/*************************************************************************/ /* ray_cast.cpp */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* http://www.godotengine.org */ /*************************************************************************/ /* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */ /* */ /* 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 "servers/physics_server.h" #include "collision_object.h" void RayCast::set_cast_to(const Vector3& p_point) { cast_to=p_point; if (is_inside_tree() && (get_tree()->is_editor_hint() || get_tree()->is_debugging_collisions_hint())) update_gizmo(); } Vector3 RayCast::get_cast_to() const{ return cast_to; } void RayCast::set_layer_mask(uint32_t p_mask) { layer_mask=p_mask; } uint32_t RayCast::get_layer_mask() const { return layer_mask; } 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{ return collided; } Object *RayCast::get_collider() const{ if (against==0) return NULL; return ObjectDB::get_instance(against); } int RayCast::get_collider_shape() const { return against_shape; } Vector3 RayCast::get_collision_point() const{ return collision_point; } Vector3 RayCast::get_collision_normal() const{ return collision_normal; } void RayCast::set_enabled(bool p_enabled) { enabled=p_enabled; if (is_inside_tree() && !get_tree()->is_editor_hint()) set_fixed_process(p_enabled); if (!p_enabled) collided=false; } bool RayCast::is_enabled() const { return enabled; } void RayCast::_notification(int p_what) { switch(p_what) { case NOTIFICATION_ENTER_TREE: { if (enabled && !get_tree()->is_editor_hint()) { set_fixed_process(true); } else set_fixed_process(false); } break; case NOTIFICATION_EXIT_TREE: { if (enabled) { set_fixed_process(false); } } break; case NOTIFICATION_FIXED_PROCESS: { if (!enabled) break; _update_raycast_state(); } break; } } void RayCast::_update_raycast_state(){ Ref w3d = get_world(); ERR_FAIL_COND( w3d.is_null() ); PhysicsDirectSpaceState *dss = PhysicsServer::get_singleton()->space_get_direct_state(w3d->get_space()); ERR_FAIL_COND( !dss ); Transform gt = get_global_transform(); Vector3 to = cast_to; if (to==Vector3()) to=Vector3(0,0.01,0); PhysicsDirectSpaceState::RayResult rr; if (dss->intersect_ray(gt.get_origin(),gt.xform(to),rr,exclude, layer_mask, type_mask)) { collided=true; against=rr.collider_id; collision_point=rr.position; collision_normal=rr.normal; against_shape=rr.shape; } else { collided=false; } } 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); CollisionObject *co=((Object*)p_object)->cast_to(); 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); CollisionObject *co=((Object*)p_object)->cast_to(); if (!co) return; remove_exception_rid(co->get_rid()); } void RayCast::clear_exceptions(){ exclude.clear(); } 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); 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); ClassDB::bind_method(D_METHOD("is_colliding"),&RayCast::is_colliding); ClassDB::bind_method(D_METHOD("force_raycast_update"),&RayCast::force_raycast_update); 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); 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); ClassDB::bind_method(D_METHOD("set_layer_mask","mask"),&RayCast::set_layer_mask); ClassDB::bind_method(D_METHOD("get_layer_mask"),&RayCast::get_layer_mask); 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"); ADD_PROPERTY(PropertyInfo(Variant::INT,"layer_mask",PROPERTY_HINT_LAYERS_3D_PHYSICS),"set_layer_mask","get_layer_mask"); ADD_PROPERTY(PropertyInfo(Variant::INT,"type_mask",PROPERTY_HINT_FLAGS,"Static,Kinematic,Rigid,Character,Area"),"set_type_mask","get_type_mask"); } RayCast::RayCast() { enabled=false; against=0; collided=false; against_shape=0; layer_mask=1; type_mask=PhysicsDirectSpaceState::TYPE_MASK_COLLISION; cast_to=Vector3(0,-1,0); }