mirror of
https://gitlab.com/MaddoScientisto/cirnogodot.git
synced 2026-07-02 06:41:15 +00:00
3D Cameras with sweep and animation
This commit is contained in:
parent
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commit
7e76edc153
48 changed files with 3211 additions and 1511 deletions
50
addons/tattomoosa.vision_cone_3d/src/ConeShape3D.gd
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addons/tattomoosa.vision_cone_3d/src/ConeShape3D.gd
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@tool
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class_name ConeShape3D
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extends ConvexPolygonShape3D
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## The height of the cone
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@export var height : float = 2.0:
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set(value):
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height = value
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_request_resize()
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## The radius of the bottom of the cone
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@export var radius : float = 0.5:
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set(value):
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radius = value
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_request_resize()
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## The number of radial segments of the cone
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@export var resolution : int = 8:
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set(value):
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resolution = value
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_request_resize()
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# Resize requested
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var pending_resize := false
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# Update size to initial state
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func _init() -> void:
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_request_resize()
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# Will only resize once per frame, during idle time
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func _request_resize() -> void:
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if !pending_resize:
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_update_size.call_deferred()
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pending_resize = true
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# Updates shape size
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func _update_size() -> void:
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points = _make_cone_polygon_points()
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pending_resize = false
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# Makes a cone polygon
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@warning_ignore("return_value_discarded")
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func _make_cone_polygon_points() -> PackedVector3Array:
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var pts : PackedVector3Array = []
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var top : Vector3 = Vector3(0, height / 2, 0)
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for i in resolution:
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var angle := float(i) * TAU / resolution
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var x := cos(angle) * radius
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var y := sin(angle) * radius
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pts.push_back(Vector3(x, -height/2, y))
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pts.push_back(top)
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return pts
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1
addons/tattomoosa.vision_cone_3d/src/ConeShape3D.gd.uid
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addons/tattomoosa.vision_cone_3d/src/ConeShape3D.gd.uid
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uid://bc32kei4pauw1
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421
addons/tattomoosa.vision_cone_3d/src/VisionCone3D.gd
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addons/tattomoosa.vision_cone_3d/src/VisionCone3D.gd
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@tool
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@icon("../icons/VisionCone3D.svg")
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class_name VisionCone3D
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extends Area3D
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## Provides a "Vision Cone", a cone-shaped area where objects are then
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## probed for visibility via ray casts
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## Emitted when a body is newly visible
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signal body_sighted(body: Node3D)
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## Emitted when a body is newly not visible
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signal body_hidden(body: Node3D)
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## Emitted when the cone shape changes
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signal shape_changed
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#region VisionCone3D
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#region members
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## Determines how visibility is probed for bodies within the cone area
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##
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enum VisionTestMode{
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## Samples the center of each CollisionShape. Maximum performance, least reliability
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SAMPLE_CENTER,
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## Samples random vertices of each CollisionShape, up to `vision_test_shape_max_probe_count`
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## for hidden objects
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## If shape was visible at last frame, tests last successful probe position first
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SAMPLE_RANDOM_VERTICES,
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## Gets a list of points where shapes collide from the physics engine
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# SAMPLE_COLLIDE_SHAPE,
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}
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const VisionConeDebugVisualizer3D := preload("./debug/VisionConeDebugVisualizer3D.gd")
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## Distance that can be seen (the height of the vision cone)
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@warning_ignore("shadowed_global_identifier")
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@export var range := 20.0:
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set(v): range = v; _update_shape()
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## Angle of the vision cone
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@export_range(0, 150) var angle := 45.0:
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set(v): angle = v; _update_shape()
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## Whether or not to draw debug information
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@export var debug_draw := false:
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set(v):
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debug_draw = v
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if debug_draw and !_debug_visualizer:
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_debug_visualizer = VisionConeDebugVisualizer3D.new()
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add_child(_debug_visualizer)
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elif !debug_draw and _debug_visualizer:
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_debug_visualizer.queue_free()
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@export_group("Vision Test", "vision_test_")
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## Which VisionTestMode to use to determine if a shape is visible
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@export var vision_test_mode : VisionTestMode = VisionTestMode.SAMPLE_RANDOM_VERTICES
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## List of bodies to ignore in vision probing
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##
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## Useful for eg the VisionCone3D's parent body
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@export var vision_test_ignore_bodies : Array[PhysicsBody3D]
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@export_subgroup("Per-frame probe settings")
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## Maximum amount of shape probes (per shape, per frame)
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@export var vision_test_shape_max_probe_count : int = 5
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## Maximum number of bodies to check, per-frame
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##
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## All bodies will still be evaluated as it will cycle through them
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## frame by frame, but `body_sighted` or `body_hidden` may lag behind
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## by some frames.
