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-rw-r--r--doc/classes/ShapeCast3D.xml168
-rw-r--r--editor/icons/ShapeCast3D.svg1
-rw-r--r--editor/plugins/node_3d_editor_gizmos.cpp36
-rw-r--r--editor/plugins/node_3d_editor_gizmos.h12
-rw-r--r--editor/plugins/node_3d_editor_plugin.cpp1
-rw-r--r--scene/3d/shape_cast_3d.cpp630
-rw-r--r--scene/3d/shape_cast_3d.h142
-rw-r--r--scene/register_scene_types.cpp2
8 files changed, 992 insertions, 0 deletions
diff --git a/doc/classes/ShapeCast3D.xml b/doc/classes/ShapeCast3D.xml
new file mode 100644
index 0000000000..1f2ea96f42
--- /dev/null
+++ b/doc/classes/ShapeCast3D.xml
@@ -0,0 +1,168 @@
+<?xml version="1.0" encoding="UTF-8" ?>
+<class name="ShapeCast3D" inherits="Node3D" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
+ <brief_description>
+ Node for physics collision sweep and immediate overlap queries. Similar to the [RayCast3D] node.
+ </brief_description>
+ <description>
+ Shape casting allows to detect collision objects by sweeping the [member shape] along the cast direction determined by [member target_position] (useful for things like beam weapons).
+ Immediate collision overlaps can be done with the [member target_position] set to [code]Vector3(0, 0, 0)[/code] and by calling [method force_shapecast_update] within the same [b]physics_frame[/b]. This also helps to overcome some limitations of [Area3D] when used as a continuous detection area, often requiring waiting a couple of frames before collision information is available to [Area3D] nodes, and when using the signals creates unnecessary complexity.
+ The node can detect multiple collision objects, but usually the first detected collision.
+ [b]Note:[/b] Shape casting is more computationally expensive compared to ray casting.
+ </description>
+ <tutorials>
+ </tutorials>
+ <methods>
+ <method name="add_exception">
+ <return type="void" />
+ <argument index="0" name="node" type="Object" />
+ <description>
+ Adds a collision exception so the shape does not report collisions with the specified [CollisionObject3D] node.
+ </description>
+ </method>
+ <method name="add_exception_rid">
+ <return type="void" />
+ <argument index="0" name="rid" type="RID" />
+ <description>
+ Adds a collision exception so the shape does not report collisions with the specified [RID].
+ </description>
+ </method>
+ <method name="clear_exceptions">
+ <return type="void" />
+ <description>
+ Removes all collision exceptions for this shape.
+ </description>
+ </method>
+ <method name="force_shapecast_update">
+ <return type="void" />
+ <description>
+ Updates the collision information for the shape. Use this method to update the collision information immediately instead of waiting for the next [code]_physics_process[/code] call, for example if the shape or its parent has changed state.
+ [b]Note:[/b] [code]enabled == true[/code] is not required for this to work.
+ </description>
+ </method>
+ <method name="get_closest_collision_safe_fraction" qualifiers="const">
+ <return type="float" />
+ <description>
+ The fraction of the motion (between 0 and 1) of how far the shape can move without triggering a collision. The motion is determined by [member target_position].
+ </description>
+ </method>
+ <method name="get_closest_collision_unsafe_fraction" qualifiers="const">
+ <return type="float" />
+ <description>
+ The fraction of the motion (between 0 and 1) when the shape triggers a collision. The motion is determined by [member target_position].
+ </description>
+ </method>
+ <method name="get_collider" qualifiers="const">
+ <return type="Object" />
+ <argument index="0" name="index" type="int" />
+ <description>
+ Returns the [Object] of one of the multiple collisions at [code]index[/code], or [code]null[/code] if no object is intersecting the shape (i.e. [method is_colliding] returns [code]false[/code]).
+ </description>
+ </method>
+ <method name="get_collider_shape" qualifiers="const">
+ <return type="int" />
+ <argument index="0" name="index" type="int" />
+ <description>
+ Returns the shape ID of one of the multiple collisions at [code]index[/code] that the shape intersects, or [code]0[/code] if no object is intersecting the shape (i.e. [method is_colliding] returns [code]false[/code]).
+ </description>
+ </method>
+ <method name="get_collision_count" qualifiers="const">
+ <return type="int" />
+ <description>
+ The number of collisions detected at the point of impact. Use this to iterate over multiple collisions as provided by [method get_collider], [method get_collider_shape], [method get_collision_point], and [method get_collision_normal] methods.
+ </description>
+ </method>
+ <method name="get_collision_mask_value" qualifiers="const">
+ <return type="bool" />
+ <argument index="0" name="layer_number" type="int" />
+ <description>
+ Returns whether or not the specified layer of the [member collision_mask] is enabled, given a [code]layer_number[/code] between 1 and 32.
+ </description>
+ </method>
+ <method name="get_collision_normal" qualifiers="const">
+ <return type="Vector3" />
+ <argument index="0" name="index" type="int" />
+ <description>
+ Returns the normal containing one of the multiple collisions at [code]index[/code] of the intersecting object.
+ </description>
+ </method>
+ <method name="get_collision_point" qualifiers="const">
+ <return type="Vector3" />
+ <argument index="0" name="index" type="int" />
+ <description>
+ Returns the collision point containing one of the multiple collisions at [code]index[/code] at which the shape intersects the object.
