@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