406 lines
12 KiB
C++
406 lines
12 KiB
C++
/*************************************************************************/
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/* ray_cast_3d.cpp */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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#include "ray_cast_3d.h"
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#include "collision_object_3d.h"
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#include "core/engine.h"
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#include "mesh_instance_3d.h"
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#include "servers/physics_server_3d.h"
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void RayCast3D::set_cast_to(const Vector3 &p_point) {
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cast_to = p_point;
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if (is_inside_tree() && (Engine::get_singleton()->is_editor_hint() || get_tree()->is_debugging_collisions_hint()))
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update_gizmo();
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if (is_inside_tree() && get_tree()->is_debugging_collisions_hint())
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_update_debug_shape();
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}
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Vector3 RayCast3D::get_cast_to() const {
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return cast_to;
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}
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void RayCast3D::set_collision_mask(uint32_t p_mask) {
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collision_mask = p_mask;
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}
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uint32_t RayCast3D::get_collision_mask() const {
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return collision_mask;
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}
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void RayCast3D::set_collision_mask_bit(int p_bit, bool p_value) {
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uint32_t mask = get_collision_mask();
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if (p_value)
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mask |= 1 << p_bit;
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else
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mask &= ~(1 << p_bit);
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set_collision_mask(mask);
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}
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bool RayCast3D::get_collision_mask_bit(int p_bit) const {
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return get_collision_mask() & (1 << p_bit);
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}
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bool RayCast3D::is_colliding() const {
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return collided;
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}
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Object *RayCast3D::get_collider() const {
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if (against.is_null())
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return nullptr;
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return ObjectDB::get_instance(against);
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}
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int RayCast3D::get_collider_shape() const {
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return against_shape;
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}
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Vector3 RayCast3D::get_collision_point() const {
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return collision_point;
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}
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Vector3 RayCast3D::get_collision_normal() const {
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return collision_normal;
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}
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void RayCast3D::set_enabled(bool p_enabled) {
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enabled = p_enabled;
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update_gizmo();
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if (is_inside_tree() && !Engine::get_singleton()->is_editor_hint())
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set_physics_process_internal(p_enabled);
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if (!p_enabled)
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collided = false;
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if (is_inside_tree() && get_tree()->is_debugging_collisions_hint()) {
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if (p_enabled)
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_update_debug_shape();
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else
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_clear_debug_shape();
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}
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}
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bool RayCast3D::is_enabled() const {
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return enabled;
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}
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void RayCast3D::set_exclude_parent_body(bool p_exclude_parent_body) {
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if (exclude_parent_body == p_exclude_parent_body)
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return;
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exclude_parent_body = p_exclude_parent_body;
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if (!is_inside_tree())
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return;
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if (Object::cast_to<CollisionObject3D>(get_parent())) {
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if (exclude_parent_body)
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exclude.insert(Object::cast_to<CollisionObject3D>(get_parent())->get_rid());
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else
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exclude.erase(Object::cast_to<CollisionObject3D>(get_parent())->get_rid());
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}
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}
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bool RayCast3D::get_exclude_parent_body() const {
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return exclude_parent_body;
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}
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void RayCast3D::_notification(int p_what) {
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switch (p_what) {
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case NOTIFICATION_ENTER_TREE: {
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if (enabled && !Engine::get_singleton()->is_editor_hint()) {
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set_physics_process_internal(true);
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if (get_tree()->is_debugging_collisions_hint())
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_update_debug_shape();
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} else
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set_physics_process_internal(false);
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if (Object::cast_to<CollisionObject3D>(get_parent())) {
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if (exclude_parent_body)
