Procházet zdrojové kódy

Restore RayShape as a regular shape type

Partial revert from previously removing ray shapes completely, added
back as a shape type but without the specific character controller code.
PouleyKetchoupp před 4 roky
rodič
revize
45c7af9862
33 změnil soubory, kde provedl 842 přidání a 26 odebrání
  1. 14 7
      doc/classes/PhysicsServer2D.xml
  2. 17 9
      doc/classes/PhysicsServer3D.xml
  3. 23 0
      doc/classes/RayShape2D.xml
  4. 23 0
      doc/classes/RayShape3D.xml
  5. 1 0
      editor/icons/RayShape2D.svg
  6. 1 0
      editor/icons/RayShape3D.svg
  7. 6 0
      editor/import/resource_importer_scene.cpp
  8. 41 0
      editor/plugins/collision_shape_2d_editor_plugin.cpp
  9. 1 0
      editor/plugins/collision_shape_2d_editor_plugin.h
  10. 53 0
      editor/plugins/node_3d_editor_gizmos.cpp
  11. 5 0
      scene/register_scene_types.cpp
  12. 119 0
      scene/resources/ray_shape_2d.cpp
  13. 61 0
      scene/resources/ray_shape_2d.h
  14. 91 0
      scene/resources/ray_shape_3d.cpp
  15. 56 0
      scene/resources/ray_shape_3d.h
  16. 10 8
      servers/physics_2d/collision_solver_2d_sat.cpp
  17. 54 0
      servers/physics_2d/collision_solver_2d_sw.cpp
  18. 7 0
      servers/physics_2d/physics_server_2d_sw.cpp
  19. 1 0
      servers/physics_2d/physics_server_2d_sw.h
  20. 1 0
      servers/physics_2d/physics_server_2d_wrap_mt.h
  21. 40 0
      servers/physics_2d/shape_2d_sw.cpp
  22. 35 0
      servers/physics_2d/shape_2d_sw.h
  23. 4 2
      servers/physics_3d/collision_solver_3d_sat.cpp
  24. 47 0
      servers/physics_3d/collision_solver_3d_sw.cpp
  25. 6 0
      servers/physics_3d/physics_server_3d_sw.cpp
  26. 1 0
      servers/physics_3d/physics_server_3d_sw.h
  27. 1 0
      servers/physics_3d/physics_server_3d_wrap_mt.h
  28. 85 0
      servers/physics_3d/shape_3d_sw.cpp
  29. 28 0
      servers/physics_3d/shape_3d_sw.h
  30. 2 0
      servers/physics_server_2d.cpp
  31. 2 0
      servers/physics_server_2d.h
  32. 4 0
      servers/physics_server_3d.cpp
  33. 2 0
      servers/physics_server_3d.h

