Files
godot-demo-projects/3d/physics_tests/tests/functional/test_raycasting.gd
Hugo Locurcio a531235db3 Use Jolt Physics in all 3D demos that use physics, improve physics tests demos (#1195)
- Add options for physics ticks per second, time scale, max physics steps per frame
  and physics interpolation to the 2D and 3D physics tests demos.
  - Physics ticks per second are always multiplied by time scale so that
    time scale does not affect the physics simulation quality.
- Enable 4× MSAA for better debug shape display. Remove meshes/lights as
  the debug collision fill make these unnecessary.
  - Switch to the Mobile rendering method in the 2D physics tests demo
    to allow for 2D MSAA, as it's not implemented in Compatibility yet.
- Improve collision shapes color in the 2D and 3D physics tests demos
  for better visibility. Each PhysicsBody type now has its own collision
  shape color.
2025-04-21 21:59:31 +02:00

104 lines
2.9 KiB
GDScript

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() -> void:
var options: OptionMenu = $Options
options.add_menu_item(OPTION_TEST_CASE_HIT_FROM_INSIDE, true, false)
options.option_changed.connect(_on_option_changed)
_material.shading_mode = BaseMaterial3D.SHADING_MODE_UNSHADED
_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: float) -> void:
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: PhysicsBody3D = shape
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: String, checked: bool) -> void:
match option:
OPTION_TEST_CASE_HIT_FROM_INSIDE:
_hit_from_inside = checked
_do_raycasts = true
func _add_raycast(space_state: PhysicsDirectSpaceState3D, pos_start: Vector3, pos_end: Vector3) -> Dictionary:
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.BLACK)
# 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