Add `hit_back_faces` property to `RayCast3D`
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@ -131,6 +131,9 @@
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<member name="exclude_parent" type="bool" setter="set_exclude_parent_body" getter="get_exclude_parent_body" default="true">
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If [code]true[/code], collisions will be ignored for this RayCast3D's immediate parent.
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</member>
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<member name="hit_back_faces" type="bool" setter="set_hit_back_faces" getter="is_hit_back_faces_enabled" default="true">
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If [code]true[/code], the ray will hit back faces with concave polygon shapes with back face enabled or heightmap shapes.
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</member>
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<member name="hit_from_inside" type="bool" setter="set_hit_from_inside" getter="is_hit_from_inside_enabled" default="false">
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If [code]true[/code], the ray will detect a hit when starting inside shapes. In this case the collision normal will be [code]Vector3(0, 0, 0)[/code]. Does not affect shapes with no volume like concave polygon or heightmap.
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</member>
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@ -223,6 +223,7 @@ void RayCast3D::_update_raycast_state() {
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ray_params.collide_with_bodies = collide_with_bodies;
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ray_params.collide_with_areas = collide_with_areas;
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ray_params.hit_from_inside = hit_from_inside;
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ray_params.hit_back_faces = hit_back_faces;
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PhysicsDirectSpaceState3D::RayResult rr;
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if (dss->intersect_ray(ray_params, rr)) {
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@ -297,6 +298,14 @@ bool RayCast3D::is_hit_from_inside_enabled() const {
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return hit_from_inside;
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}
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void RayCast3D::set_hit_back_faces(bool p_enabled) {
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hit_back_faces = p_enabled;
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}
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bool RayCast3D::is_hit_back_faces_enabled() const {
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return hit_back_faces;
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}
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void RayCast3D::_bind_methods() {
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ClassDB::bind_method(D_METHOD("set_enabled", "enabled"), &RayCast3D::set_enabled);
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ClassDB::bind_method(D_METHOD("is_enabled"), &RayCast3D::is_enabled);
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@ -339,6 +348,9 @@ void RayCast3D::_bind_methods() {
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ClassDB::bind_method(D_METHOD("set_hit_from_inside", "enable"), &RayCast3D::set_hit_from_inside);
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ClassDB::bind_method(D_METHOD("is_hit_from_inside_enabled"), &RayCast3D::is_hit_from_inside_enabled);
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ClassDB::bind_method(D_METHOD("set_hit_back_faces", "enable"), &RayCast3D::set_hit_back_faces);
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ClassDB::bind_method(D_METHOD("is_hit_back_faces_enabled"), &RayCast3D::is_hit_back_faces_enabled);
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ClassDB::bind_method(D_METHOD("set_debug_shape_custom_color", "debug_shape_custom_color"), &RayCast3D::set_debug_shape_custom_color);
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ClassDB::bind_method(D_METHOD("get_debug_shape_custom_color"), &RayCast3D::get_debug_shape_custom_color);
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@ -350,6 +362,7 @@ void RayCast3D::_bind_methods() {
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ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "target_position", PROPERTY_HINT_NONE, "suffix:m"), "set_target_position", "get_target_position");
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ADD_PROPERTY(PropertyInfo(Variant::INT, "collision_mask", PROPERTY_HINT_LAYERS_3D_PHYSICS), "set_collision_mask", "get_collision_mask");
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ADD_PROPERTY(PropertyInfo(Variant::BOOL, "hit_from_inside"), "set_hit_from_inside", "is_hit_from_inside_enabled");
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ADD_PROPERTY(PropertyInfo(Variant::BOOL, "hit_back_faces"), "set_hit_back_faces", "is_hit_back_faces_enabled");
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ADD_GROUP("Collide With", "collide_with");
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ADD_PROPERTY(PropertyInfo(Variant::BOOL, "collide_with_areas", PROPERTY_HINT_LAYERS_3D_PHYSICS), "set_collide_with_areas", "is_collide_with_areas_enabled");
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@ -69,6 +69,7 @@ class RayCast3D : public Node3D {
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bool collide_with_bodies = true;
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bool hit_from_inside = false;
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bool hit_back_faces = true;
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protected:
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void _notification(int p_what);
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@ -85,6 +86,9 @@ public:
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void set_hit_from_inside(bool p_enabled);
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bool is_hit_from_inside_enabled() const;
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void set_hit_back_faces(bool p_enabled);
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bool is_hit_back_faces_enabled() const;
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void set_enabled(bool p_enabled);
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bool is_enabled() const;
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