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@export var vision_test_max_body_count : int = 10
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@export_group("Collision", "collision_")
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## Collision layer "hoisted" up from Area3D for convenience
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@export_flags_3d_physics var collision_layer_ : int = 1:
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get:
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return collision_layer
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set(value):
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collision_layer = value
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## Collision mask "hoisted" up from Area3D for convenience
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##
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## This represents what can be "seen" and notified against. Generally useful for characters
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@export_flags_3d_physics var collision_mask_ : int = 1:
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get:
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return collision_mask
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set(value):
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collision_mask = value
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## Collision mask of what objects can obscure visible objects (but don't need to
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## be tracked and probed to determine visibility)
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##
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## Generally useful for the environment but any node where you don't care
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## if its seen or not can be on this layer.
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## This layer only affects raycasts, which can collide with any layer
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## in either `collision_mask` or `collision_environment_mask`
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@export_flags_3d_physics var collision_environment_mask : int = 1
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## Radius at the wide end of the vision cone
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var end_radius: float:
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get: return _get_end_radius()
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# { Node3D "body" : Node3D "shape" }
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var _body_probe_data : Dictionary = {
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# Node3D "body" : [
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# "prober": VisionTestProber
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# ]
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}
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var _last_probed_index : int = -1
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var _debug_visualizer : VisionConeDebugVisualizer3D
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var _collision_shape := CollisionShape3D.new()
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var _cone_shape := ConeShape3D.new()
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#endregion members
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## Returns a list of intersecting PhysicsBody3Ds. The overlapping body's
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## CollisionObject3D.collision_layer must be part of this area's CollisionObject3D.collision_mask
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## in order to be detected.
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func get_visible_bodies() -> Array[PhysicsBody3D]:
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var bodies : Array[PhysicsBody3D] = []
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for prober: VisionTestProber in _body_probe_data.values():
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bodies.push_back(prober.body)
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return bodies
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## Whether or not a given point in global space is within the cone's
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## angle.
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func point_within_angle(global_point: Vector3) -> bool:
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var body_pos := -global_basis.z
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var pos := global_point - global_position
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var angle_to := pos.angle_to(body_pos)
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var angle_deg := rad_to_deg(angle_to)
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return angle_deg <= (angle / 2)
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## Whether or not a given point in global space is within the cone
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func point_within_cone(global_point: Vector3) -> bool:
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var local_point := to_local(global_point)
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var z_distance : float = abs(local_point.z)
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if z_distance < 0 or z_distance > range:
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return false
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return point_within_angle(global_point)
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func _init() -> void:
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add_child(_collision_shape)
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_collision_shape.shape = _cone_shape
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_collision_shape.rotation_degrees.x = 90
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_update_shape()
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# only true when copied
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if _debug_visualizer:
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_debug_visualizer.vision_cone = self
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var err := body_shape_entered.connect(_on_body_shape_entered)
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if err != OK:
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push_warning("VisionCone3D body_shape_entered: ", error_string(err))
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err = body_shape_exited.connect(_on_body_shape_exited)
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if err != OK:
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push_warning("VisionCone3D body_shape_exited: ", error_string(err))
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@warning_ignore("return_value_discarded")
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func _physics_process(_delta: float) -> void:
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if Engine.is_editor_hint():
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return
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if !monitoring:
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return
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var bodies_to_probe := _get_bodies_to_probe_this_frame()
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for body: CollisionObject3D in bodies_to_probe:
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if !is_instance_valid(body):
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push_warning("erasing invalid body")
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_body_probe_data.erase(body)
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continue
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_probe_body(body)
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func _get_bodies_to_probe_this_frame() -> Array: # Array[CollisionObject3D]:
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var all_bodies := _body_probe_data.keys()
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if all_bodies.is_empty():
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return []
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if all_bodies.size() < vision_test_max_body_count:
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_last_probed_index = -1
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return all_bodies
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var start_index := _last_probed_index + 1
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var to_end := all_bodies.slice(start_index, start_index + vision_test_max_body_count)
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var counted := to_end.size()
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var end_index : int = min(vision_test_max_body_count - counted, start_index)
