godot/scene/3d/ray_cast_3d.cpp
Rémi Verschelde 07bc4e2f96 Style: Enforce separation line between function definitions
I couldn't find a tool that enforces it, so I went the manual route:
```
find -name "thirdparty" -prune \
  -o -name "*.cpp" -o -name "*.h" -o -name "*.m" -o -name "*.mm" \
  -o -name "*.glsl" > files
perl -0777 -pi -e 's/\n}\n([^#])/\n}\n\n\1/g' $(cat files)
misc/scripts/fix_style.sh -c
```

This adds a newline after all `}` on the first column, unless they
are followed by `#` (typically `#endif`). This leads to having lots
of places with two lines between function/class definitions, but
clang-format then fixes it as we enforce max one line of separation.

This doesn't fix potential occurrences of function definitions which
are indented (e.g. for a helper class defined in a .cpp), but it's
better than nothing. Also can't be made to run easily on CI/hooks so
we'll have to be careful with new code.

Part of #33027.
2020-05-14 16:54:55 +02:00

374 lines
12 KiB
C++

/*************************************************************************/
/* ray_cast_3d.cpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* 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_3d.h"
#include "collision_object_3d.h"
#include "core/engine.h"
#include "mesh_instance_3d.h"
#include "servers/physics_server_3d.h"
void RayCast3D::set_cast_to(const Vector3 &p_point) {
cast_to = p_point;
if (is_inside_tree() && (Engine::get_singleton()->is_editor_hint() || get_tree()->is_debugging_collisions_hint()))
update_gizmo();
if (is_inside_tree() && get_tree()->is_debugging_collisions_hint())
_update_debug_shape();
}
Vector3 RayCast3D::get_cast_to() const {
return cast_to;
}
void RayCast3D::set_collision_mask(uint32_t p_mask) {
collision_mask = p_mask;
}
uint32_t RayCast3D::get_collision_mask() const {
return collision_mask;
}
void RayCast3D::set_collision_mask_bit(int p_bit, bool p_value) {
uint32_t mask = get_collision_mask();
if (p_value)
mask |= 1 << p_bit;
else
mask &= ~(1 << p_bit);
set_collision_mask(mask);
}
bool RayCast3D::get_collision_mask_bit(int p_bit) const {
return get_collision_mask() & (1 << p_bit);
}
bool RayCast3D::is_colliding() const {
return collided;
}
Object *RayCast3D::get_collider() const {
if (against.is_null())
return nullptr;
return ObjectDB::get_instance(against);
}
int RayCast3D::get_collider_shape() const {
return against_shape;
}
Vector3 RayCast3D::get_collision_point() const {
return collision_point;
}
Vector3 RayCast3D::get_collision_normal() const {
return collision_normal;
}
void RayCast3D::set_enabled(bool p_enabled) {
enabled = p_enabled;
update_gizmo();
if (is_inside_tree() && !Engine::get_singleton()->is_editor_hint())
set_physics_process_internal(p_enabled);
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();
}
}
bool RayCast3D::is_enabled() const {
return enabled;
}
void RayCast3D::set_exclude_parent_body(bool p_exclude_parent_body) {
if (exclude_parent_body == p_exclude_parent_body)
return;
exclude_parent_body = p_exclude_parent_body;
if (!is_inside_tree())
return;
if (Object::cast_to<CollisionObject3D>(get_parent())) {
if (exclude_parent_body)
exclude.insert(Object::cast_to<CollisionObject3D>(get_parent())->get_rid());
else
exclude.erase(Object::cast_to<CollisionObject3D>(get_parent())->get_rid());
}
}
bool RayCast3D::get_exclude_parent_body() const {
return exclude_parent_body;
}
void RayCast3D::_notification(int p_what) {
