Merge pull request #63161 from PrecisionRender/master

Add `ShapeCast3D` node
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Rémi Verschelde 2022-07-29 08:07:13 +02:00 committed by GitHub
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doc/classes/ShapeCast3D.xml Normal file
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<?xml version="1.0" encoding="UTF-8" ?>
<class name="ShapeCast3D" inherits="Node3D" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
<brief_description>
Node for physics collision sweep and immediate overlap queries. Similar to the [RayCast3D] node.
</brief_description>
<description>
Shape casting allows to detect collision objects by sweeping the [member shape] along the cast direction determined by [member target_position] (useful for things like beam weapons).
Immediate collision overlaps can be done with the [member target_position] set to [code]Vector3(0, 0, 0)[/code] and by calling [method force_shapecast_update] within the same [b]physics_frame[/b]. This also helps to overcome some limitations of [Area3D] when used as a continuous detection area, often requiring waiting a couple of frames before collision information is available to [Area3D] nodes, and when using the signals creates unnecessary complexity.
The node can detect multiple collision objects, but usually the first detected collision.
[b]Note:[/b] Shape casting is more computationally expensive compared to ray casting.
</description>
<tutorials>
</tutorials>
<methods>
<method name="add_exception">
<return type="void" />
<argument index="0" name="node" type="Object" />
<description>
Adds a collision exception so the shape does not report collisions with the specified [CollisionObject3D] node.
</description>
</method>
<method name="add_exception_rid">
<return type="void" />
<argument index="0" name="rid" type="RID" />
<description>
Adds a collision exception so the shape does not report collisions with the specified [RID].
</description>
</method>
<method name="clear_exceptions">
<return type="void" />
<description>
Removes all collision exceptions for this shape.
</description>
</method>
<method name="force_shapecast_update">
<return type="void" />
<description>
Updates the collision information for the shape. Use this method to update the collision information immediately instead of waiting for the next [code]_physics_process[/code] call, for example if the shape or its parent has changed state.
[b]Note:[/b] [code]enabled == true[/code] is not required for this to work.
</description>
</method>
<method name="get_closest_collision_safe_fraction" qualifiers="const">
<return type="float" />
<description>
The fraction of the motion (between 0 and 1) of how far the shape can move without triggering a collision. The motion is determined by [member target_position].
</description>
</method>
<method name="get_closest_collision_unsafe_fraction" qualifiers="const">
<return type="float" />
<description>
The fraction of the motion (between 0 and 1) when the shape triggers a collision. The motion is determined by [member target_position].
</description>
</method>
<method name="get_collider" qualifiers="const">
<return type="Object" />
<argument index="0" name="index" type="int" />
<description>
Returns the [Object] of one of the multiple collisions at [code]index[/code], or [code]null[/code] if no object is intersecting the shape (i.e. [method is_colliding] returns [code]false[/code]).
</description>
</method>
<method name="get_collider_shape" qualifiers="const">
<return type="int" />
<argument index="0" name="index" type="int" />
<description>
Returns the shape ID of one of the multiple collisions at [code]index[/code] that the shape intersects, or [code]0[/code] if no object is intersecting the shape (i.e. [method is_colliding] returns [code]false[/code]).
</description>
</method>
<method name="get_collision_count" qualifiers="const">
<return type="int" />
<description>
The number of collisions detected at the point of impact. Use this to iterate over multiple collisions as provided by [method get_collider], [method get_collider_shape], [method get_collision_point], and [method get_collision_normal] methods.
</description>
</method>
<method name="get_collision_mask_value" qualifiers="const">
<return type="bool" />
<argument index="0" name="layer_number" type="int" />
<description>
Returns whether or not the specified layer of the [member collision_mask] is enabled, given a [code]layer_number[/code] between 1 and 32.
</description>
</method>
<method name="get_collision_normal" qualifiers="const">
<return type="Vector3" />
<argument index="0" name="index" type="int" />
<description>
Returns the normal containing one of the multiple collisions at [code]index[/code] of the intersecting object.
</description>
</method>
<method name="get_collision_point" qualifiers="const">
<return type="Vector3" />
<argument index="0" name="index" type="int" />
<description>
Returns the collision point containing one of the multiple collisions at [code]index[/code] at which the shape intersects the object.
[b]Note:[/b] this point is in the [b]global[/b] coordinate system.
</description>
</method>
<method name="is_colliding" qualifiers="const">
<return type="bool" />
<description>
Returns whether any object is intersecting with the shape's vector (considering the vector length).
</description>
</method>
<method name="remove_exception">
<return type="void" />
<argument index="0" name="node" type="Object" />
<description>
Removes a collision exception so the shape does report collisions with the specified [CollisionObject3D] node.
</description>
</method>
<method name="remove_exception_rid">
<return type="void" />
<argument index="0" name="rid" type="RID" />
<description>
Removes a collision exception so the shape does report collisions with the specified [RID].
