_normal) { Vector2 ray_end; if (p_rid.is_valid()) { ray_end = p_point; } else { ray_end = ray_to; } VisualServer *vs = VisualServer::get_singleton(); vs->canvas_item_clear(ray); vs->canvas_item_add_line(ray, ray_from, ray_end, p_rid.is_valid() ? Color(0, 1, 0.4) : Color(1, 0.4, 0), 2); if (p_rid.is_valid()) vs->canvas_item_add_line(ray, ray_end, ray_end + p_normal * 20, p_rid.is_valid() ? Color(0, 1, 0.4) : Color(1, 0.4, 0), 2); }
void _add_concave(const Vector<Vector2> &p_points, const Matrix32 &p_xform = Matrix32()) { Physics2DServer *ps = Physics2DServer::get_singleton(); VisualServer *vs = VisualServer::get_singleton(); RID concave = ps->shape_create(Physics2DServer::SHAPE_CONCAVE_POLYGON); ps->shape_set_data(concave, p_points); RID body = ps->body_create(Physics2DServer::BODY_MODE_STATIC); ps->body_set_space(body, space); ps->body_add_shape(body, concave); ps->body_set_state(body, Physics2DServer::BODY_STATE_TRANSFORM, p_xform); RID sprite = vs->canvas_item_create(); vs->canvas_item_set_parent(sprite, canvas); vs->canvas_item_set_transform(sprite, p_xform); for (int i = 0; i < p_points.size(); i += 2) { vs->canvas_item_add_line(sprite, p_points[i], p_points[i + 1], Color(0, 0, 0), 2); } }