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var from_start := all_bodies.slice(0, end_index)
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_last_probed_index = from_start.size() - 1 if from_start.size() > 0 else start_index + counted - 1
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return (to_end + from_start)
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func _probe_body(body: CollisionObject3D) -> void:
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var body_was_visible_last_frame := false
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var body_is_visible := false
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var body_probes : Array[VisionTestProber]
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body_probes.assign(_body_probe_data[body])
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for prober in body_probes:
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if prober.visible:
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body_was_visible_last_frame = true
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prober.probe()
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if prober.visible:
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body_is_visible = true
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var body_visibility_changed := body_is_visible != body_was_visible_last_frame
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if body_visibility_changed:
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if body_is_visible:
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body_sighted.emit(body)
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else:
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body_hidden.emit(body)
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func _update_shape() -> void:
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_cone_shape.height = range
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_cone_shape.radius = end_radius
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_collision_shape.position.z = -range / 2
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update_gizmos()
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shape_changed.emit()
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func _get_collision_shape_node_in_body(body: PhysicsBody3D, body_shape_index: int) -> Node3D:
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if !body:
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return null
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var body_shape_owner : int = body.shape_find_owner(body_shape_index)
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return body.shape_owner_get_owner(body_shape_owner)
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func _get_end_radius() -> float:
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var angle_rad := deg_to_rad(angle / 2)
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return range * tan(angle_rad)
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func _get_prober_for_shape(shape: CollisionShape3D, body: CollisionObject3D) -> VisionTestProber:
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for prober: VisionTestProber in _body_probe_data[body]:
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if prober.collision_shape == shape:
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return prober
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return null
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@warning_ignore("return_value_discarded")
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func _on_body_shape_entered(
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_body_rid: RID,
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body: Node3D,
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body_shape_index: int,
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_local_shape_index: int,
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) -> void:
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# # weird!
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if !is_instance_valid(body):
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if _body_probe_data.has(body):
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_body_probe_data.erase(body)
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return
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var shape := _get_collision_shape_node_in_body(body, body_shape_index)
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var body_probes : Array[VisionTestProber] = _body_probe_data.get_or_add(
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body, [] as Array[VisionTestProber]
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)
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var has_prober := _get_prober_for_shape(shape, body)
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if !has_prober:
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body_probes.push_back(VisionTestProber.new(self, shape, body))
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else:
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push_warning("Already has prober")
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@warning_ignore("return_value_discarded")
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func _on_body_shape_exited(
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_body_rid: RID,
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body: Node3D,
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body_shape_index: int,
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_local_shape_index: int,
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) -> void:
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if !body:
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return
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var shape := _get_collision_shape_node_in_body(body, body_shape_index)
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var prober := _get_prober_for_shape(shape, body)
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var body_probers : Array[VisionTestProber]= _body_probe_data[body]
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body_probers.erase(prober)
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if body_probers.is_empty():
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_body_probe_data.erase(body)
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#endregion VisionCone3D
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class VisionTestProber:
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## Useful for debugging probes
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const CONTINUE_PROBING_ON_SUCCESS := false
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## Vision cone to probe for
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var vision_cone : VisionCone3D
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## Collision shape to probe
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var collision_shape: CollisionShape3D
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## Collision shape mesh representation
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var shape_probe_mesh: ArrayMesh
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## Collision shape's owning body
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var body : PhysicsBody3D
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## Whether the probe found the shape to be visible
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var visible: bool = false
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## All probe results, for debugging
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var probe_results: Array[ProbeResult]
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static var _rng := RandomNumberGenerator.new()
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func _init(
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p_vision_cone: VisionCone3D,
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p_collision_shape: CollisionShape3D,
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p_body: PhysicsBody3D
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) -> void:
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vision_cone = p_vision_cone
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collision_shape = p_collision_shape
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body = p_body
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func _probe_position(to: Vector3, shape_local_target: Vector3) -> ProbeResult:
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# Collide with bodies OR the environment
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var raycast_collision_mask := vision_cone.collision_mask | vision_cone.collision_environment_mask
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# can store reference to this?