+ [b]Note:[/b] this point is in the [b]global[/b] coordinate system.
+ </description>
+ </method>
+ <method name="is_colliding" qualifiers="const">
+ <return type="bool" />
+ <description>
+ Returns whether any object is intersecting with the shape's vector (considering the vector length).
+ </description>
+ </method>
+ <method name="remove_exception">
+ <return type="void" />
+ <argument index="0" name="node" type="Object" />
+ <description>
+ Removes a collision exception so the shape does report collisions with the specified [CollisionObject3D] node.
+ </description>
+ </method>
+ <method name="remove_exception_rid">
+ <return type="void" />
+ <argument index="0" name="rid" type="RID" />
+ <description>
+ Removes a collision exception so the shape does report collisions with the specified [RID].
+ </description>
+ </method>
+ <method name="resource_changed">
+ <return type="void" />
+ <argument index="0" name="resource" type="Resource" />
+ <description>
+ Used internally to update the debug gizmo in the editor. Any code placed in this function will be called whenever the [member shape] resource is modified.
+ </description>
+ </method>
+ <method name="set_collision_mask_value">
+ <return type="void" />
+ <argument index="0" name="layer_number" type="int" />
+ <argument index="1" name="value" type="bool" />
+ <description>
+ Based on [code]value[/code], enables or disables the specified layer in the [member collision_mask], given a [code]layer_number[/code] between 1 and 32.
+ </description>
+ </method>
+ </methods>
+ <members>
+ <member name="collide_with_areas" type="bool" setter="set_collide_with_areas" getter="is_collide_with_areas_enabled" default="false">
+ If [code]true[/code], collision with [Area3D]s will be reported.
+ </member>
+ <member name="collide_with_bodies" type="bool" setter="set_collide_with_bodies" getter="is_collide_with_bodies_enabled" default="true">
+ If [code]true[/code], collision with [PhysicsBody3D]s will be reported.
+ </member>
+ <member name="collision_mask" type="int" setter="set_collision_mask" getter="get_collision_mask" default="1">
+ The shape's collision mask. Only objects in at least one collision layer enabled in the mask will be detected.
+ </member>
+ <member name="collision_result" type="Array" setter="" getter="_get_collision_result" default="[]">
+ A complete collision information. The data returned is the same as in the [method PhysicsDirectSpaceState3D.get_rest_info] method.
+ </member>
+ <member name="debug_shape_custom_color" type="Color" setter="set_debug_shape_custom_color" getter="get_debug_shape_custom_color" default="Color(0, 0, 0, 1)">
+ The custom color to use to draw the shape in the editor and at run-time if [b]Visible Collision Shapes[/b] is enabled in the [b]Debug[/b] menu. This color will be highlighted at run-time if the [ShapeCast3D] is colliding with something.
+ If set to [code]Color(0.0, 0.0, 0.0)[/code] (by default), the color set in [member ProjectSettings.debug/shapes/collision/shape_color] is used.
+ </member>
+ <member name="enabled" type="bool" setter="set_enabled" getter="is_enabled" default="true">
+ If [code]true[/code], collisions will be reported.
+ </member>
+ <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="margin" type="float" setter="set_margin" getter="get_margin" default="0.0">
+ The collision margin for the shape. A larger margin helps detecting collisions more consistently, at the cost of precision.
+ </member>
+ <member name="max_results" type="int" setter="set_max_results" getter="get_max_results" default="32">
+ The number of intersections can be limited with this parameter, to reduce the processing time.
+ </member>
+ <member name="shape" type="Shape3D" setter="set_shape" getter="get_shape">
+ Any [Shape3D] derived shape used for collision queries.
+ </member>
+ <member name="target_position" type="Vector3" setter="set_target_position" getter="get_target_position" default="Vector3(0, -1, 0)">
+ The shape's destination point, relative to this node's [code]position[/code].