+ 14 - 7
doc/classes/PhysicsServer2D.xml

@@ -716,6 +716,11 @@
 				Sets a joint parameter. See [enum JointParam] for a list of available parameters.
 			</description>
 		</method>
+		<method name="ray_shape_create">
+			<return type="RID" />
+			<description>
+			</description>
+		</method>
 		<method name="rectangle_shape_create">
 			<return type="RID" />
 			<description>
@@ -840,25 +845,27 @@
 		<constant name="SHAPE_WORLD_MARGIN" value="0" enum="ShapeType">
 			This is the constant for creating world margin shapes. A world margin shape is an [i]infinite[/i] line with an origin point, and a normal. Thus, it can be used for front/behind checks.
 		</constant>
-		<constant name="SHAPE_SEGMENT" value="1" enum="ShapeType">
+		<constant name="SHAPE_RAY" value="1" enum="ShapeType">
+		</constant>
+		<constant name="SHAPE_SEGMENT" value="2" enum="ShapeType">
 			This is the constant for creating segment shapes. A segment shape is a [i]finite[/i] line from a point A to a point B. It can be checked for intersections.
 		</constant>
-		<constant name="SHAPE_CIRCLE" value="2" enum="ShapeType">
+		<constant name="SHAPE_CIRCLE" value="3" enum="ShapeType">
 			This is the constant for creating circle shapes. A circle shape only has a radius. It can be used for intersections and inside/outside checks.
 		</constant>
-		<constant name="SHAPE_RECTANGLE" value="3" enum="ShapeType">
+		<constant name="SHAPE_RECTANGLE" value="4" enum="ShapeType">
 			This is the constant for creating rectangle shapes. A rectangle shape is defined by a width and a height. It can be used for intersections and inside/outside checks.
 		</constant>
-		<constant name="SHAPE_CAPSULE" value="4" enum="ShapeType">
+		<constant name="SHAPE_CAPSULE" value="5" enum="ShapeType">
 			This is the constant for creating capsule shapes. A capsule shape is defined by a radius and a length. It can be used for intersections and inside/outside checks.
 		</constant>
-		<constant name="SHAPE_CONVEX_POLYGON" value="5" enum="ShapeType">
+		<constant name="SHAPE_CONVEX_POLYGON" value="6" enum="ShapeType">
 			This is the constant for creating convex polygon shapes. A polygon is defined by a list of points. It can be used for intersections and inside/outside checks. Unlike the [member CollisionPolygon2D.polygon] property, polygons modified with [method shape_set_data] do not verify that the points supplied form is a convex polygon.
 		</constant>
-		<constant name="SHAPE_CONCAVE_POLYGON" value="6" enum="ShapeType">
+		<constant name="SHAPE_CONCAVE_POLYGON" value="7" enum="ShapeType">
 			This is the constant for creating concave polygon shapes. A polygon is defined by a list of points. It can be used for intersections checks, but not for inside/outside checks.
 		</constant>
-		<constant name="SHAPE_CUSTOM" value="7" enum="ShapeType">
+		<constant name="SHAPE_CUSTOM" value="8" enum="ShapeType">
 			This constant is used internally by the engine. Any attempt to create this kind of shape results in an error.
 		</constant>
 		<constant name="AREA_PARAM_GRAVITY" value="0" enum="AreaParameter">

+ 17 - 9
doc/classes/PhysicsServer3D.xml

@@ -849,6 +849,11 @@
 			<description>
 			</description>
 		</method>
+		<method name="ray_shape_create">
+			<return type="RID" />
+			<description>
+			</description>
+		</method>
 		<method name="set_active">
 			<return type="void" />
 			<argument index="0" name="active" type="bool" />
@@ -1171,31 +1176,34 @@
 		<constant name="SHAPE_PLANE" value="0" enum="ShapeType">
 			The [Shape3D] is a [WorldMarginShape3D].
 		</constant>
-		<constant name="SHAPE_SPHERE" value="1" enum="ShapeType">
+		<constant name="SHAPE_RAY" value="1" enum="ShapeType">
+			The [Shape3D] is a [RayShape3D].
+		</constant>
+		<constant name="SHAPE_SPHERE" value="2" enum="ShapeType">
 			The [Shape3D] is a [SphereShape3D].
 		</constant>
-		<constant name="SHAPE_BOX" value="2" enum="ShapeType">
+		<constant name="SHAPE_BOX" value="3" enum="ShapeType">
 			The [Shape3D] is a [BoxShape3D].
 		</constant>
-		<constant name="SHAPE_CAPSULE" value="3" enum="ShapeType">
+		<constant name="SHAPE_CAPSULE" value="4" enum="ShapeType">
 			The [Shape3D] is a [CapsuleShape3D].
 		</constant>
-		<constant name="SHAPE_CYLINDER" value="4" enum="ShapeType">
+		<constant name="SHAPE_CYLINDER" value="5" enum="ShapeType">
 			The [Shape3D] is a [CylinderShape3D].
 		</constant>
-		<constant name="SHAPE_CONVEX_POLYGON" value="5" enum="ShapeType">
+		<constant name="SHAPE_CONVEX_POLYGON" value="6" enum="ShapeType">
 			The [Shape3D] is a [ConvexPolygonShape3D].
 		</constant>
-		<constant name="SHAPE_CONCAVE_POLYGON" value="6" enum="ShapeType">
+		<constant name="SHAPE_CONCAVE_POLYGON" value="7" enum="ShapeType">
 			The [Shape3D] is a [ConcavePolygonShape3D].
 		</constant>
-		<constant name="SHAPE_HEIGHTMAP" value="7" enum="ShapeType">
+		<constant name="SHAPE_HEIGHTMAP" value="8" enum="ShapeType">
 			The [Shape3D] is a [HeightMapShape3D].
 		</constant>
-		<constant name="SHAPE_SOFT_BODY" value="8" enum="ShapeType">
+		<constant name="SHAPE_SOFT_BODY" value="9" enum="ShapeType">
 			The [Shape3D] is a [SoftBody3D].
 		</constant>
-		<constant name="SHAPE_CUSTOM" value="9" enum="ShapeType">
+		<constant name="SHAPE_CUSTOM" value="10" enum="ShapeType">
 			This constant is used internally by the engine. Any attempt to create this kind of shape results in an error.
 		</constant>
 		<constant name="AREA_PARAM_GRAVITY" value="0" enum="AreaParameter">

