d95794ec8a
As many open source projects have started doing it, we're removing the current year from the copyright notice, so that we don't need to bump it every year. It seems like only the first year of publication is technically relevant for copyright notices, and even that seems to be something that many companies stopped listing altogether (in a version controlled codebase, the commits are a much better source of date of publication than a hardcoded copyright statement). We also now list Godot Engine contributors first as we're collectively the current maintainers of the project, and we clarify that the "exclusive" copyright of the co-founders covers the timespan before opensourcing (their further contributions are included as part of Godot Engine contributors). Also fixed "cf." Frenchism - it's meant as "refer to / see".
528 lines
18 KiB
C++
528 lines
18 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) 2014-present Godot Engine contributors (see AUTHORS.md). */
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/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
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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 "mesh_instance_3d.h"
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void RayCast3D::set_target_position(const Vector3 &p_point) {
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target_position = p_point;
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update_gizmos();
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if (Engine::get_singleton()->is_editor_hint()) {
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if (is_inside_tree()) {
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_update_debug_shape_vertices();
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}
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} else if (debug_shape) {
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_update_debug_shape();
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}
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}
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Vector3 RayCast3D::get_target_position() const {
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return target_position;
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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_value(int p_layer_number, bool p_value) {
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ERR_FAIL_COND_MSG(p_layer_number < 1, "Collision layer number must be between 1 and 32 inclusive.");
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ERR_FAIL_COND_MSG(p_layer_number > 32, "Collision layer number must be between 1 and 32 inclusive.");
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uint32_t mask = get_collision_mask();
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if (p_value) {
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mask |= 1 << (p_layer_number - 1);
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} else {
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mask &= ~(1 << (p_layer_number - 1));
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}
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set_collision_mask(mask);
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}
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bool RayCast3D::get_collision_mask_value(int p_layer_number) const {
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ERR_FAIL_COND_V_MSG(p_layer_number < 1, false, "Collision layer number must be between 1 and 32 inclusive.");
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ERR_FAIL_COND_V_MSG(p_layer_number > 32, false, "Collision layer number must be between 1 and 32 inclusive.");
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return get_collision_mask() & (1 << (p_layer_number - 1));
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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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}
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return ObjectDB::get_instance(against);
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}
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RID RayCast3D::get_collider_rid() const {
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return against_rid;
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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_gizmos();
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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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}
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if (!p_enabled) {
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collided = false;
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}
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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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}
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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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}
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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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}
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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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}
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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 (Engine::get_singleton()->is_editor_hint()) {
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_update_debug_shape_vertices();
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}
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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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} else {
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set_physics_process_internal(false);
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}
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if (get_tree()->is_debugging_collisions_hint()) {
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_update_debug_shape();
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}
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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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} 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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}
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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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}
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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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_update_debug_shape_material(true);
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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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Transform3D gt = get_global_transform();
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Vector3 to = target_position;
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if (to == Vector3()) {
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to = Vector3(0, 0.01, 0);
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}
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PhysicsDirectSpaceState3D::RayParameters ray_params;
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ray_params.from = gt.get_origin();
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ray_params.to = gt.xform(to);
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ray_params.exclude = exclude;
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ray_params.collision_mask = collision_mask;
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ray_params.collide_with_bodies = collide_with_bodies;
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ray_params.collide_with_areas = collide_with_areas;
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ray_params.hit_from_inside = hit_from_inside;
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PhysicsDirectSpaceState3D::RayResult rr;
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if (dss->intersect_ray(ray_params, rr)) {
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collided = true;
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against = rr.collider_id;
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against_rid = rr.rid;
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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_rid = RID();
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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 CollisionObject3D *p_node) {
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ERR_FAIL_NULL_MSG(p_node, "The passed Node must be an instance of CollisionObject3D.");
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add_exception_rid(p_node->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 CollisionObject3D *p_node) {
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ERR_FAIL_NULL_MSG(p_node, "The passed Node must be an instance of CollisionObject3D.");
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remove_exception_rid(p_node->get_rid());
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}
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void RayCast3D::clear_exceptions() {
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exclude.clear();
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if (exclude_parent_body && is_inside_tree()) {