+ </member>
+ </members>
+</class>
diff --git a/editor/icons/ShapeCast3D.svg b/editor/icons/ShapeCast3D.svg
new file mode 100644
index 0000000000..c9f24a59b4
--- /dev/null
+++ b/editor/icons/ShapeCast3D.svg
@@ -0,0 +1 @@
+<svg height="16" viewBox="0 0 16 16" width="16" xmlns="http://www.w3.org/2000/svg"><g fill="#fc7f7f"><path d="m7 1v9h-3l4 5 4-5h-3v-9z"/><circle cx="7.990566" cy="4.8202" r="4.009434"/></g></svg>
diff --git a/editor/plugins/node_3d_editor_gizmos.cpp b/editor/plugins/node_3d_editor_gizmos.cpp
index 77cf1f0064..6eef85d8b2 100644
--- a/editor/plugins/node_3d_editor_gizmos.cpp
+++ b/editor/plugins/node_3d_editor_gizmos.cpp
@@ -57,6 +57,7 @@
#include "scene/3d/position_3d.h"
#include "scene/3d/ray_cast_3d.h"
#include "scene/3d/reflection_probe.h"
+#include "scene/3d/shape_cast_3d.h"
#include "scene/3d/soft_dynamic_body_3d.h"
#include "scene/3d/spring_arm_3d.h"
#include "scene/3d/sprite_3d.h"
@@ -2540,6 +2541,41 @@ void RayCast3DGizmoPlugin::redraw(EditorNode3DGizmo *p_gizmo) {
/////
+ShapeCast3DGizmoPlugin::ShapeCast3DGizmoPlugin() {
+ const Color gizmo_color = EDITOR_GET("editors/3d_gizmos/gizmo_colors/shape");
+ create_material("shape_material", gizmo_color);
+ const float gizmo_value = gizmo_color.get_v();
+ const Color gizmo_color_disabled = Color(gizmo_value, gizmo_value, gizmo_value, 0.65);
+ create_material("shape_material_disabled", gizmo_color_disabled);
+}
+
+bool ShapeCast3DGizmoPlugin::has_gizmo(Node3D *p_spatial) {
+ return Object::cast_to<ShapeCast3D>(p_spatial) != nullptr;
+}
+
+String ShapeCast3DGizmoPlugin::get_gizmo_name() const {
+ return "ShapeCast3D";
+}
+
+int ShapeCast3DGizmoPlugin::get_priority() const {
+ return -1;
+}
+
+void ShapeCast3DGizmoPlugin::redraw(EditorNode3DGizmo *p_gizmo) {
+ ShapeCast3D *shapecast = Object::cast_to<ShapeCast3D>(p_gizmo->get_spatial_node());
+
+ p_gizmo->clear();
+
+ const Ref<StandardMaterial3D> material = shapecast->is_enabled() ? shapecast->get_debug_material() : get_material("shape_material_disabled");
+
+ p_gizmo->add_lines(shapecast->get_debug_shape_vertices(), material);
+ p_gizmo->add_lines(shapecast->get_debug_line_vertices(), material);
+
+ p_gizmo->add_collision_segments(shapecast->get_debug_line_vertices());
+}
+
+/////
+
void SpringArm3DGizmoPlugin::redraw(EditorNode3DGizmo *p_gizmo) {
SpringArm3D *spring_arm = Object::cast_to<SpringArm3D>(p_gizmo->get_spatial_node());
diff --git a/editor/plugins/node_3d_editor_gizmos.h b/editor/plugins/node_3d_editor_gizmos.h
index a0d7715347..739bf1b929 100644
--- a/editor/plugins/node_3d_editor_gizmos.h
+++ b/editor/plugins/node_3d_editor_gizmos.h
@@ -373,6 +373,18 @@ public:
RayCast3DGizmoPlugin();
};
+class ShapeCast3DGizmoPlugin : public EditorNode3DGizmoPlugin {
+ GDCLASS(ShapeCast3DGizmoPlugin, EditorNode3DGizmoPlugin);
+
+public:
+ bool has_gizmo(Node3D *p_spatial) override;
+ String get_gizmo_name() const override;
+ int get_priority() const override;
+ void redraw(EditorNode3DGizmo *p_gizmo) override;
+
+ ShapeCast3DGizmoPlugin();
+};
+
class SpringArm3DGizmoPlugin : public EditorNode3DGizmoPlugin {
GDCLASS(SpringArm3DGizmoPlugin, EditorNode3DGizmoPlugin);
diff --git a/editor/plugins/node_3d_editor_plugin.cpp b/editor/plugins/node_3d_editor_plugin.cpp
index 3042db7e2d..a77521e5d4 100644
--- a/editor/plugins/node_3d_editor_plugin.cpp
+++ b/editor/plugins/node_3d_editor_plugin.cpp
@@ -7313,6 +7313,7 @@ void Node3DEditor::_register_all_gizmos() {
add_gizmo_plugin(Ref<Label3DGizmoPlugin>(memnew(Label3DGizmoPlugin)));
add_gizmo_plugin(Ref<Position3DGizmoPlugin>(memnew(Position3DGizmoPlugin)));
add_gizmo_plugin(Ref<RayCast3DGizmoPlugin>(memnew(RayCast3DGizmoPlugin)));
+ add_gizmo_plugin(Ref<ShapeCast3DGizmoPlugin>(memnew(ShapeCast3DGizmoPlugin)));
add_gizmo_plugin(Ref<SpringArm3DGizmoPlugin>(memnew(SpringArm3DGizmoPlugin)));
add_gizmo_plugin(Ref<VehicleWheel3DGizmoPlugin>(memnew(VehicleWheel3DGizmoPlugin)));
add_gizmo_plugin(Ref<VisibleOnScreenNotifier3DGizmoPlugin>(memnew(VisibleOnScreenNotifier3DGizmoPlugin)));
diff --git a/scene/3d/shape_cast_3d.cpp b/scene/3d/shape_cast_3d.cpp
new file mode 100644
index 0000000000..df8bd7dfc9
--- /dev/null
+++ b/scene/3d/shape_cast_3d.cpp
@@ -0,0 +1,630 @@
+/*************************************************************************/
+/* shape_cast_3d.cpp */
+/*************************************************************************/
+/* This file is part of: */
