/**************************************************************************/ /* ray_cast_3d.cpp */ /**************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ /* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ /* Copyright (c) 2007-2014 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_3d.h" #include "collision_object_3d.h" #include "mesh_instance_3d.h" void RayCast3D::set_target_position(const Vector3 &p_point) { target_position = p_point; 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 RayCast3D::get_target_position() const { return target_position; } void RayCast3D::set_collision_mask(uint32_t p_mask) { collision_mask = p_mask; } uint32_t RayCast3D::get_collision_mask() const { return collision_mask; } void RayCast3D::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 RayCast3D::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)); } bool RayCast3D::is_colliding() const { return collided; } Object *RayCast3D::get_collider() const { if (against.is_null()) { return nullptr; } return ObjectDB::get_instance(against); } RID RayCast3D::get_collider_rid() const { return against_rid; } int RayCast3D::get_collider_shape() const { return against_shape; } Vector3 RayCast3D::get_collision_point() const { return collision_point; } Vector3 RayCast3D::get_collision_normal() const { return collision_normal; } void RayCast3D::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 RayCast3D::is_enabled() const { return enabled; } void RayCast3D::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(get_parent())) { if (exclude_parent_body) { exclude.insert(Object::cast_to(get_parent())->get_rid()); } else { exclude.erase(Object::cast_to(get_parent())->get_rid()); } } } bool RayCast3D::get_exclude_parent_body() const { return exclude_parent_body; } void RayCast3D::_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(get_parent())) { if (exclude_parent_body) { exclude.insert(Object::cast_to(get_parent())->get_rid()); } else { exclude.erase(Object::cast_to(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_raycast_state(); if (prev_collision_state != collided && get_tree()->is_debugging_collisions_hint()) { _update_debug_shape_material(true); } } break; } } void RayCast3D::_update_raycast_state() { Ref w3d = get_world_3d(); ERR_FAIL_COND(w3d.is_null()); PhysicsDirectSpaceState3D *dss = PhysicsServer3D::get_singleton()->space_get_direct_state(w3d->get_space()); ERR_FAIL_NULL(dss); Transform3D gt = get_global_transform(); Vector3 to = target_position; if (to == Vector3()) { to = Vector3(0, 0.01, 0); } PhysicsDirectSpaceState3D::RayParameters ray_params; ray_params.from = gt.get_origin(); ray_params.to = gt.xform(to); ray_params.exclude = exclude; ray_params.collision_mask = collision_mask; ray_params.collide_with_bodies = collide_with_bodies; ray_params.collide_with_areas = collide_with_areas; ray_params.hit_from_inside = hit_from_inside; ray_params.hit_back_faces = hit_back_faces; PhysicsDirectSpaceState3D::RayResult rr; if (dss->intersect_ray(ray_params, rr)) { collided = true; against = rr.collider_id; against_rid = rr.rid; collision_point = rr.position; collision_normal = rr.normal; against_shape = rr.shape; } else { collided = false; against = ObjectID(); against_rid = RID(); against_shape = 0; } } void RayCast3D::force_raycast_update() { _update_raycast_state(); } void RayCast3D::add_exception_rid(const RID &p_rid) { exclude.insert(p_rid); } void RayCast3D::add_exception(const CollisionObject3D *p_node) { ERR_FAIL_NULL_MSG(p_node, "The passed Node must be an instance of CollisionObject3D."); add_exception_rid(p_node->get_rid()); } void RayCast3D::remove_exception_rid(const RID &p_rid) { exclude.erase(p_rid); } void RayCast3D::remove_exception(const CollisionObject3D *p_node) { ERR_FAIL_NULL_MSG(p_node, "The passed Node must be an instance of CollisionObject3D."); remove_exception_rid(p_node->get_rid()); } void