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diff --git a/scene/3d/spring_arm_3d.cpp b/scene/3d/spring_arm_3d.cpp
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+/*************************************************************************/
+/* spring_arm_3d.cpp */
+/*************************************************************************/
+/* This file is part of: */
+/* GODOT ENGINE */
+/* https://godotengine.org */
+/*************************************************************************/
+/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* */
+/* Permission is hereby granted, free of charge, to any person obtaining */
+/* a copy of this software and associated documentation files (the */
+/* "Software"), to deal in the Software without restriction, including */
+/* without limitation the rights to use, copy, modify, merge, publish, */
+/* distribute, sublicense, and/or sell copies of the Software, and to */
+/* permit persons to whom the Software is furnished to do so, subject to */
+/* the following conditions: */
+/* */
+/* The above copyright notice and this permission notice shall be */
+/* included in all copies or substantial portions of the Software. */
+/* */
+/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
+/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
+/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
+/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
+/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
+/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
+/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
+/*************************************************************************/
+
+#include "spring_arm_3d.h"
+#include "core/engine.h"
+#include "scene/3d/collision_object_3d.h"
+#include "scene/resources/sphere_shape_3d.h"
+#include "servers/physics_server_3d.h"
+
+SpringArm3D::SpringArm3D() :
+ spring_length(1),
+ current_spring_length(0),
+ keep_child_basis(false),
+ mask(1),
+ margin(0.01) {}
+
+void SpringArm3D::_notification(int p_what) {
+ switch (p_what) {
+ case NOTIFICATION_ENTER_TREE:
+ if (!Engine::get_singleton()->is_editor_hint()) {
+ set_process_internal(true);
+ }
+ break;
+ case NOTIFICATION_EXIT_TREE:
+ if (!Engine::get_singleton()->is_editor_hint()) {
+ set_process_internal(false);
+ }
+ break;
+ case NOTIFICATION_INTERNAL_PHYSICS_PROCESS:
+ process_spring();
+ break;
+ }
+}
+
+void SpringArm3D::_bind_methods() {
+
+ ClassDB::bind_method(D_METHOD("get_hit_length"), &SpringArm3D::get_hit_length);
+
+ ClassDB::bind_method(D_METHOD("set_length", "length"), &SpringArm3D::set_length);
+ ClassDB::bind_method(D_METHOD("get_length"), &SpringArm3D::get_length);
+
+ ClassDB::bind_method(D_METHOD("set_shape", "shape"), &SpringArm3D::set_shape);
+ ClassDB::bind_method(D_METHOD("get_shape"), &SpringArm3D::get_shape);
+
+ ClassDB::bind_method(D_METHOD("add_excluded_object", "RID"), &SpringArm3D::add_excluded_object);
+ ClassDB::bind_method(D_METHOD("remove_excluded_object", "RID"), &SpringArm3D::remove_excluded_object);
+ ClassDB::bind_method(D_METHOD("clear_excluded_objects"), &SpringArm3D::clear_excluded_objects);
+
+ ClassDB::bind_method(D_METHOD("set_collision_mask", "mask"), &SpringArm3D::set_mask);
+ ClassDB::bind_method(D_METHOD("get_collision_mask"), &SpringArm3D::get_mask);
+
+ ClassDB::bind_method(D_METHOD("set_margin", "margin"), &SpringArm3D::set_margin);
+ ClassDB::bind_method(D_METHOD("get_margin"), &SpringArm3D::get_margin);
+
+ ADD_PROPERTY(PropertyInfo(Variant::INT, "collision_mask", PROPERTY_HINT_LAYERS_3D_PHYSICS), "set_collision_mask", "get_collision_mask");
+ ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "shape", PROPERTY_HINT_RESOURCE_TYPE, "Shape3D"), "set_shape", "get_shape");
+ ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "spring_length"), "set_length", "get_length");
+ ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "margin"), "set_margin", "get_margin");
+}
+
+float SpringArm3D::get_length() const {
+ return spring_length;
+}
+
+void SpringArm3D::set_length(float p_length) {
+ if (is_inside_tree() && (Engine::get_singleton()->is_editor_hint() || get_tree()->is_debugging_collisions_hint()))
+ update_gizmo();
+
+ spring_length = p_length;
+}
+
+void SpringArm3D::set_shape(Ref<Shape3D> p_shape) {
+ shape = p_shape;
+}
+
+Ref<Shape3D> SpringArm3D::get_shape() const {
+ return shape;
+}
+
+void SpringArm3D::set_mask(uint32_t p_mask) {
+ mask = p_mask;
+}
+
+uint32_t SpringArm3D::get_mask() {
+ return mask;
+}
+
+float SpringArm3D::get_margin() {
+ return margin;
+}
+
+void SpringArm3D::set_margin(float p_margin) {
+ margin = p_margin;
+}
+
+void SpringArm3D::add_excluded_object(RID p_rid) {
+ excluded_objects.insert(p_rid);
+}
+
+bool SpringArm3D::remove_excluded_object(RID p_rid) {
+ return excluded_objects.erase(p_rid);
+}
+
+void SpringArm3D::clear_excluded_objects() {
+ excluded_objects.clear();
+}
+
+float SpringArm3D::get_hit_length() {
+ return current_spring_length;
+}
+
+void SpringArm3D::process_spring() {
+ // From
+ real_t motion_delta(1);
+ real_t motion_delta_unsafe(1);
+
+ Vector3 motion;
+ const Vector3 cast_direction(get_global_transform().basis.xform(Vector3(0, 0, 1)));
+
+ if (shape.is_null()) {
+ motion = Vector3(cast_direction * (spring_length));
+ PhysicsDirectSpaceState3D::RayResult r;
+ bool intersected = get_world()->get_direct_space_state()->intersect_ray(get_global_transform().origin, get_global_transform().origin + motion, r, excluded_objects, mask);
+ if (intersected) {
+ float dist = get_global_transform().origin.distance_to(r.position);
+ dist -= margin;
+ motion_delta = dist / (spring_length);
+ }
+ } else {
+ motion = Vector3(cast_direction * spring_length);
+ get_world()->get_direct_space_state()->cast_motion(shape->get_rid(), get_global_transform(), motion, 0, motion_delta, motion_delta_unsafe, excluded_objects, mask);
+ }
+
+ current_spring_length = spring_length * motion_delta;
+ Transform childs_transform;
+ childs_transform.origin = get_global_transform().origin + cast_direction * (spring_length * motion_delta);
+
+ for (int i = get_child_count() - 1; 0 <= i; --i) {
+
+ Node3D *child = Object::cast_to<Node3D>(get_child(i));
+ if (child) {
+ childs_transform.basis = child->get_global_transform().basis;
+ child->set_global_transform(childs_transform);
+ }
+ }
+}