+/* GODOT ENGINE */
+/* https://godotengine.org */
+/*************************************************************************/
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 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 "shape_cast_3d.h"
+
+#include "collision_object_3d.h"
+#include "mesh_instance_3d.h"
+#include "scene/resources/concave_polygon_shape_3d.h"
+
+void ShapeCast3D::_notification(int p_what) {
+ switch (p_what) {
+ case NOTIFICATION_ENTER_TREE: {
+ if (Engine::get_singleton()->is_editor_hint()) {
+ _update_debug_shape_vertices();
+ }
+ if (enabled && !Engine::get_singleton()->is_editor_hint()) {
+ set_physics_process_internal(true);
+ } else {
+ set_physics_process_internal(false);
+ }
+
+ if (get_tree()->is_debugging_collisions_hint()) {
+ _update_debug_shape();
+ }
+
+ 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_shapecast_state();
+ if (get_tree()->is_debugging_collisions_hint()) {
+ if (prev_collision_state != collided) {
+ _update_debug_shape_material(true);
+ }
+ if (collided) {
+ _update_debug_shape();
+ }
+ if (prev_collision_state == collided && !collided) {
+ _update_debug_shape();
+ }
+ }
+ } break;
+ }
+}
+
+void ShapeCast3D::_bind_methods() {
+ ClassDB::bind_method(D_METHOD("resource_changed", "resource"), &ShapeCast3D::resource_changed);
+
+ ClassDB::bind_method(D_METHOD("set_enabled", "enabled"), &ShapeCast3D::set_enabled);
+ ClassDB::bind_method(D_METHOD("is_enabled"), &ShapeCast3D::is_enabled);
+
+ ClassDB::bind_method(D_METHOD("set_shape", "shape"), &ShapeCast3D::set_shape);
+ ClassDB::bind_method(D_METHOD("get_shape"), &ShapeCast3D::get_shape);
+
+ ClassDB::bind_method(D_METHOD("set_target_position", "local_point"), &ShapeCast3D::set_target_position);
+ ClassDB::bind_method(D_METHOD("get_target_position"), &ShapeCast3D::get_target_position);
+
+ ClassDB::bind_method(D_METHOD("set_margin", "margin"), &ShapeCast3D::set_margin);
+ ClassDB::bind_method(D_METHOD("get_margin"), &ShapeCast3D::get_margin);
+
+ ClassDB::bind_method(D_METHOD("set_max_results", "max_results"), &ShapeCast3D::set_max_results);
+ ClassDB::bind_method(D_METHOD("get_max_results"), &ShapeCast3D::get_max_results);
+
+ ClassDB::bind_method(D_METHOD("is_colliding"), &ShapeCast3D::is_colliding);
+ ClassDB::bind_method(D_METHOD("get_collision_count"), &ShapeCast3D::get_collision_count);
+
+ ClassDB::bind_method(D_METHOD("force_shapecast_update"), &ShapeCast3D::force_shapecast_update);
+
+ ClassDB::bind_method(D_METHOD("get_collider", "index"), &ShapeCast3D::get_collider);
+ ClassDB::bind_method(D_METHOD("get_collider_shape", "index"), &ShapeCast3D::get_collider_shape);
+ ClassDB::bind_method(D_METHOD("get_collision_point", "index"), &ShapeCast3D::get_collision_point);
+ ClassDB::bind_method(D_METHOD("get_collision_normal", "index"), &ShapeCast3D::get_collision_normal);
+
+ ClassDB::bind_method(D_METHOD("get_closest_collision_safe_fraction"), &ShapeCast3D::get_closest_collision_safe_fraction);
+ ClassDB::bind_method(D_METHOD("get_closest_collision_unsafe_fraction"), &ShapeCast3D::get_closest_collision_unsafe_fraction);
+
+ ClassDB::bind_method(D_METHOD("add_exception_rid", "rid"), &ShapeCast3D::add_exception_rid);
+ ClassDB::bind_method(D_METHOD("add_exception", "node"), &ShapeCast3D::add_exception);
+
+ ClassDB::bind_method(D_METHOD("remove_exception_rid", "rid"), &ShapeCast3D::remove_exception_rid);
+ ClassDB::bind_method(D_METHOD("remove_exception", "node"), &ShapeCast3D::remove_exception);
+
+ ClassDB::bind_method(D_METHOD("clear_exceptions"), &ShapeCast3D::clear_exceptions);
+
+ ClassDB::bind_method(D_METHOD("set_collision_mask", "mask"), &ShapeCast3D::set_collision_mask);
+ ClassDB::bind_method(D_METHOD("get_collision_mask"), &ShapeCast3D::get_collision_mask);
+
+ ClassDB::bind_method(D_METHOD("set_collision_mask_value", "layer_number", "value"), &ShapeCast3D::set_collision_mask_value);
+ ClassDB::bind_method(D_METHOD("get_collision_mask_value", "layer_number"), &ShapeCast3D::get_collision_mask_value);
+
+ ClassDB::bind_method(D_METHOD("set_exclude_parent_body", "mask"), &ShapeCast3D::set_exclude_parent_body);
+ ClassDB::bind_method(D_METHOD("get_exclude_parent_body"), &ShapeCast3D::get_exclude_parent_body);
+
+ ClassDB::bind_method(D_METHOD("set_collide_with_areas", "enable"), &ShapeCast3D::set_collide_with_areas);
+ ClassDB::bind_method(D_METHOD("is_collide_with_areas_enabled"), &ShapeCast3D::is_collide_with_areas_enabled);