RayCast3D::clear_exceptions() { exclude.clear(); if (exclude_parent_body && is_inside_tree()) { CollisionObject3D *parent = Object::cast_to(get_parent()); if (parent) { exclude.insert(parent->get_rid()); } } } void RayCast3D::set_collide_with_areas(bool p_enabled) { collide_with_areas = p_enabled; } bool RayCast3D::is_collide_with_areas_enabled() const { return collide_with_areas; } void RayCast3D::set_collide_with_bodies(bool p_enabled) { collide_with_bodies = p_enabled; } bool RayCast3D::is_collide_with_bodies_enabled() const { return collide_with_bodies; } void RayCast3D::set_hit_from_inside(bool p_enabled) { hit_from_inside = p_enabled; } bool RayCast3D::is_hit_from_inside_enabled() const { return hit_from_inside; } void RayCast3D::set_hit_back_faces(bool p_enabled) { hit_back_faces = p_enabled; } bool RayCast3D::is_hit_back_faces_enabled() const { return hit_back_faces; } void RayCast3D::_bind_methods() { ClassDB::bind_method(D_METHOD("set_enabled", "enabled"), &RayCast3D::set_enabled); ClassDB::bind_method(D_METHOD("is_enabled"), &RayCast3D::is_enabled); ClassDB::bind_method(D_METHOD("set_target_position", "local_point"), &RayCast3D::set_target_position); ClassDB::bind_method(D_METHOD("get_target_position"), &RayCast3D::get_target_position); ClassDB::bind_method(D_METHOD("is_colliding"), &RayCast3D::is_colliding); ClassDB::bind_method(D_METHOD("force_raycast_update"), &RayCast3D::force_raycast_update); ClassDB::bind_method(D_METHOD("get_collider"), &RayCast3D::get_collider); ClassDB::bind_method(D_METHOD("get_collider_rid"), &RayCast3D::get_collider_rid); ClassDB::bind_method(D_METHOD("get_collider_shape"), &RayCast3D::get_collider_shape); ClassDB::bind_method(D_METHOD("get_collision_point"), &RayCast3D::get_collision_point); ClassDB::bind_method(D_METHOD("get_collision_normal"), &RayCast3D::get_collision_normal); ClassDB::bind_method(D_METHOD("add_exception_rid", "rid"), &RayCast3D::add_exception_rid); ClassDB::bind_method(D_METHOD("add_exception", "node"), &RayCast3D::add_exception); ClassDB::bind_method(D_METHOD("remove_exception_rid", "rid"), &RayCast3D::remove_exception_rid); ClassDB::bind_method(D_METHOD("remove_exception", "node"), &RayCast3D::remove_exception); ClassDB::bind_method(D_METHOD("clear_exceptions"), &RayCast3D::clear_exceptions); ClassDB::bind_method(D_METHOD("set_collision_mask", "mask"), &RayCast3D::set_collision_mask); ClassDB::bind_method(D_METHOD("get_collision_mask"), &RayCast3D::get_collision_mask); ClassDB::bind_method(D_METHOD("set_collision_mask_value", "layer_number", "value"), &RayCast3D::set_collision_mask_value); ClassDB::bind_method(D_METHOD("get_collision_mask_value", "layer_number"), &RayCast3D::get_collision_mask_value); ClassDB::bind_method(D_METHOD("set_exclude_parent_body", "mask"), &RayCast3D::set_exclude_parent_body); ClassDB::bind_method(D_METHOD("get_exclude_parent_body"), &RayCast3D::get_exclude_parent_body); ClassDB::bind_method(D_METHOD("set_collide_with_areas", "enable"), &RayCast3D::set_collide_with_areas); ClassDB::bind_method(D_METHOD("is_collide_with_areas_enabled"), &RayCast3D::is_collide_with_areas_enabled); ClassDB::bind_method(D_METHOD("set_collide_with_bodies", "enable"), &RayCast3D::set_collide_with_bodies); ClassDB::bind_method(D_METHOD("is_collide_with_bodies_enabled"), &RayCast3D::is_collide_with_bodies_enabled); ClassDB::bind_method(D_METHOD("set_hit_from_inside", "enable"), &RayCast3D::set_hit_from_inside); ClassDB::bind_method(D_METHOD("is_hit_from_inside_enabled"), &RayCast3D::is_hit_from_inside_enabled); ClassDB::bind_method(D_METHOD("set_hit_back_faces", "enable"), &RayCast3D::set_hit_back_faces); ClassDB::bind_method(D_METHOD("is_hit_back_faces_enabled"), &RayCast3D::is_hit_back_faces_enabled); ClassDB::bind_method(D_METHOD("set_debug_shape_custom_color", "debug_shape_custom_color"), &RayCast3D::set_debug_shape_custom_color); ClassDB::bind_method(D_METHOD("get_debug_shape_custom_color"), &RayCast3D::get_debug_shape_custom_color); ClassDB::bind_method(D_METHOD("set_debug_shape_thickness", "debug_shape_thickness"), &RayCast3D::set_debug_shape_thickness); ClassDB::bind_method(D_METHOD("get_debug_shape_thickness"), &RayCast3D::get_debug_shape_thickness); ADD_PROPERTY(PropertyInfo(Variant::BOOL, "enabled"), "set_enabled", "is_enabled"); 