/*************************************************************************/ /* ray_cast.cpp */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ /* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */ /* Copyright (c) 2014-2017 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 "ray_cast.h" #include "collision_object.h" #include "engine.h" #include "mesh_instance.h" #include "servers/physics_server.h" void RayCast::set_cast_to(const Vector3 &p_point) { cast_to = p_point; if (is_inside_tree() && (Engine::get_singleton()->is_editor_hint() || get_tree()->is_debugging_collisions_hint())) update_gizmo(); if (is_inside_tree() && get_tree()->is_debugging_collisions_hint()) _update_debug_shape(); } Vector3 RayCast::get_cast_to() const { return cast_to; } void RayCast::set_collision_mask(uint32_t p_mask) { collision_mask = p_mask; } uint32_t RayCast::get_collision_mask() const { return collision_mask; } void RayCast::set_collision_mask_bit(int p_bit, bool p_value) { uint32_t mask = get_collision_mask(); if (p_value) mask |= 1 << p_bit; else mask &= ~(1 << p_bit); set_collision_mask(mask); } bool RayCast::get_collision_mask_bit(int p_bit) const { return get_collision_mask() & (1 << p_bit); } 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() && !Engine::get_singleton()->is_editor_hint()) set_physics_process(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 RayCast::is_enabled() const { return enabled; } void RayCast::_notification(int p_what) { switch (p_what) { case NOTIFICATION_ENTER_TREE: { if (enabled && !Engine::get_singleton()->is_editor_hint()) { set_physics_process(true); if (get_tree()->is_debugging_collisions_hint()) _update_debug_shape(); } else set_physics_process(false); } break; case NOTIFICATION_EXIT_TREE: { if (enabled) { set_physics_process(false); } if (debug_shape) _clear_debug_shape(); } break; case NOTIFICATION_PHYSICS_PROCESS: { if (!enabled) break; bool prev_collision_state = collided; _update_raycast_state(); if (prev_collision_state != collided && get_tree()->is_debugging_collisions_hint()) { if (debug_material.is_valid()) { Ref line_material = static_cast >(debug_material); line_material->set_albedo(collided ? Color(1.0, 0, 0) : Color(1.0, 0.8, 0.6)); } } } break; } } void RayCast::_update_raycast_state() { Ref w3d = get_world(); ERR_FAIL_COND(w3d.is_null()); PhysicsDirectSpaceState *dss = PhysicsServer::get_singleton()->space_get_direct_state(w3d->get_space()); ERR_FAIL_COND(!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, collision_mask)) { collided = true; against = rr.collider_id; collision_point = rr.position; collision_normal = rr.normal; against_shape = rr.shape; } else { collided = false; } } void RayCast::force_raycast_update() { _update_raycast_state(); } 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); const CollisionObject *co = Object::cast_to(p_object); 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); const CollisionObject *co = Object::cast_to(p_object); if (!co) return; remove_exception_rid(co->get_rid()); } void RayCast::clear_exceptions() { exclude.clear(); } void RayCast::_bind_methods() { ClassDB::bind_method(D_METHOD("set_enabled", "enabled"), &RayCast::set_enabled); ClassDB::bind_method(D_METHOD("is_enabled"), &RayCast::is_enabled); ClassDB::bind_method(D_METHOD("set_cast_to", "local_point"), &RayCast::set_cast_to); ClassDB::bind_method(D_METHOD("get_cast_to"), &RayCast::get_cast_to); ClassDB::bind_method(D_METHOD("is_colliding"), &RayCast::is_colliding); ClassDB::bind_method(D_METHOD("force_raycast_update"), &RayCast::force_raycast_update); ClassDB::bind_method(D_METHOD("get_collider"), &RayCast::get_collider); ClassDB::bind_method(D_METHOD("get_collider_shape"), &RayCast::get_collider_shape); ClassDB::bind_method(D_METHOD("get_collision_point"), &RayCast::get_collision_point); ClassDB::bind_method(D_METHOD("get_collision_normal"), &RayCast::get_collision_normal); ClassDB::bind_method(D_METHOD("add_exception_rid", "rid"), &RayCast::add_exception_rid); ClassDB::bind_method(D_METHOD("add_exception", "node"), &RayCast::add_exception); ClassDB::bind_method(D_METHOD("remove_exception_rid", "rid"), &RayCast::remove_exception_rid); ClassDB::bind_method(D_METHOD("remove_exception", "node"), &RayCast::remove_exception); ClassDB::bind_method(D_METHOD("clear_exceptions"), &RayCast::clear_exceptions); ClassDB::bind_method(D_METHOD("set_collision_mask", "mask"), &RayCast::set_collision_mask); ClassDB::bind_method(D_METHOD("get_collision_mask"), &RayCast::get_collision_mask); ClassDB::bind_method(D_METHOD("set_collision_mask_bit", "bit", "value"), &RayCast::set_collision_mask_bit); ClassDB::bind_method(D_METHOD("get_collision_mask_bit", "bit"), &RayCast::get_collision_mask_bit); ADD_PROPERTY(PropertyInfo(Variant::BOOL, "enabled"), "set_enabled", "is_enabled"); ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "cast_to"), "set_cast_to", "get_cast_to"); ADD_PROPERTY(PropertyInfo(Variant::INT, "collision_mask", PROPERTY_HINT_LAYERS_3D_PHYSICS), "set_collision_mask", "get_collision_mask"); } void RayCast::_create_debug_shape() { if (!debug_material.is_valid()) { debug_material = Ref(memnew(SpatialMaterial)); Ref line_material = static_cast >(debug_material); line_material->set_flag(SpatialMaterial::FLAG_UNSHADED, true); line_material->set_line_width(3.0); line_material->set_albedo(Color(1.0, 0.8, 0.6)); } Ref mesh = memnew(ArrayMesh); MeshInstance *mi = memnew(MeshInstance); mi->set_mesh(mesh); add_child(mi); debug_shape = mi; } void RayCast::_update_debug_shape() { if (!enabled) return; if (!debug_shape) _create_debug_shape(); MeshInstance *mi = static_cast(debug_shape); if (!mi->get_mesh().is_valid()) return; Ref mesh = mi->get_mesh(); if (mesh->get_surface_count() > 0) mesh->surface_remove(0); Array a; a.resize(Mesh::ARRAY_MAX); Vector verts; verts.push_back(Vector3()); verts.push_back(cast_to); a[Mesh::ARRAY_VERTEX] = verts; mesh->add_surface_from_arrays(Mesh::PRIMITIVE_LINES, a); mesh->surface_set_material(0, debug_material); } void RayCast::_clear_debug_shape() { if (!debug_shape) return; MeshInstance *mi = static_cast(debug_shape); if (mi->is_inside_tree()) mi->queue_delete(); else memdelete(mi); debug_shape = NULL; } RayCast::RayCast() { enabled = false; against = 0; collided = false; against_shape = 0; collision_mask = 1; cast_to = Vector3(0, -1, 0); debug_shape = NULL; }