+
+ ClassDB::bind_method(D_METHOD("set_collide_with_bodies", "enable"), &ShapeCast3D::set_collide_with_bodies);
+ ClassDB::bind_method(D_METHOD("is_collide_with_bodies_enabled"), &ShapeCast3D::is_collide_with_bodies_enabled);
+
+ ClassDB::bind_method(D_METHOD("_get_collision_result"), &ShapeCast3D::_get_collision_result);
+
+ ClassDB::bind_method(D_METHOD("set_debug_shape_custom_color", "debug_shape_custom_color"), &ShapeCast3D::set_debug_shape_custom_color);
+ ClassDB::bind_method(D_METHOD("get_debug_shape_custom_color"), &ShapeCast3D::get_debug_shape_custom_color);
+
+ ADD_PROPERTY(PropertyInfo(Variant::BOOL, "enabled"), "set_enabled", "is_enabled");
+ ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "shape", PROPERTY_HINT_RESOURCE_TYPE, "Shape3D"), "set_shape", "get_shape");
+ ADD_PROPERTY(PropertyInfo(Variant::BOOL, "exclude_parent"), "set_exclude_parent_body", "get_exclude_parent_body");
+ ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "target_position", PROPERTY_HINT_NONE, "suffix:m"), "set_target_position", "get_target_position");
+ ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "margin", PROPERTY_HINT_RANGE, "0,100,0.01"), "set_margin", "get_margin");
+ ADD_PROPERTY(PropertyInfo(Variant::INT, "max_results"), "set_max_results", "get_max_results");
+ ADD_PROPERTY(PropertyInfo(Variant::INT, "collision_mask", PROPERTY_HINT_LAYERS_3D_PHYSICS), "set_collision_mask", "get_collision_mask");
+ ADD_PROPERTY(PropertyInfo(Variant::ARRAY, "collision_result", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NO_EDITOR), "", "_get_collision_result");
+
+ 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");
+
+ ADD_GROUP("Debug Shape", "debug_shape");
+ ADD_PROPERTY(PropertyInfo(Variant::COLOR, "debug_shape_custom_color"), "set_debug_shape_custom_color", "get_debug_shape_custom_color");
+}
+
+TypedArray<String> ShapeCast3D::get_configuration_warnings() const {
+ TypedArray<String> warnings = Node3D::get_configuration_warnings();
+
+ if (shape.is_null()) {
+ warnings.push_back(RTR("This node cannot interact with other objects unless a Shape3D is assigned."));
+ }
+ if (shape.is_valid() && Object::cast_to<ConcavePolygonShape3D>(*shape)) {
+ warnings.push_back(RTR("ShapeCast3D does not support ConcavePolygonShape3Ds. Collisions will not be reported."));
+ }
+ return warnings;
+}
+
+void ShapeCast3D::set_enabled(bool p_enabled) {
+ enabled = p_enabled;
+ update_gizmos();
+
+ 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 ShapeCast3D::is_enabled() const {
+ return enabled;
+}
+
+void ShapeCast3D::set_target_position(const Vector3 &p_point) {
+ target_position = p_point;
+ if (is_inside_tree()) {
+ _update_debug_shape();
+ }
+ update_gizmos();
+
+ if (Engine::get_singleton()->is_editor_hint()) {
+ if (is_inside_tree()) {
+ _update_debug_shape_vertices();
+ }
+ } else if (debug_shape) {
+ _update_debug_shape();
+ }
+}
+
+Vector3 ShapeCast3D::get_target_position() const {
+ return target_position;
+}
+
+void ShapeCast3D::set_margin(real_t p_margin) {
+ margin = p_margin;
+}
+
+real_t ShapeCast3D::get_margin() const {
+ return margin;
+}
+
+void ShapeCast3D::set_max_results(int p_max_results) {
+ max_results = p_max_results;
+}
+
+int ShapeCast3D::get_max_results() const {
+ return max_results;
+}
+
+void ShapeCast3D::set_collision_mask(uint32_t p_mask) {
+ collision_mask = p_mask;
+}
+
+uint32_t ShapeCast3D::get_collision_mask() const {
+ return collision_mask;
+}
+
+void ShapeCast3D::set_collision_mask_value(int p_layer_number, bool p_value) {
+ ERR_FAIL_COND_MSG(p_layer_number < 1, "Collision layer number must be between 1 and 32 inclusive.");
+ ERR_FAIL_COND_MSG(p_layer_number > 32, "Collision layer number must be between 1 and 32 inclusive.");
+ uint32_t mask = get_collision_mask();
+ if (p_value) {
+ mask |= 1 << (p_layer_number - 1);
+ } else {
+ mask &= ~(1 << (p_layer_number - 1));
+ }
+ set_collision_mask(mask);
+}
+
+bool ShapeCast3D::get_collision_mask_value(int p_layer_number) const {
+ ERR_FAIL_COND_V_MSG(p_layer_number < 1, false, "Collision layer number must be between 1 and 32 inclusive.");
+ ERR_FAIL_COND_V_MSG(p_layer_number > 32, false, "Collision layer number must be between 1 and 32 inclusive.");
+ return get_collision_mask() & (1 << (p_layer_number - 1));
+}
+
+int ShapeCast3D::get_collision_count() const {
+ return result.size();
+}
+