+ 23 - 0
doc/classes/RayShape2D.xml

@@ -0,0 +1,23 @@
+<?xml version="1.0" encoding="UTF-8" ?>
+<class name="RayShape2D" inherits="Shape2D" version="4.0">
+	<brief_description>
+		Ray shape for 2D collisions.
+	</brief_description>
+	<description>
+		Ray shape for 2D collisions. A ray is not really a collision body; instead, it tries to separate itself from whatever is touching its far endpoint. It's often useful for characters.
+	</description>
+	<tutorials>
+	</tutorials>
+	<methods>
+	</methods>
+	<members>
+		<member name="length" type="float" setter="set_length" getter="get_length" default="20.0">
+			The ray's length.
+		</member>
+		<member name="slips_on_slope" type="bool" setter="set_slips_on_slope" getter="get_slips_on_slope" default="false">
+			If [code]true[/code], allow the shape to return the correct normal.
+		</member>
+	</members>
+	<constants>
+	</constants>
+</class>

+ 23 - 0
doc/classes/RayShape3D.xml

@@ -0,0 +1,23 @@
+<?xml version="1.0" encoding="UTF-8" ?>
+<class name="RayShape3D" inherits="Shape3D" version="4.0">
+	<brief_description>
+		Ray shape for 3D collisions.
+	</brief_description>
+	<description>
+		Ray shape for 3D collisions, which can be set into a [PhysicsBody3D] or [Area3D]. A ray is not really a collision body; instead, it tries to separate itself from whatever is touching its far endpoint. It's often useful for characters.
+	</description>
+	<tutorials>
+	</tutorials>
+	<methods>
+	</methods>
+	<members>
+		<member name="length" type="float" setter="set_length" getter="get_length" default="1.0">
+			The ray's length.
+		</member>
+		<member name="slips_on_slope" type="bool" setter="set_slips_on_slope" getter="get_slips_on_slope" default="false">
+			If [code]true[/code], allow the shape to return the correct normal.
+		</member>
+	</members>
+	<constants>
+	</constants>
+</class>

+ 1 - 0
editor/icons/RayShape2D.svg

@@ -0,0 +1 @@
+<svg height="16" viewBox="0 0 16 16" width="16" xmlns="http://www.w3.org/2000/svg"><path d="m8 1a1 1 0 0 0 -1 1v9.5859l-1.293-1.293a1 1 0 0 0 -.7207-.29102 1 1 0 0 0 -.69336.29102 1 1 0 0 0 0 1.4141l3 3a1.0001 1.0001 0 0 0 .0039062.003907 1 1 0 0 0 .050781.044921 1.0001 1.0001 0 0 0 .03125.027344 1 1 0 0 0 .048828.035156 1.0001 1.0001 0 0 0 .023438.015625 1 1 0 0 0 .076172.044922 1.0001 1.0001 0 0 0 .0058593.003906 1 1 0 0 0 .013672.007813 1.0001 1.0001 0 0 0 .078125.035156 1 1 0 0 0 .074219.025391 1.0001 1.0001 0 0 0 .025391.009766 1 1 0 0 0 .039062.009765 1.0001 1.0001 0 0 0 .068359.013672 1.0001 1.0001 0 0 0 .097656.011719 1.0001 1.0001 0 0 0 .0078125 0 1 1 0 0 0 .0625.003906 1 1 0 0 0 .015625-.001953 1.0001 1.0001 0 0 0 .083984-.003906 1 1 0 0 0 .015625-.001953 1.0001 1.0001 0 0 0 .083984-.013672 1.0001 1.0001 0 0 0 .052734-.013672 1 1 0 0 0 .058594-.015625 1.0001 1.0001 0 0 0 .078125-.029297 1 1 0 0 0 .013672-.00586 1.0001 1.0001 0 0 0 .076172-.037109 1 1 0 0 0 .013672-.007812 1.0001 1.0001 0 0 0 .072266-.044922 1 1 0 0 0 .011719-.007813 1.0001 1.0001 0 0 0 .068359-.052734 1 1 0 0 0 .011719-.009766 1.0001 1.0001 0 0 0 .050781-.046875l.0097657-.011719 2.9902-2.9883a1 1 0 0 0 0-1.4141 1 1 0 0 0 -1.4141 0l-1.293 1.293v-9.5859a1 1 0 0 0 -1-1z" fill="#68b6ff" fill-rule="evenodd"/></svg>

