b11bb595d1
* Usage was always confusing for users * The ability to generate a pyramid shape was moved to Camera3D * SpringArm3D now casts using the camera pyramid shape if no shape is supplied.
177 lines
6.9 KiB
C++
177 lines
6.9 KiB
C++
/*************************************************************************/
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/* spring_arm_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) 2007-2021 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
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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 "spring_arm_3d.h"
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#include "scene/3d/camera_3d.h"
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void SpringArm3D::_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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set_physics_process_internal(true);
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}
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break;
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case NOTIFICATION_EXIT_TREE:
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if (!Engine::get_singleton()->is_editor_hint()) {
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set_physics_process_internal(false);
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}
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break;
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case NOTIFICATION_INTERNAL_PHYSICS_PROCESS:
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process_spring();
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break;
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}
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}
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void SpringArm3D::_bind_methods() {
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ClassDB::bind_method(D_METHOD("get_hit_length"), &SpringArm3D::get_hit_length);
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ClassDB::bind_method(D_METHOD("set_length", "length"), &SpringArm3D::set_length);
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ClassDB::bind_method(D_METHOD("get_length"), &SpringArm3D::get_length);
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ClassDB::bind_method(D_METHOD("set_shape", "shape"), &SpringArm3D::set_shape);
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ClassDB::bind_method(D_METHOD("get_shape"), &SpringArm3D::get_shape);
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ClassDB::bind_method(D_METHOD("add_excluded_object", "RID"), &SpringArm3D::add_excluded_object);
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ClassDB::bind_method(D_METHOD("remove_excluded_object", "RID"), &SpringArm3D::remove_excluded_object);
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ClassDB::bind_method(D_METHOD("clear_excluded_objects"), &SpringArm3D::clear_excluded_objects);
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ClassDB::bind_method(D_METHOD("set_collision_mask", "mask"), &SpringArm3D::set_mask);
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ClassDB::bind_method(D_METHOD("get_collision_mask"), &SpringArm3D::get_mask);
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ClassDB::bind_method(D_METHOD("set_margin", "margin"), &SpringArm3D::set_margin);
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ClassDB::bind_method(D_METHOD("get_margin"), &SpringArm3D::get_margin);
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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::OBJECT, "shape", PROPERTY_HINT_RESOURCE_TYPE, "Shape3D"), "set_shape", "get_shape");
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ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "spring_length"), "set_length", "get_length");
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ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "margin"), "set_margin", "get_margin");
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}
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real_t SpringArm3D::get_length() const {
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return spring_length;
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}
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void SpringArm3D::set_length(real_t p_length) {
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if (is_inside_tree() && (Engine::get_singleton()->is_editor_hint() || get_tree()->is_debugging_collisions_hint())) {
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update_gizmos();
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}
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spring_length = p_length;
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}
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void SpringArm3D::set_shape(Ref<Shape3D> p_shape) {
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shape = p_shape;
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}
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Ref<Shape3D> SpringArm3D::get_shape() const {
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return shape;
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}
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void SpringArm3D::set_mask(uint32_t p_mask) {
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mask = p_mask;
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}
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uint32_t SpringArm3D::get_mask() {
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return mask;
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}
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real_t SpringArm3D::get_margin() {
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return margin;
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}
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void SpringArm3D::set_margin(real_t p_margin) {
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margin = p_margin;
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}
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void SpringArm3D::add_excluded_object(RID p_rid) {
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excluded_objects.insert(p_rid);
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}
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bool SpringArm3D::remove_excluded_object(RID p_rid) {
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return excluded_objects.erase(p_rid);
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}
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void SpringArm3D::clear_excluded_objects() {
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excluded_objects.clear();
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}
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real_t SpringArm3D::get_hit_length() {
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return current_spring_length;
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}
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void SpringArm3D::process_spring() {
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// From
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real_t motion_delta(1);
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real_t motion_delta_unsafe(1);
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Vector3 motion;
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const Vector3 cast_direction(get_global_transform().basis.xform(Vector3(0, 0, 1)));
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motion = Vector3(cast_direction * (spring_length));
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if (shape.is_null()) {
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Camera3D *camera = nullptr;
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for (int i = get_child_count() - 1; 0 <= i; --i) {
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camera = Object::cast_to<Camera3D>(get_child(i));
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if (camera) {
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break;
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}
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}
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if (camera != nullptr) {
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//use camera rotation, but spring arm position
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Transform3D base_transform = camera->get_global_transform();
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base_transform.origin = get_global_transform().origin;
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get_world_3d()->get_direct_space_state()->cast_motion(camera->get_pyramid_shape_rid(), base_transform, motion, 0, motion_delta, motion_delta_unsafe, excluded_objects, mask);
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} else {
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PhysicsDirectSpaceState3D::RayResult r;
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bool intersected = get_world_3d()->get_direct_space_state()->intersect_ray(get_global_transform().origin, get_global_transform().origin + motion, r, excluded_objects, mask);
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if (intersected) {
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real_t dist = get_global_transform().origin.distance_to(r.position);
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dist -= margin;
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motion_delta = dist / (spring_length);
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}
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}
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} else {
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get_world_3d()->get_direct_space_state()->cast_motion(shape->get_rid(), get_global_transform(), motion, 0, motion_delta, motion_delta_unsafe, excluded_objects, mask);
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}
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current_spring_length = spring_length * motion_delta;
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Transform3D childs_transform;
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childs_transform.origin = get_global_transform().origin + cast_direction * (spring_length * motion_delta);
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for (int i = get_child_count() - 1; 0 <= i; --i) {
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Node3D *child = Object::cast_to<Node3D>(get_child(i));
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if (child) {
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childs_transform.basis = child->get_global_transform().basis;
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child->set_global_transform(childs_transform);
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}
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}
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}
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