123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361362363364365366367368369370371372373374375376377378379380381382383384385386387388389390391392393394395396397398399400401402403404405406407408409410411412413414415416417418419420421422423424425426427428429430431432433434435436437438439440441442443444445446447448449450451452453454455456457458459460461462463464465466467468469470471472473474475476477478479480481482483484485486487488489490491492493494495496497498499500501502503504505506507508509510511512513514515516517518519520521522523524525526527528529530531532533534535536537538539540541542543544545546547548549550551552553554555556557558559560561562 |
- /**************************************************************************/
- /* ray_cast_3d.cpp */
- /**************************************************************************/
- /* This file is part of: */
- /* GODOT ENGINE */
- /* https://godotengine.org */
- /**************************************************************************/
- /* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
- /* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
- /* */
- /* 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 "ray_cast_3d.h"
- #include "scene/3d/mesh_instance_3d.h"
- #include "scene/3d/physics/collision_object_3d.h"
- void RayCast3D::set_target_position(const Vector3 &p_point) {
- target_position = p_point;
- update_gizmos();
- if (Engine::get_singleton()->is_editor_hint()) {
- if (is_inside_tree()) {
- _update_debug_shape_vertices();
- }
- } else if (debug_instance.is_valid()) {
- _update_debug_shape();
- }
- }
- Vector3 RayCast3D::get_target_position() const {
- return target_position;
- }
- void RayCast3D::set_collision_mask(uint32_t p_mask) {
- collision_mask = p_mask;
- }
- uint32_t RayCast3D::get_collision_mask() const {
- return collision_mask;
- }
- 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_layer_number - 1);
- } else {
- mask &= ~(1 << (p_layer_number - 1));
- }
- set_collision_mask(mask);
- }
- 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 {
- return collided;
- }
- Object *RayCast3D::get_collider() const {
- if (against.is_null()) {
- return nullptr;
- }
- return ObjectDB::get_instance(against);
- }
- RID RayCast3D::get_collider_rid() const {
- return against_rid;
- }
- int RayCast3D::get_collider_shape() const {
- return against_shape;
- }
- Vector3 RayCast3D::get_collision_point() const {
- return collision_point;
- }
- Vector3 RayCast3D::get_collision_normal() const {
- return collision_normal;
- }
- int RayCast3D::get_collision_face_index() const {
- return collision_face_index;
- }
- void RayCast3D::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 RayCast3D::is_enabled() const {
- return enabled;
- }
- void RayCast3D::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 RayCast3D::get_exclude_parent_body() const {
- return exclude_parent_body;
- }
- 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);
- } 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_instance.is_valid()) {
- _clear_debug_shape();
- }
- } break;
- case NOTIFICATION_VISIBILITY_CHANGED: {
- if (is_inside_tree() && debug_instance.is_valid()) {
- RenderingServer::get_singleton()->instance_set_visible(debug_instance, is_visible_in_tree());
- }
- } break;
- case NOTIFICATION_INTERNAL_PHYSICS_PROCESS: {
- if (!enabled) {
- break;
- }
- bool prev_collision_state = collided;
- _update_raycast_state();
- if (get_tree()->is_debugging_collisions_hint()) {
- if (prev_collision_state != collided) {
- _update_debug_shape_material(true);
- }
- if (is_inside_tree() && debug_instance.is_valid()) {
- RenderingServer::get_singleton()->instance_set_transform(debug_instance, get_global_transform());
- }
- }
- } break;
- }
- }
- void RayCast3D::_update_raycast_state() {
- 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_NULL(dss);