</description>
</method>
<method name="resource_changed">
<return type="void" />
<argument index="0" name="resource" type="Resource" />
<description>
Used internally to update the debug gizmo in the editor. Any code placed in this function will be called whenever the [member shape] resource is modified.
</description>
</method>
<method name="set_collision_mask_value">
<return type="void" />
<argument index="0" name="layer_number" type="int" />
<argument index="1" name="value" type="bool" />
<description>
Based on [code]value[/code], enables or disables the specified layer in the [member collision_mask], given a [code]layer_number[/code] between 1 and 32.
</description>
</method>
</methods>
<members>
<member name="collide_with_areas" type="bool" setter="set_collide_with_areas" getter="is_collide_with_areas_enabled" default="false">
If [code]true[/code], collision with [Area3D]s will be reported.
</member>
<member name="collide_with_bodies" type="bool" setter="set_collide_with_bodies" getter="is_collide_with_bodies_enabled" default="true">
If [code]true[/code], collision with [PhysicsBody3D]s will be reported.
</member>
<member name="collision_mask" type="int" setter="set_collision_mask" getter="get_collision_mask" default="1">
The shape's collision mask. Only objects in at least one collision layer enabled in the mask will be detected.
</member>
<member name="collision_result" type="Array" setter="" getter="_get_collision_result" default="[]">
A complete collision information. The data returned is the same as in the [method PhysicsDirectSpaceState3D.get_rest_info] method.
</member>
<member name="debug_shape_custom_color" type="Color" setter="set_debug_shape_custom_color" getter="get_debug_shape_custom_color" default="Color(0, 0, 0, 1)">
The custom color to use to draw the shape in the editor and at run-time if [b]Visible Collision Shapes[/b] is enabled in the [b]Debug[/b] menu. This color will be highlighted at run-time if the [ShapeCast3D] is colliding with something.
If set to [code]Color(0.0, 0.0, 0.0)[/code] (by default), the color set in [member ProjectSettings.debug/shapes/collision/shape_color] is used.
</member>
<member name="enabled" type="bool" setter="set_enabled" getter="is_enabled" default="true">
If [code]true[/code], collisions will be reported.
</member>
<member name="exclude_parent" type="bool" setter="set_exclude_parent_body" getter="get_exclude_parent_body" default="true">
If [code]true[/code], the parent node will be excluded from collision detection.
</member>
<member name="margin" type="float" setter="set_margin" getter="get_margin" default="0.0">
The collision margin for the shape. A larger margin helps detecting collisions more consistently, at the cost of precision.
</member>
<member name="max_results" type="int" setter="set_max_results" getter="get_max_results" default="32">
The number of intersections can be limited with this parameter, to reduce the processing time.
</member>
<member name="shape" type="Shape3D" setter="set_shape" getter="get_shape">
Any [Shape3D] derived shape used for collision queries.
</member>
<member name="target_position" type="Vector3" setter="set_target_position" getter="get_target_position" default="Vector3(0, -1, 0)">
The shape's destination point, relative to this node's [code]position[/code].
</member>
</members>
</class>

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<svg height="16" viewBox="0 0 16 16" width="16" xmlns="http://www.w3.org/2000/svg"><g fill="#fc7f7f"><path d="m7 1v9h-3l4 5 4-5h-3v-9z"/><circle cx="7.990566" cy="4.8202" r="4.009434"/></g></svg>

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@ -57,6 +57,7 @@
#include "scene/3d/position_3d.h"
#include "scene/3d/ray_cast_3d.h"
#include "scene/3d/reflection_probe.h"
#include "scene/3d/shape_cast_3d.h"
#include "scene/3d/soft_dynamic_body_3d.h"
#include "scene/3d/spring_arm_3d.h"
#include "scene/3d/sprite_3d.h"
@ -2540,6 +2541,41 @@ void RayCast3DGizmoPlugin::redraw(EditorNode3DGizmo *p_gizmo) {
/////
ShapeCast3DGizmoPlugin::ShapeCast3DGizmoPlugin() {
const Color gizmo_color = EDITOR_GET("editors/3d_gizmos/gizmo_colors/shape");
create_material("shape_material", gizmo_color);
