godot/scene/3d/ray_cast.cpp

251 lines
7.1 KiB
C++

/*************************************************************************/
/* ray_cast.cpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* http://www.godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2016 Juan Linietsky, Ariel Manzur. */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
#include "ray_cast.h"
#include "servers/physics_server.h"
#include "collision_object.h"
void RayCast::set_cast_to(const Vector3& p_point) {
cast_to=p_point;
if (is_inside_tree() && (get_tree()->is_editor_hint() || get_tree()->is_debugging_collisions_hint()))
update_gizmo();
}
Vector3 RayCast::get_cast_to() const{
return cast_to;
}
void RayCast::set_layer_mask(uint32_t p_mask) {
layer_mask=p_mask;
}
uint32_t RayCast::get_layer_mask() const {
return layer_mask;
}
void RayCast::set_type_mask(uint32_t p_mask) {
type_mask=p_mask;
}
uint32_t RayCast::get_type_mask() const {
return type_mask;
}
bool RayCast::is_colliding() const{
return collided;
}
Object *RayCast::get_collider() const{
if (against==0)
return NULL;
return ObjectDB::get_instance(against);
}
int RayCast::get_collider_shape() const {
return against_shape;
}
Vector3 RayCast::get_collision_point() const{
return collision_point;
}
Vector3 RayCast::get_collision_normal() const{
return collision_normal;
}
void RayCast::set_enabled(bool p_enabled) {
enabled=p_enabled;
if (is_inside_tree() && !get_tree()->is_editor_hint())
set_fixed_process(p_enabled);
if (!p_enabled)
collided=false;
}
bool RayCast::is_enabled() const {
return enabled;
}
void RayCast::_notification(int p_what) {
switch(p_what) {
case NOTIFICATION_ENTER_TREE: {
if (enabled && !get_tree()->is_editor_hint()) {
set_fixed_process(true);
} else
set_fixed_process(false);
} break;
case NOTIFICATION_EXIT_TREE: {
if (enabled) {
set_fixed_process(false);
}
} break;
case NOTIFICATION_FIXED_PROCESS: {
if (!enabled)
break;
Ref<World> w3d = get_world();
ERR_BREAK( w3d.is_null() );
PhysicsDirectSpaceState *dss = PhysicsServer::get_singleton()->space_get_direct_state(w3d->get_space());
ERR_BREAK( !dss );
Transform gt = get_global_transform();
Vector3 to = cast_to;
if (to==Vector3())
to=Vector3(0,0.01,0);
PhysicsDirectSpaceState::RayResult rr;
if (dss->intersect_ray(gt.get_origin(),gt.xform(to),rr,exclude, layer_mask, type_mask)) {
collided=true;
against=rr.collider_id;
collision_point=rr.position;
collision_normal=rr.normal;
against_shape=rr.shape;
} else {
collided=false;
}
} break;
}
}
void RayCast::add_exception_rid(const RID& p_rid) {
exclude.insert(p_rid);
}
void RayCast::add_exception(const Object* p_object){
ERR_FAIL_NULL(p_object);
CollisionObject *co=((Object*)p_object)->cast_to<CollisionObject>();
if (!co)
return;
add_exception_rid(co->get_rid());
}
void RayCast::remove_exception_rid(const RID& p_rid) {
exclude.erase(p_rid);
}
void RayCast::remove_exception(const Object* p_object){
ERR_FAIL_NULL(p_object);
CollisionObject *co=((Object*)p_object)->cast_to<CollisionObject>();
if (!co)
return;
remove_exception_rid(co->get_rid());
}
void RayCast::clear_exceptions(){
exclude.clear();
}
void RayCast::_bind_methods() {
ObjectTypeDB::bind_method(_MD("set_enabled","enabled"),&RayCast::set_enabled);
ObjectTypeDB::bind_method(_MD("is_enabled"),&RayCast::is_enabled);
ObjectTypeDB::bind_method(_MD("set_cast_to","local_point"),&RayCast::set_cast_to);
ObjectTypeDB::bind_method(_MD("get_cast_to"),&RayCast::get_cast_to);
ObjectTypeDB::bind_method(_MD("is_colliding"),&RayCast::is_colliding);
ObjectTypeDB::bind_method(_MD("get_collider"),&RayCast::get_collider);
ObjectTypeDB::bind_method(_MD("get_collider_shape"),&RayCast::get_collider_shape);
ObjectTypeDB::bind_method(_MD("get_collision_point"),&RayCast::get_collision_point);
ObjectTypeDB::bind_method(_MD("get_collision_normal"),&RayCast::get_collision_normal);
ObjectTypeDB::bind_method(_MD("add_exception_rid","rid"),&RayCast::add_exception_rid);
ObjectTypeDB::bind_method(_MD("add_exception","node"),&RayCast::add_exception);
ObjectTypeDB::bind_method(_MD("remove_exception_rid","rid"),&RayCast::remove_exception_rid);
ObjectTypeDB::bind_method(_MD("remove_exception","node"),&RayCast::remove_exception);
ObjectTypeDB::bind_method(_MD("clear_exceptions"),&RayCast::clear_exceptions);
ObjectTypeDB::bind_method(_MD("set_layer_mask","mask"),&RayCast::set_layer_mask);
ObjectTypeDB::bind_method(_MD("get_layer_mask"),&RayCast::get_layer_mask);
ObjectTypeDB::bind_method(_MD("set_type_mask","mask"),&RayCast::set_type_mask);
ObjectTypeDB::bind_method(_MD("get_type_mask"),&RayCast::get_type_mask);
ADD_PROPERTY(PropertyInfo(Variant::BOOL,"enabled"),_SCS("set_enabled"),_SCS("is_enabled"));
ADD_PROPERTY(PropertyInfo(Variant::VECTOR3,"cast_to"),_SCS("set_cast_to"),_SCS("get_cast_to"));
ADD_PROPERTY(PropertyInfo(Variant::INT,"layer_mask",PROPERTY_HINT_ALL_FLAGS),_SCS("set_layer_mask"),_SCS("get_layer_mask"));
ADD_PROPERTY(PropertyInfo(Variant::INT,"type_mask",PROPERTY_HINT_FLAGS,"Static,Kinematic,Rigid,Character,Area"),_SCS("set_type_mask"),_SCS("get_type_mask"));
}
RayCast::RayCast() {
enabled=false;
against=0;
collided=false;
against_shape=0;
layer_mask=1;
type_mask=PhysicsDirectSpaceState::TYPE_MASK_COLLISION;
cast_to=Vector3(0,-1,0);
}