- Transform3D gt = get_global_transform();
- Vector3 to = target_position;
- if (to == Vector3()) {
- to = Vector3(0, 0.01, 0);
- }
- PhysicsDirectSpaceState3D::RayParameters ray_params;
- ray_params.from = gt.get_origin();
- ray_params.to = gt.xform(to);
- ray_params.exclude = exclude;
- ray_params.collision_mask = collision_mask;
- ray_params.collide_with_bodies = collide_with_bodies;
- ray_params.collide_with_areas = collide_with_areas;
- ray_params.hit_from_inside = hit_from_inside;
- ray_params.hit_back_faces = hit_back_faces;
- PhysicsDirectSpaceState3D::RayResult rr;
- if (dss->intersect_ray(ray_params, rr)) {
- collided = true;
- against = rr.collider_id;
- against_rid = rr.rid;
- collision_point = rr.position;
- collision_normal = rr.normal;
- collision_face_index = rr.face_index;
- against_shape = rr.shape;
- } else {
- collided = false;
- against = ObjectID();
- against_rid = RID();
- against_shape = 0;
- }
- }
- void RayCast3D::force_raycast_update() {
- _update_raycast_state();
- }
- void RayCast3D::add_exception_rid(const RID &p_rid) {
- exclude.insert(p_rid);
- }
- void RayCast3D::add_exception(const CollisionObject3D *p_node) {
- ERR_FAIL_NULL_MSG(p_node, "The passed Node must be an instance of CollisionObject3D.");
- add_exception_rid(p_node->get_rid());
- }
- void RayCast3D::remove_exception_rid(const RID &p_rid) {
- exclude.erase(p_rid);
- }
- void RayCast3D::remove_exception(const CollisionObject3D *p_node) {
- ERR_FAIL_NULL_MSG(p_node, "The passed Node must be an instance of CollisionObject3D.");
- remove_exception_rid(p_node->get_rid());
- }
- void RayCast3D::clear_exceptions() {
- exclude.clear();
- if (exclude_parent_body && is_inside_tree()) {
- CollisionObject3D *parent = Object::cast_to<CollisionObject3D>(get_parent());
- if (parent) {
- exclude.insert(parent->get_rid());
- }
- }
- }
- void RayCast3D::set_collide_with_areas(bool p_enabled) {
- collide_with_areas = p_enabled;
- }
- bool RayCast3D::is_collide_with_areas_enabled() const {
- return collide_with_areas;
- }
- void RayCast3D::set_collide_with_bodies(bool p_enabled) {
- collide_with_bodies = p_enabled;
- }
- bool RayCast3D::is_collide_with_bodies_enabled() const {
- return collide_with_bodies;
- }
- void RayCast3D::set_hit_from_inside(bool p_enabled) {
- hit_from_inside = p_enabled;
- }
- bool RayCast3D::is_hit_from_inside_enabled() const {
- return hit_from_inside;
- }
- void RayCast3D::set_hit_back_faces(bool p_enabled) {
- hit_back_faces = p_enabled;
- }
- bool RayCast3D::is_hit_back_faces_enabled() const {
- return hit_back_faces;
- }
- void RayCast3D::_bind_methods() {
- ClassDB::bind_method(D_METHOD("set_enabled", "enabled"), &RayCast3D::set_enabled);
- ClassDB::bind_method(D_METHOD("is_enabled"), &RayCast3D::is_enabled);
- ClassDB::bind_method(D_METHOD("set_target_position", "local_point"), &RayCast3D::set_target_position);
- ClassDB::bind_method(D_METHOD("get_target_position"), &RayCast3D::get_target_position);
- ClassDB::bind_method(D_METHOD("is_colliding"), &RayCast3D::is_colliding);
- ClassDB::bind_method(D_METHOD("force_raycast_update"), &RayCast3D::force_raycast_update);
- ClassDB::bind_method(D_METHOD("get_collider"), &RayCast3D::get_collider);
- ClassDB::bind_method(D_METHOD("get_collider_rid"), &RayCast3D::get_collider_rid);
- ClassDB::bind_method(D_METHOD("get_collider_shape"), &RayCast3D::get_collider_shape);
- ClassDB::bind_method(D_METHOD("get_collision_point"), &RayCast3D::get_collision_point);
- ClassDB::bind_method(D_METHOD("get_collision_normal"), &RayCast3D::get_collision_normal);
- ClassDB::bind_method(D_METHOD("get_collision_face_index"), &RayCast3D::get_collision_face_index);
- ClassDB::bind_method(D_METHOD("add_exception_rid", "rid"), &RayCast3D::add_exception_rid);
- ClassDB::bind_method(D_METHOD("add_exception", "node"), &RayCast3D::add_exception);