const float gizmo_value = gizmo_color.get_v();
const Color gizmo_color_disabled = Color(gizmo_value, gizmo_value, gizmo_value, 0.65);
create_material("shape_material_disabled", gizmo_color_disabled);
}
bool ShapeCast3DGizmoPlugin::has_gizmo(Node3D *p_spatial) {
return Object::cast_to<ShapeCast3D>(p_spatial) != nullptr;
}
String ShapeCast3DGizmoPlugin::get_gizmo_name() const {
return "ShapeCast3D";
}
int ShapeCast3DGizmoPlugin::get_priority() const {
return -1;
}
void ShapeCast3DGizmoPlugin::redraw(EditorNode3DGizmo *p_gizmo) {
ShapeCast3D *shapecast = Object::cast_to<ShapeCast3D>(p_gizmo->get_spatial_node());
p_gizmo->clear();
const Ref<StandardMaterial3D> material = shapecast->is_enabled() ? shapecast->get_debug_material() : get_material("shape_material_disabled");
p_gizmo->add_lines(shapecast->get_debug_shape_vertices(), material);
p_gizmo->add_lines(shapecast->get_debug_line_vertices(), material);
p_gizmo->add_collision_segments(shapecast->get_debug_line_vertices());
}
/////
void SpringArm3DGizmoPlugin::redraw(EditorNode3DGizmo *p_gizmo) {
SpringArm3D *spring_arm = Object::cast_to<SpringArm3D>(p_gizmo->get_spatial_node());

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@ -373,6 +373,18 @@ public:
RayCast3DGizmoPlugin();
};
class ShapeCast3DGizmoPlugin : public EditorNode3DGizmoPlugin {
GDCLASS(ShapeCast3DGizmoPlugin, EditorNode3DGizmoPlugin);
public:
bool has_gizmo(Node3D *p_spatial) override;
String get_gizmo_name() const override;
int get_priority() const override;
void redraw(EditorNode3DGizmo *p_gizmo) override;
ShapeCast3DGizmoPlugin();
};
class SpringArm3DGizmoPlugin : public EditorNode3DGizmoPlugin {
GDCLASS(SpringArm3DGizmoPlugin, EditorNode3DGizmoPlugin);

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@ -7497,6 +7497,7 @@ void Node3DEditor::_register_all_gizmos() {
add_gizmo_plugin(Ref<Label3DGizmoPlugin>(memnew(Label3DGizmoPlugin)));
add_gizmo_plugin(Ref<Position3DGizmoPlugin>(memnew(Position3DGizmoPlugin)));
add_gizmo_plugin(Ref<RayCast3DGizmoPlugin>(memnew(RayCast3DGizmoPlugin)));
add_gizmo_plugin(Ref<ShapeCast3DGizmoPlugin>(memnew(ShapeCast3DGizmoPlugin)));
add_gizmo_plugin(Ref<SpringArm3DGizmoPlugin>(memnew(SpringArm3DGizmoPlugin)));
add_gizmo_plugin(Ref<VehicleWheel3DGizmoPlugin>(memnew(VehicleWheel3DGizmoPlugin)));
add_gizmo_plugin(Ref<VisibleOnScreenNotifier3DGizmoPlugin>(memnew(VisibleOnScreenNotifier3DGizmoPlugin)));

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scene/3d/shape_cast_3d.cpp Normal file
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/*************************************************************************/
/* shape_cast_3d.cpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* 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 "shape_cast_3d.h"
#include "collision_object_3d.h"
#include "mesh_instance_3d.h"
#include "scene/resources/concave_polygon_shape_3d.h"
void ShapeCast3D::_notification(int p_what) {
switch (p_what) {
case NOTIFICATION_ENTER_TREE: {
if (Engine::get_singleton()->is_editor_hint()) {
_update_debug_shape_vertices();
}
if (enabled && !Engine::get_singleton()->is_editor_hint()) {
set_physics_process_internal(true);
} else {
set_physics_process_internal(false);
}
if (get_tree()->is_debugging_collisions_hint()) {
_update_debug_shape();
}
if (Object::cast_to<CollisionObject3D>(get_parent())) {
if (exclude_parent_body) {
exclude.insert(Object::cast_to<CollisionObject3D>(get_parent())->get_rid());
} else {
exclude.erase(Object::cast_to<CollisionObject3D>(get_parent())->get_rid());
}
}
} break;
case NOTIFICATION_EXIT_TREE: {
if (enabled) {
set_physics_process_internal(false);
}
if (debug_shape) {
_clear_debug_shape();
}
} break;
case NOTIFICATION_INTERNAL_PHYSICS_PROCESS: {
if (!enabled) {
break;
}
bool prev_collision_state = collided;
_update_shapecast_state();
if (get_tree()->is_debugging_collisions_hint()) {
if (prev_collision_state != collided) {
_update_debug_shape_material(true);
}
if (collided) {
_update_debug_shape();
}
if (prev_collision_state == collided && !collided) {
_update_debug_shape();
}
}
} break;
}
}
void ShapeCast3D::_bind_methods() {
