diff options
22 files changed, 166 insertions, 57 deletions
diff --git a/doc/classes/PhysicsDirectSpaceState2D.xml b/doc/classes/PhysicsDirectSpaceState2D.xml index 5892ef266f..107d276df2 100644 --- a/doc/classes/PhysicsDirectSpaceState2D.xml +++ b/doc/classes/PhysicsDirectSpaceState2D.xml @@ -64,7 +64,7 @@ Intersects a ray in a given space. Ray position and other parameters are defined through [PhysicsRayQueryParameters2D]. The returned object is a dictionary with the following fields: [code]collider[/code]: The colliding object. [code]collider_id[/code]: The colliding object's ID. - [code]normal[/code]: The object's surface normal at the intersection point. + [code]normal[/code]: The object's surface normal at the intersection point, or [code]Vector2(0, 0)[/code] if the ray starts inside the shape and [member PhysicsRayQueryParameters2D.hit_from_inside] is [code]true[/code]. [code]position[/code]: The intersection point. [code]rid[/code]: The intersecting object's [RID]. [code]shape[/code]: The shape index of the colliding shape. diff --git a/doc/classes/PhysicsDirectSpaceState3D.xml b/doc/classes/PhysicsDirectSpaceState3D.xml index 6a7fe46518..349ce31ab4 100644 --- a/doc/classes/PhysicsDirectSpaceState3D.xml +++ b/doc/classes/PhysicsDirectSpaceState3D.xml @@ -65,7 +65,7 @@ Intersects a ray in a given space. Ray position and other parameters are defined through [PhysicsRayQueryParameters3D]. The returned object is a dictionary with the following fields: [code]collider[/code]: The colliding object. [code]collider_id[/code]: The colliding object's ID. - [code]normal[/code]: The object's surface normal at the intersection point. + [code]normal[/code]: The object's surface normal at the intersection point, or [code]Vector3(0, 0, 0)[/code] if the ray starts inside the shape and [member PhysicsRayQueryParameters3D.hit_from_inside] is [code]true[/code]. [code]position[/code]: The intersection point. [code]rid[/code]: The intersecting object's [RID]. [code]shape[/code]: The shape index of the colliding shape. diff --git a/doc/classes/PhysicsRayQueryParameters2D.xml b/doc/classes/PhysicsRayQueryParameters2D.xml index 0e99e47286..b71b48f223 100644 --- a/doc/classes/PhysicsRayQueryParameters2D.xml +++ b/doc/classes/PhysicsRayQueryParameters2D.xml @@ -24,6 +24,9 @@ <member name="from" type="Vector2" setter="set_from" getter="get_from" default="Vector2(0, 0)"> The starting point of the ray being queried for, in global coordinates. </member> + <member name="hit_from_inside" type="bool" setter="set_hit_from_inside" getter="is_hit_from_inside_enabled" default="false"> + If [code]true[/code], the query will detect a hit when starting inside shapes. In this case the collision normal will be [code]Vector2(0, 0)[/code]. Does not affect concave polygon shapes. + </member> <member name="to" type="Vector2" setter="set_to" getter="get_to" default="Vector2(0, 0)"> The ending point of the ray being queried for, in global coordinates. </member> diff --git a/doc/classes/PhysicsRayQueryParameters3D.xml b/doc/classes/PhysicsRayQueryParameters3D.xml index dbd09e5128..3085ff3b35 100644 --- a/doc/classes/PhysicsRayQueryParameters3D.xml +++ b/doc/classes/PhysicsRayQueryParameters3D.xml @@ -24,6 +24,12 @@ <member name="from" type="Vector3" setter="set_from" getter="get_from" default="Vector3(0, 0, 0)"> The starting point of the ray being queried for, in global coordinates. </member> + <member name="hit_back_faces" type="bool" setter="set_hit_back_faces" getter="is_hit_back_faces_enabled" default="true"> + If [code]true[/code], the query will hit back faces with concave polygon shapes with back face enabled or heightmap shapes. + </member> + <member name="hit_from_inside" type="bool" setter="set_hit_from_inside" getter="is_hit_from_inside_enabled" default="false"> + If [code]true[/code], the query will detect a hit when starting inside shapes. In this case the collision normal will be [code]Vector3(0, 0, 0)[/code]. Does not affect concave polygon shapes or heightmap shapes. + </member> <member name="to" type="Vector3" setter="set_to" getter="get_to" default="Vector3(0, 0, 0)"> The ending point of the ray being queried for, in global coordinates. </member> diff --git a/doc/classes/RayCast2D.xml b/doc/classes/RayCast2D.xml index 592c074a77..d7540ef206 100644 --- a/doc/classes/RayCast2D.xml +++ b/doc/classes/RayCast2D.xml @@ -63,7 +63,7 @@ <method name="get_collision_normal" qualifiers="const"> <return type="Vector2" /> <description> - Returns the normal of the intersecting object's shape at the collision point. + Returns the normal of the intersecting object's shape at the collision point, or [code]Vector2(0, 0)[/code] if the ray starts inside the shape and [member hit_from_inside] is [code]true[/code]. </description> </method> <method name="get_collision_point" qualifiers="const"> @@ -118,6 +118,9 @@ <member name="exclude_parent" type="bool" setter="set_exclude_parent_body" getter="get_exclude_parent_body" default="true"> If [code]true[/code], the parent node will be excluded from collision detection. </member> + <member