virtualx-engine/scene/3d/spring_arm.cpp
Rémi Verschelde a7f49ac9a1 Update copyright statements to 2020
Happy new year to the wonderful Godot community!

We're starting a new decade with a well-established, non-profit, free
and open source game engine, and tons of further improvements in the
pipeline from hundreds of contributors.

Godot will keep getting better, and we're looking forward to all the
games that the community will keep developing and releasing with it.
2020-01-01 11:16:22 +01:00

173 lines
6.5 KiB
C++

/*************************************************************************/
/* spring_arm.cpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2020 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 "spring_arm.h"
#include "core/engine.h"
#include "scene/3d/collision_object.h"
#include "scene/resources/sphere_shape.h"
#include "servers/physics_server.h"
SpringArm::SpringArm() :
spring_length(1),
current_spring_length(0),
keep_child_basis(false),
mask(1),
margin(0.01) {}
void SpringArm::_notification(int p_what) {
switch (p_what) {
case NOTIFICATION_ENTER_TREE:
if (!Engine::get_singleton()->is_editor_hint()) {
set_process_internal(true);
}
break;
case NOTIFICATION_EXIT_TREE:
if (!Engine::get_singleton()->is_editor_hint()) {
set_process_internal(false);
}
break;
case NOTIFICATION_INTERNAL_PROCESS:
process_spring();
break;
}
}
void SpringArm::_bind_methods() {
ClassDB::bind_method(D_METHOD("get_hit_length"), &SpringArm::get_hit_length);
ClassDB::bind_method(D_METHOD("set_length", "length"), &SpringArm::set_length);
ClassDB::bind_method(D_METHOD("get_length"), &SpringArm::get_length);
ClassDB::bind_method(D_METHOD("set_shape", "shape"), &SpringArm::set_shape);
ClassDB::bind_method(D_METHOD("get_shape"), &SpringArm::get_shape);
ClassDB::bind_method(D_METHOD("add_excluded_object", "RID"), &SpringArm::add_excluded_object);
ClassDB::bind_method(D_METHOD("remove_excluded_object", "RID"), &SpringArm::remove_excluded_object);
ClassDB::bind_method(D_METHOD("clear_excluded_objects"), &SpringArm::clear_excluded_objects);
ClassDB::bind_method(D_METHOD("set_collision_mask", "mask"), &SpringArm::set_mask);
ClassDB::bind_method(D_METHOD("get_collision_mask"), &SpringArm::get_mask);
ClassDB::bind_method(D_METHOD("set_margin", "margin"), &SpringArm::set_margin);
ClassDB::bind_method(D_METHOD("get_margin"), &SpringArm::get_margin);
ADD_PROPERTY(PropertyInfo(Variant::INT, "collision_mask", PROPERTY_HINT_LAYERS_3D_PHYSICS), "set_collision_mask", "get_collision_mask");
ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "shape", PROPERTY_HINT_RESOURCE_TYPE, "Shape"), "set_shape", "get_shape");
ADD_PROPERTY(PropertyInfo(Variant::REAL, "spring_length"), "set_length", "get_length");
ADD_PROPERTY(PropertyInfo(Variant::REAL, "margin"), "set_margin", "get_margin");
}
float SpringArm::get_length() const {
return spring_length;
}
void SpringArm::set_length(float p_length) {
if (is_inside_tree() && (Engine::get_singleton()->is_editor_hint() || get_tree()->is_debugging_collisions_hint()))
update_gizmo();
spring_length = p_length;
}
void SpringArm::set_shape(Ref<Shape> p_shape) {
shape = p_shape;
}
Ref<Shape> SpringArm::get_shape() const {
return shape;
}
void SpringArm::set_mask(uint32_t p_mask) {
mask = p_mask;
}
uint32_t SpringArm::get_mask() {
return mask;
}
float SpringArm::get_margin() {
return margin;
}
void SpringArm::set_margin(float p_margin) {
margin = p_margin;
}
void SpringArm::add_excluded_object(RID p_rid) {
excluded_objects.insert(p_rid);
}
bool SpringArm::remove_excluded_object(RID p_rid) {
return excluded_objects.erase(p_rid);
}
void SpringArm::clear_excluded_objects() {
excluded_objects.clear();
}
float SpringArm::get_hit_length() {
return current_spring_length;
}
void SpringArm::process_spring() {
// From
real_t motion_delta(1);
real_t motion_delta_unsafe(1);
Vector3 motion;
const Vector3 cast_direction(get_global_transform().basis.xform(Vector3(0, 0, 1)));
if (shape.is_null()) {
motion = Vector3(cast_direction * (spring_length));
PhysicsDirectSpaceState::RayResult r;
bool intersected = get_world()->get_direct_space_state()->intersect_ray(get_global_transform().origin, get_global_transform().origin + motion, r, excluded_objects, mask);
if (intersected) {
float dist = get_global_transform().origin.distance_to(r.position);
dist -= margin;
motion_delta = dist / (spring_length);
}
} else {
motion = Vector3(cast_direction * spring_length);
get_world()->get_direct_space_state()->cast_motion(shape->get_rid(), get_global_transform(), motion, 0, motion_delta, motion_delta_unsafe, excluded_objects, mask);
}
current_spring_length = spring_length * motion_delta;
Transform childs_transform;
childs_transform.origin = get_global_transform().origin + cast_direction * (spring_length * motion_delta);
for (int i = get_child_count() - 1; 0 <= i; --i) {
Spatial *child = Object::cast_to<Spatial>(get_child(i));
if (child) {
childs_transform.basis = child->get_global_transform().basis;
child->set_global_transform(childs_transform);
}
}
}