ClassDB::bind_method(D_METHOD("resource_changed", "resource"), &ShapeCast3D::resource_changed);
ClassDB::bind_method(D_METHOD("set_enabled", "enabled"), &ShapeCast3D::set_enabled);
ClassDB::bind_method(D_METHOD("is_enabled"), &ShapeCast3D::is_enabled);
ClassDB::bind_method(D_METHOD("set_shape", "shape"), &ShapeCast3D::set_shape);
ClassDB::bind_method(D_METHOD("get_shape"), &ShapeCast3D::get_shape);
ClassDB::bind_method(D_METHOD("set_target_position", "local_point"), &ShapeCast3D::set_target_position);
ClassDB::bind_method(D_METHOD("get_target_position"), &ShapeCast3D::get_target_position);
ClassDB::bind_method(D_METHOD("set_margin", "margin"), &ShapeCast3D::set_margin);
ClassDB::bind_method(D_METHOD("get_margin"), &ShapeCast3D::get_margin);
ClassDB::bind_method(D_METHOD("set_max_results", "max_results"), &ShapeCast3D::set_max_results);
ClassDB::bind_method(D_METHOD("get_max_results"), &ShapeCast3D::get_max_results);
ClassDB::bind_method(D_METHOD("is_colliding"), &ShapeCast3D::is_colliding);
ClassDB::bind_method(D_METHOD("get_collision_count"), &ShapeCast3D::get_collision_count);
ClassDB::bind_method(D_METHOD("force_shapecast_update"), &ShapeCast3D::force_shapecast_update);
ClassDB::bind_method(D_METHOD("get_collider", "index"), &ShapeCast3D::get_collider);
ClassDB::bind_method(D_METHOD("get_collider_shape", "index"), &ShapeCast3D::get_collider_shape);
ClassDB::bind_method(D_METHOD("get_collision_point", "index"), &ShapeCast3D::get_collision_point);
ClassDB::bind_method(D_METHOD("get_collision_normal", "index"), &ShapeCast3D::get_collision_normal);
ClassDB::bind_method(D_METHOD("get_closest_collision_safe_fraction"), &ShapeCast3D::get_closest_collision_safe_fraction);
ClassDB::bind_method(D_METHOD("get_closest_collision_unsafe_fraction"), &ShapeCast3D::get_closest_collision_unsafe_fraction);
ClassDB::bind_method(D_METHOD("add_exception_rid", "rid"), &ShapeCast3D::add_exception_rid);
ClassDB::bind_method(D_METHOD("add_exception", "node"), &ShapeCast3D::add_exception);
ClassDB::bind_method(D_METHOD("remove_exception_rid", "rid"), &ShapeCast3D::remove_exception_rid);
ClassDB::bind_method(D_METHOD("remove_exception", "node"), &ShapeCast3D::remove_exception);
ClassDB::bind_method(D_METHOD("clear_exceptions"), &ShapeCast3D::clear_exceptions);
ClassDB::bind_method(D_METHOD("set_collision_mask", "mask"), &ShapeCast3D::set_collision_mask);
ClassDB::bind_method(D_METHOD("get_collision_mask"), &ShapeCast3D::get_collision_mask);
ClassDB::bind_method(D_METHOD("set_collision_mask_value", "layer_number", "value"), &ShapeCast3D::set_collision_mask_value);
ClassDB::bind_method(D_METHOD("get_collision_mask_value", "layer_number"), &ShapeCast3D::get_collision_mask_value);
ClassDB::bind_method(D_METHOD("set_exclude_parent_body", "mask"), &ShapeCast3D::set_exclude_parent_body);
ClassDB::bind_method(D_METHOD("get_exclude_parent_body"), &ShapeCast3D::get_exclude_parent_body);
ClassDB::bind_method(D_METHOD("set_collide_with_areas", "enable"), &ShapeCast3D::set_collide_with_areas);
ClassDB::bind_method(D_METHOD("is_collide_with_areas_enabled"), &ShapeCast3D::is_collide_with_areas_enabled);
ClassDB::bind_method(D_METHOD("set_collide_with_bodies", "enable"), &ShapeCast3D::set_collide_with_bodies);
ClassDB::bind_method(D_METHOD("is_collide_with_bodies_enabled"), &ShapeCast3D::is_collide_with_bodies_enabled);
ClassDB::bind_method(D_METHOD("_get_collision_result"), &ShapeCast3D::_get_collision_result);
ClassDB::bind_method(D_METHOD("set_debug_shape_custom_color", "debug_shape_custom_color"), &ShapeCast3D::set_debug_shape_custom_color);
ClassDB::bind_method(D_METHOD("get_debug_shape_custom_color"), &ShapeCast3D::get_debug_shape_custom_color);
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "enabled"), "set_enabled", "is_enabled");
ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "shape", PROPERTY_HINT_RESOURCE_TYPE, "Shape3D"), "set_shape", "get_shape");
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "exclude_parent"), "set_exclude_parent_body", "get_exclude_parent_body");
ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "target_position", PROPERTY_HINT_NONE, "suffix:m"), "set_target_position", "get_target_position");