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var space_state := vision_cone.get_world_3d().direct_space_state
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var from := vision_cone.global_position
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var exclude_bodies := vision_cone.vision_test_ignore_bodies\
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.filter(func(x: PhysicsBody3D) -> bool: return is_instance_valid(x))\
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.map(func(x: PhysicsBody3D) -> RID: return x.get_rid())
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var query := PhysicsRayQueryParameters3D.create(
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from,
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to,
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raycast_collision_mask,
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exclude_bodies
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)
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var result := space_state.intersect_ray(query)
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return ProbeResult.new(
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from,
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to,
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shape_local_target,
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result.collider if result.has("collider") else null
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)
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func _get_last_visible_point_on_shape() -> Vector3:
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if probe_results.is_empty():
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push_warning("Shape was not determined to be visible during last _probe_position")
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return Vector3.ZERO
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return probe_results[-1].shape_local_target
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func _random_points_on_probe_mesh(count: int) -> PackedVector3Array:
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if !shape_probe_mesh:
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shape_probe_mesh = collision_shape.shape.get_debug_mesh()
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var vertices : PackedVector3Array = shape_probe_mesh.surface_get_arrays(0)[Mesh.ARRAY_VERTEX]
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var points : PackedVector3Array = []
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for point in count:
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points.push_back(vertices[_rng.randi_range(0, vertices.size() - 1)])
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return points
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func _get_scatter_points(count: int) -> PackedVector3Array:
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var sample_points : PackedVector3Array = []
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# var random_point_count := vision_cone.vision_test_shape_max_probe_count
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sample_points.append_array(_random_points_on_probe_mesh(count))
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return sample_points
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func _get_collide_points(count: int) -> PackedVector3Array:
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var sample_points : PackedVector3Array = []
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# var cone_shape := vision_cone._collision_shape.shape
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var observable_shape := collision_shape.shape
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var query := PhysicsShapeQueryParameters3D.new()
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query.collide_with_areas = true
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query.collide_with_bodies = false
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query.collision_mask = vision_cone.collision_layer
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query.shape_rid = observable_shape.get_rid()
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var world_space := vision_cone.get_world_3d().direct_space_state
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var result := world_space.collide_shape(query)
