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Diffstat (limited to 'scene/3d/ray_cast_3d.cpp')
-rw-r--r--scene/3d/ray_cast_3d.cpp30
1 files changed, 16 insertions, 14 deletions
diff --git a/scene/3d/ray_cast_3d.cpp b/scene/3d/ray_cast_3d.cpp
index db841101e5..fd4c6e7416 100644
--- a/scene/3d/ray_cast_3d.cpp
+++ b/scene/3d/ray_cast_3d.cpp
@@ -31,13 +31,11 @@
#include "ray_cast_3d.h"
#include "collision_object_3d.h"
-#include "core/config/engine.h"
#include "mesh_instance_3d.h"
-#include "servers/physics_server_3d.h"
void RayCast3D::set_target_position(const Vector3 &p_point) {
target_position = p_point;
- update_gizmo();
+ update_gizmos();
if (Engine::get_singleton()->is_editor_hint()) {
if (is_inside_tree()) {
@@ -60,20 +58,22 @@ uint32_t RayCast3D::get_collision_mask() const {
return collision_mask;
}
-void RayCast3D::set_collision_mask_bit(int p_bit, bool p_value) {
- ERR_FAIL_INDEX_MSG(p_bit, 32, "Collision mask bit must be between 0 and 31 inclusive.");
+void RayCast3D::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_bit;
+ mask |= 1 << (p_layer_number - 1);
} else {
- mask &= ~(1 << p_bit);
+ mask &= ~(1 << (p_layer_number - 1));
}
set_collision_mask(mask);
}
-bool RayCast3D::get_collision_mask_bit(int p_bit) const {
- ERR_FAIL_INDEX_V_MSG(p_bit, 32, false, "Collision mask bit must be between 0 and 31 inclusive.");
- return get_collision_mask() & (1 << p_bit);
+bool RayCast3D::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));
}
bool RayCast3D::is_colliding() const {
@@ -102,7 +102,7 @@ Vector3 RayCast3D::get_collision_normal() const {
void RayCast3D::set_enabled(bool p_enabled) {
enabled = p_enabled;
- update_gizmo();
+ update_gizmos();
if (is_inside_tree() && !Engine::get_singleton()->is_editor_hint()) {
set_physics_process_internal(p_enabled);
@@ -303,8 +303,8 @@ void RayCast3D::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_collision_mask", "mask"), &RayCast3D::set_collision_mask);
ClassDB::bind_method(D_METHOD("get_collision_mask"), &RayCast3D::get_collision_mask);
- ClassDB::bind_method(D_METHOD("set_collision_mask_bit", "bit", "value"), &RayCast3D::set_collision_mask_bit);
- ClassDB::bind_method(D_METHOD("get_collision_mask_bit", "bit"), &RayCast3D::get_collision_mask_bit);
+ ClassDB::bind_method(D_METHOD("set_collision_mask_value", "layer_number", "value"), &RayCast3D::set_collision_mask_value);
+ ClassDB::bind_method(D_METHOD("get_collision_mask_value", "layer_number"), &RayCast3D::get_collision_mask_value);
ClassDB::bind_method(D_METHOD("set_exclude_parent_body", "mask"), &RayCast3D::set_exclude_parent_body);
ClassDB::bind_method(D_METHOD("get_exclude_parent_body"), &RayCast3D::get_exclude_parent_body);
@@ -366,7 +366,7 @@ void RayCast3D::_update_debug_shape_vertices() {
void RayCast3D::set_debug_shape_thickness(const float p_debug_shape_thickness) {
debug_shape_thickness = p_debug_shape_thickness;
- update_gizmo();
+ update_gizmos();
if (Engine::get_singleton()->is_editor_hint()) {
if (is_inside_tree()) {
@@ -419,6 +419,8 @@ void RayCast3D::_update_debug_shape_material(bool p_check_collision) {
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);
}