godot/scene/3d/spring_arm_3d.cpp
reduz b11bb595d1 Remove ClippedCamera3D
* Usage was always confusing for users
* The ability to generate a pyramid shape was moved to Camera3D
* SpringArm3D now casts using the camera pyramid shape if no shape is supplied.
2021-10-04 10:46:49 -03:00

178 lines
6.9 KiB
C++

/*************************************************************************/
/* spring_arm_3d.cpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2021 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 "spring_arm_3d.h"
#include "scene/3d/camera_3d.h"
void SpringArm3D::_notification(int p_what) {
switch (p_what) {
case NOTIFICATION_ENTER_TREE:
if (!Engine::get_singleton()->is_editor_hint()) {
set_physics_process_internal(true);
}
break;
case NOTIFICATION_EXIT_TREE:
if (!Engine::get_singleton()->is_editor_hint()) {
set_physics_process_internal(false);
}
break;
case NOTIFICATION_INTERNAL_PHYSICS_PROCESS:
process_spring();
break;
}
}
void SpringArm3D::_bind_methods() {
ClassDB::bind_method(D_METHOD("get_hit_length"), &SpringArm3D::get_hit_length);
ClassDB::bind_method(D_METHOD("set_length", "length"), &SpringArm3D::set_length);
ClassDB::bind_method(D_METHOD("get_length"), &SpringArm3D::get_length);
ClassDB::bind_method(D_METHOD("set_shape", "shape"), &SpringArm3D::set_shape);
ClassDB::bind_method(D_METHOD("get_shape"), &SpringArm3D::get_shape);
ClassDB::bind_method(D_METHOD("add_excluded_object", "RID"), &SpringArm3D::add_excluded_object);
ClassDB::bind_method(D_METHOD("remove_excluded_object", "RID"), &SpringArm3D::remove_excluded_object);
ClassDB::bind_method(D_METHOD("clear_excluded_objects"), &SpringArm3D::clear_excluded_objects);
ClassDB::bind_method(D_METHOD("set_collision_mask", "mask"), &SpringArm3D::set_mask);
ClassDB::bind_method(D_METHOD("get_collision_mask"), &SpringArm3D::get_mask);
ClassDB::bind_method(D_METHOD("set_margin", "margin"), &SpringArm3D::set_margin);
ClassDB::bind_method(D_METHOD("get_margin"), &SpringArm3D::get_margin);
ADD_PROPERTY(PropertyInfo(Variant::INT, "collision_mask", PROPERTY_HINT_LAYERS_3D_PHYSICS), "set_collision_mask", "get_collision_mask");
ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "shape", PROPERTY_HINT_RESOURCE_TYPE, "Shape3D"), "set_shape", "get_shape");
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "spring_length"), "set_length", "get_length");
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "margin"), "set_margin", "get_margin");
}
real_t SpringArm3D::get_length() const {
return spring_length;
}
void SpringArm3D::set_length(real_t p_length) {
if (is_inside_tree() && (Engine::get_singleton()->is_editor_hint() || get_tree()->is_debugging_collisions_hint())) {
update_gizmos();
}
spring_length = p_length;
}
void SpringArm3D::set_shape(Ref<Shape3D> p_shape) {
shape = p_shape;
}
Ref<Shape3D> SpringArm3D::get_shape() const {
return shape;
}
void SpringArm3D::set_mask(uint32_t p_mask) {
mask = p_mask;
}
uint32_t SpringArm3D::get_mask() {
return mask;
}
real_t SpringArm3D::get_margin() {
return margin;
}
void SpringArm3D::set_margin(real_t p_margin) {
margin = p_margin;
}
void SpringArm3D::add_excluded_object(RID p_rid) {
excluded_objects.insert(p_rid);
}
bool SpringArm3D::remove_excluded_object(RID p_rid) {
return excluded_objects.erase(p_rid);
}
void SpringArm3D::clear_excluded_objects() {
excluded_objects.clear();
}
real_t SpringArm3D::get_hit_length() {
return current_spring_length;
}
void SpringArm3D::process_spring() {
// From
real_t motion_delta(1);
real_t motion_delta_unsafe(1);
Vector3 motion;
const Vector3 cast_direction(get_global_transform().basis.xform(Vector3(0, 0, 1)));
motion = Vector3(cast_direction * (spring_length));
if (shape.is_null()) {
Camera3D *camera = nullptr;
for (int i = get_child_count() - 1; 0 <= i; --i) {
camera = Object::cast_to<Camera3D>(get_child(i));
if (camera) {
break;
}
}
if (camera != nullptr) {
//use camera rotation, but spring arm position
Transform3D base_transform = camera->get_global_transform();
base_transform.origin = get_global_transform().origin;
get_world_3d()->get_direct_space_state()->cast_motion(camera->get_pyramid_shape_rid(), base_transform, motion, 0, motion_delta, motion_delta_unsafe, excluded_objects, mask);
} else {
PhysicsDirectSpaceState3D::RayResult r;
bool intersected = get_world_3d()->get_direct_space_state()->intersect_ray(get_global_transform().origin, get_global_transform().origin + motion, r, excluded_objects, mask);
if (intersected) {
real_t dist = get_global_transform().origin.distance_to(r.position);
dist -= margin;
motion_delta = dist / (spring_length);
}
}
} else {
get_world_3d()->get_direct_space_state()->cast_motion(shape->get_rid(), get_global_transform(), motion, 0, motion_delta, motion_delta_unsafe, excluded_objects, mask);
}
current_spring_length = spring_length * motion_delta;
Transform3D childs_transform;
childs_transform.origin = get_global_transform().origin + cast_direction * (spring_length * motion_delta);
for (int i = get_child_count() - 1; 0 <= i; --i) {
Node3D *child = Object::cast_to<Node3D>(get_child(i));
if (child) {
childs_transform.basis = child->get_global_transform().basis;
child->set_global_transform(childs_transform);
}
}
}