name="hit_from_inside" type="bool" setter="set_hit_from_inside" getter="is_hit_from_inside_enabled" default="false"> + If [code]true[/code], the ray will detect a hit when starting inside shapes. In this case the collision normal will be [code]Vector2(0, 0)[/code]. Does not affect concave polygon shapes. + </member> <member name="target_position" type="Vector2" setter="set_target_position" getter="get_target_position" default="Vector2(0, 50)"> The ray's destination point, relative to the RayCast's [code]position[/code]. </member> diff --git a/doc/classes/RayCast3D.xml b/doc/classes/RayCast3D.xml index c7253e81c4..f15643c93f 100644 --- a/doc/classes/RayCast3D.xml +++ b/doc/classes/RayCast3D.xml @@ -65,7 +65,7 @@ <method name="get_collision_normal" qualifiers="const"> <return type="Vector3" /> <description> - Returns the normal of the intersecting object's shape at the collision point. + Returns the normal of the intersecting object's shape at the collision point, or [code]Vector3(0, 0, 0)[/code] if the ray starts inside the shape and [member hit_from_inside] is [code]true[/code]. </description> </method> <method name="get_collision_point" qualifiers="const"> @@ -127,6 +127,9 @@ <member name="exclude_parent" type="bool" setter="set_exclude_parent_body" getter="get_exclude_parent_body" default="true"> If [code]true[/code], collisions will be ignored for this RayCast3D's immediate parent. </member> + <member name="hit_from_inside" type="bool" setter="set_hit_from_inside" getter="is_hit_from_inside_enabled" default="false"> + If [code]true[/code], the ray will detect a hit when starting inside shapes. In this case the collision normal will be [code]Vector3(0, 0, 0)[/code]. Does not affect shapes with no volume like concave polygon or heightmap. + </member> <member name="target_position" type="Vector3" setter="set_target_position" getter="get_target_position" default="Vector3(0, -1, 0)"> The ray's destination point, relative to the RayCast's [code]position[/code]. </member> diff --git a/scene/2d/ray_cast_2d.cpp b/scene/2d/ray_cast_2d.cpp index 7af91f3a8d..f9830a8743 100644 --- a/scene/2d/ray_cast_2d.cpp +++ b/scene/2d/ray_cast_2d.cpp @@ -200,6 +200,7 @@ void RayCast2D::_update_raycast_state() { ray_params.collision_mask = collision_mask; ray_params.collide_with_bodies = collide_with_bodies; ray_params.collide_with_areas = collide_with_areas; + ray_params.hit_from_inside = hit_from_inside; if (dss->intersect_ray(ray_params, rr)) { collided = true; @@ -290,22 +291,30 @@ void RayCast2D::clear_exceptions() { exclude.clear(); } -void RayCast2D::set_collide_with_areas(bool p_clip) { - collide_with_areas = p_clip; +void RayCast2D::set_collide_with_areas(bool p_enabled) { + collide_with_areas = p_enabled; } bool RayCast2D::is_collide_with_areas_enabled() const { return collide_with_areas; } -void RayCast2D::set_collide_with_bodies(bool p_clip) { - collide_with_bodies = p_clip; +void RayCast2D::set_collide_with_bodies(bool p_enabled) { + collide_with_bodies = p_enabled; } bool RayCast2D::is_collide_with_bodies_enabled() const { return collide_with_bodies; } +void RayCast2D::set_hit_from_inside(bool p_enabled) { + hit_from_inside = p_enabled; +} + +bool RayCast2D::is_hit_from_inside_enabled() const { + return hit_from_inside; +} + void RayCast2D::_bind_methods() { ClassDB::bind_method(D_METHOD("set_enabled", "enabled"), &RayCast2D::set_enabled); ClassDB::bind_method(D_METHOD("is_enabled"), &RayCast2D::is_enabled); @@ -344,10 +353,14 @@ void RayCast2D::_bind_methods() { ClassDB::bind_method(D_METHOD("set_collide_with_bodies", "enable"), &RayCast2D::set_collide_with_bodies); ClassDB::bind_method(D_METHOD("is_collide_with_bodies_enabled"), &RayCast2D::is_collide_with_bodies_enabled); + ClassDB::bind_method(D_METHOD("set_hit_from_inside", "enable"), &RayCast2D::set_hit_from_inside); + ClassDB::bind_method(D_METHOD("is_hit_from_inside_enabled"), &RayCast2D::is_hit_from_inside_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::VECTOR2, "target_position"), "set_target_position", "get_target_position"); ADD_PROPERTY(PropertyInfo(Variant::INT, "collision_mask", PROPERTY_HINT_LAYERS_2D_PHYSICS), "set_collision_mask", "get_collision_mask"); + ADD_PROPERTY(PropertyInfo(Variant::BOOL, "hit_from_inside"), "set_hit_from_inside", "is_hit_from_inside_enabled"); 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"); diff --git a/scene/2d/ray_cast_2d.h b/scene/2d/ray_cast_2d.h index 65b6e7899b..3ee09fad32 100644 --- a/scene/2d/ray_cast_2d.h +++ b/scene/2d/ray_cast_2d.h @@ -51,6 +51,8 @@ class RayCast2D : public Node2D { bool collide_with_areas = false; bool collide_with_bodies = true; + bool hit_from_inside = false; + void _draw_debug_shape(); protected: @@ -65,6 +67,9 @@ public: void set_collide_with_bodies(bool p_clip); bool is_collide_with_bodies_enabled() const; + void set_hit_from_inside(bool p_enable); + bool is_hit_from_inside_enabled() const; + void set_enabled(bool p_enabled); bool is_enabled() const; diff --git a/scene/3d/ray_cast_3d.cpp b/scene/3d/ray_cast_3d.cpp index 646f659996..bfa397a1f5 100644 --- a/scene/3d/ray_cast_3d.cpp +++ b/scene/3d/ray_cast_3d.cpp @@ -219,6 +219,7 @@ void RayCast3D::_update_raycast_state() { ray_params.collision_mask = collision_mask; ray_params.collide_with_bodies = collide_with_bodies; ray_params.collide_with_areas = collide_with_areas; + ray_params.hit_from_inside = hit_from_inside; PhysicsDirectSpaceState3D::RayResult rr; if (dss->intersect_ray(ray_params, rr)) { @@ -268,22 +269,30 @@ void RayCast3D::clear_exceptions() { exclude.clear(); } -void RayCast3D::set_collide_with_areas(bool p_clip) { - collide_with_areas = p_clip; +void RayCast3D::set_collide_with_areas(bool p_enabled) { + collide_with_areas = p_enabled; } 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; +void RayCast3D::set_collide_with_bodies(bool p_enabled) { + collide_with_bodies = p_enabled; } bool RayCast3D::is_collide_with_bodies_enabled() const { return collide_with_bodies; } +void RayCast3D::set_hit_from_inside(bool p_enabled) { + hit_from_inside = p_enabled; +} + +bool RayCast3D::is_hit_from_inside_enabled() const { + return hit_from_inside; +} + 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); @@ -322,6 +331,9 @@ void RayCast3D::_bind_methods() { 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); + ClassDB::bind_method(D_METHOD("set_hit_from_inside", "enable"), &RayCast3D::set_hit_from_inside); + ClassDB::bind_method(D_METHOD("is_hit_from_inside_enabled"), &RayCast3D::is_hit_from_inside_enabled); + ClassDB::bind_method(D_METHOD("set_debug_shape_custom_color", "debug_shape_custom_color"), &RayCast3D::set_debug_shape_custom_color); ClassDB::bind_method(D_METHOD("get_debug_shape_custom_color"), &RayCast3D::get_debug_shape_custom_color); @@ -332,6 +344,7 @@ void RayCast3D::_bind_methods() { ADD_PROPERTY(PropertyInfo(Variant::BOOL, "exclude_parent"), "set_exclude_parent_body", "get_exclude_parent_body"); ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "target_position"), "set_target_position", "get_target_position"); ADD_PROPERTY(PropertyInfo(Variant::INT, "collision_mask", PROPERTY_HINT_LAYERS_3D_PHYSICS), "set_collision_mask", "get_collision_mask"); + ADD_PROPERTY(PropertyInfo(Variant::BOOL, "hit_from_inside"), "set_hit_from_inside", "is_hit_from_inside_enabled"); 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"); diff --git a/scene/3d/ray_cast_3d.h b/scene/3d/ray_cast_3d.h index 3828bfb4c4..5c2a61c35b 100644 --- a/scene/3d/ray_cast_3d.h +++ b/scene/3d/ray_cast_3d.h @@ -65,18 +65,23 @@ class RayCast3D : public Node3D { bool collide_with_areas = false; bool collide_with_bodies = true; + bool hit_from_inside = false; + protected: void _notification(int p_what); void _update_raycast_state(); static void _bind_methods(); public: - void set_collide_with_areas(bool p_clip); + void set_collide_with_areas(bool p_enabled); bool is_collide_with_areas_enabled() const; - void set_collide_with_bodies(bool p_clip); + void set_collide_with_bodies(bool p_enabled); bool is_collide_with_bodies_enabled() const; + void set_hit_from_inside(bool p_enabled); + bool is_hit_from_inside_enabled() const; + void set_enabled(bool p_enabled); bool is_enabled() const; diff --git a/servers/physics_2d/godot_space_2d.cpp b/servers/physics_2d/godot_space_2d.cpp index 5c189aa06a..6465a5542c 100644 --- a/servers/physics_2d/godot_space_2d.cpp +++ b/servers/physics_2d/godot_space_2d.cpp @@ -153,6 +153,22 @@ bool GodotPhysicsDirectSpaceState2D::intersect_ray(const RayParameters &p_parame Vector2 shape_point, shape_normal; + if (shape->contains_point(local_from)) { + if (p_parameters.hit_from_inside) { + // Hit shape at starting point. + min_d = 0; + res_point = local_from; + res_normal = Vector2(); + res_shape = shape_idx; + res_obj = col_obj; + collided = true; + break; + } else { + // Ignore shape when starting inside. + continue; + } + } + if (shape->intersect_segment(local_from, local_to, shape_point, shape_normal)) { Transform2D xform = col_obj->get_transform() * col_obj->get_shape_transform(shape_idx); shape_point = xform.xform(shape_point); diff --git a/servers/physics_3d/godot_body_pair_3d.cpp b/servers/physics_3d/godot_body_pair_3d.cpp index f7d9ed9ee9..f0002870ae 100644 --- a/servers/physics_3d/godot_body_pair_3d.cpp +++ b/servers/physics_3d/godot_body_pair_3d.cpp @@ -191,7 +191,7 @@ bool GodotBodyPair3D::_test_ccd(real_t p_step, GodotBody3D *p_A, int p_shape_A, Vector3 local_to = from_inv.xform(to); Vector3 rpos, rnorm; - if (!p_B->get_shape(p_shape_B)->intersect_segment(local_from, local_to, rpos, rnorm)) { + if (!p_B->get_shape(p_shape_B)->intersect_segment(local_from, local_to, rpos, rnorm, true)) { return false; } diff --git a/servers/physics_3d/godot_collision_solver_3d.cpp b/servers/physics_3d/godot_collision_solver_3d.cpp index b9f2f7506b..686f3e4d59 100644 --- a/servers/physics_3d/godot_collision_solver_3d.cpp +++ b/servers/physics_3d/godot_collision_solver_3d.cpp @@ -102,7 +102,7 @@ bool GodotCollisionSolver3D::solve_separation_ray(const GodotShape3D *p_shape_A, to = ai.xform(to); Vector3 p, n; - if (!p_shape_B->intersect_segment(from, to, p, n)) { + if (!p_shape_B->intersect_segment(from, to, p, n, true)) { return false; } diff --git