godot/scene/3d/ray_cast_3d.cpp
Rémi Verschelde 0be6d925dc Style: clang-format: Disable KeepEmptyLinesAtTheStartOfBlocks
Which means that reduz' beloved style which we all became used to
will now be changed automatically to remove the first empty line.

This makes us lean closer to 1TBS (the one true brace style) instead
of hybridating it with some Allman-inspired spacing.

There's still the case of braces around single-statement blocks that
needs to be addressed (but clang-format can't help with that, but
clang-tidy may if we agree about it).

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

371 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;
}