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exclude.insert(Object::cast_to<CollisionObject3D>(get_parent())->get_rid());
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else
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exclude.erase(Object::cast_to<CollisionObject3D>(get_parent())->get_rid());
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}
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} break;
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case NOTIFICATION_EXIT_TREE: {
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if (enabled) {
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set_physics_process_internal(false);
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}
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if (debug_shape)
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_clear_debug_shape();
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} break;
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case NOTIFICATION_INTERNAL_PHYSICS_PROCESS: {
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if (!enabled)
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break;
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bool prev_collision_state = collided;
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_update_raycast_state();
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if (prev_collision_state != collided && get_tree()->is_debugging_collisions_hint()) {
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if (debug_material.is_valid()) {
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Ref<StandardMaterial3D> line_material = static_cast<Ref<StandardMaterial3D>>(debug_material);
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line_material->set_albedo(collided ? Color(1.0, 0, 0) : Color(1.0, 0.8, 0.6));
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}
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}
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} break;
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}
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}
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void RayCast3D::_update_raycast_state() {
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Ref<World3D> w3d = get_world_3d();
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ERR_FAIL_COND(w3d.is_null());
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PhysicsDirectSpaceState3D *dss = PhysicsServer3D::get_singleton()->space_get_direct_state(w3d->get_space());
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ERR_FAIL_COND(!dss);
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Transform gt = get_global_transform();
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Vector3 to = cast_to;
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if (to == Vector3())
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to = Vector3(0, 0.01, 0);
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PhysicsDirectSpaceState3D::RayResult rr;
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if (dss->intersect_ray(gt.get_origin(), gt.xform(to), rr, exclude, collision_mask, collide_with_bodies, collide_with_areas)) {
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collided = true;
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against = rr.collider_id;
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collision_point = rr.position;
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collision_normal = rr.normal;
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against_shape = rr.shape;
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} else {
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collided = false;
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against = ObjectID();
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against_shape = 0;
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}
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}
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void RayCast3D::force_raycast_update() {
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_update_raycast_state();
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}
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void RayCast3D::add_exception_rid(const RID &p_rid) {
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exclude.insert(p_rid);
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}
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void RayCast3D::add_exception(const Object *p_object) {
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ERR_FAIL_NULL(p_object);
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const CollisionObject3D *co = Object::cast_to<CollisionObject3D>(p_object);
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if (!co)
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return;
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add_exception_rid(co->get_rid());
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}
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void RayCast3D::remove_exception_rid(const RID &p_rid) {
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exclude.erase(p_rid);
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}
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void RayCast3D::remove_exception(const Object *p_object) {
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ERR_FAIL_NULL(p_object);
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const CollisionObject3D *co = Object::cast_to<CollisionObject3D>(p_object);
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if (!co)
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return;
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remove_exception_rid(co->get_rid());
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}
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void RayCast3D::clear_exceptions() {
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exclude.clear();
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}
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void RayCast3D::set_collide_with_areas(bool p_clip) {
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collide_with_areas = p_clip;
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}
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bool RayCast3D::is_collide_with_areas_enabled() const {
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return collide_with_areas;
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}
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void RayCast3D::set_collide_with_bodies(bool p_clip) {
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collide_with_bodies = p_clip;
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}
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bool RayCast3D::is_collide_with_bodies_enabled() const {
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return collide_with_bodies;
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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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ClassDB::bind_method(D_METHOD("set_cast_to", "local_point"), &RayCast3D::set_cast_to);
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ClassDB::bind_method(D_METHOD("get_cast_to"), &RayCast3D::get_cast_to);
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ClassDB::bind_method(D_METHOD("is_colliding"), &RayCast3D::is_colliding);
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ClassDB::bind_method(D_METHOD("force_raycast_update"), &RayCast3D::force_raycast_update);
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ClassDB::bind_method(D_METHOD("get_collider"), &RayCast3D::get_collider);