a/servers/physics_3d/godot_shape_3d.cpp b/servers/physics_3d/godot_shape_3d.cpp index 4c12a5a948..b520ee45c7 100644 --- a/servers/physics_3d/godot_shape_3d.cpp +++ b/servers/physics_3d/godot_shape_3d.cpp @@ -119,7 +119,7 @@ Vector3 GodotWorldBoundaryShape3D::get_support(const Vector3 &p_normal) const { return p_normal * 1e15; } -bool GodotWorldBoundaryShape3D::intersect_segment(const Vector3 &p_begin, const Vector3 &p_end, Vector3 &r_result, Vector3 &r_normal) const { +bool GodotWorldBoundaryShape3D::intersect_segment(const Vector3 &p_begin, const Vector3 &p_end, Vector3 &r_result, Vector3 &r_normal, bool p_hit_back_faces) const { bool inters = plane.intersects_segment(p_begin, p_end, &r_result); if (inters) { r_normal = plane.normal; @@ -200,7 +200,7 @@ void GodotSeparationRayShape3D::get_supports(const Vector3 &p_normal, int p_max, } } -bool GodotSeparationRayShape3D::intersect_segment(const Vector3 &p_begin, const Vector3 &p_end, Vector3 &r_result, Vector3 &r_normal) const { +bool GodotSeparationRayShape3D::intersect_segment(const Vector3 &p_begin, const Vector3 &p_end, Vector3 &r_result, Vector3 &r_normal, bool p_hit_back_faces) const { return false; //simply not possible } @@ -268,7 +268,7 @@ void GodotSphereShape3D::get_supports(const Vector3 &p_normal, int p_max, Vector r_type = FEATURE_POINT; } -bool GodotSphereShape3D::intersect_segment(const Vector3 &p_begin, const Vector3 &p_end, Vector3 &r_result, Vector3 &r_normal) const { +bool GodotSphereShape3D::intersect_segment(const Vector3 &p_begin, const Vector3 &p_end, Vector3 &r_result, Vector3 &r_normal, bool p_hit_back_faces) const { return Geometry3D::segment_intersects_sphere(p_begin, p_end, Vector3(), radius, &r_result, &r_normal); } @@ -410,7 +410,7 @@ void GodotBoxShape3D::get_supports(const Vector3 &p_normal, int p_max, Vector3 * r_supports[0] = point; } -bool GodotBoxShape3D::intersect_segment(const Vector3 &p_begin, const Vector3 &p_end, Vector3 &r_result, Vector3 &r_normal) const { +bool GodotBoxShape3D::intersect_segment(const Vector3 &p_begin, const Vector3 &p_end, Vector3 &r_result, Vector3 &r_normal, bool p_hit_back_faces) const { AABB aabb(-half_extents, half_extents * 2.0); return aabb.intersects_segment(p_begin, p_end, &r_result, &r_normal); @@ -546,7 +546,7 @@ void GodotCapsuleShape3D::get_supports(const Vector3 &p_normal, int p_max, Vecto } } -bool GodotCapsuleShape3D::intersect_segment(const Vector3 &p_begin, const Vector3 &p_end, Vector3 &r_result, Vector3 &r_normal) const { +bool GodotCapsuleShape3D::intersect_segment(const Vector3 &p_begin, const Vector3 &p_end, Vector3 &r_result, Vector3 &r_normal, bool p_hit_back_faces) const { Vector3 norm = (p_end - p_begin).normalized(); real_t min_d = 1e20; @@ -761,7 +761,7 @@ void GodotCylinderShape3D::get_supports(const Vector3 &p_normal, int p_max, Vect } } -bool GodotCylinderShape3D::intersect_segment(const Vector3 &p_begin, const Vector3 &p_end, Vector3 &r_result, Vector3 &r_normal) const { +bool GodotCylinderShape3D::intersect_segment(const Vector3 &p_begin, const Vector3 &p_end, Vector3 &r_result, Vector3 &r_normal, bool p_hit_back_faces) const { return Geometry3D::segment_intersects_cylinder(p_begin, p_end, height, radius, &r_result, &r_normal, 1); } @@ -954,7 +954,7 @@ void GodotConvexPolygonShape3D::get_supports(const Vector3 &p_normal, int p_max, r_type = FEATURE_POINT; } -bool GodotConvexPolygonShape3D::intersect_segment(const Vector3 &p_begin, const Vector3 &p_end, Vector3 &r_result, Vector3 &r_normal) const { +bool GodotConvexPolygonShape3D::intersect_segment(const Vector3 &p_begin, const Vector3 &p_end, Vector3 &r_result, Vector3 &r_normal, bool p_hit_back_faces) const { const Geometry3D::MeshData::Face *faces = mesh.faces.ptr(); int fc = mesh.faces.size(); @@ -1188,12 +1188,12 @@ void GodotFaceShape3D::get_supports(const Vector3 &p_normal, int p_max, Vector3 r_supports[0] = vertex[vert_support_idx]; } -bool GodotFaceShape3D::intersect_segment(const Vector3 &p_begin, const Vector3 &p_end, Vector3 &r_result, Vector3 &r_normal) const { +bool GodotFaceShape3D::intersect_segment(const Vector3 &p_begin, const Vector3 &p_end, Vector3 &r_result, Vector3 &r_normal, bool p_hit_back_faces) const { bool c = Geometry3D::segment_intersects_triangle(p_begin, p_end, vertex[0], vertex[1], vertex[2], &r_result); if (c) { r_normal = Plane(vertex[0], vertex[1], vertex[2]).normal; if (r_normal.dot(p_end - p_begin) > 0) { - if (backface_collision) { + if (backface_collision && p_hit_back_faces) { r_normal = -r_normal; } else { c = false; @@ -1304,7 +1304,7 @@ void GodotConcavePolygonShape3D::_cull_segment(int p_idx, _SegmentCullParams *p_ Vector3 res; Vector3 normal; - if (face->intersect_segment(p_params->from, p_params->to, res, normal)) { + if (face->intersect_segment(p_params->from, p_params->to, res, normal, true)) { real_t d = p_params->dir.dot(res) - p_params->dir.dot(p_params->from); if ((d > 0) && (d < p_params->min_d)) { p_params->min_d = d; @@ -1323,7 +1323,7 @@ void GodotConcavePolygonShape3D::_cull_segment(int p_idx, _SegmentCullParams *p_ } } -bool GodotConcavePolygonShape3D::intersect_segment(const