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@tool
extends ISensor2D
class_name RaycastSensor2D
@export_flags_2d_physics var collision_mask := 1:
get: return collision_mask
set(value):
collision_mask = value
_update()
@export var collide_with_areas := false:
get: return collide_with_areas
set(value):
collide_with_areas = value
_update()
@export var collide_with_bodies := true:
get: return collide_with_bodies
set(value):
collide_with_bodies = value
_update()
@export var n_rays := 16.0:
get: return n_rays
set(value):
n_rays = value
_update()
@export_range(5,200,5.0) var ray_length := 200:
get: return ray_length
set(value):
ray_length = value
_update()
@export_range(5,360,5.0) var cone_width := 360.0:
get: return cone_width
set(value):
cone_width = value
_update()
@export var debug_draw := true :
get: return debug_draw
set(value):
debug_draw = value
_update()
var _angles = []
var rays := []
func _update():
if Engine.is_editor_hint():
if debug_draw:
_spawn_nodes()
else:
for ray in get_children():
if ray is RayCast2D:
remove_child(ray)
func _ready() -> void:
_spawn_nodes()
func _spawn_nodes():
for ray in rays:
ray.queue_free()
rays = []
_angles = []
var step = cone_width / (n_rays)
var start = step/2 - cone_width/2
for i in n_rays:
var angle = start + i * step
var ray = RayCast2D.new()
ray.set_target_position(Vector2(
ray_length*cos(deg_to_rad(angle)),
ray_length*sin(deg_to_rad(angle))
))
ray.set_name("node_"+str(i))
ray.enabled = true
ray.collide_with_areas = collide_with_areas
ray.collide_with_bodies = collide_with_bodies
ray.collision_mask = collision_mask
add_child(ray)
rays.append(ray)
_angles.append(start + i * step)
func _physics_process(delta: float) -> void:
if self._active:
self._obs = calculate_raycasts()
func get_observation() -> Array:
if len(self._obs) == 0:
print("obs was null, forcing raycast update")
return self.calculate_raycasts()
return self._obs
func calculate_raycasts() -> Array:
var result = []
for ray in rays:
ray.force_raycast_update()
var distance = _get_raycast_distance(ray)
result.append(distance)
return result
func _get_raycast_distance(ray : RayCast2D) -> float :
if !ray.is_colliding():
return 0.0
var distance = (global_position - ray.get_collision_point()).length()
distance = clamp(distance, 0.0, ray_length)
return (ray_length - distance) / ray_length