+ 1 - 0
editor/icons/RayShape3D.svg

@@ -0,0 +1 @@
+<svg height="16" viewBox="0 0 16 16" width="16" xmlns="http://www.w3.org/2000/svg"><g fill-rule="evenodd"><path d="m8 1-6 5 4 2.666v4.334l2 2v-5-2z" fill="#a2d2ff"/><path d="m8 1v7 2l-2-1.334v1.334l2 1.5v3.5l2-2v-4.334l4-2.666z" fill="#2998ff"/></g></svg>

+ 6 - 0
editor/import/resource_importer_scene.cpp

@@ -45,6 +45,7 @@
 #include "scene/resources/animation.h"
 #include "scene/resources/box_shape_3d.h"
 #include "scene/resources/packed_scene.h"
+#include "scene/resources/ray_shape_3d.h"
 #include "scene/resources/resource_format_text.h"
 #include "scene/resources/sphere_shape_3d.h"
 #include "scene/resources/surface_tool.h"
@@ -379,6 +380,11 @@ Node *ResourceImporterScene::_pre_fix_node(Node *p_node, Node *p_root, Map<Ref<E
 				BoxShape3D *boxShape = memnew(BoxShape3D);
 				boxShape->set_size(Vector3(2, 2, 2));
 				colshape->set_shape(boxShape);
+			} else if (empty_draw_type == "SINGLE_ARROW") {
+				RayShape3D *rayShape = memnew(RayShape3D);
+				rayShape->set_length(1);
+				colshape->set_shape(rayShape);
+				Object::cast_to<Node3D>(sb)->rotate_x(Math_PI / 2);
 			} else if (empty_draw_type == "IMAGE") {
 				WorldMarginShape3D *world_margin_shape = memnew(WorldMarginShape3D);
 				colshape->set_shape(world_margin_shape);

+ 41 - 0
editor/plugins/collision_shape_2d_editor_plugin.cpp

@@ -36,6 +36,7 @@
 #include "scene/resources/circle_shape_2d.h"
 #include "scene/resources/concave_polygon_shape_2d.h"
 #include "scene/resources/convex_polygon_shape_2d.h"
+#include "scene/resources/ray_shape_2d.h"
 #include "scene/resources/rectangle_shape_2d.h"
 #include "scene/resources/segment_shape_2d.h"
 #include "scene/resources/world_margin_shape_2d.h"
@@ -80,6 +81,15 @@ Variant CollisionShape2DEditor::get_handle_value(int idx) const {
 
 		} break;
 
+		case RAY_SHAPE: {
+			Ref<RayShape2D> ray = node->get_shape();
+
+			if (idx == 0) {
+				return ray->get_length();
+			}
+
+		} break;
+
 		case RECTANGLE_SHAPE: {
 			Ref<RectangleShape2D> rect = node->get_shape();
 
@@ -152,6 +162,15 @@ void CollisionShape2DEditor::set_handle(int idx, Point2 &p_point) {
 
 		} break;
 
+		case RAY_SHAPE: {
+			Ref<RayShape2D> ray = node->get_shape();
+
+			ray->set_length(Math::abs(p_point.y));
+
+			canvas_item_editor->update_viewport();
+
+		} break;
+
 		case RECTANGLE_SHAPE: {
 			if (idx < 8) {
 				Ref<RectangleShape2D> rect = node->get_shape();
@@ -253,6 +272,16 @@ void CollisionShape2DEditor::commit_handle(int idx, Variant &p_org) {
 
