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c3ae7ddedd
Makes the results consistent for all shape types with options to set the desired behavior.
524 lines
17 KiB
C++
524 lines
17 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) 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 "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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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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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_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 Object *p_object) {
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ERR_FAIL_NULL(p_object);
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const CollisionObject3D *co = Object::cast_to<CollisionObject3D>(p_object);
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if (!co) {
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return;
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}
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add_exception_rid(co->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 Object *p_object) {
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ERR_FAIL_NULL(p_object);
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const CollisionObject3D *co = Object::cast_to<CollisionObject3D>(p_object);
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if (!co) {
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return;
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}
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remove_exception_rid(co->get_rid());
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}
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void RayCast3D::clear_exceptions() {
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exclude.clear();
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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_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"), "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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float 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 float 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);
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add_child(mi);
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debug_shape = mi;
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}
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void RayCast3D::_update_debug_shape_material(bool p_check_collision) {
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if (!debug_material.is_valid()) {
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Ref<StandardMaterial3D> material = memnew(StandardMaterial3D);
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debug_material = material;
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material->set_shading_mode(StandardMaterial3D::SHADING_MODE_UNSHADED);
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// Use double-sided rendering so that the RayCast can be seen if the camera is inside.
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material->set_cull_mode(BaseMaterial3D::CULL_DISABLED);
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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_delete();
|
|
} else {
|
|
memdelete(mi);
|
|
}
|
|
|
|
debug_shape = nullptr;
|
|
}
|
|
|
|
RayCast3D::RayCast3D() {
|
|
}
|