- ClassDB::bind_method(D_METHOD("remove_exception_rid", "rid"), &RayCast3D::remove_exception_rid);
- ClassDB::bind_method(D_METHOD("remove_exception", "node"), &RayCast3D::remove_exception);
- ClassDB::bind_method(D_METHOD("clear_exceptions"), &RayCast3D::clear_exceptions);
- 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_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);
- ClassDB::bind_method(D_METHOD("set_collide_with_areas", "enable"), &RayCast3D::set_collide_with_areas);
- ClassDB::bind_method(D_METHOD("is_collide_with_areas_enabled"), &RayCast3D::is_collide_with_areas_enabled);
- 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_hit_from_inside", "enable"), &RayCast3D::set_hit_from_inside);
- ClassDB::bind_method(D_METHOD("is_hit_from_inside_enabled"), &RayCast3D::is_hit_from_inside_enabled);
- ClassDB::bind_method(D_METHOD("set_hit_back_faces", "enable"), &RayCast3D::set_hit_back_faces);
- ClassDB::bind_method(D_METHOD("is_hit_back_faces_enabled"), &RayCast3D::is_hit_back_faces_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", PROPERTY_HINT_NONE, "suffix:m"), "set_target_position", "get_target_position");
- ADD_PROPERTY(PropertyInfo(Variant::INT, "collision_mask", PROPERTY_HINT_LAYERS_3D_PHYSICS), "set_collision_mask", "get_collision_mask");
- ADD_PROPERTY(PropertyInfo(Variant::BOOL, "hit_from_inside"), "set_hit_from_inside", "is_hit_from_inside_enabled");
- ADD_PROPERTY(PropertyInfo(Variant::BOOL, "hit_back_faces"), "set_hit_back_faces", "is_hit_back_faces_enabled");
- 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");
- }
- int 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 int 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_instance.is_valid()) {
- _update_debug_shape();
- }
- }
- 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();
- if (!debug_instance.is_valid()) {
- debug_instance = RenderingServer::get_singleton()->instance_create();
- }
- if (debug_mesh.is_null()) {
- debug_mesh.instantiate();
- }
- }
- 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);
- material->set_flag(StandardMaterial3D::FLAG_DISABLE_FOG, true);
- // 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;
- }
- if (!debug_instance.is_valid()) {
- _create_debug_shape();
- }
- if (!debug_instance.is_valid() || debug_mesh.is_null()) {
- return;
- }
- _update_debug_shape_vertices();
- debug_mesh->clear_surfaces();
- Array a;
- a.resize(Mesh::ARRAY_MAX);
- uint32_t flags = 0;
- int surface_count = 0;
- if (!debug_line_vertices.is_empty()) {
- a[Mesh::ARRAY_VERTEX] = debug_line_vertices;
- debug_mesh->add_surface_from_arrays(Mesh::PRIMITIVE_LINES, a, Array(), Dictionary(), flags);
- debug_mesh->surface_set_material(surface_count, debug_material);
- ++surface_count;
- }
- if (!debug_shape_vertices.is_empty()) {
- a[Mesh::ARRAY_VERTEX] = debug_shape_vertices;
- debug_mesh->add_surface_from_arrays(Mesh::PRIMITIVE_TRIANGLE_STRIP, a, Array(), Dictionary(), flags);
- debug_mesh->surface_set_material(surface_count, debug_material);
- ++surface_count;
- }
- RenderingServer::get_singleton()->instance_set_base(debug_instance, debug_mesh->get_rid());
- if (is_inside_tree()) {
- RenderingServer::get_singleton()->instance_set_scenario(debug_instance, get_world_3d()->get_scenario());
- RenderingServer::get_singleton()->instance_set_visible(debug_instance, is_visible_in_tree());
- RenderingServer::get_singleton()->instance_set_transform(debug_instance, get_global_transform());
- }
- }
- void RayCast3D::_clear_debug_shape() {
- ERR_FAIL_NULL(RenderingServer::get_singleton());
- if (debug_instance.is_valid()) {
- RenderingServer::get_singleton()->free(debug_instance);
- debug_instance = RID();
- }
- if (debug_mesh.is_valid()) {
- RenderingServer::get_singleton()->free(debug_mesh->get_rid());
- debug_mesh = Ref<ArrayMesh>();
- }
- }
- RayCast3D::RayCast3D() {
- }
|