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "margin", PROPERTY_HINT_RANGE, "0,100,0.01"), "set_margin", "get_margin");
ADD_PROPERTY(PropertyInfo(Variant::INT, "max_results"), "set_max_results", "get_max_results");
ADD_PROPERTY(PropertyInfo(Variant::INT, "collision_mask", PROPERTY_HINT_LAYERS_3D_PHYSICS), "set_collision_mask", "get_collision_mask");
ADD_PROPERTY(PropertyInfo(Variant::ARRAY, "collision_result", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NO_EDITOR), "", "_get_collision_result");
ADD_GROUP("Collide With", "collide_with");
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "collide_with_areas", PROPERTY_HINT_LAYERS_3D_PHYSICS), "set_collide_with_areas", "is_collide_with_areas_enabled");
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "collide_with_bodies", PROPERTY_HINT_LAYERS_3D_PHYSICS), "set_collide_with_bodies", "is_collide_with_bodies_enabled");
ADD_GROUP("Debug Shape", "debug_shape");
ADD_PROPERTY(PropertyInfo(Variant::COLOR, "debug_shape_custom_color"), "set_debug_shape_custom_color", "get_debug_shape_custom_color");
}
TypedArray<String> ShapeCast3D::get_configuration_warnings() const {
TypedArray<String> warnings = Node3D::get_configuration_warnings();
if (shape.is_null()) {
warnings.push_back(RTR("This node cannot interact with other objects unless a Shape3D is assigned."));
}
if (shape.is_valid() && Object::cast_to<ConcavePolygonShape3D>(*shape)) {
warnings.push_back(RTR("ShapeCast3D does not support ConcavePolygonShape3Ds. Collisions will not be reported."));
}
return warnings;
}
void ShapeCast3D::set_enabled(bool p_enabled) {
enabled = p_enabled;
update_gizmos();
if (is_inside_tree() && !Engine::get_singleton()->is_editor_hint()) {
set_physics_process_internal(p_enabled);
}
if (!p_enabled) {
collided = false;
}
if (is_inside_tree() && get_tree()->is_debugging_collisions_hint()) {
if (p_enabled) {
_update_debug_shape();
} else {
_clear_debug_shape();
}
}
}
bool ShapeCast3D::is_enabled() const {
return enabled;
}
void ShapeCast3D::set_target_position(const Vector3 &p_point) {
target_position = p_point;
if (is_inside_tree()) {
_update_debug_shape();
}
update_gizmos();
if (Engine::get_singleton()->is_editor_hint()) {
if (is_inside_tree()) {
_update_debug_shape_vertices();
}
} else if (debug_shape) {
_update_debug_shape();
}
}
Vector3 ShapeCast3D::get_target_position() const {
return target_position;
}
void ShapeCast3D::set_margin(real_t p_margin) {
margin = p_margin;
}
real_t ShapeCast3D::get_margin() const {
return margin;
}
void ShapeCast3D::set_max_results(int p_max_results) {
max_results = p_max_results;
}
int ShapeCast3D::get_max_results() const {
return max_results;
}
void ShapeCast3D::set_collision_mask(uint32_t p_mask) {
collision_mask = p_mask;
}
uint32_t ShapeCast3D::get_collision_mask() const {
return collision_mask;
}
void ShapeCast3D::set_collision_mask_value(int p_layer_number, bool p_value) {
ERR_FAIL_COND_MSG(p_layer_number < 1, "Collision layer number must be between 1 and 32 inclusive.");
ERR_FAIL_COND_MSG(p_layer_number > 32, "Collision layer number must be between 1 and 32 inclusive.");
uint32_t mask = get_collision_mask();
if (p_value) {
mask |= 1 << (p_layer_number - 1);
} else {
mask &= ~(1 << (p_layer_number - 1));
}
set_collision_mask(mask);
}
bool ShapeCast3D::get_collision_mask_value(int p_layer_number) const {
ERR_FAIL_COND_V_MSG(p_layer_number < 1, false, "Collision layer number must be between 1 and 32 inclusive.");
ERR_FAIL_COND_V_MSG(p_layer_number > 32, false, "Collision layer number must be between 1 and 32 inclusive.");
return get_collision_mask() & (1 << (p_layer_number - 1));
}
int ShapeCast3D::get_collision_count() const {
return result.size();
}
bool ShapeCast3D::is_colliding() const {
return collided;
}
Object *ShapeCast3D::get_collider(int p_idx) const {
ERR_FAIL_INDEX_V_MSG(p_idx, result.size(), nullptr, "No collider found.");
if (result[p_idx].collider_id.is_null()) {
return nullptr;
}
return ObjectDB::get_instance(result[p_idx].collider_id);
}
int ShapeCast3D::get_collider_shape(int p_idx) const {
ERR_FAIL_INDEX_V_MSG(p_idx, result.size(), -1, "No collider shape found.");
return result[p_idx].shape;
}
