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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>.
This commit is contained in:
191
examples/lib/stories/collision_detection/raytrace_example.dart
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191
examples/lib/stories/collision_detection/raytrace_example.dart
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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/events.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/palette.dart';
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import 'package:flutter/material.dart';
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class RaytraceExample extends FlameGame
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with
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HasCollisionDetection,
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TapDetector,
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MouseMovementDetector,
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TapDetector {
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static const description = '''
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In this example the raytrace functionality is showcased.
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Click to start sending out a ray which will bounce around to visualize how it
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works. If you move the mouse around the canvas, rays and their reflections will
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be moved rendered and if you click again some more objects that the rays can
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bounce on will appear.
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''';
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final _colorTween = ColorTween(
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begin: Colors.amber.withOpacity(1.0),
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end: Colors.lightBlueAccent.withOpacity(1.0),
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);
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final random = Random();
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Ray2? ray;
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Ray2? reflection;
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Vector2? origin;
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bool isOriginCasted = false;
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Paint rayPaint = Paint();
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final boxPaint = BasicPalette.gray.paint()
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..style = PaintingStyle.stroke
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..strokeWidth = 2.0;
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final List<Ray2> rays = [];
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final List<RaycastResult<ShapeHitbox>> results = [];
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late Path path;
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@override
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Future<void> onLoad() async {
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addAll([
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ScreenHitbox(),
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CircleComponent(
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radius: min(camera.canvasSize.x, camera.canvasSize.y) / 2,
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paint: boxPaint,
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children: [CircleHitbox()],
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),
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]);
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}
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bool isClicked = false;
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final extraChildren = <Component>[];
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@override
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void onTap() {
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if (!isClicked) {
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isClicked = true;
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return;
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}
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_timePassed = 0;
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if (extraChildren.isEmpty) {
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addAll(
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extraChildren
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..addAll(
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[
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CircleComponent(
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position: Vector2(100, 100),
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radius: 50,
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paint: boxPaint,
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children: [CircleHitbox()],
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),
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CircleComponent(
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position: Vector2(150, 500),
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radius: 50,
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paint: boxPaint,
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anchor: Anchor.center,
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children: [CircleHitbox()],
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),
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CircleComponent(
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position: Vector2(150, 500),
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radius: 150,
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paint: boxPaint,
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anchor: Anchor.center,
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children: [CircleHitbox()],
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),
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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: boxPaint,
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children: [RectangleHitbox()],
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),
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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: boxPaint,
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children: [RectangleHitbox()],
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),
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CircleComponent(
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position: Vector2(650, 275),
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radius: 50,
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paint: boxPaint,
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anchor: Anchor.center,
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children: [CircleHitbox()],
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),
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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: boxPaint,
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children: [RectangleHitbox()],
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),
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RectangleComponent(
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position: Vector2(350, 30),
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size: Vector2(200, 150),
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paint: boxPaint,
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angle: tau / 10,
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children: [RectangleHitbox()],
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),
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],
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),
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);
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} else {
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removeAll(extraChildren);
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extraChildren.clear();
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}
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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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final Ray2 _ray = Ray2.zero();
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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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if (isClicked) {
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_timePassed += dt;
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}
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rayPaint.color = _colorTween.transform(0.5 + (sin(_timePassed) / 2))!;
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if (origin != null) {
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_ray.origin.setFrom(origin!);
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_ray.direction
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..setValues(1, 1)
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..normalize();
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collisionDetection
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.raytrace(
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_ray,
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maxDepth: min((_timePassed * 8).ceil(), 1000),
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out: results,
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)
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.toList();
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isOriginCasted = 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, rayPaint);
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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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var 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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originOffset = intersectionPoint;
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}
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}
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}
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