+bool ShapeCast3D::is_colliding() const {
+ return collided;
+}
+
+Object *ShapeCast3D::get_collider(int p_idx) const {
+ ERR_FAIL_INDEX_V_MSG(p_idx, result.size(), nullptr, "No collider found.");
+
+ if (result[p_idx].collider_id.is_null()) {
+ return nullptr;
+ }
+ return ObjectDB::get_instance(result[p_idx].collider_id);
+}
+
+int ShapeCast3D::get_collider_shape(int p_idx) const {
+ ERR_FAIL_INDEX_V_MSG(p_idx, result.size(), -1, "No collider shape found.");
+ return result[p_idx].shape;
+}
+
+Vector3 ShapeCast3D::get_collision_point(int p_idx) const {
+ ERR_FAIL_INDEX_V_MSG(p_idx, result.size(), Vector3(), "No collision point found.");
+ return result[p_idx].point;
+}
+
+Vector3 ShapeCast3D::get_collision_normal(int p_idx) const {
+ ERR_FAIL_INDEX_V_MSG(p_idx, result.size(), Vector3(), "No collision normal found.");
+ return result[p_idx].normal;
+}
+
+real_t ShapeCast3D::get_closest_collision_safe_fraction() const {
+ return collision_safe_fraction;
+}
+
+real_t ShapeCast3D::get_closest_collision_unsafe_fraction() const {
+ return collision_unsafe_fraction;
+}
+
+void ShapeCast3D::resource_changed(Ref<Resource> p_res) {
+ if (is_inside_tree()) {
+ _update_debug_shape();
+ }
+ update_gizmos();
+}
+
+void ShapeCast3D::set_shape(const Ref<Shape3D> &p_shape) {
+ if (p_shape == shape) {
+ return;
+ }
+ if (!shape.is_null()) {
+ shape->unregister_owner(this);
+ }
+ shape = p_shape;
+ if (!shape.is_null()) {
+ shape->register_owner(this);
+ }
+ if (p_shape.is_valid()) {
+ shape_rid = shape->get_rid();
+ }
+
+ if (is_inside_tree()) {
+ _update_debug_shape();
+ }
+
+ update_gizmos();
+ update_configuration_warnings();
+}
+
+Ref<Shape3D> ShapeCast3D::get_shape() const {
+ return shape;
+}
+
+void ShapeCast3D::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 ShapeCast3D::get_exclude_parent_body() const {
+ return exclude_parent_body;
+}
+
+void ShapeCast3D::_update_shapecast_state() {
+ result.clear();
+
+ ERR_FAIL_COND_MSG(shape.is_null(), "Null reference to shape. ShapeCast3D requires a Shape3D to sweep for collisions.");
+
+ 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);
+
+ Transform3D gt = get_global_transform();
+
+ PhysicsDirectSpaceState3D::ShapeParameters params;
+ params.shape_rid = shape_rid;
+ params.transform = gt;
+ params.motion = gt.basis.xform(target_position);
+ params.margin = margin;
+ params.exclude = exclude;
+ params.collision_mask = collision_mask;
+ params.collide_with_bodies = collide_with_bodies;
+ params.collide_with_areas = collide_with_areas;
+
+ collision_safe_fraction = 0.0;
+ collision_unsafe_fraction = 0.0;
+
+ if (target_position != Vector3()) {
+ dss->cast_motion(params, collision_safe_fraction, collision_unsafe_fraction);
+ if (collision_unsafe_fraction < 1.0) {
+ // Move shape transform to the point of impact,
+ // so we can collect contact info at that point.
+ gt.set_origin(gt.get_origin() + params.motion * (collision_unsafe_fraction + CMP_EPSILON));
+ params.transform = gt;
+ }
+ }
+ // Regardless of whether the shape is stuck or it's moved along
+ // the motion vector, we'll only consider static collisions from now on.
+ params.motion = Vector3();
+
+ bool intersected = true;
+ while (intersected && result.size() < max_results) {
+ PhysicsDirectSpaceState3D::ShapeRestInfo info;
+ intersected = dss->rest_info(params, &info);
+ if (intersected) {
+ result.push_back(info);
+ params.exclude.insert(info.rid);
+ }
+ }
+ collided = !result.is_empty();
+}
+
+void ShapeCast3D::force_shapecast_update() {
+ _update_shapecast_state();
+}
+
+void ShapeCast3D::add_exception_rid(const RID &p_rid) {
+ exclude.insert(p_rid);
+}
+
+void ShapeCast3D::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 ShapeCast3D::remove_exception_rid(const RID &p_rid) {
+ exclude.erase(p_rid);
+}
+
+void ShapeCast3D::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 ShapeCast3D::clear_exceptions() {
+ exclude.clear();
+}
+
+void ShapeCast3D::set_collide_with_areas(bool p_clip) {
+ collide_with_areas = p_clip;
+}
+
+bool ShapeCast3D::is_collide_with_areas_enabled() const {
+ return collide_with_areas;
+}
+
+void ShapeCast3D::set_collide_with_bodies(bool p_clip) {
+ collide_with_bodies = p_clip;
+}
+
+bool ShapeCast3D::is_collide_with_bodies_enabled() const {
+ return collide_with_bodies;
+}
+
+Array ShapeCast3D::_get_collision_result() const {
+ Array ret;
+
+ for (int i = 0; i < result.size(); ++i) {
