godot/scene/3d/ray_cast.cpp

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/*************************************************************************/
/* ray_cast.cpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
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/*************************************************************************/
/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2017 Godot Engine contributors (cf. AUTHORS.md) */
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/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
#include "ray_cast.h"
#include "collision_object.h"
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#include "engine.h"
#include "mesh_instance.h"
#include "servers/physics_server.h"
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void RayCast::set_cast_to(const Vector3 &p_point) {
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cast_to = p_point;
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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_gizmo();
if (is_inside_tree() && get_tree()->is_debugging_collisions_hint())
_update_debug_shape();
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}
Vector3 RayCast::get_cast_to() const {
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return cast_to;
}
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void RayCast::set_collision_layer(uint32_t p_layer) {
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collision_layer = p_layer;
}
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uint32_t RayCast::get_collision_layer() const {
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return collision_layer;
}
void RayCast::set_type_mask(uint32_t p_mask) {
type_mask = p_mask;
}
uint32_t RayCast::get_type_mask() const {
return type_mask;
}
bool RayCast::is_colliding() const {
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return collided;
}
Object *RayCast::get_collider() const {
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if (against == 0)
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return NULL;
return ObjectDB::get_instance(against);
}
int RayCast::get_collider_shape() const {
return against_shape;
}
Vector3 RayCast::get_collision_point() const {
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return collision_point;
}
Vector3 RayCast::get_collision_normal() const {
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return collision_normal;
}
void RayCast::set_enabled(bool p_enabled) {
enabled = p_enabled;
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if (is_inside_tree() && !Engine::get_singleton()->is_editor_hint())
set_physics_process(p_enabled);
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if (!p_enabled)
collided = false;
if (is_inside_tree() && get_tree()->is_debugging_collisions_hint()) {
if (p_enabled)
_update_debug_shape();
else
_clear_debug_shape();
}
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}
bool RayCast::is_enabled() const {
return enabled;
}
void RayCast::_notification(int p_what) {
switch (p_what) {
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case NOTIFICATION_ENTER_TREE: {
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if (enabled && !Engine::get_singleton()->is_editor_hint()) {
set_physics_process(true);
if (get_tree()->is_debugging_collisions_hint())
_update_debug_shape();
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} else
set_physics_process(false);
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} break;
case NOTIFICATION_EXIT_TREE: {
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if (enabled) {
set_physics_process(false);
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}
if (debug_shape)
_clear_debug_shape();
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} break;
case NOTIFICATION_PHYSICS_PROCESS: {
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if (!enabled)
break;
bool prev_collision_state = collided;
_update_raycast_state();
if (prev_collision_state != collided && get_tree()->is_debugging_collisions_hint()) {
if (debug_material.is_valid()) {
Ref<SpatialMaterial> line_material = static_cast<Ref<SpatialMaterial> >(debug_material);
line_material->set_albedo(collided ? Color(1.0, 0, 0) : Color(1.0, 0.8, 0.6));
}
}
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} break;
}
}
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void RayCast::_update_raycast_state() {
Ref<World> w3d = get_world();
ERR_FAIL_COND(w3d.is_null());
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PhysicsDirectSpaceState *dss = PhysicsServer::get_singleton()->space_get_direct_state(w3d->get_space());
ERR_FAIL_COND(!dss);
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Transform gt = get_global_transform();
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Vector3 to = cast_to;
if (to == Vector3())
to = Vector3(0, 0.01, 0);
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PhysicsDirectSpaceState::RayResult rr;
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if (dss->intersect_ray(gt.get_origin(), gt.xform(to), rr, exclude, collision_layer, type_mask)) {