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ClassDB::bind_method(D_METHOD("get_collider_shape"), &RayCast3D::get_collider_shape);
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ClassDB::bind_method(D_METHOD("get_collision_point"), &RayCast3D::get_collision_point);
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ClassDB::bind_method(D_METHOD("get_collision_normal"), &RayCast3D::get_collision_normal);
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ClassDB::bind_method(D_METHOD("add_exception_rid", "rid"), &RayCast3D::add_exception_rid);
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ClassDB::bind_method(D_METHOD("add_exception", "node"), &RayCast3D::add_exception);
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ClassDB::bind_method(D_METHOD("remove_exception_rid", "rid"), &RayCast3D::remove_exception_rid);
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ClassDB::bind_method(D_METHOD("remove_exception", "node"), &RayCast3D::remove_exception);
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ClassDB::bind_method(D_METHOD("clear_exceptions"), &RayCast3D::clear_exceptions);
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ClassDB::bind_method(D_METHOD("set_collision_mask", "mask"), &RayCast3D::set_collision_mask);
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ClassDB::bind_method(D_METHOD("get_collision_mask"), &RayCast3D::get_collision_mask);
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ClassDB::bind_method(D_METHOD("set_collision_mask_bit", "bit", "value"), &RayCast3D::set_collision_mask_bit);
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ClassDB::bind_method(D_METHOD("get_collision_mask_bit", "bit"), &RayCast3D::get_collision_mask_bit);
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ClassDB::bind_method(D_METHOD("set_exclude_parent_body", "mask"), &RayCast3D::set_exclude_parent_body);
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ClassDB::bind_method(D_METHOD("get_exclude_parent_body"), &RayCast3D::get_exclude_parent_body);
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ClassDB::bind_method(D_METHOD("set_collide_with_areas", "enable"), &RayCast3D::set_collide_with_areas);
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ClassDB::bind_method(D_METHOD("is_collide_with_areas_enabled"), &RayCast3D::is_collide_with_areas_enabled);
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ClassDB::bind_method(D_METHOD("set_collide_with_bodies", "enable"), &RayCast3D::set_collide_with_bodies);
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ClassDB::bind_method(D_METHOD("is_collide_with_bodies_enabled"), &RayCast3D::is_collide_with_bodies_enabled);
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ADD_PROPERTY(PropertyInfo(Variant::BOOL, "enabled"), "set_enabled", "is_enabled");
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ADD_PROPERTY(PropertyInfo(Variant::BOOL, "exclude_parent"), "set_exclude_parent_body", "get_exclude_parent_body");
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ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "cast_to"), "set_cast_to", "get_cast_to");
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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_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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ADD_PROPERTY(PropertyInfo(Variant::BOOL, "collide_with_bodies", PROPERTY_HINT_LAYERS_3D_PHYSICS), "set_collide_with_bodies", "is_collide_with_bodies_enabled");
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}
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void RayCast3D::_create_debug_shape() {
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if (!debug_material.is_valid()) {
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debug_material = Ref<StandardMaterial3D>(memnew(StandardMaterial3D));
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Ref<StandardMaterial3D> line_material = static_cast<Ref<StandardMaterial3D>>(debug_material);
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line_material->set_shading_mode(StandardMaterial3D::SHADING_MODE_UNSHADED);
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line_material->set_albedo(Color(1.0, 0.8, 0.6));
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}
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Ref<ArrayMesh> mesh = memnew(ArrayMesh);
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MeshInstance3D *mi = memnew(MeshInstance3D);
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mi->set_mesh(mesh);
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add_child(mi);
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debug_shape = mi;
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}
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void RayCast3D::_update_debug_shape() {
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if (!enabled)
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return;
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if (!debug_shape)
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_create_debug_shape();
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MeshInstance3D *mi = static_cast<MeshInstance3D *>(debug_shape);
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if (!mi->get_mesh().is_valid())
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return;
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Ref<ArrayMesh> mesh = mi->get_mesh();
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mesh->clear_surfaces();
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Array a;
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a.resize(Mesh::ARRAY_MAX);
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Vector<Vector3> verts;
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verts.push_back(Vector3());
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verts.push_back(cast_to);
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a[Mesh::ARRAY_VERTEX] = verts;
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mesh->add_surface_from_arrays(Mesh::PRIMITIVE_LINES, a);
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mesh->surface_set_material(0, debug_material);
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}
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void RayCast3D::_clear_debug_shape() {
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if (!debug_shape)
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return;
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MeshInstance3D *mi = static_cast<MeshInstance3D *>(debug_shape);
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if (mi->is_inside_tree())
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mi->queue_delete();
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else
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memdelete(mi);
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debug_shape = nullptr;
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}
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RayCast3D::RayCast3D() {
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enabled = false;
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collided = false;
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against_shape = 0;
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collision_mask = 1;
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cast_to = Vector3(0, -1, 0);
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debug_shape = nullptr;
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exclude_parent_body = true;
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collide_with_areas = false;
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collide_with_bodies = true;
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}
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