mirror of
https://gitlab.com/MaddoScientisto/cirnogodot.git
synced 2026-07-03 19:41:15 +00:00
421 lines
13 KiB
GDScript
421 lines
13 KiB
GDScript
@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
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for shape_local_point in sample_points:
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var global_point := collision_shape.global_position +\
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(collision_shape.global_basis * shape_local_point)
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if !vision_cone.point_within_cone(global_point):
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continue
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var probe_result := _probe_position(global_point, shape_local_point)
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probe_results.push_back(probe_result)
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# found body we were looking for
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if probe_result.collider == body:
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probe_result.visible = true
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visible = true
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if CONTINUE_PROBING_ON_SUCCESS:
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print_debug("visible - continuing to _probe_position")
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continue
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return
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class ProbeResult:
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var start : Vector3
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var end : Vector3
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var shape_local_target : Vector3
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var collider : Node3D
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var visible : bool = false
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func _init(
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p_start: Vector3,
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p_end: Vector3,
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p_shape_local_target: Vector3,
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p_collider: Node3D
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) -> void:
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start = p_start
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end = p_end
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shape_local_target = p_shape_local_target
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collider = p_collider
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