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::INT, "collision_mask", PROPERTY_HINT_LAYERS_3D_PHYSICS), "set_collision_mask", "get_collision_mask"); ADD_PROPERTY(PropertyInfo(Variant::BOOL, "hit_from_inside"), "set_hit_from_inside", "is_hit_from_inside_enabled"); ADD_PROPERTY(PropertyInfo(Variant::BOOL, "hit_back_faces"), "set_hit_back_faces", "is_hit_back_faces_enabled"); 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"); ADD_PROPERTY(PropertyInfo(Variant::INT, "debug_shape_thickness", PROPERTY_HINT_RANGE, "1,5"), "set_debug_shape_thickness", "get_debug_shape_thickness"); } int RayCast3D::get_debug_shape_thickness() const { return debug_shape_thickness; } void RayCast3D::_update_debug_shape_vertices() { debug_shape_vertices.clear(); debug_line_vertices.clear(); if (target_position == Vector3()) { return; } debug_line_vertices.push_back(Vector3()); debug_line_vertices.push_back(target_position); if (debug_shape_thickness > 1) { float scale_factor = 100.0; Vector3 dir = Vector3(target_position).normalized(); // Draw truncated pyramid Vector3 normal = (fabs(dir.x) + fabs(dir.y) > CMP_EPSILON) ? Vector3(-dir.y, dir.x, 0).normalized() : Vector3(0, -dir.z, dir.y).normalized(); normal *= debug_shape_thickness / scale_factor; int vertices_strip_order[14] = { 4, 5, 0, 1, 2, 5, 6, 4, 7, 0, 3, 2, 7, 6 }; for (int v = 0; v < 14; v++) { Vector3 vertex = vertices_strip_order[v] < 4 ? normal : normal / 3.0 + target_position; debug_shape_vertices.push_back(vertex.rotated(dir, Math_PI * (0.5 * (vertices_strip_order[v] % 4) + 0.25))); } } } void RayCast3D::set_debug_shape_thickness(const int p_debug_shape_thickness) { debug_shape_thickness = p_debug_shape_thickness; update_gizmos(); if (Engine::get_singleton()->is_editor_hint()) { if (is_inside_tree()) { _update_debug_shape_vertices(); } } else if (debug_shape) { _update_debug_shape(); } } const Vector &RayCast3D::get_debug_shape_vertices() const { return debug_shape_vertices; } const Vector &RayCast3D::get_debug_line_vertices() const { return debug_line_vertices; } void RayCast3D::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 RayCast3D::get_debug_material() { _update_debug_shape_material(); return debug_material; } const Color &RayCast3D::get_debug_shape_custom_color() const { return debug_shape_custom_color; } void RayCast3D::_create_debug_shape() { _update_debug_shape_material(); Ref mesh = memnew(ArrayMesh); MeshInstance3D *mi = memnew(MeshInstance3D); mi->set_mesh(mesh); add_child(mi); debug_shape = mi; } void RayCast3D::_update_debug_shape_material(bool p_check_collision) { if (!debug_material.is_valid()) { Ref 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 material = static_cast>(debug_material); material->set_albedo(color); } void RayCast3D::_update_debug_shape() { if (!enabled) { return; } if (!debug_shape) { _create_debug_shape(); } MeshInstance3D *mi = static_cast(debug_shape); Ref 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_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; } if (!debug_shape_vertices.is_empty()) { a[Mesh::ARRAY_VERTEX] = debug_shape_vertices; mesh->add_surface_from_arrays(Mesh::PRIMITIVE_TRIANGLE_STRIP, a, Array(), Dictionary(), flags); mesh->surface_set_material(surface_count, debug_material); ++surface_count; } } void RayCast3D::_clear_debug_shape() { if (!debug_shape) { return; } MeshInstance3D *mi = static_cast(debug_shape); if (mi->is_inside_tree()) { mi->queue_free(); } else { memdelete(mi); } debug_shape = nullptr; } RayCast3D::RayCast3D() { }