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for i in result.size():
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if i % 2 == 1:
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continue
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sample_points.push_back(result[i])
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if sample_points.size() >= count:
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break
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return sample_points
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func probe() -> void:
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var sample_points : PackedVector3Array = []
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var max_count := vision_cone.vision_test_shape_max_probe_count
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if visible:
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sample_points.append(_get_last_visible_point_on_shape())
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max_count -= 1
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match vision_cone.vision_test_mode:
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VisionTestMode.SAMPLE_CENTER:
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if !visible:
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sample_points.push_back(Vector3.ZERO)
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VisionTestMode.SAMPLE_RANDOM_VERTICES:
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sample_points.append_array(_get_scatter_points(max_count))
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probe_results = []
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visible = false
|
||||
for shape_local_point in sample_points:
|
||||
var global_point := collision_shape.global_position +\
|
||||
(collision_shape.global_basis * shape_local_point)
|
||||
|
||||
if !vision_cone.point_within_cone(global_point):
|
||||
continue
|
||||
|
||||
var probe_result := _probe_position(global_point, shape_local_point)
|
||||
probe_results.push_back(probe_result)
|
||||
|
||||
# found body we were looking for
|
||||
if probe_result.collider == body:
|
||||
probe_result.visible = true
|
||||
visible = true
|
||||
if CONTINUE_PROBING_ON_SUCCESS:
|
||||
print_debug("visible - continuing to _probe_position")
|
||||
continue
|
||||
return
|
||||
|
||||
class ProbeResult:
|
||||
var start : Vector3
|
||||
var end : Vector3
|
||||
var shape_local_target : Vector3
|
||||
var collider : Node3D
|
||||
var visible : bool = false
|
||||
|
||||
func _init(
|
||||
p_start: Vector3,
|
||||
p_end: Vector3,
|
||||
p_shape_local_target: Vector3,
|
||||
p_collider: Node3D
|
||||
) -> void:
|
||||
start = p_start
|
||||
end = p_end
|
||||
shape_local_target = p_shape_local_target
|
||||
collider = p_collider
|
||||
1
addons/tattomoosa.vision_cone_3d/src/VisionCone3D.gd.uid
Normal file
1
addons/tattomoosa.vision_cone_3d/src/VisionCone3D.gd.uid
Normal file
|
|
@ -0,0 +1 @@
|
|||
uid://cmgcelj1qxg8o
|
||||
|
|
@ -0,0 +1,99 @@
|
|||
extends Node3D
|
||||
|
||||
const ProbeResult := VisionCone3D.VisionTestProber.ProbeResult
|
||||
|
||||
# TODO should be modifiable via EditorSettings
|
||||
const DEBUG_VISION_CONE_COLOR := Color(1, 1, 0, 0.02)
|
||||
# TODO should be modifiable via EditorSettings
|
||||
const DEBUG_RAY_COLOR_IS_VISIBLE := Color(Color.GREEN, 0.8)
|
||||
# TODO should be modifiable via EditorSettings
|
||||
const DEBUG_RAY_COLOR_IS_OBSTRUCTED := Color(Color.RED, 0.4)
|
||||
|
||||
@export var vision_cone : VisionCone3D
|
||||
|
||||
var debug_vision_cone_color := DEBUG_VISION_CONE_COLOR
|
||||
var debug_ray_color_is_visible := DEBUG_RAY_COLOR_IS_VISIBLE
|
||||
var debug_ray_color_in_cone := DEBUG_RAY_COLOR_IS_OBSTRUCTED
|
||||
|
||||
|
||||
var _bounds_renderer : MeshInstance3D
|
||||
var _probe_renderer : DebugProbeLineRenderer
|
||||
|
||||
func _init() -> void:
|
||||
# create cone renderer
|
||||
_bounds_renderer = MeshInstance3D.new()
|
||||
var mesh := CylinderMesh.new()
|
||||
mesh.material = make_visualizer_material()
|
||||
_bounds_renderer.mesh = mesh
|
||||
add_child(_bounds_renderer, false, INTERNAL_MODE_BACK)
|
||||
|
||||
_probe_renderer = DebugProbeLineRenderer.new()
|
||||
_probe_renderer.probe_success_material = make_visualizer_material(debug_ray_color_is_visible)
|