switch (p_what) {
case NOTIFICATION_ENTER_TREE: {
if (enabled && !Engine::get_singleton()->is_editor_hint()) {
set_physics_process_internal(true);
if (get_tree()->is_debugging_collisions_hint())
_update_debug_shape();
} else
set_physics_process_internal(false);
if (Object::cast_to<CollisionObject3D>(get_parent())) {
if (exclude_parent_body)
exclude.insert(Object::cast_to<CollisionObject3D>(get_parent())->get_rid());
else
exclude.erase(Object::cast_to<CollisionObject3D>(get_parent())->get_rid());
}
} break;
case NOTIFICATION_EXIT_TREE: {
if (enabled) {
set_physics_process_internal(false);
}
if (debug_shape)
_clear_debug_shape();
} break;
case NOTIFICATION_INTERNAL_PHYSICS_PROCESS: {
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<StandardMaterial3D> line_material = static_cast<Ref<StandardMaterial3D>>(debug_material);
line_material->set_albedo(collided ? Color(1.0, 0, 0) : Color(1.0, 0.8, 0.6));
}
}
} break;
}
}
void RayCast3D::_update_raycast_state() {
Ref<World3D> w3d = get_world_3d();
ERR_FAIL_COND(w3d.is_null());
PhysicsDirectSpaceState3D *dss = PhysicsServer3D::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);
PhysicsDirectSpaceState3D::RayResult rr;
if (dss->intersect_ray(gt.get_origin(), gt.xform(to), rr, exclude, collision_mask, collide_with_bodies, collide_with_areas)) {
collided = true;
against = rr.collider_id;
collision_point = rr.position;
collision_normal = rr.normal;
against_shape = rr.shape;
} else {
collided = false;
against = ObjectID();
against_shape = 0;
}
}
void RayCast3D::force_raycast_update() {
_update_raycast_state();
}
void RayCast3D::add_exception_rid(const RID &p_rid) {
exclude.insert(p_rid);
}
void RayCast3D::add_exception(const Object *p_object) {
ERR_FAIL_NULL(p_object);
const CollisionObject3D *co = Object::cast_to<CollisionObject3D>(p_object);
if (!co)
return;
add_exception_rid(co->get_rid());
}
void RayCast3D::remove_exception_rid(const RID &p_rid) {
exclude.erase(p_rid);
}
void RayCast3D::remove_exception(const Object *p_object) {
ERR_FAIL_NULL(p_object);
const CollisionObject3D *co = Object::cast_to<CollisionObject3D>(p_object);
if (!co)
return;
remove_exception_rid(co->get_rid());
}
void RayCast3D::clear_exceptions() {
exclude.clear();
}
void RayCast3D::set_collide_with_areas(bool p_clip) {
collide_with_areas = p_clip;
}
bool RayCast3D::is_collide_with_areas_enabled() const {
return collide_with_areas;
}
void RayCast3D::set_collide_with_bodies(bool p_clip) {
collide_with_bodies = p_clip;
}
bool RayCast3D::is_collide_with_bodies_enabled() const {
return collide_with_bodies;
}
void RayCast3D::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_enabled", "enabled"), &RayCast3D::set_enabled);
ClassDB::bind_method(D_METHOD("is_enabled"), &RayCast3D::is_enabled);
ClassDB::bind_method(D_METHOD("set_cast_to", "local_point"), &RayCast3D::set_cast_to);
ClassDB::bind_method(D_METHOD("get_cast_to"), &RayCast3D::get_cast_to);
ClassDB::bind_method(D_METHOD("is_colliding"), &RayCast3D::is_colliding);
ClassDB::bind_method(D_METHOD("force_raycast_update"), &RayCast3D::force_raycast_update);
ClassDB::bind_method(D_METHOD("get_collider"), &RayCast3D::get_collider);
ClassDB::bind_method(D_METHOD("get_collider_shape"), &RayCast3D::get_collider_shape);
ClassDB::bind_method(D_METHOD("get_collision_point"), &RayCast3D::get_collision_point);
ClassDB::bind_method(D_METHOD("get_collision_normal"), &RayCast3D::get_collision_normal);