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CollisionObject3D *parent = Object::cast_to<CollisionObject3D>(get_parent());
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if (parent) {
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exclude.insert(parent->get_rid());
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}
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}
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}
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void RayCast3D::set_collide_with_areas(bool p_enabled) {
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collide_with_areas = p_enabled;
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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_enabled) {
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collide_with_bodies = p_enabled;
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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::set_hit_from_inside(bool p_enabled) {
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hit_from_inside = p_enabled;
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}
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bool RayCast3D::is_hit_from_inside_enabled() const {
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return hit_from_inside;
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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_target_position", "local_point"), &RayCast3D::set_target_position);
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ClassDB::bind_method(D_METHOD("get_target_position"), &RayCast3D::get_target_position);
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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_rid"), &RayCast3D::get_collider_rid);
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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_value", "layer_number", "value"), &RayCast3D::set_collision_mask_value);
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ClassDB::bind_method(D_METHOD("get_collision_mask_value", "layer_number"), &RayCast3D::get_collision_mask_value);
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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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ClassDB::bind_method(D_METHOD("set_hit_from_inside", "enable"), &RayCast3D::set_hit_from_inside);
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ClassDB::bind_method(D_METHOD("is_hit_from_inside_enabled"), &RayCast3D::is_hit_from_inside_enabled);
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ClassDB::bind_method(D_METHOD("set_debug_shape_custom_color", "debug_shape_custom_color"), &RayCast3D::set_debug_shape_custom_color);
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ClassDB::bind_method(D_METHOD("get_debug_shape_custom_color"), &RayCast3D::get_debug_shape_custom_color);
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ClassDB::bind_method(D_METHOD("set_debug_shape_thickness", "debug_shape_thickness"), &RayCast3D::set_debug_shape_thickness);
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ClassDB::bind_method(D_METHOD("get_debug_shape_thickness"), &RayCast3D::get_debug_shape_thickness);
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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, "target_position", PROPERTY_HINT_NONE, "suffix:m"), "set_target_position", "get_target_position");
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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_PROPERTY(PropertyInfo(Variant::BOOL, "hit_from_inside"), "set_hit_from_inside", "is_hit_from_inside_enabled");
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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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ADD_GROUP("Debug Shape", "debug_shape");
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ADD_PROPERTY(PropertyInfo(Variant::COLOR, "debug_shape_custom_color"), "set_debug_shape_custom_color", "get_debug_shape_custom_color");
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ADD_PROPERTY(PropertyInfo(Variant::INT, "debug_shape_thickness", PROPERTY_HINT_RANGE, "1,5"), "set_debug_shape_thickness", "get_debug_shape_thickness");
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}
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int RayCast3D::get_debug_shape_thickness() const {
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return debug_shape_thickness;
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}
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void RayCast3D::_update_debug_shape_vertices() {
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debug_shape_vertices.clear();
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debug_line_vertices.clear();
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if (target_position == Vector3()) {
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return;
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}
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debug_line_vertices.push_back(Vector3());
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debug_line_vertices.push_back(target_position);
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if (debug_shape_thickness > 1) {
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float scale_factor = 100.0;
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Vector3 dir = Vector3(target_position).normalized();
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// Draw truncated pyramid
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Vector3 normal = (fabs(dir.x) + fabs(dir.y) > CMP_EPSILON) ? Vector3(-dir.y, dir.x, 0).normalized() : Vector3(0, -dir.z, dir.y).normalized();
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normal *= debug_shape_thickness / scale_factor;
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int vertices_strip_order[14] = { 4, 5, 0, 1, 2, 5, 6, 4, 7, 0, 3, 2, 7, 6 };
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for (int v = 0; v < 14; v++) {
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Vector3 vertex = vertices_strip_order[v] < 4 ? normal : normal / 3.0 + target_position;
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debug_shape_vertices.push_back(vertex.rotated(dir, Math_PI * (0.5 * (vertices_strip_order[v] % 4) + 0.25)));
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}
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}
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}
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void RayCast3D::set_debug_shape_thickness(const int p_debug_shape_thickness) {
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debug_shape_thickness = p_debug_shape_thickness;
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update_gizmos();
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if (Engine::get_singleton()->is_editor_hint()) {
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if (is_inside_tree()) {
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_update_debug_shape_vertices();
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}
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} else if (debug_shape) {
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_update_debug_shape();
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}
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}
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const Vector<Vector3> &RayCast3D::get_debug_shape_vertices() const {
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return debug_shape_vertices;
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}
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const Vector<Vector3> &RayCast3D::get_debug_line_vertices() const {
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return debug_line_vertices;
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}
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void RayCast3D::set_debug_shape_custom_color(const Color &p_color) {
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debug_shape_custom_color = p_color;
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if (debug_material.is_valid()) {
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_update_debug_shape_material();
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}
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}
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Ref<StandardMaterial3D> RayCast3D::get_debug_material() {
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_update_debug_shape_material();
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return debug_material;
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}
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const Color &RayCast3D::get_debug_shape_custom_color() const {
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return debug_shape_custom_color;
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}
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void RayCast3D::_create_debug_shape() {
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_update_debug_shape_material();
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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);
|
|
|
|
add_child(mi);
|
|
debug_shape = mi;
|
|
}
|
|
|
|
void RayCast3D::_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 RayCast3D::_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_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<MeshInstance3D *>(debug_shape);
|
|
if (mi->is_inside_tree()) {
|
|
mi->queue_free();
|
|
} else {
|
|
memdelete(mi);
|
|
}
|
|
|
|
debug_shape = nullptr;
|
|
}
|
|
|
|
RayCast3D::RayCast3D() {
|
|
}
|