||||
_probe_renderer.probe_failure_material = make_visualizer_material(debug_ray_color_in_cone)
|
||||
add_child(_probe_renderer)
|
||||
|
||||
@warning_ignore("return_value_discarded")
|
||||
func _ready() -> void:
|
||||
vision_cone = get_parent()
|
||||
_probe_renderer.body_probe_data = vision_cone._body_probe_data
|
||||
vision_cone.shape_changed.connect(update_cone_shape)
|
||||
update_cone_shape()
|
||||
|
||||
func make_visualizer_material(albedo_color: Color = debug_vision_cone_color) -> StandardMaterial3D:
|
||||
var mat := StandardMaterial3D.new()
|
||||
mat.albedo_color = albedo_color
|
||||
mat.transparency = BaseMaterial3D.TRANSPARENCY_ALPHA
|
||||
mat.shading_mode = BaseMaterial3D.SHADING_MODE_UNSHADED
|
||||
mat.cull_mode = BaseMaterial3D.CULL_DISABLED
|
||||
return mat
|
||||
|
||||
func update_cone_shape() -> void:
|
||||
var m : CylinderMesh = _bounds_renderer.mesh
|
||||
m.top_radius = 0
|
||||
m.bottom_radius = vision_cone.end_radius
|
||||
m.height = vision_cone.range
|
||||
_bounds_renderer.rotation_degrees = Vector3(90, 0, 0)
|
||||
_bounds_renderer.position.z = -vision_cone.range / 2
|
||||
|
||||
class DebugProbeLineRenderer extends MeshInstance3D:
|
||||
var body_probe_data: Dictionary
|
||||
var probe_success_material : StandardMaterial3D
|
||||
var probe_failure_material : StandardMaterial3D
|
||||
|
||||
func _init() -> void:
|
||||
mesh = ImmediateMesh.new()
|
||||
|
||||
func _process(_delta: float) -> void:
|
||||
if Engine.is_editor_hint():
|
||||
return
|
||||
(mesh as ImmediateMesh).clear_surfaces()
|
||||
if body_probe_data.is_empty():
|
||||
return
|
||||
var successful : Array[ProbeResult] = []
|
||||
var failed : Array[ProbeResult] = []
|
||||
|
||||
for prober_list : Array[VisionCone3D.VisionTestProber] in body_probe_data.values():
|
||||
for prober in prober_list:
|
||||
for probe in prober.probe_results:
|
||||
if probe.visible:
|
||||
successful.push_back(probe)
|
||||
else:
|
||||
failed.push_back(probe)
|
||||
|
||||
var material_index := 0
|
||||
if !successful.is_empty():
|
||||
_add_probe_lines_surface(successful)
|
||||
mesh.surface_set_material(material_index, probe_success_material)
|
||||
material_index += 1
|
||||
if !failed.is_empty():
|
||||
_add_probe_lines_surface(failed)
|
||||
mesh.surface_set_material(material_index, probe_failure_material)
|
||||
material_index += 1
|
||||
|
||||
func _add_probe_lines_surface(probes: Array[ProbeResult]) -> void:
|
||||
var imesh := mesh as ImmediateMesh
|
||||
imesh.surface_begin(Mesh.PRIMITIVE_LINES)
|
||||
for probe in probes:
|
||||
imesh.surface_add_vertex(to_local(probe.start))
|
||||
imesh.surface_add_vertex(to_local(probe.end))
|
||||
imesh.surface_end()
|
||||
|
|
@ -0,0 +1 @@
|
|||
uid://8mi2so0m8lyx
|
||||
|
|
@ -0,0 +1,182 @@
|
|||
extends EditorNode3DGizmoPlugin
|
||||
|
||||
var texture : Texture2D = preload("../../icons/GizmoVisionCone.svg")
|
||||
var undo_redo: EditorUndoRedoManager
|
||||
|
||||
var _start_drag_mouse_world_position : Vector3
|
||||
var _start_drag_range: float
|
||||
var _start_drag_angle : float
|
||||
|
||||
func _init() -> void:
|
||||
create_material("cone_preview", Color(1, 1, 0), false)
|
||||
create_handle_material("handles")
|
||||
create_icon_material(
|
||||
"icon",
|
||||
texture,
|
||||
)
|
||||
|
||||
func _get_gizmo_name() -> String:
|
||||
return "VisionCone3D"
|
||||
|
||||
func _get_handle_name(
|
||||
_gizmo: EditorNode3DGizmo,
|
||||
handle_id: int,
|
||||
_secondary: bool
|
||||
) -> String:
|
||||
match handle_id:
|
||||
0: return "Range"
|
||||
1: return "Angle"
|
||||
_: return ""
|
||||
|
||||
func _get_handle_value(
|
||||
gizmo: EditorNode3DGizmo,
|
||||
handle_id: int,
|
||||
_secondary: bool
|
||||
) -> Variant:
|
||||
var vc : VisionCone3D = gizmo.get_node_3d()
|
||||
match handle_id:
|
||||
0: return vc.range
|
||||
1: return vc.angle
|
||||
_: return null
|
||||
|
||||
func _begin_handle_action(
|
||||
gizmo: EditorNode3DGizmo,
|
||||
handle_id: int,
|
||||
_secondary: bool
|
||||
) -> void:
|
||||
var vc : VisionCone3D = gizmo.get_node_3d()
|
||||
_start_drag_mouse_world_position = vc.global_position + (-vc.global_basis.z * vc.range)
|
||||
match handle_id:
|
||||
0: # range
|
||||
_start_drag_range = vc.range
|
||||
1: # angle
|
||||
_start_drag_angle = vc.angle
|
||||
|
||||
func _commit_handle(
|
||||
gizmo: EditorNode3DGizmo,
|
||||
handle_id: int,
|
||||
