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godot-demo-projects/2d/physics_tests/tests/functional/test_collision_pairs.gd
2025-10-11 05:03:59 -07:00

207 lines
6.0 KiB
GDScript

extends Test
const OPTION_TYPE_RECTANGLE = "Collision type/Rectangle (1)"
const OPTION_TYPE_SPHERE = "Collision type/Sphere (2)"
const OPTION_TYPE_CAPSULE = "Collision type/Capsule (3)"
const OPTION_TYPE_CONVEX_POLYGON = "Collision type/Convex Polygon (4)"
const OPTION_TYPE_CONCAVE_SEGMENTS = "Collision type/Concave Segments (5)"
const OPTION_SHAPE_RECTANGLE = "Shape type/Rectangle"
const OPTION_SHAPE_SPHERE = "Shape type/Sphere"
const OPTION_SHAPE_CAPSULE = "Shape type/Capsule"
const OPTION_SHAPE_CONVEX_POLYGON = "Shape type/Convex Polygon"
const OPTION_SHAPE_CONCAVE_POLYGON = "Shape type/Concave Polygon"
const OPTION_SHAPE_CONCAVE_SEGMENTS = "Shape type/Concave Segments"
const OFFSET_RANGE = 120.0
@export var offset := Vector2.ZERO
@onready var options: OptionMenu = $Options
var _update_collision: bool = false
var _collision_test_index := 0
var _collision_shapes: Array[Shape2D] = []
func _ready() -> void:
_initialize_collision_shapes()
options.add_menu_item(OPTION_TYPE_RECTANGLE)
options.add_menu_item(OPTION_TYPE_SPHERE)
options.add_menu_item(OPTION_TYPE_CAPSULE)
options.add_menu_item(OPTION_TYPE_CONVEX_POLYGON)
options.add_menu_item(OPTION_TYPE_CONCAVE_SEGMENTS)
options.add_menu_item(OPTION_SHAPE_RECTANGLE, true, true)
options.add_menu_item(OPTION_SHAPE_SPHERE, true, true)
options.add_menu_item(OPTION_SHAPE_CAPSULE, true, true)
options.add_menu_item(OPTION_SHAPE_CONVEX_POLYGON, true, true)
options.add_menu_item(OPTION_SHAPE_CONCAVE_POLYGON, true, true)
options.add_menu_item(OPTION_SHAPE_CONCAVE_SEGMENTS, true, true)
options.option_selected.connect(_on_option_selected)
options.option_changed.connect(_on_option_changed)
await start_timer(0.5).timeout
if is_timer_canceled():
return
_update_collision = true
func _input(input_event: InputEvent) -> void:
var key_event := input_event as InputEventKey
if key_event and not key_event.pressed:
if key_event.keycode == KEY_1:
_on_option_selected(OPTION_TYPE_RECTANGLE)
elif key_event.keycode == KEY_2:
_on_option_selected(OPTION_TYPE_SPHERE)
elif key_event.keycode == KEY_3:
_on_option_selected(OPTION_TYPE_CAPSULE)
elif key_event.keycode == KEY_4:
_on_option_selected(OPTION_TYPE_CONVEX_POLYGON)
elif key_event.keycode == KEY_5:
_on_option_selected(OPTION_TYPE_CONCAVE_SEGMENTS)
func _physics_process(delta: float) -> void:
super._physics_process(delta)
if not _update_collision:
return
_update_collision = false
_do_collision_test()
func set_h_offset(value: float) -> void:
offset.x = value * OFFSET_RANGE
_update_collision = true
func set_v_offset(value: float) -> void:
offset.y = -value * OFFSET_RANGE
_update_collision = true
func _initialize_collision_shapes() -> void:
_collision_shapes.clear()
for node: PhysicsBody2D in $Shapes.get_children():
var body: PhysicsBody2D = node
var shape := body.shape_owner_get_shape(0, 0)
shape.resource_name = String(node.name).substr("RigidBody".length())
_collision_shapes.push_back(shape)
func _do_collision_test() -> void:
clear_drawn_nodes()
var shape := _collision_shapes[_collision_test_index]
Log.print_log("* Start %s collision tests..." % shape.resource_name)
var shape_query := PhysicsShapeQueryParameters2D.new()
shape_query.set_shape(shape)
var shape_scale := Vector2(0.5, 0.5)
shape_query.transform = Transform2D.IDENTITY.scaled(shape_scale)
for node: PhysicsBody2D in $Shapes.get_children():
if not node.visible:
continue
var body: PhysicsBody2D = node
var space_state := body.get_world_2d().direct_space_state
Log.print_log("* Testing: %s" % String(body.name))
var center := body.position
# Collision at the center inside.
var res := _add_collision(space_state, center, shape, shape_query)
Log.print_log("Collision center inside: %s" % ("NO HIT" if res.is_empty() else "HIT"))
Log.print_log("* Done.")
func _add_collision(space_state: PhysicsDirectSpaceState2D, pos: Vector2, shape: Shape2D, shape_query: PhysicsShapeQueryParameters2D) -> Array[Vector2]:
shape_query.transform.origin = pos + offset
var results: Array[Vector2] = space_state.collide_shape(shape_query)
var color := Color.GREEN
if results.is_empty():
color = Color.BLACK
# Draw collision query shape.
add_shape(shape, shape_query.transform, color)
# Draw contact positions.
for contact_pos in results:
add_circle(contact_pos, 1.0, Color.RED)
return results
func _on_option_selected(option: String) -> void:
match option:
OPTION_TYPE_RECTANGLE:
_collision_test_index = _find_type_index("Rectangle")
_update_collision = true
OPTION_TYPE_SPHERE:
_collision_test_index = _find_type_index("Sphere")
_update_collision = true
OPTION_TYPE_CAPSULE:
_collision_test_index = _find_type_index("Capsule")
_update_collision = true
OPTION_TYPE_CONVEX_POLYGON:
_collision_test_index = _find_type_index("ConvexPolygon")
_update_collision = true
OPTION_TYPE_CONCAVE_SEGMENTS:
_collision_test_index = _find_type_index("ConcaveSegments")
_update_collision = true
func _find_type_index(type_name: String) -> int:
for type_index in range(_collision_shapes.size()):
var type_shape := _collision_shapes[type_index]
if type_shape.resource_name.find(type_name) > -1:
return type_index
Log.print_error("Invalid collision type: " + type_name)
return -1
func _on_option_changed(option: String, checked: bool) -> void:
var node: Node2D
match option:
OPTION_SHAPE_RECTANGLE:
node = _find_shape_node("Rectangle")
OPTION_SHAPE_SPHERE:
node = _find_shape_node("Sphere")
OPTION_SHAPE_CAPSULE:
node = _find_shape_node("Capsule")
OPTION_SHAPE_CONVEX_POLYGON:
node = _find_shape_node("ConvexPolygon")
OPTION_SHAPE_CONCAVE_POLYGON:
node = _find_shape_node("ConcavePolygon")
OPTION_SHAPE_CONCAVE_SEGMENTS:
node = _find_shape_node("ConcaveSegments")
if node:
node.visible = checked
node.get_child(0).disabled = not checked
_update_collision = true
func _find_shape_node(type_name: String) -> Node2D:
var node: Node2D = $Shapes.find_child("RigidBody%s" % type_name)
if not node:
Log.print_error("Invalid shape type: " + type_name)
return node