+ const PhysicsDirectSpaceState3D::ShapeRestInfo &sri = result[i];
+
+ Dictionary col;
+ col["point"] = sri.point;
+ col["normal"] = sri.normal;
+ col["rid"] = sri.rid;
+ col["collider"] = ObjectDB::get_instance(sri.collider_id);
+ col["collider_id"] = sri.collider_id;
+ col["shape"] = sri.shape;
+ col["linear_velocity"] = sri.linear_velocity;
+
+ ret.push_back(col);
+ }
+ return ret;
+}
+
+void ShapeCast3D::_update_debug_shape_vertices() {
+ debug_shape_vertices.clear();
+ debug_line_vertices.clear();
+
+ if (!shape.is_null()) {
+ debug_shape_vertices.append_array(shape->get_debug_mesh_lines());
+ for (int i = 0; i < debug_shape_vertices.size(); i++) {
+ debug_shape_vertices.set(i, debug_shape_vertices[i] + Vector3(target_position * get_closest_collision_safe_fraction()));
+ }
+ }
+
+ if (target_position == Vector3()) {
+ return;
+ }
+
+ debug_line_vertices.push_back(Vector3());
+ debug_line_vertices.push_back(target_position);
+}
+
+const Vector<Vector3> &ShapeCast3D::get_debug_shape_vertices() const {
+ return debug_shape_vertices;
+}
+
+const Vector<Vector3> &ShapeCast3D::get_debug_line_vertices() const {
+ return debug_line_vertices;
+}
+
+void ShapeCast3D::set_debug_shape_custom_color(const Color &p_color) {
+ debug_shape_custom_color = p_color;
+ if (debug_material.is_valid()) {
+ _update_debug_shape_material();
+ }
+}
+
+Ref<StandardMaterial3D> ShapeCast3D::get_debug_material() {
+ _update_debug_shape_material();
+ return debug_material;
+}
+
+const Color &ShapeCast3D::get_debug_shape_custom_color() const {
+ return debug_shape_custom_color;
+}
+
+void ShapeCast3D::_create_debug_shape() {
+ _update_debug_shape_material();
+
+ Ref<ArrayMesh> mesh = memnew(ArrayMesh);
+
+ MeshInstance3D *mi = memnew(MeshInstance3D);
+ mi->set_mesh(mesh);
+
+ add_child(mi);
+ debug_shape = mi;
+}
+
+void ShapeCast3D::_update_debug_shape_material(bool p_check_collision) {
+ if (!debug_material.is_valid()) {
+ Ref<StandardMaterial3D> material = memnew(StandardMaterial3D);
+ debug_material = material;
+
+ material->set_shading_mode(StandardMaterial3D::SHADING_MODE_UNSHADED);
+ // Use double-sided rendering so that the RayCast can be seen if the camera is inside.
+ material->set_cull_mode(BaseMaterial3D::CULL_DISABLED);
+ material->set_transparency(BaseMaterial3D::TRANSPARENCY_ALPHA);
+ }
+
+ Color color = debug_shape_custom_color;
+ if (color == Color(0.0, 0.0, 0.0)) {
+ // Use the default debug shape color defined in the Project Settings.
+ color = get_tree()->get_debug_collisions_color();
+ }
+
+ if (p_check_collision && collided) {
+ if ((color.get_h() < 0.055 || color.get_h() > 0.945) && color.get_s() > 0.5 && color.get_v() > 0.5) {
+ // If base color is already quite reddish, highlight collision with green color
+ color = Color(0.0, 1.0, 0.0, color.a);
+ } else {
+ // Else, highlight collision with red color
+ color = Color(1.0, 0, 0, color.a);
+ }
+ }
+
+ Ref<StandardMaterial3D> material = static_cast<Ref<StandardMaterial3D>>(debug_material);
+ material->set_albedo(color);
+}
+
+void ShapeCast3D::_update_debug_shape() {
+ if (!enabled) {
+ return;
+ }
+
+ if (!debug_shape) {
+ _create_debug_shape();
+ }
+
+ MeshInstance3D *mi = static_cast<MeshInstance3D *>(debug_shape);
+ Ref<ArrayMesh> mesh = mi->get_mesh();
+ if (!mesh.is_valid()) {
+ return;
+ }
+
+ _update_debug_shape_vertices();
+
+ mesh->clear_surfaces();
+
+ Array a;
+ a.resize(Mesh::ARRAY_MAX);
+
+ uint32_t flags = 0;
+ int surface_count = 0;
+
+ if (!debug_shape_vertices.is_empty()) {
+ a[Mesh::ARRAY_VERTEX] = debug_shape_vertices;
+ mesh->add_surface_from_arrays(Mesh::PRIMITIVE_LINES, a, Array(), Dictionary(), flags);
+ mesh->surface_set_material(surface_count, debug_material);
+ ++surface_count;
+ }
+
+ if (!debug_line_vertices.is_empty()) {
+ a[Mesh::ARRAY_VERTEX] = debug_line_vertices;
+ mesh->add_surface_from_arrays(Mesh::PRIMITIVE_LINES, a, Array(), Dictionary(), flags);
+ mesh->surface_set_material(surface_count, debug_material);
+ ++surface_count;
+ }
+}
+
+void ShapeCast3D::_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;
+}
+
+ShapeCast3D::~ShapeCast3D() {
+ if (!shape.is_null()) {
+ shape->unregister_owner(this);
+ }
+}
diff --git a/scene/3d/shape_cast_3d.h b/scene/3d/shape_cast_3d.h
new file mode 100644
index 0000000000..5bda15e4b0
--- /dev/null
+++ b/scene/3d/shape_cast_3d.h
@@ -0,0 +1,142 @@
+/*************************************************************************/