_secondary: bool,
|
||||
_restore: Variant,
|
||||
# TODO use cancel
|
||||
_cancel: bool
|
||||
) -> void:
|
||||
var vc : VisionCone3D = gizmo.get_node_3d()
|
||||
match handle_id:
|
||||
0: # range
|
||||
undo_redo.create_action("Set range")
|
||||
undo_redo.add_do_property(vc, "range", vc.range)
|
||||
undo_redo.add_undo_property(vc, "range", _start_drag_range)
|
||||
1: # angle
|
||||
undo_redo.create_action("Set angle")
|
||||
undo_redo.add_do_property(vc, "angle", vc.angle)
|
||||
undo_redo.add_undo_property(vc, "angle", _start_drag_angle)
|
||||
undo_redo.commit_action()
|
||||
|
||||
func _set_handle(
|
||||
gizmo: EditorNode3DGizmo,
|
||||
handle_id: int,
|
||||
_secondary: bool,
|
||||
camera: Camera3D,
|
||||
_screen_pos: Vector2,
|
||||
) -> void:
|
||||
var vc : VisionCone3D = gizmo.get_node_3d()
|
||||
match handle_id:
|
||||
0: # range
|
||||
# TODO this mostly works but not if camera.y is near vc.y
|
||||
var world_pos := _calculate_mouse_world_position(
|
||||
camera,
|
||||
vc.global_position.y,
|
||||
Vector3.UP
|
||||
)
|
||||
var local_pos := vc.to_local(world_pos)
|
||||
var new_range := -local_pos.z
|
||||
if new_range > 0:
|
||||
vc.range = new_range
|
||||
|
||||
1: # angle
|
||||
# var local_end_range_pos := Vector3(0, 0, -vc.range)
|
||||
|
||||
# TODO this mostly works but not if camera.y is near vc.y
|
||||
var world_pos := _calculate_mouse_world_position(
|
||||
camera,
|
||||
vc.global_position.y,
|
||||
Vector3.UP
|
||||
)
|
||||
var local_pos := vc.to_local(world_pos)
|
||||
var radius := local_pos.x
|
||||
vc.angle = abs(rad_to_deg(atan(radius / vc.range))) * 2
|
||||
gizmo.get_node_3d().update_gizmos()
|
||||
|
||||
func _has_gizmo(node: Node3D) -> bool:
|
||||
return node is VisionCone3D
|
||||
|
||||
func _redraw(gizmo: EditorNode3DGizmo) -> void:
|
||||
gizmo.clear()
|
||||
var vc : VisionCone3D = gizmo.get_node_3d()
|
||||
|
||||
gizmo.add_unscaled_billboard(get_material("icon", gizmo), 0.04)
|
||||
|
||||
var lines := _make_cone_lines(360, 6, vc.end_radius, vc.range)
|
||||
# var cylinder_mesh := CylinderMesh.new()
|
||||
|
||||
var handles := PackedVector3Array([
|
||||
Vector3(0, 0, -vc.range),
|
||||
Vector3(vc.end_radius, 0, -vc.range)
|
||||
])
|
||||
|
||||
var cone_alpha := 1.0
|
||||
|
||||
if EditorInterface.get_selection().get_selected_nodes().has(vc):
|
||||
gizmo.add_lines(lines, get_material("cone_preview", gizmo), false, Color(1, 1, 1, cone_alpha))
|
||||
gizmo.add_handles(handles, get_material("handles", gizmo), [])
|
||||
|
||||
@warning_ignore("shadowed_global_identifier")
|
||||
@warning_ignore("return_value_discarded")
|
||||
@warning_ignore("integer_division")
|
||||
func _make_cone_lines(
|
||||
resolution: int,
|
||||
support_resolution: int,
|
||||
end_radius: float,
|
||||
range: float
|
||||
) -> PackedVector3Array:
|
||||
var points: PackedVector3Array = []
|
||||
var support_every := resolution / support_resolution
|
||||
var start : Vector3
|
||||
for i in resolution:
|
||||
# circle logic
|
||||
var angle := float(i) * TAU / resolution
|
||||
var x := cos(angle) * end_radius
|
||||
var y := sin(angle) * end_radius
|
||||
var point := Vector3(x, y, -range)
|
||||
points.append(point)
|
||||
|
||||
if i % support_every == 0:
|
||||
points.append(Vector3.ZERO)
|
||||
points.append(point)
|
||||
|
||||
if i == 0:
|
||||
start = point
|
||||
else:
|
||||
points.append(point)
|
||||
points.append(start)
|
||||
points.append(Vector3.ZERO)
|
||||
points.append(Vector3(0, 0, -range))
|
||||
return points
|
||||
|
||||
static func _calculate_mouse_world_position(
|
||||
camera: Camera3D,
|
||||
# world position along plane normal, could use a better name
|
||||
intersection_point: float,
|
||||
plane_normal: Vector3 = Vector3.UP
|
||||
) -> Vector3:
|
||||
var position := camera.get_viewport().get_mouse_position()
|
||||
var camera_from := camera.project_ray_origin(position)
|
||||
var camera_to := camera.project_ray_normal(position)
|
||||
|
||||
var n := plane_normal # plane normal
|
||||
var p := camera_from # ray origin
|
||||
var v := camera_to # ray direction
|
||||
var d := intersection_point # distance of the plane from origin
|
||||
var t := -(n.dot(p) - d) / n.dot(v) # solving for plain/ray intersection
|
||||
|
||||
return p + t * v
|
||||
|
|
@ -0,0 +1 @@
|
|||
uid://b3snj0jopsyp1
|
||||
Loading…
Add table
Add a link
Reference in a new issue