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-rw-r--r--scene/3d/ray_cast_3d.cpp204
1 files changed, 156 insertions, 48 deletions
diff --git a/scene/3d/ray_cast_3d.cpp b/scene/3d/ray_cast_3d.cpp
index 69f09ef569..fd4c6e7416 100644
--- a/scene/3d/ray_cast_3d.cpp
+++ b/scene/3d/ray_cast_3d.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -31,16 +31,17 @@
#include "ray_cast_3d.h"
#include "collision_object_3d.h"
-#include "core/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;
- 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_gizmos();
+
+ if (Engine::get_singleton()->is_editor_hint()) {
+ if (is_inside_tree()) {
+ _update_debug_shape_vertices();
+ }
+ } else if (debug_shape) {
_update_debug_shape();
}
}
@@ -57,18 +58,22 @@ uint32_t RayCast3D::get_collision_mask() const {
return collision_mask;
}
-void RayCast3D::set_collision_mask_bit(int p_bit, bool p_value) {
+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 {
- 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 {
@@ -97,7 +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);
@@ -146,16 +151,19 @@ bool RayCast3D::get_exclude_parent_body() const {
void RayCast3D::_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);
-
- if (get_tree()->is_debugging_collisions_hint()) {
- _update_debug_shape();
- }
} 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());
@@ -183,10 +191,7 @@ void RayCast3D::_notification(int p_what) {
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<StandardMaterial3D> line_material = static_cast<Ref<StandardMaterial3D>>(debug_material);
- line_material->set_albedo(collided ? Color(1.0, 0, 0) : Color(1.0, 0.8, 0.6));
- }
+ _update_debug_shape_material(true);
}
} break;
@@ -200,7 +205,7 @@ void RayCast3D::_update_raycast_state() {
PhysicsDirectSpaceState3D *dss = PhysicsServer3D::get_singleton()->space_get_direct_state(w3d->get_space());
ERR_FAIL_COND(!dss);
- Transform gt = get_global_transform();
+ Transform3D gt = get_global_transform();
Vector3 to = target_position;
if (to == Vector3()) {
@@ -298,8 +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);
@@ -310,6 +315,12 @@ 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_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);
+
+ ClassDB::bind_method(D_METHOD("set_debug_shape_thickness", "debug_shape_thickness"), &RayCast3D::set_debug_shape_thickness);
+ ClassDB::bind_method(D_METHOD("get_debug_shape_thickness"), &RayCast3D::get_debug_shape_thickness);
+
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, "target_position"), "set_target_position", "get_target_position");
@@ -318,16 +329,80 @@ void RayCast3D::_bind_methods() {
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");
+ ADD_PROPERTY(PropertyInfo(Variant::INT, "debug_shape_thickness", PROPERTY_HINT_RANGE, "1,5"), "set_debug_shape_thickness", "get_debug_shape_thickness");
}
-void RayCast3D::_create_debug_shape() {
- if (!debug_material.is_valid()) {
- debug_material = Ref<StandardMaterial3D>(memnew(StandardMaterial3D));
+float RayCast3D::get_debug_shape_thickness() const {
+ return debug_shape_thickness;
+}
+
+void RayCast3D::_update_debug_shape_vertices() {
+ debug_shape_vertices.clear();
+ debug_line_vertices.clear();
+
+ if (target_position == Vector3()) {
+ return;
+ }
+
+ debug_line_vertices.push_back(Vector3());
+ debug_line_vertices.push_back(target_position);
+