Vector3 &p_begin, const Vector3 &p_end, Vector3 &r_result, Vector3 &r_normal) const { +bool GodotConcavePolygonShape3D::intersect_segment(const Vector3 &p_begin, const Vector3 &p_end, Vector3 &r_result, Vector3 &r_normal, bool p_hit_back_faces) const { if (faces.size() == 0) { return false; } @@ -1334,7 +1334,7 @@ bool GodotConcavePolygonShape3D::intersect_segment(const Vector3 &p_begin, const const BVH *br = bvh.ptr(); GodotFaceShape3D face; - face.backface_collision = backface_collision; + face.backface_collision = backface_collision && p_hit_back_faces; _SegmentCullParams params; params.from = p_begin; @@ -1675,7 +1675,7 @@ struct _HeightmapGridCullState { _FORCE_INLINE_ bool _heightmap_face_cull_segment(_HeightmapSegmentCullParams &p_params) { Vector3 res; Vector3 normal; - if (p_params.face->intersect_segment(p_params.from, p_params.to, res, normal)) { + if (p_params.face->intersect_segment(p_params.from, p_params.to, res, normal, true)) { p_params.result = res; p_params.normal = normal; return true; @@ -1881,7 +1881,7 @@ bool GodotHeightMapShape3D::_intersect_grid_segment(ProcessFunction &p_process, return false; } -bool GodotHeightMapShape3D::intersect_segment(const Vector3 &p_begin, const Vector3 &p_end, Vector3 &r_point, Vector3 &r_normal) const { +bool GodotHeightMapShape3D::intersect_segment(const Vector3 &p_begin, const Vector3 &p_end, Vector3 &r_point, Vector3 &r_normal, bool p_hit_back_faces) const { if (heights.is_empty()) { return false; } @@ -1899,7 +1899,7 @@ bool GodotHeightMapShape3D::intersect_segment(const Vector3 &p_begin, const Vect // Simple case for rays that don't traverse the grid horizontally. // Just perform a test on the given cell. GodotFaceShape3D face; - face.backface_collision = false; + face.backface_collision = p_hit_back_faces; _HeightmapSegmentCullParams params; params.from = p_begin; diff --git a/servers/physics_3d/godot_shape_3d.h b/servers/physics_3d/godot_shape_3d.h index 1bbcd903f7..7a32b69166 100644 --- a/servers/physics_3d/godot_shape_3d.h +++ b/servers/physics_3d/godot_shape_3d.h @@ -80,7 +80,7 @@ public: virtual Vector3 get_support(const Vector3 &p_normal) const; virtual void get_supports(const Vector3 &p_normal, int p_max, Vector3 *r_supports, int &r_amount, FeatureType &r_type) const = 0; virtual Vector3 get_closest_point_to(const Vector3 &p_point) const = 0; - virtual bool intersect_segment(const Vector3 &p_begin, const Vector3 &p_end, Vector3 &r_point, Vector3 &r_normal) const = 0; + virtual bool intersect_segment(const Vector3 &p_begin, const Vector3 &p_end, Vector3 &r_point, Vector3 &r_normal, bool p_hit_back_faces) const = 0; virtual bool intersect_point(const Vector3 &p_point) const = 0; virtual Vector3 get_moment_of_inertia(real_t p_mass) const = 0; @@ -126,7 +126,7 @@ public: virtual Vector3 get_support(const Vector3 &p_normal) const override; virtual void get_supports(const Vector3 &p_normal, int p_max, Vector3 *r_supports, int &r_amount, FeatureType &r_type) const override { r_amount = 0; } - virtual bool intersect_segment(const Vector3 &p_begin, const Vector3 &p_end, Vector3 &r_result, Vector3 &r_normal) const override; + virtual bool intersect_segment(const Vector3 &p_begin, const Vector3 &p_end, Vector3 &r_result, Vector3 &r_normal, bool p_hit_back_faces) const override; virtual bool intersect_point(const Vector3 &p_point) const override; virtual Vector3 get_closest_point_to(const Vector3 &p_point) const override; virtual Vector3 get_moment_of_inertia(real_t p_mass) const override; @@ -153,7 +153,7 @@ public: virtual Vector3 get_support(const Vector3 &p_normal) const override; virtual void get_supports(const Vector3 &p_normal, int p_max, Vector3 *r_supports, int &r_amount, FeatureType &r_type) const override; - virtual bool intersect_segment(const Vector3 &p_begin, const Vector3 &p_end, Vector3 &r_result, Vector3 &r_normal) const override; + virtual bool intersect_segment(const Vector3 &p_begin, const Vector3 &p_end, Vector3 &r_result, Vector3 &r_normal, bool p_hit_back_faces) const override; virtual bool intersect_point(const Vector3 &p_point) const override; virtual Vector3 get_closest_point_to(const Vector3 &p_point) const override; @@ -180,7 +180,7 @@ public: virtual void project_range(const Vector3 &p_normal, const Transform3D &p_transform, real_t &r_min, real_t &r_max) const override; virtual Vector3 get_support(const Vector3 &p_normal) const override; virtual void get_supports(const Vector3 &p_normal, int p_max, Vector3 *r_supports, int &r_amount, FeatureType &r_type) const override; - virtual bool intersect_segment(const Vector3 &p_begin, const Vector3 &p_end, Vector3 &r_result, Vector3 &r_normal) const override; + virtual bool intersect_segment(const Vector3 &p_begin, const Vector3 &p_end, Vector3 &r_result, Vector3 &r_normal, bool p_hit_back_faces) const override; virtual bool intersect_point(const Vector3 &p_point) const override; virtual Vector3 get_closest_point_to(const Vector3 &p_point) const override; @@ -205,7 +205,7 @@ public: virtual void project_range(const Vector3 &p_normal, const Transform3D &p_transform, real_t &r_min, real_t &r_max) const override; virtual Vector3 get_support(const Vector3 &p_normal) const override; virtual void get_supports(const Vector3 &p_normal, int p_max, Vector3 *r_supports, int &r_amount, FeatureType &r_type) const override; - virtual bool intersect_segment(const Vector3 &p_begin, const Vector3 &p_end, Vector3 &r_result, Vector3 &r_normal) const override; + virtual bool intersect_segment(const Vector3 &p_begin, const Vector3 &p_end, Vector3 &r_result, Vector3 &r_normal, bool p_hit_back_faces) const override; virtual bool intersect_point(const Vector3 &p_point) const override; virtual Vector3 get_closest_point_to(const Vector3 &p_point) const override; @@ -234,7 +234,7 @@ public: virtual void project_range(const Vector3 &p_normal, const Transform3D &p_transform, real_t &r_min, real_t &r_max) const override; virtual Vector3 get_support(const Vector3 &p_normal) const override; virtual void get_supports(const Vector3 &p_normal, int p_max, Vector3 *r_supports, int &r_amount, FeatureType &r_type) const override; - virtual bool intersect_segment(const Vector3 &p_begin, const Vector3 &p_end, Vector3 &r_result, Vector3 &r_normal) const override; + virtual bool intersect_segment(const Vector3 &p_begin, const Vector3 &p_end, Vector3 &r_result, Vector3 &r_normal, bool p_hit_back_faces) const override; virtual bool intersect_point(const Vector3 &p_point) const override; virtual Vector3 get_closest_point_to(const Vector3 &p_point) const override; @@ -263,7 +263,7 @@ public: virtual void project_range(const Vector3 &p_normal, const Transform3D &p_transform, real_t &r_min, real_t &r_max) const override; virtual Vector3 get_support(const Vector3 &p_normal) const override; virtual void get_supports(const Vector3 &p_normal, int p_max, Vector3 *r_supports, int &r_amount, FeatureType &r_type) const override; - virtual bool intersect_segment(const Vector3 &p_begin, const Vector3 &p_end, Vector3 &r_result, Vector3 &r_normal) const override; + virtual bool intersect_segment(const Vector3 &p_begin, const Vector3 &p_end, Vector3 &r_result, Vector3 &r_normal, bool p_hit_back_faces) const override; virtual bool intersect_point(const Vector3 &p_point) const override; virtual Vector3 get_closest_point_to(const Vector3 &p_point) const override; @@ -288,7 +288,7 @@ public: virtual void project_range(const Vector3 &p_normal, const Transform3D &p_transform, real_t &r_min, real_t &r_max) const override; virtual Vector3 get_support(const Vector3 &p_normal) const override; virtual void get_supports(const Vector3 &p_normal, int p_max, Vector3 *r_supports, int &r_amount, FeatureType &r_type) const override; - virtual bool intersect_segment(const Vector3 &p_begin, const Vector3 &p_end, Vector3 &r_result, Vector3 &r_normal) const override; + virtual bool intersect_segment(const Vector3 &p_begin, const Vector3 &p_end, Vector3 &r_result, Vector3 &r_normal, bool p_hit_back_faces) const override; virtual bool intersect_point(const Vector3 &p_point) const override; virtual Vector3 get_closest_point_to(const Vector3 &p_point) const override; @@ -366,7 +366,7 @@ public: virtual void project_range(const Vector3 &p_normal, const Transform3D &p_transform, real_t &r_min, real_t &r_max) const override; virtual Vector3 get_support(const Vector3 &p_normal) const override; - virtual bool intersect_segment(const Vector3 &p_begin, const Vector3 &p_end, Vector3 &r_result, Vector3 &r_normal) const override; + virtual bool intersect_segment(const Vector3 &p_begin, const Vector3 &p_end, Vector3 &r_result, Vector3 &r_normal, bool p_hit_back_faces) const override; virtual bool intersect_point(const Vector3 &p_point) const override; virtual Vector3 get_closest_point_to(const Vector3 &p_point) const override; @@ -429,7 +429,7 @@ public: virtual void project_range(const Vector3 &p_normal, const Transform3D &p_transform, real_t &r_min, real_t &r_max) const override; virtual Vector3 get_support(const Vector3 &p_normal) const override; - virtual bool intersect_segment(const Vector3 &p_begin, const Vector3 &p_end, Vector3 &r_point, Vector3 &r_normal) const override; + virtual bool intersect_segment(const Vector3 &p_begin, const Vector3 &p_end, Vector3 &r_point, Vector3 &r_normal, bool p_hit_back_faces) const override; virtual bool intersect_point(const Vector3 &p_point) const override; virtual Vector3 get_closest_point_to(const Vector3 &p_point) const override; @@ -456,7 +456,7 @@ struct GodotFaceShape3D : public GodotShape3D { virtual void project_range(const Vector3 &p_normal, const Transform3D &p_transform, real_t &r_min, real_t &r_max) const override; virtual Vector3 get_support(const Vector3 &p_normal) const override; virtual void get_supports(const Vector3 &p_normal, int p_max, Vector3 *r_supports, int &r_amount, FeatureType &r_type) const override; - virtual bool intersect_segment(const Vector3 &p_begin, const Vector3 &p_end, Vector3 &r_result, Vector3 &r_normal) const override; + virtual bool intersect_segment(const Vector3 &p_begin, const Vector3 &p_end, Vector3 &r_result, Vector3 &r_normal, bool p_hit_back_faces) const override; virtual