Vector3 ShapeCast3D::get_collision_point(int p_idx) const {
ERR_FAIL_INDEX_V_MSG(p_idx, result.size(), Vector3(), "No collision point found.");
return result[p_idx].point;
}
Vector3 ShapeCast3D::get_collision_normal(int p_idx) const {
ERR_FAIL_INDEX_V_MSG(p_idx, result.size(), Vector3(), "No collision normal found.");
return result[p_idx].normal;
}
real_t ShapeCast3D::get_closest_collision_safe_fraction() const {
return collision_safe_fraction;
}
real_t ShapeCast3D::get_closest_collision_unsafe_fraction() const {
return collision_unsafe_fraction;
}
void ShapeCast3D::resource_changed(Ref<Resource> p_res) {
if (is_inside_tree()) {
_update_debug_shape();
}
update_gizmos();
}
void ShapeCast3D::set_shape(const Ref<Shape3D> &p_shape) {
if (p_shape == shape) {
return;
}
if (!shape.is_null()) {
shape->unregister_owner(this);
}
shape = p_shape;
if (!shape.is_null()) {
shape->register_owner(this);
}
if (p_shape.is_valid()) {
shape_rid = shape->get_rid();
}
if (is_inside_tree()) {
_update_debug_shape();
}
update_gizmos();
update_configuration_warnings();
}
Ref<Shape3D> ShapeCast3D::get_shape() const {
return shape;
}
void ShapeCast3D::set_exclude_parent_body(bool p_exclude_parent_body) {
if (exclude_parent_body == p_exclude_parent_body) {
return;
}
exclude_parent_body = p_exclude_parent_body;
if (!is_inside_tree()) {
return;
}
if (Object::cast_to<CollisionObject3D>(get_parent())) {
if (exclude_parent_body) {
exclude.insert(Object::cast_to<CollisionObject3D>(get_parent())->get_rid());
} else {
exclude.erase(Object::cast_to<CollisionObject3D>(get_parent())->get_rid());
}
}
}
bool ShapeCast3D::get_exclude_parent_body() const {
return exclude_parent_body;
}
void ShapeCast3D::_update_shapecast_state() {
result.clear();
ERR_FAIL_COND_MSG(shape.is_null(), "Null reference to shape. ShapeCast3D requires a Shape3D to sweep for collisions.");
Ref<World3D> w3d = get_world_3d();
ERR_FAIL_COND(w3d.is_null());
PhysicsDirectSpaceState3D *dss = PhysicsServer3D::get_singleton()->space_get_direct_state(w3d->get_space());
ERR_FAIL_COND(!dss);
Transform3D gt = get_global_transform();
PhysicsDirectSpaceState3D::ShapeParameters params;
params.shape_rid = shape_rid;
params.transform = gt;
params.motion = gt.basis.xform(target_position);
params.margin = margin;
params.exclude = exclude;
params.collision_mask = collision_mask;
params.collide_with_bodies = collide_with_bodies;
params.collide_with_areas = collide_with_areas;
collision_safe_fraction = 0.0;
collision_unsafe_fraction = 0.0;
if (target_position != Vector3()) {
dss->cast_motion(params, collision_safe_fraction, collision_unsafe_fraction);
if (collision_unsafe_fraction < 1.0) {
// Move shape transform to the point of impact,
// so we can collect contact info at that point.
gt.set_origin(gt.get_origin() + params.motion * (collision_unsafe_fraction + CMP_EPSILON));
params.transform = gt;
}
}
// Regardless of whether the shape is stuck or it's moved along
// the motion vector, we'll only consider static collisions from now on.
params.motion = Vector3();
bool intersected = true;
while (intersected && result.size() < max_results) {
PhysicsDirectSpaceState3D::ShapeRestInfo info;
intersected = dss->rest_info(params, &info);
if (intersected) {
result.push_back(info);
params.exclude.insert(info.rid);
}
}
collided = !result.is_empty();
}
void ShapeCast3D::force_shapecast_update() {
_update_shapecast_state();
}
void ShapeCast3D::add_exception_rid(const RID &p_rid) {
exclude.insert(p_rid);
}
void ShapeCast3D::add_exception(const Object *p_object) {
ERR_FAIL_NULL(p_object);
const CollisionObject3D *co = Object::cast_to<CollisionObject3D>(p_object);
if (!co) {
return;
}
add_exception_rid(co->get_rid());
}
void ShapeCast3D::remove_exception_rid(const RID &p_rid) {
exclude.erase(p_rid);
}
void ShapeCast3D::remove_exception(const Object *p_object) {
ERR_FAIL_NULL(p_object);
const CollisionObject3D *co = Object::cast_to<CollisionObject3D>(p_object);
if (!co) {
return;
}
remove_exception_rid(co->get_rid());
}
void ShapeCast3D::clear_exceptions() {
exclude.clear();
}
void ShapeCast3D::set_collide_with_areas(bool p_clip) {
collide_with_areas = p_clip;
}
bool ShapeCast3D::is_collide_with_areas_enabled() const {