+ if (debug_shape_thickness > 1) {
+ float scale_factor = 100.0;
+ Vector3 dir = Vector3(target_position).normalized();
+ // Draw truncated pyramid
+ Vector3 normal = (fabs(dir.x) + fabs(dir.y) > CMP_EPSILON) ? Vector3(-dir.y, dir.x, 0).normalized() : Vector3(0, -dir.z, dir.y).normalized();
+ normal *= debug_shape_thickness / scale_factor;
+ int vertices_strip_order[14] = { 4, 5, 0, 1, 2, 5, 6, 4, 7, 0, 3, 2, 7, 6 };
+ for (int v = 0; v < 14; v++) {
+ Vector3 vertex = vertices_strip_order[v] < 4 ? normal : normal / 3.0 + target_position;
+ debug_shape_vertices.push_back(vertex.rotated(dir, Math_PI * (0.5 * (vertices_strip_order[v] % 4) + 0.25)));
+ }
+ }
+}
+
+void RayCast3D::set_debug_shape_thickness(const float p_debug_shape_thickness) {
+ debug_shape_thickness = p_debug_shape_thickness;
+ update_gizmos();
+
+ if (Engine::get_singleton()->is_editor_hint()) {
+ if (is_inside_tree()) {
+ _update_debug_shape_vertices();
+ }
+ } else if (debug_shape) {
+ _update_debug_shape();
+ }
+}
- Ref<StandardMaterial3D> line_material = static_cast<Ref<StandardMaterial3D>>(debug_material);
- line_material->set_shading_mode(StandardMaterial3D::SHADING_MODE_UNSHADED);
- line_material->set_albedo(Color(1.0, 0.8, 0.6));
+const Vector<Vector3> &RayCast3D::get_debug_shape_vertices() const {
+ return debug_shape_vertices;
+}
+
+const Vector<Vector3> &RayCast3D::get_debug_line_vertices() const {
+ return debug_line_vertices;
+}
+
+void RayCast3D::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> RayCast3D::get_debug_material() {
+ _update_debug_shape_material();
+ return debug_material;
+}
+
+const Color &RayCast3D::get_debug_shape_custom_color() const {
+ return debug_shape_custom_color;
+}
+
+void RayCast3D::_create_debug_shape() {
+ _update_debug_shape_material();
Ref<ArrayMesh> mesh = memnew(ArrayMesh);
@@ -338,6 +413,37 @@ void RayCast3D::_create_debug_shape() {
debug_shape = mi;
}
+void RayCast3D::_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 RayCast3D::_update_debug_shape() {
if (!enabled) {
return;
@@ -348,23 +454,34 @@ void RayCast3D::_update_debug_shape() {
}
MeshInstance3D *mi = static_cast<MeshInstance3D *>(debug_shape);
- if (!mi->get_mesh().is_valid()) {
+ Ref<ArrayMesh> mesh = mi->get_mesh();
+ if (!mesh.is_valid()) {
return;
}
- Ref<ArrayMesh> mesh = mi->get_mesh();
+ _update_debug_shape_vertices();
+
mesh->clear_surfaces();
Array a;
a.resize(Mesh::ARRAY_MAX);
- Vector<Vector3> verts;
- verts.push_back(Vector3());
- verts.push_back(target_position);
- a[Mesh::ARRAY_VERTEX] = verts;
+ uint32_t flags = 0;
+ int surface_count = 0;
- mesh->add_surface_from_arrays(Mesh::PRIMITIVE_LINES, a);
- mesh->surface_set_material(0, debug_material);
+ 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;
+ }
+
+ if (!debug_shape_vertices.is_empty()) {
+ a[Mesh::ARRAY_VERTEX] = debug_shape_vertices;
+ mesh->add_surface_from_arrays(Mesh::PRIMITIVE_TRIANGLE_STRIP, a, Array(), Dictionary(), flags);
+ mesh->surface_set_material(surface_count, debug_material);
+ ++surface_count;
+ }
}
void RayCast3D::_clear_debug_shape() {
@@ -383,13 +500,4 @@ void RayCast3D::_clear_debug_shape() {
}
RayCast3D::RayCast3D() {
- enabled = true;
- collided = false;
- against_shape = 0;
- collision_mask = 1;
- target_position = Vector3(0, -1, 0);
- debug_shape = nullptr;
- exclude_parent_body = true;
- collide_with_areas = false;
- collide_with_bodies = true;
}