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- extends Test
- const OPTION_TEST_CASE_HIT_FROM_INSIDE = "Test case/Hit from inside"
- var _hit_from_inside = false
- var _do_raycasts = false
- @onready var _raycast_visuals = ImmediateMesh.new()
- @onready var _material = StandardMaterial3D.new()
- func _ready():
- var options = $Options
- options.add_menu_item(OPTION_TEST_CASE_HIT_FROM_INSIDE, true, false)
- options.option_changed.connect(self._on_option_changed)
- _material.flags_unshaded = true
- _material.vertex_color_use_as_albedo = true
- var raycast_mesh_instance = MeshInstance3D.new()
- raycast_mesh_instance.mesh = _raycast_visuals
- add_child(raycast_mesh_instance)
- move_child(raycast_mesh_instance, get_child_count())
- await start_timer(0.5).timeout
- if is_timer_canceled():
- return
- _do_raycasts = true
- func _physics_process(delta):
- super._physics_process(delta)
- if not _do_raycasts:
- return
- _do_raycasts = false
- Log.print_log("* Start Raycasting...")
- _raycast_visuals.clear_surfaces()
- _raycast_visuals.surface_begin(Mesh.PRIMITIVE_LINES)
- for shape in $Shapes.get_children():
- var body = shape as PhysicsBody3D
- var space_state = body.get_world_3d().direct_space_state
- Log.print_log("* Testing: %s" % body.name)
- var center = body.global_transform.origin
- # Raycast entering from the top.
- var res = _add_raycast(space_state, center + Vector3(0.0, 2.0, 0.0), center)
- Log.print_log("Raycast in: %s" % ("HIT" if res else "NO HIT"))
- # Raycast exiting from inside.
- center.x -= 0.2
- res = _add_raycast(space_state, center, center - Vector3(0.0, 3.0, 0.0))
- Log.print_log("Raycast out: %s" % ("HIT" if res else "NO HIT"))
- # Raycast all inside.
- center.x += 0.4
- res = _add_raycast(space_state, center, center - Vector3(0.0, 0.8, 0.0))
- Log.print_log("Raycast inside: %s" % ("HIT" if res else "NO HIT"))
- _raycast_visuals.surface_end()
- _raycast_visuals.surface_set_material(0, _material)
- func _on_option_changed(option, checked):
- match option:
- OPTION_TEST_CASE_HIT_FROM_INSIDE:
- _hit_from_inside = checked
- _do_raycasts = true
- func _add_raycast(space_state, pos_start, pos_end):
- var params = PhysicsRayQueryParameters3D.new()
- params.from = pos_start
- params.to = pos_end
- params.hit_from_inside = _hit_from_inside
- var result = space_state.intersect_ray(params)
- if result:
- _raycast_visuals.surface_set_color(Color.GREEN)
- else:
- _raycast_visuals.surface_set_color(Color.RED.darkened(0.5))
- # Draw raycast line.
- _raycast_visuals.surface_add_vertex(pos_start)
- _raycast_visuals.surface_add_vertex(pos_end)
- # Draw raycast arrow.
- _raycast_visuals.surface_add_vertex(pos_end)
- _raycast_visuals.surface_add_vertex(pos_end + Vector3(-0.05, 0.1, 0.0))
- _raycast_visuals.surface_add_vertex(pos_end)
- _raycast_visuals.surface_add_vertex(pos_end + Vector3(0.05, 0.1, 0.0))
- return result
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