return collide_with_areas;
}
void ShapeCast3D::set_collide_with_bodies(bool p_clip) {
collide_with_bodies = p_clip;
}
bool ShapeCast3D::is_collide_with_bodies_enabled() const {
return collide_with_bodies;
}
Array ShapeCast3D::_get_collision_result() const {
Array ret;
for (int i = 0; i < result.size(); ++i) {
const PhysicsDirectSpaceState3D::ShapeRestInfo &sri = result[i];
Dictionary col;
col["point"] = sri.point;
col["normal"] = sri.normal;
col["rid"] = sri.rid;
col["collider"] = ObjectDB::get_instance(sri.collider_id);
col["collider_id"] = sri.collider_id;
col["shape"] = sri.shape;
col["linear_velocity"] = sri.linear_velocity;
ret.push_back(col);
}
return ret;
}
void ShapeCast3D::_update_debug_shape_vertices() {
debug_shape_vertices.clear();
debug_line_vertices.clear();
if (!shape.is_null()) {
debug_shape_vertices.append_array(shape->get_debug_mesh_lines());
for (int i = 0; i < debug_shape_vertices.size(); i++) {
debug_shape_vertices.set(i, debug_shape_vertices[i] + Vector3(target_position * get_closest_collision_safe_fraction()));
}
}
if (target_position == Vector3()) {
return;
}
debug_line_vertices.push_back(Vector3());
debug_line_vertices.push_back(target_position);
}
const Vector<Vector3> &ShapeCast3D::get_debug_shape_vertices() const {
return debug_shape_vertices;
}
const Vector<Vector3> &ShapeCast3D::get_debug_line_vertices() const {
return debug_line_vertices;
}
void ShapeCast3D::set_debug_shape_custom_color(const Color &p_color) {
debug_shape_custom_color = p_color;
if (debug_material.is_valid()) {
_update_debug_shape_material();
}
}
Ref<StandardMaterial3D> ShapeCast3D::get_debug_material() {
_update_debug_shape_material();
return debug_material;
}
const Color &ShapeCast3D::get_debug_shape_custom_color() const {
return debug_shape_custom_color;
}
void ShapeCast3D::_create_debug_shape() {
_update_debug_shape_material();
Ref<ArrayMesh> mesh = memnew(ArrayMesh);
MeshInstance3D *mi = memnew(MeshInstance3D);
mi->set_mesh(mesh);
add_child(mi);
debug_shape = mi;
}
void ShapeCast3D::_update_debug_shape_material(bool p_check_collision) {
if (!debug_material.is_valid()) {
Ref<StandardMaterial3D> material = memnew(StandardMaterial3D);
debug_material = material;
material->set_shading_mode(StandardMaterial3D::SHADING_MODE_UNSHADED);
// Use double-sided rendering so that the RayCast can be seen if the camera is inside.
material->set_cull_mode(BaseMaterial3D::CULL_DISABLED);
material->set_transparency(BaseMaterial3D::TRANSPARENCY_ALPHA);
}
Color color = debug_shape_custom_color;
if (color == Color(0.0, 0.0, 0.0)) {
// Use the default debug shape color defined in the Project Settings.
color = get_tree()->get_debug_collisions_color();
}
if (p_check_collision && collided) {
if ((color.get_h() < 0.055 || color.get_h() > 0.945) && color.get_s() > 0.5 && color.get_v() > 0.5) {
// If base color is already quite reddish, highlight collision with green color
color = Color(0.0, 1.0, 0.0, color.a);
} else {
// Else, highlight collision with red color
color = Color(1.0, 0, 0, color.a);
}
}
Ref<StandardMaterial3D> material = static_cast<Ref<StandardMaterial3D>>(debug_material);
material->set_albedo(color);
}
void ShapeCast3D::_update_debug_shape() {
if (!enabled) {
return;
}
if (!debug_shape) {
_create_debug_shape();
}
MeshInstance3D *mi = static_cast<MeshInstance3D *>(debug_shape);
Ref<ArrayMesh> mesh = mi->get_mesh();
if (!mesh.is_valid()) {
return;
}
_update_debug_shape_vertices();
mesh->clear_surfaces();
Array a;
a.resize(Mesh::ARRAY_MAX);
uint32_t flags = 0;
int surface_count = 0;
if (!debug_shape_vertices.is_empty()) {
a[Mesh::ARRAY_VERTEX] = debug_shape_vertices;
mesh->add_surface_from_arrays(Mesh::PRIMITIVE_LINES, a, Array(), Dictionary(), flags);
mesh->surface_set_material(surface_count, debug_material);
++surface_count;
}
if (!debug_line_vertices.is_empty()) {
a[Mesh::ARRAY_VERTEX] = debug_line_vertices;
mesh->add_surface_from_arrays(Mesh::PRIMITIVE_LINES, a, Array(), Dictionary(), flags);
mesh->surface_set_material(surface_count, debug_material);
++surface_count;
}
}
void ShapeCast3D::_clear_debug_shape() {
if (!debug_shape) {
return;
}
MeshInstance3D *mi = static_cast<MeshInstance3D *>(debug_shape);
