godot/scene/3d/ray_cast.cpp
Rémi Verschelde a7f49ac9a1 Update copyright statements to 2020
Happy new year to the wonderful Godot community!

We're starting a new decade with a well-established, non-profit, free
and open source game engine, and tons of further improvements in the
pipeline from hundreds of contributors.

Godot will keep getting better, and we're looking forward to all the
games that the community will keep developing and releasing with it.
2020-01-01 11:16:22 +01:00

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12 KiB
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/*************************************************************************/
/* ray_cast.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.h"
#include "collision_object.h"
#include "core/engine.h"
#include "mesh_instance.h"
#include "servers/physics_server.h"
void RayCast::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 RayCast::get_cast_to() const {
return cast_to;
}
void RayCast::set_collision_mask(uint32_t p_mask) {
collision_mask = p_mask;
}
uint32_t RayCast::get_collision_mask() const {
return collision_mask;
}
void RayCast::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 RayCast::get_collision_mask_bit(int p_bit) const {
return get_collision_mask() & (1 << p_bit);
}
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;
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 RayCast::is_enabled() const {
return enabled;
}
void RayCast::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<CollisionObject>(get_parent())) {
if (exclude_parent_body)
exclude.insert(Object::cast_to<CollisionObject>(get_parent())->get_rid());
else
exclude.erase(Object::cast_to<CollisionObject>(get_parent())->get_rid());
}
}
bool RayCast::get_exclude_parent_body() const {
return exclude_parent_body;
}
void RayCast::_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<CollisionObject>(get_parent())) {
if (exclude_parent_body)
exclude.insert(Object::cast_to<CollisionObject>(get_parent())->get_rid());
else
exclude.erase(Object::cast_to<CollisionObject>(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<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));
}
}
} break;
}
}
void RayCast::_update_raycast_state() {
Ref<World> 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, 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 = 0;
against_shape = 0;
}
}
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();
}
void RayCast::set_collide_with_areas(bool p_clip) {
collide_with_areas = p_clip;
}
bool RayCast::is_collide_with_areas_enabled() const {
return collide_with_areas;
}
void RayCast::set_collide_with_bodies(bool p_clip) {
collide_with_bodies = p_clip;
}
bool RayCast::is_collide_with_bodies_enabled() const {
return collide_with_bodies;
}
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_collision_mask", "mask"), &RayCast::set_collision_mask);
ClassDB::bind_method(D_METHOD("get_collision_mask"), &RayCast::get_collision_mask);
ClassDB::bind_method(D_METHOD("set_collision_mask_bit", "bit", "value"), &RayCast::set_collision_mask_bit);
ClassDB::bind_method(D_METHOD("get_collision_mask_bit", "bit"), &RayCast::get_collision_mask_bit);
ClassDB::bind_method(D_METHOD("set_exclude_parent_body", "mask"), &RayCast::set_exclude_parent_body);
ClassDB::bind_method(D_METHOD("get_exclude_parent_body"), &RayCast::get_exclude_parent_body);
ClassDB::bind_method(D_METHOD("set_collide_with_areas", "enable"), &RayCast::set_collide_with_areas);
ClassDB::bind_method(D_METHOD("is_collide_with_areas_enabled"), &RayCast::is_collide_with_areas_enabled);
ClassDB::bind_method(D_METHOD("set_collide_with_bodies", "enable"), &RayCast::set_collide_with_bodies);
ClassDB::bind_method(D_METHOD("is_collide_with_bodies_enabled"), &RayCast::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 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;
}
RayCast::RayCast() {
enabled = false;
against = 0;
collided = false;
against_shape = 0;
collision_mask = 1;
cast_to = Vector3(0, -1, 0);
debug_shape = NULL;
exclude_parent_body = true;
collide_with_areas = false;
collide_with_bodies = true;
}