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feat!: Raycasting and raytracing (#1785)
This PR implements raytracing and raycasting for the built-in hitboxes. If you pass in your own collision detection system to the HasCollisionDetection mixin you have to change the signature of that to: CollisionDetection<ShapeHitbox>instead of CollisionDetection<Hitbox>.
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import 'dart:math';
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import 'package:flame/collisions.dart';
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import 'package:flame/components.dart';
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import 'package:flame/game.dart';
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import 'package:flame/geometry.dart';
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import 'package:flame/input.dart';
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import 'package:flame/palette.dart';
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import 'package:flutter/material.dart';
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class RaycastLightExample extends FlameGame
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with HasCollisionDetection, TapDetector, MouseMovementDetector {
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static const description = '''
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In this example the raycast functionality is showcased by using it as a light
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source, if you move the mouse around the canvas the rays will be cast from its
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location. You can also tap to create a permanent source of rays that wont move
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with with mouse.
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''';
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Ray2? ray;
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Ray2? reflection;
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Vector2? origin;
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Vector2? tapOrigin;
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bool isOriginCasted = false;
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bool isTapOriginCasted = false;
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Paint paint = Paint();
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Paint tapPaint = Paint();
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final _colorTween = ColorTween(
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begin: Colors.blue.withOpacity(0.2),
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end: Colors.red.withOpacity(0.2),
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);
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static const numberOfRays = 2000;
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final List<Ray2> rays = [];
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final List<Ray2> tapRays = [];
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final List<RaycastResult<ShapeHitbox>> results = [];
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final List<RaycastResult<ShapeHitbox>> tapResults = [];
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late Path path;
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@override
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Future<void> onLoad() async {
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final paint = BasicPalette.gray.paint()
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..style = PaintingStyle.stroke
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..strokeWidth = 2.0;
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add(ScreenHitbox());
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add(
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CircleComponent(
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position: Vector2(100, 100),
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radius: 50,
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paint: paint,
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children: [CircleHitbox()],
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),
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);
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add(
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CircleComponent(
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position: Vector2(150, 500),
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radius: 50,
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paint: paint,
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children: [CircleHitbox()],
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),
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);
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add(
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RectangleComponent(
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position: Vector2.all(300),
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size: Vector2.all(100),
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paint: paint,
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children: [RectangleHitbox()],
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),
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);
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add(
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RectangleComponent(
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position: Vector2.all(500),
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size: Vector2(100, 200),
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paint: paint,
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children: [RectangleHitbox()],
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),
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);
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add(
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RectangleComponent(
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position: Vector2(550, 200),
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size: Vector2(200, 150),
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paint: paint,
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children: [RectangleHitbox()],
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),
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);
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}
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@override
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bool onTapDown(TapDownInfo info) {
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super.onTapDown(info);
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final origin = info.eventPosition.game;
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isTapOriginCasted = origin == tapOrigin;
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tapOrigin = origin;
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return false;
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}
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@override
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void onMouseMove(PointerHoverInfo info) {
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final origin = info.eventPosition.game;
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isOriginCasted = origin == this.origin;
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this.origin = origin;
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}
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var _timePassed = 0.0;
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@override
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void update(double dt) {
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super.update(dt);
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_timePassed += dt;
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paint.color = _colorTween.transform(0.5 + (sin(_timePassed) / 2))!;
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tapPaint.color = _colorTween.transform(0.5 + (cos(_timePassed) / 2))!;
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if (origin != null && !isOriginCasted) {
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collisionDetection.raycastAll(
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origin!,
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numberOfRays: numberOfRays,
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rays: rays,
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out: results,
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);
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isOriginCasted = true;
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}
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if (tapOrigin != null && !isTapOriginCasted) {
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collisionDetection.raycastAll(
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tapOrigin!,
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numberOfRays: numberOfRays,
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rays: tapRays,
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out: tapResults,
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);
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isTapOriginCasted = true;
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}
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}
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@override
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void render(Canvas canvas) {
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super.render(canvas);
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if (origin != null) {
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renderResult(canvas, origin!, results, paint);
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}
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if (tapOrigin != null) {
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renderResult(canvas, tapOrigin!, tapResults, tapPaint);
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}
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}
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void renderResult(
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Canvas canvas,
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Vector2 origin,
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List<RaycastResult<ShapeHitbox>> results,
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Paint paint,
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) {
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final originOffset = origin.toOffset();
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for (final result in results) {
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if (!result.isActive) {
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continue;
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}
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final intersectionPoint = result.intersectionPoint!.toOffset();
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canvas.drawLine(
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originOffset,
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intersectionPoint,
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paint,
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);
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}
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}
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}
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