if (mi->is_inside_tree()) {
mi->queue_delete();
} else {
memdelete(mi);
}
debug_shape = nullptr;
}
ShapeCast3D::~ShapeCast3D() {
if (!shape.is_null()) {
shape->unregister_owner(this);
}
}

142
scene/3d/shape_cast_3d.h Normal file
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@ -0,0 +1,142 @@
/*************************************************************************/
/* shape_cast_3d.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* 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. */
/*************************************************************************/
#ifndef SHAPE_CAST_3D_H
#define SHAPE_CAST_3D_H
#include "scene/3d/node_3d.h"
#include "scene/resources/shape_3d.h"
class ShapeCast3D : public Node3D {
GDCLASS(ShapeCast3D, Node3D);
bool enabled = true;
void resource_changed(Ref<Resource> p_res);
Ref<Shape3D> shape;
RID shape_rid;
Vector3 target_position = Vector3(0, -1, 0);
HashSet<RID> exclude;
real_t margin = 0.0;
uint32_t collision_mask = 1;
bool exclude_parent_body = true;
bool collide_with_areas = false;
bool collide_with_bodies = true;
Node *debug_shape = nullptr;
Ref<Material> debug_material;
Color debug_shape_custom_color = Color(0.0, 0.0, 0.0);
Vector<Vector3> debug_shape_vertices;
Vector<Vector3> debug_line_vertices;
void _create_debug_shape();
void _update_debug_shape();
void _update_debug_shape_material(bool p_check_collision = false);
void _update_debug_shape_vertices();
void _clear_debug_shape();
// Result
int max_results = 32;
Vector<PhysicsDirectSpaceState3D::ShapeRestInfo> result;
bool collided = false;
real_t collision_safe_fraction = 1.0;
real_t collision_unsafe_fraction = 1.0;
Array _get_collision_result() const;
~ShapeCast3D();
protected:
void _notification(int p_what);
void _update_shapecast_state();
static void _bind_methods();
public:
void set_collide_with_areas(bool p_clip);
bool is_collide_with_areas_enabled() const;
void set_collide_with_bodies(bool p_clip);
bool is_collide_with_bodies_enabled() const;
void set_enabled(bool p_enabled);
bool is_enabled() const;
void set_shape(const Ref<Shape3D> &p_shape);
Ref<Shape3D> get_shape() const;
void set_target_position(const Vector3 &p_point);
Vector3 get_target_position() const;
void set_margin(real_t p_margin);
real_t get_margin() const;
void set_max_results(int p_max_results);
int get_max_results() const;
void set_collision_mask(uint32_t p_mask);
uint32_t get_collision_mask() const;
void set_collision_mask_value(int p_layer_number, bool p_value);
bool get_collision_mask_value(int p_layer_number) const;
void set_exclude_parent_body(bool p_exclude_parent_body);
bool get_exclude_parent_body() const;
const Color &get_debug_shape_custom_color() const;
void set_debug_shape_custom_color(const Color &p_color);
const Vector<Vector3> &get_debug_shape_vertices() const;
const Vector<Vector3> &get_debug_line_vertices() const;
Ref<StandardMaterial3D> get_debug_material();
int get_collision_count() const;
Object *get_collider(int p_idx) const;
int get_collider_shape(int p_idx) const;
Vector3 get_collision_point(int p_idx) const;
Vector3 get_collision_normal(int p_idx) const;
real_t get_closest_collision_safe_fraction() const;
real_t get_closest_collision_unsafe_fraction() const;
void force_shapecast_update();
bool is_colliding() const;
void add_exception_rid(const RID &p_rid);
void add_exception(const Object *p_object);
void remove_exception_rid(const RID &p_rid);
void remove_exception(const Object *p_object);
void clear_exceptions();
virtual TypedArray<String> get_configuration_warnings() const override;
};
#endif // SHAPE_CAST_3D_H

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@ -244,6 +244,7 @@
#include "scene/3d/ray_cast_3d.h"
#include "scene/3d/reflection_probe.h"
#include "scene/3d/remote_transform_3d.h"
#include "scene/3d/shape_cast_3d.h"
#include "scene/3d/skeleton_3d.h"
#include "scene/3d/skeleton_ik_3d.h"
#include "scene/3d/soft_dynamic_body_3d.h"
@ -549,6 +550,7 @@ void register_scene_types() {
GDREGISTER_CLASS(CollisionShape3D);
GDREGISTER_CLASS(CollisionPolygon3D);
GDREGISTER_CLASS(RayCast3D);
GDREGISTER_CLASS(ShapeCast3D);
GDREGISTER_CLASS(MultiMeshInstance3D);
GDREGISTER_CLASS(Curve3D);