/*************************************************************************/ /* 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 p_shape) { shape = p_shape; } Ref 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(get_child(i)); if (child) { childs_transform.basis = child->get_global_transform().basis; child->set_global_transform(childs_transform); } } }