bool intersect_point(const Vector3 &p_point) const override; virtual Vector3 get_closest_point_to(const Vector3 &p_point) const override; @@ -495,7 +495,7 @@ struct GodotMotionShape3D : public GodotShape3D { } virtual void get_supports(const Vector3 &p_normal, int p_max, Vector3 *r_supports, int &r_amount, FeatureType &r_type) const override { r_amount = 0; } - virtual bool intersect_segment(const Vector3 &p_begin, const Vector3 &p_end, Vector3 &r_result, Vector3 &r_normal) const override { return false; } + virtual bool intersect_segment(const Vector3 &p_begin, const Vector3 &p_end, Vector3 &r_result, Vector3 &r_normal, bool p_hit_back_faces) const override { return false; } virtual bool intersect_point(const Vector3 &p_point) const override { return false; } virtual Vector3 get_closest_point_to(const Vector3 &p_point) const override { return p_point; } diff --git a/servers/physics_3d/godot_soft_body_3d.cpp b/servers/physics_3d/godot_soft_body_3d.cpp index 4b3e8cc0d9..3a55870f06 100644 --- a/servers/physics_3d/godot_soft_body_3d.cpp +++ b/servers/physics_3d/godot_soft_body_3d.cpp @@ -1300,7 +1300,7 @@ struct _SoftBodyIntersectSegmentInfo { } }; -bool GodotSoftBodyShape3D::intersect_segment(const Vector3 &p_begin, const Vector3 &p_end, Vector3 &r_result, Vector3 &r_normal) const { +bool GodotSoftBodyShape3D::intersect_segment(const Vector3 &p_begin, const Vector3 &p_end, Vector3 &r_result, Vector3 &r_normal, bool p_hit_back_faces) const { _SoftBodyIntersectSegmentInfo query_info; query_info.soft_body = soft_body; query_info.from = p_begin; diff --git a/servers/physics_3d/godot_soft_body_3d.h b/servers/physics_3d/godot_soft_body_3d.h index 008d5dddb8..b42fefee62 100644 --- a/servers/physics_3d/godot_soft_body_3d.h +++ b/servers/physics_3d/godot_soft_body_3d.h @@ -257,18 +257,18 @@ class GodotSoftBodyShape3D : public GodotShape3D { public: GodotSoftBody3D *get_soft_body() const { return soft_body; } - virtual PhysicsServer3D::ShapeType get_type() const { return PhysicsServer3D::SHAPE_SOFT_BODY; } - virtual void project_range(const Vector3 &p_normal, const Transform3D &p_transform, real_t &r_min, real_t &r_max) const { r_min = r_max = 0.0; } - virtual Vector3 get_support(const Vector3 &p_normal) const { return Vector3(); } - virtual void get_supports(const Vector3 &p_normal, int p_max, Vector3 *r_supports, int &r_amount, FeatureType &r_type) const { r_amount = 0; } - - virtual bool intersect_segment(const Vector3 &p_begin, const Vector3 &p_end, Vector3 &r_result, Vector3 &r_normal) const; - virtual bool intersect_point(const Vector3 &p_point) const; - virtual Vector3 get_closest_point_to(const Vector3 &p_point) const; - virtual Vector3 get_moment_of_inertia(real_t p_mass) const { return Vector3(); } - - virtual void set_data(const Variant &p_data) {} - virtual Variant get_data() const { return Variant(); } + virtual PhysicsServer3D::ShapeType get_type() const override { return PhysicsServer3D::SHAPE_SOFT_BODY; } + virtual void project_range(const Vector3 &p_normal, const Transform3D &p_transform, real_t &r_min, real_t &r_max) const override { r_min = r_max = 0.0; } + virtual Vector3 get_support(const Vector3 &p_normal) const override { return Vector3(); } + virtual void get_supports(const Vector3 &p_normal, int p_max, Vector3 *r_supports, int &r_amount, FeatureType &r_type) const override { r_amount = 0; } + + virtual bool intersect_segment(const Vector3 &p_begin, const Vector3 &p_end, Vector3 &r_result, Vector3 &r_normal, bool p_hit_back_faces) const override; + virtual bool intersect_point(const Vector3 &p_point) const override; + virtual Vector3 get_closest_point_to(const Vector3 &p_point) const override; + virtual Vector3 get_moment_of_inertia(real_t p_mass) const override { return Vector3(); } + + virtual void set_data(const Variant &p_data) override {} + virtual Variant get_data() const override { return Variant(); } void update_bounds(); diff --git a/servers/physics_3d/godot_space_3d.cpp b/servers/physics_3d/godot_space_3d.cpp index 77b37a2353..e2f90b90ad 100644 --- a/servers/physics_3d/godot_space_3d.cpp +++ b/servers/physics_3d/godot_space_3d.cpp @@ -148,7 +148,23 @@ bool GodotPhysicsDirectSpaceState3D::intersect_ray(const RayParameters &p_parame Vector3 shape_point, shape_normal; - if (shape->intersect_segment(local_from, local_to, shape_point, shape_normal)) { + if (shape->intersect_point(local_from)) { + if (p_parameters.hit_from_inside) { + // Hit shape at starting point. + min_d = 0; + res_point = local_from; + res_normal = Vector3(); + res_shape = shape_idx; + res_obj = col_obj; + collided = true; + break; + } else { + // Ignore shape when starting inside. + continue; + } + } + + if (shape->intersect_segment(local_from, local_to, shape_point, shape_normal, p_parameters.hit_back_faces)) { Transform3D xform = col_obj->get_transform() * col_obj->get_shape_transform(shape_idx); shape_point = xform.xform(shape_point); diff --git a/servers/physics_server_2d.cpp b/servers/physics_server_2d.cpp index fa89ccec65..849609e048 100644 --- a/servers/physics_server_2d.cpp +++ b/servers/physics_server_2d.cpp @@ -172,12 +172,16 @@ void PhysicsRayQueryParameters2D::_bind_methods() { ClassDB::bind_method(D_METHOD("set_collide_with_areas", "enable"), &PhysicsRayQueryParameters2D::set_collide_with_areas); ClassDB::bind_method(D_METHOD("is_collide_with_areas_enabled"), &PhysicsRayQueryParameters2D::is_collide_with_areas_enabled); + ClassDB::bind_method(D_METHOD("set_hit_from_inside", "enable"), &PhysicsRayQueryParameters2D::set_hit_from_inside); + ClassDB::bind_method(D_METHOD("is_hit_from_inside_enabled"), &PhysicsRayQueryParameters2D::is_hit_from_inside_enabled); + ADD_PROPERTY(PropertyInfo(Variant::VECTOR2, "from"), "set_from", "get_from"); ADD_PROPERTY(PropertyInfo(Variant::VECTOR2, "to"), "set_to", "get_to"); ADD_PROPERTY(PropertyInfo(Variant::INT, "collision_mask", PROPERTY_HINT_LAYERS_2D_PHYSICS), "set_collision_mask", "get_collision_mask"); ADD_PROPERTY(PropertyInfo(Variant::ARRAY, "exclude", PROPERTY_HINT_ARRAY_TYPE, "RID"), "set_exclude", "get_exclude"); ADD_PROPERTY(PropertyInfo(Variant::BOOL, "collide_with_bodies"), "set_collide_with_bodies", "is_collide_with_bodies_enabled"); ADD_PROPERTY(PropertyInfo(Variant::BOOL, "collide_with_areas"), "set_collide_with_areas", "is_collide_with_areas_enabled"); + ADD_PROPERTY(PropertyInfo(Variant::BOOL, "hit_from_inside"), "set_hit_from_inside", "is_hit_from_inside_enabled"); } /////////////////////////////////////////////////////// diff --git a/servers/physics_server_2d.h b/servers/physics_server_2d.h index fec03a8111..edf100dd10 100644 --- a/servers/physics_server_2d.h +++ b/servers/physics_server_2d.h @@ -121,6 +121,8 @@ public: bool collide_with_bodies = true; bool collide_with_areas = false; + + bool hit_from_inside = false; }; struct RayResult { @@ -604,6 +606,9 @@ public: void set_collide_with_areas(bool p_enable) { parameters.collide_with_areas = p_enable; } bool is_collide_with_areas_enabled() const { return parameters.collide_with_areas; } + void set_hit_from_inside(bool p_enable) { parameters.hit_from_inside = p_enable; } + bool is_hit_from_inside_enabled() const { return parameters.hit_from_inside; } + void set_exclude(const Vector<RID> &p_exclude); Vector<RID> get_exclude() const; }; diff --git a/servers/physics_server_3d.cpp b/servers/physics_server_3d.cpp index eb52cbfe5a..17b0b910b0 100644 --- a/servers/physics_server_3d.cpp +++ b/servers/physics_server_3d.cpp @@ -175,12 +175,20 @@ void PhysicsRayQueryParameters3D::_bind_methods() { ClassDB::bind_method(D_METHOD("set_collide_with_areas", "enable"), &PhysicsRayQueryParameters3D::set_collide_with_areas); ClassDB::bind_method(D_METHOD("is_collide_with_areas_enabled"), &PhysicsRayQueryParameters3D::is_collide_with_areas_enabled); + ClassDB::bind_method(D_METHOD("set_hit_from_inside", "enable"), &PhysicsRayQueryParameters3D::set_hit_from_inside); + ClassDB::bind_method(D_METHOD("is_hit_from_inside_enabled"), &PhysicsRayQueryParameters3D::is_hit_from_inside_enabled); + + ClassDB::bind_method(D_METHOD("set_hit_back_faces", "enable"), &PhysicsRayQueryParameters3D::set_hit_back_faces); + ClassDB::bind_method(D_METHOD("is_hit_back_faces_enabled"), &PhysicsRayQueryParameters3D::is_hit_back_faces_enabled); + ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "from"), "set_from", "get_from"); ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "to"), "set_to", "get_to"); ADD_PROPERTY(PropertyInfo(Variant::INT, "collision_mask", PROPERTY_HINT_LAYERS_3D_PHYSICS), "set_collision_mask", "get_collision_mask"); ADD_PROPERTY(PropertyInfo(Variant::ARRAY, "exclude", PROPERTY_HINT_ARRAY_TYPE, "RID"), "set_exclude", "get_exclude"); ADD_PROPERTY(PropertyInfo(Variant::BOOL, "collide_with_bodies"), "set_collide_with_bodies", "is_collide_with_bodies_enabled"); ADD_PROPERTY(PropertyInfo(Variant::BOOL, "collide_with_areas"), "set_collide_with_areas", "is_collide_with_areas_enabled"); + ADD_PROPERTY(PropertyInfo(Variant::BOOL, "hit_from_inside"), "set_hit_from_inside", "is_hit_from_inside_enabled"); + ADD_PROPERTY(PropertyInfo(Variant::BOOL, "hit_back_faces"), "set_hit_back_faces", "is_hit_back_faces_enabled"); } /////////////////////////////////////////////////////// diff --git a/servers/physics_server_3d.h b/servers/physics_server_3d.h index b5113fd35f..f96f47db69 100644 --- a/servers/physics_server_3d.h +++ b/servers/physics_server_3d.h @@ -125,6 +125,9 @@ public: bool collide_with_bodies = true; bool collide_with_areas = false; + bool hit_from_inside = false; + bool hit_back_faces = true; + bool pick_ray = false; }; @@ -805,6 +808,12 @@ public: void set_collide_with_areas(bool p_enable) { parameters.collide_with_areas = p_enable; } bool is_collide_with_areas_enabled() const { return parameters.collide_with_areas; } + void set_hit_from_inside(bool p_enable) { parameters.hit_from_inside = p_enable; } + bool is_hit_from_inside_enabled() const { return parameters.hit_from_inside; } + + void set_hit_back_faces(bool p_enable) { parameters.hit_back_faces = p_enable; } + bool is_hit_back_faces_enabled() const { return parameters.hit_back_faces; } + void set_exclude(const Vector<RID> &p_exclude); Vector<RID> get_exclude() const; }; |