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collided = true;
against = rr.collider_id;
collision_point = rr.position;
collision_normal = rr.normal;
against_shape = rr.shape;
} else {
collided = false;
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}
}
void RayCast::force_raycast_update() {
_update_raycast_state();
}
void RayCast::add_exception_rid(const RID &p_rid) {
exclude.insert(p_rid);
}
void RayCast::add_exception(const Object *p_object) {
ERR_FAIL_NULL(p_object);
const CollisionObject *co = Object::cast_to<CollisionObject>(p_object);
if (!co)
return;
add_exception_rid(co->get_rid());
}
void RayCast::remove_exception_rid(const RID &p_rid) {
exclude.erase(p_rid);
}
void RayCast::remove_exception(const Object *p_object) {
ERR_FAIL_NULL(p_object);
const CollisionObject *co = Object::cast_to<CollisionObject>(p_object);
if (!co)
return;
remove_exception_rid(co->get_rid());
}
void RayCast::clear_exceptions() {
exclude.clear();
}
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void RayCast::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_enabled", "enabled"), &RayCast::set_enabled);
ClassDB::bind_method(D_METHOD("is_enabled"), &RayCast::is_enabled);
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ClassDB::bind_method(D_METHOD("set_cast_to", "local_point"), &RayCast::set_cast_to);
ClassDB::bind_method(D_METHOD("get_cast_to"), &RayCast::get_cast_to);
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ClassDB::bind_method(D_METHOD("is_colliding"), &RayCast::is_colliding);
ClassDB::bind_method(D_METHOD("force_raycast_update"), &RayCast::force_raycast_update);
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ClassDB::bind_method(D_METHOD("get_collider"), &RayCast::get_collider);
ClassDB::bind_method(D_METHOD("get_collider_shape"), &RayCast::get_collider_shape);
ClassDB::bind_method(D_METHOD("get_collision_point"), &RayCast::get_collision_point);
ClassDB::bind_method(D_METHOD("get_collision_normal"), &RayCast::get_collision_normal);
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ClassDB::bind_method(D_METHOD("add_exception_rid", "rid"), &RayCast::add_exception_rid);
ClassDB::bind_method(D_METHOD("add_exception", "node"), &RayCast::add_exception);
ClassDB::bind_method(D_METHOD("remove_exception_rid", "rid"), &RayCast::remove_exception_rid);
ClassDB::bind_method(D_METHOD("remove_exception", "node"), &RayCast::remove_exception);
ClassDB::bind_method(D_METHOD("clear_exceptions"), &RayCast::clear_exceptions);
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ClassDB::bind_method(D_METHOD("set_collision_layer", "layer"), &RayCast::set_collision_layer);
ClassDB::bind_method(D_METHOD("get_collision_layer"), &RayCast::get_collision_layer);
ClassDB::bind_method(D_METHOD("set_type_mask", "mask"), &RayCast::set_type_mask);
ClassDB::bind_method(D_METHOD("get_type_mask"), &RayCast::get_type_mask);
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "enabled"), "set_enabled", "is_enabled");
ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "cast_to"), "set_cast_to", "get_cast_to");
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ADD_PROPERTY(PropertyInfo(Variant::INT, "collision_layer", PROPERTY_HINT_LAYERS_3D_PHYSICS), "set_collision_layer", "get_collision_layer");
ADD_PROPERTY(PropertyInfo(Variant::INT, "type_mask", PROPERTY_HINT_FLAGS, "Static,Kinematic,Rigid,Character,Area"), "set_type_mask", "get_type_mask");
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}
void RayCast::_create_debug_shape() {
if (!debug_material.is_valid()) {
debug_material = Ref<SpatialMaterial>(memnew(SpatialMaterial));
Ref<SpatialMaterial> line_material = static_cast<Ref<SpatialMaterial> >(debug_material);
line_material->set_flag(SpatialMaterial::FLAG_UNSHADED, true);
line_material->set_line_width(3.0);
line_material->set_albedo(Color(1.0, 0.8, 0.6));
}
Ref<ArrayMesh> mesh = memnew(ArrayMesh);
MeshInstance *mi = memnew(MeshInstance);
mi->set_mesh(mesh);
add_child(mi);
debug_shape = mi;
}
void RayCast::_update_debug_shape() {
if (!enabled)
return;
if (!debug_shape)
_create_debug_shape();
MeshInstance *mi = static_cast<MeshInstance *>(debug_shape);
if (!mi->get_mesh().is_valid())
return;
Ref<ArrayMesh> mesh = mi->get_mesh();
if (mesh->get_surface_count() > 0)
mesh->surface_remove(0);
Array a;
a.resize(Mesh::ARRAY_MAX);
Vector<Vector3> verts;
verts.push_back(Vector3());
verts.push_back(cast_to);
a[Mesh::ARRAY_VERTEX] = verts;
mesh->add_surface_from_arrays(Mesh::PRIMITIVE_LINES, a);
mesh->surface_set_material(0, debug_material);
}
void RayCast::_clear_debug_shape() {
if (!debug_shape)
return;
MeshInstance *mi = static_cast<MeshInstance *>(debug_shape);
if (mi->is_inside_tree())
mi->queue_delete();
else
memdelete(mi);
debug_shape = NULL;
}
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RayCast::RayCast() {
enabled = false;
against = 0;
collided = false;
against_shape = 0;
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collision_layer = 1;
type_mask = PhysicsDirectSpaceState::TYPE_MASK_COLLISION;
cast_to = Vector3(0, -1, 0);
debug_shape = NULL;
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}