Пример #1
0
	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);
	}
Пример #2
0
void TileMap::_update_dirty_quadrants() {

	if (!pending_update)
		return;
	if (!is_inside_scene())
		return;
	if (!tile_set.is_valid())
		return;

	VisualServer *vs = VisualServer::get_singleton();
	Physics2DServer *ps = Physics2DServer::get_singleton();

	while (dirty_quadrant_list.first()) {

		Quadrant &q = *dirty_quadrant_list.first()->self();

		vs->canvas_item_clear(q.canvas_item);
		ps->body_clear_shapes(q.static_body);

		for(int i=0;i<q.cells.size();i++) {

			Map<PosKey,Cell>::Element *E=tile_map.find( q.cells[i] );
			Cell &c=E->get();
			//moment of truth
			if (!tile_set->has_tile(c.id))
				continue;
			Ref<Texture> tex = tile_set->tile_get_texture(c.id);
			Vector2 tile_ofs = tile_set->tile_get_texture_offset(c.id);

			Vector2 offset = Point2( E->key().x, E->key().y )*cell_size - q.pos;

			if (!tex.is_valid())
				continue;


			Rect2 r = tile_set->tile_get_region(c.id);
			Size2 s = tex->get_size();

			if (r==Rect2())
				s = tex->get_size();
			else {
				s = r.size;
				r.pos.x+=fp_adjust;
				r.pos.y+=fp_adjust;
				r.size.x-=fp_adjust*2.0;
				r.size.y-=fp_adjust*2.0;
			}

			Rect2 rect;
			rect.pos=offset.floor();
			rect.size=s;

			rect.size.x+=fp_adjust;
			rect.size.y+=fp_adjust;

			if (c.flip_h)
				rect.size.x=-rect.size.x;
			if (c.flip_v)
				rect.size.y=-rect.size.y;


			rect.pos+=tile_ofs;
			if (r==Rect2()) {

				tex->draw_rect(q.canvas_item,rect);
			} else {

				tex->draw_rect_region(q.canvas_item,rect,r);
			}

			Vector< Ref<Shape2D> > shapes = tile_set->tile_get_shapes(c.id);


			for(int i=0;i<shapes.size();i++) {

				Ref<Shape2D> shape = shapes[i];
				if (shape.is_valid()) {

					Vector2 shape_ofs = tile_set->tile_get_shape_offset(c.id);
					Matrix32 xform;
					xform.set_origin(offset.floor()+shape_ofs);
					if (c.flip_h) {
						xform.elements[0]=-xform.elements[0];
						xform.elements[2].x+=s.x;
					}
					if (c.flip_v) {
						xform.elements[1]=-xform.elements[1];
						xform.elements[2].y+=s.y;
					}


					ps->body_add_shape(q.static_body,shape->get_rid(),xform);
				}
			}
		}

		dirty_quadrant_list.remove( dirty_quadrant_list.first() );
	}



	pending_update=false;

	_recompute_rect_cache();

}