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@tool
extends ISensor3D
class_name RayCastSensor3D
@export_flags_3d_physics var collision_mask = 1:
get: return collision_mask
set(value):
collision_mask = value
_update()
@export_flags_3d_physics var boolean_class_mask = 1:
get: return boolean_class_mask
set(value):
boolean_class_mask = value
_update()
@export var n_rays_width := 6.0:
get: return n_rays_width
set(value):
n_rays_width = value
_update()
@export var n_rays_height := 6.0:
get: return n_rays_height
set(value):
n_rays_height = value
_update()
@export var ray_length := 10.0:
get: return ray_length
set(value):
ray_length = value
_update()
@export var cone_width := 60.0:
get: return cone_width
set(value):
cone_width = value
_update()
@export var cone_height := 60.0:
get: return cone_height
set(value):
cone_height = 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 class_sensor := false
var rays := []
var geo = null
func _update():
if Engine.is_editor_hint():
if is_node_ready():
_spawn_nodes()
func _ready() -> void:
if Engine.is_editor_hint():
if get_child_count() == 0:
_spawn_nodes()
else:
_spawn_nodes()
func _spawn_nodes():
print("spawning nodes")
for ray in get_children():
ray.queue_free()
if geo:
geo.clear()
#$Lines.remove_points()
rays = []
var horizontal_step = cone_width / (n_rays_width)
var vertical_step = cone_height / (n_rays_height)
var horizontal_start = horizontal_step/2 - cone_width/2
var vertical_start = vertical_step/2 - cone_height/2
var points = []
for i in n_rays_width:
for j in n_rays_height:
var angle_w = horizontal_start + i * horizontal_step
var angle_h = vertical_start + j * vertical_step
#angle_h = 0.0
var ray = RayCast3D.new()
var cast_to = to_spherical_coords(ray_length, angle_w, angle_h)
ray.set_target_position(cast_to)
points.append(cast_to)
ray.set_name("node_"+str(i)+" "+str(j))
ray.enabled = true
ray.collide_with_bodies = collide_with_bodies
ray.collide_with_areas = collide_with_areas
ray.collision_mask = collision_mask
add_child(ray)
ray.set_owner(get_tree().edited_scene_root)
rays.append(ray)
ray.force_raycast_update()
# if Engine.editor_hint:
# _create_debug_lines(points)
func _create_debug_lines(points):
if not geo:
geo = ImmediateMesh.new()
add_child(geo)
geo.clear()
geo.begin(Mesh.PRIMITIVE_LINES)
for point in points:
geo.set_color(Color.AQUA)
geo.add_vertex(Vector3.ZERO)
geo.add_vertex(point)
geo.end()
func display():
if geo:
geo.display()
func to_spherical_coords(r, inc, azimuth) -> Vector3:
return Vector3(
r*sin(deg_to_rad(inc))*cos(deg_to_rad(azimuth)),
r*sin(deg_to_rad(azimuth)),
r*cos(deg_to_rad(inc))*cos(deg_to_rad(azimuth))
)
func get_observation() -> Array:
return self.calculate_raycasts()
func calculate_raycasts() -> Array:
var result = []
for ray in rays:
ray.set_enabled(true)
ray.force_raycast_update()
var distance = _get_raycast_distance(ray)
result.append(distance)
if class_sensor:
var hit_class = 0
if ray.get_collider():
var hit_collision_layer = ray.get_collider().collision_layer
hit_collision_layer = hit_collision_layer & collision_mask
hit_class = (hit_collision_layer & boolean_class_mask) > 0
result.append(hit_class)
ray.set_enabled(false)
return result
func _get_raycast_distance(ray : RayCast3D) -> float :
if !ray.is_colliding():
return 0.0
var distance = (global_transform.origin - ray.get_collision_point()).length()
distance = clamp(distance, 0.0, ray_length)
return (ray_length - distance) / ray_length