ClassDB::bind_method(D_METHOD("add_exception_rid", "rid"), &RayCast3D::add_exception_rid);
ClassDB::bind_method(D_METHOD("add_exception", "node"), &RayCast3D::add_exception);
ClassDB::bind_method(D_METHOD("remove_exception_rid", "rid"), &RayCast3D::remove_exception_rid);
ClassDB::bind_method(D_METHOD("remove_exception", "node"), &RayCast3D::remove_exception);
ClassDB::bind_method(D_METHOD("clear_exceptions"), &RayCast3D::clear_exceptions);
ClassDB::bind_method(D_METHOD("set_collision_mask", "mask"), &RayCast3D::set_collision_mask);
ClassDB::bind_method(D_METHOD("get_collision_mask"), &RayCast3D::get_collision_mask);
ClassDB::bind_method(D_METHOD("set_collision_mask_bit", "bit", "value"), &RayCast3D::set_collision_mask_bit);
ClassDB::bind_method(D_METHOD("get_collision_mask_bit", "bit"), &RayCast3D::get_collision_mask_bit);
ClassDB::bind_method(D_METHOD("set_exclude_parent_body", "mask"), &RayCast3D::set_exclude_parent_body);
ClassDB::bind_method(D_METHOD("get_exclude_parent_body"), &RayCast3D::get_exclude_parent_body);
ClassDB::bind_method(D_METHOD("set_collide_with_areas", "enable"), &RayCast3D::set_collide_with_areas);
ClassDB::bind_method(D_METHOD("is_collide_with_areas_enabled"), &RayCast3D::is_collide_with_areas_enabled);
ClassDB::bind_method(D_METHOD("set_collide_with_bodies", "enable"), &RayCast3D::set_collide_with_bodies);
ClassDB::bind_method(D_METHOD("is_collide_with_bodies_enabled"), &RayCast3D::is_collide_with_bodies_enabled);
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "enabled"), "set_enabled", "is_enabled");
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "exclude_parent"), "set_exclude_parent_body", "get_exclude_parent_body");
ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "cast_to"), "set_cast_to", "get_cast_to");
ADD_PROPERTY(PropertyInfo(Variant::INT, "collision_mask", PROPERTY_HINT_LAYERS_3D_PHYSICS), "set_collision_mask", "get_collision_mask");
ADD_GROUP("Collide With", "collide_with");
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "collide_with_areas", PROPERTY_HINT_LAYERS_3D_PHYSICS), "set_collide_with_areas", "is_collide_with_areas_enabled");
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "collide_with_bodies", PROPERTY_HINT_LAYERS_3D_PHYSICS), "set_collide_with_bodies", "is_collide_with_bodies_enabled");
}
void RayCast3D::_create_debug_shape() {
if (!debug_material.is_valid()) {
debug_material = Ref<StandardMaterial3D>(memnew(StandardMaterial3D));
Ref<StandardMaterial3D> line_material = static_cast<Ref<StandardMaterial3D>>(debug_material);
line_material->set_shading_mode(StandardMaterial3D::SHADING_MODE_UNSHADED);
line_material->set_albedo(Color(1.0, 0.8, 0.6));
}
Ref<ArrayMesh> mesh = memnew(ArrayMesh);
MeshInstance3D *mi = memnew(MeshInstance3D);
mi->set_mesh(mesh);
add_child(mi);
debug_shape = mi;
}
void RayCast3D::_update_debug_shape() {
if (!enabled)
return;
if (!debug_shape)
_create_debug_shape();
MeshInstance3D *mi = static_cast<MeshInstance3D *>(debug_shape);
if (!mi->get_mesh().is_valid())
return;
Ref<ArrayMesh> mesh = mi->get_mesh();
mesh->clear_surfaces();
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 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() {
enabled = false;
collided = false;
against_shape = 0;
collision_mask = 1;
cast_to = Vector3(0, -1, 0);
debug_shape = nullptr;
exclude_parent_body = true;
collide_with_areas = false;
collide_with_bodies = true;
}