+/* shape_cast_3d.h */
+/*************************************************************************/
+/* This file is part of: */
+/* GODOT ENGINE */
+/* https://godotengine.org */
+/*************************************************************************/
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 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. */
+/*************************************************************************/
+
+#ifndef SHAPE_CAST_3D_H
+#define SHAPE_CAST_3D_H
+
+#include "scene/3d/node_3d.h"
+#include "scene/resources/shape_3d.h"
+
+class ShapeCast3D : public Node3D {
+ GDCLASS(ShapeCast3D, Node3D);
+
+ bool enabled = true;
+ void resource_changed(Ref<Resource> p_res);
+
+ Ref<Shape3D> shape;
+ RID shape_rid;
+ Vector3 target_position = Vector3(0, -1, 0);
+
+ HashSet<RID> exclude;
+ real_t margin = 0.0;
+ uint32_t collision_mask = 1;
+ bool exclude_parent_body = true;
+ bool collide_with_areas = false;
+ bool collide_with_bodies = true;
+
+ Node *debug_shape = nullptr;
+ Ref<Material> debug_material;
+ Color debug_shape_custom_color = Color(0.0, 0.0, 0.0);
+ Vector<Vector3> debug_shape_vertices;
+ Vector<Vector3> debug_line_vertices;
+
+ void _create_debug_shape();
+ void _update_debug_shape();
+ void _update_debug_shape_material(bool p_check_collision = false);
+ void _update_debug_shape_vertices();
+ void _clear_debug_shape();
+
+ // Result
+ int max_results = 32;
+ Vector<PhysicsDirectSpaceState3D::ShapeRestInfo> result;
+ bool collided = false;
+ real_t collision_safe_fraction = 1.0;
+ real_t collision_unsafe_fraction = 1.0;
+
+ Array _get_collision_result() const;
+
+ ~ShapeCast3D();
+
+protected:
+ void _notification(int p_what);
+ void _update_shapecast_state();
+ static void _bind_methods();
+
+public:
+ void set_collide_with_areas(bool p_clip);
+ bool is_collide_with_areas_enabled() const;
+
+ void set_collide_with_bodies(bool p_clip);
+ bool is_collide_with_bodies_enabled() const;
+
+ void set_enabled(bool p_enabled);
+ bool is_enabled() const;
+
+ void set_shape(const Ref<Shape3D> &p_shape);
+ Ref<Shape3D> get_shape() const;
+
+ void set_target_position(const Vector3 &p_point);
+ Vector3 get_target_position() const;
+
+ void set_margin(real_t p_margin);
+ real_t get_margin() const;
+
+ void set_max_results(int p_max_results);
+ int get_max_results() const;
+
+ void set_collision_mask(uint32_t p_mask);
+ uint32_t get_collision_mask() const;
+
+ void set_collision_mask_value(int p_layer_number, bool p_value);
+ bool get_collision_mask_value(int p_layer_number) const;
+
+ void set_exclude_parent_body(bool p_exclude_parent_body);
+ bool get_exclude_parent_body() const;
+
+ const Color &get_debug_shape_custom_color() const;
+ void set_debug_shape_custom_color(const Color &p_color);
+
+ const Vector<Vector3> &get_debug_shape_vertices() const;
+ const Vector<Vector3> &get_debug_line_vertices() const;
+
+ Ref<StandardMaterial3D> get_debug_material();
+
+ int get_collision_count() const;
+ Object *get_collider(int p_idx) const;
+ int get_collider_shape(int p_idx) const;
+ Vector3 get_collision_point(int p_idx) const;
+ Vector3 get_collision_normal(int p_idx) const;
+
+ real_t get_closest_collision_safe_fraction() const;
+ real_t get_closest_collision_unsafe_fraction() const;
+
+ void force_shapecast_update();
+ bool is_colliding() const;
+
+ void add_exception_rid(const RID &p_rid);
+ void add_exception(const Object *p_object);
+ void remove_exception_rid(const RID &p_rid);
+ void remove_exception(const Object *p_object);
+ void clear_exceptions();
+
+ virtual TypedArray<String> get_configuration_warnings() const override;
+};
+
+#endif // SHAPE_CAST_3D_H
diff --git a/scene/register_scene_types.cpp b/scene/register_scene_types.cpp
index f462e36758..a37f81fe22 100644
--- a/scene/register_scene_types.cpp
+++ b/scene/register_scene_types.cpp
@@ -246,6 +246,7 @@
#include "scene/3d/ray_cast_3d.h"
#include "scene/3d/reflection_probe.h"
#include "scene/3d/remote_transform_3d.h"
+#include "scene/3d/shape_cast_3d.h"
#include "scene/3d/skeleton_3d.h"
#include "scene/3d/skeleton_ik_3d.h"
#include "scene/3d/soft_dynamic_body_3d.h"
@@ -538,6 +539,7 @@ void register_scene_types() {
GDREGISTER_CLASS(CollisionShape3D);
GDREGISTER_CLASS(CollisionPolygon3D);
GDREGISTER_CLASS(RayCast3D);
+ GDREGISTER_CLASS(ShapeCast3D);
GDREGISTER_CLASS(MultiMeshInstance3D);
GDREGISTER_CLASS(Curve3D);