@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