 		} break;
 
+		case RAY_SHAPE: {
+			Ref<RayShape2D> ray = node->get_shape();
+
+			undo_redo->add_do_method(ray.ptr(), "set_length", ray->get_length());
+			undo_redo->add_do_method(canvas_item_editor, "update_viewport");
+			undo_redo->add_undo_method(ray.ptr(), "set_length", p_org);
+			undo_redo->add_undo_method(canvas_item_editor, "update_viewport");
+
+		} break;
+
 		case RECTANGLE_SHAPE: {
 			Ref<RectangleShape2D> rect = node->get_shape();
 
@@ -394,6 +423,8 @@ void CollisionShape2DEditor::_get_current_shape_type() {
 		shape_type = CONVEX_POLYGON_SHAPE;
 	} else if (Object::cast_to<WorldMarginShape2D>(*s)) {
 		shape_type = WORLD_MARGIN_SHAPE;
+	} else if (Object::cast_to<RayShape2D>(*s)) {
+		shape_type = RAY_SHAPE;
 	} else if (Object::cast_to<RectangleShape2D>(*s)) {
 		shape_type = RECTANGLE_SHAPE;
 	} else if (Object::cast_to<SegmentShape2D>(*s)) {
@@ -471,6 +502,16 @@ void CollisionShape2DEditor::forward_canvas_draw_over_viewport(Control *p_overla
 
 		} break;
 
+		case RAY_SHAPE: {
+			Ref<RayShape2D> shape = node->get_shape();
+
+			handles.resize(1);
+			handles.write[0] = Point2(0, shape->get_length());
+
+			p_overlay->draw_texture(h, gt.xform(handles[0]) - size);
+
+		} break;
+
 		case RECTANGLE_SHAPE: {
 			Ref<RectangleShape2D> shape = node->get_shape();
 

+ 1 - 0
editor/plugins/collision_shape_2d_editor_plugin.h

@@ -47,6 +47,7 @@ class CollisionShape2DEditor : public Control {
 		CONCAVE_POLYGON_SHAPE,
 		CONVEX_POLYGON_SHAPE,
 		WORLD_MARGIN_SHAPE,
+		RAY_SHAPE,
 		RECTANGLE_SHAPE,
 		SEGMENT_SHAPE
 	};

+ 53 - 0
editor/plugins/node_3d_editor_gizmos.cpp

@@ -66,6 +66,7 @@
 #include "scene/resources/cylinder_shape_3d.h"
 #include "scene/resources/height_map_shape_3d.h"
 #include "scene/resources/primitive_meshes.h"
+#include "scene/resources/ray_shape_3d.h"
 #include "scene/resources/sphere_shape_3d.h"
 #include "scene/resources/surface_tool.h"
 #include "scene/resources/world_margin_shape_3d.h"
@@ -4067,6 +4068,10 @@ String CollisionShape3DGizmoPlugin::get_handle_name(const EditorNode3DGizmo *p_g
 		return p_id == 0 ? "Radius" : "Height";
 	}
 
+	if (Object::cast_to<RayShape3D>(*s)) {
+		return "Length";
+	}
+
 	return "";
 }
 
@@ -4098,6 +4103,11 @@ Variant CollisionShape3DGizmoPlugin::get_handle_value(const EditorNode3DGizmo *p
 		return p_id == 0 ? cs2->get_radius() : cs2->get_height();
 	}
 
+	if (Object::cast_to<RayShape3D>(*s)) {
+		Ref<RayShape3D> cs2 = s;
+		return cs2->get_length();
+	}
+
 	return Variant();
 }
 
@@ -4133,6 +4143,22 @@ void CollisionShape3DGizmoPlugin::set_handle(const EditorNode3DGizmo *p_gizmo, i
 		ss->set_radius(d);
 	}
 
+	if (Object::cast_to<RayShape3D>(*s)) {
+		Ref<RayShape3D> rs = s;
+		Vector3 ra, rb;
+		Geometry3D::get_closest_points_between_segments(Vector3(), Vector3(0, 0, 4096), sg[0], sg[1], ra, rb);
+		float d = ra.z;
+		if (Node3DEditor::get_singleton()->is_snap_enabled()) {
+			d = Math::snapped(d, Node3DEditor::get_singleton()->get_translate_snap());
+		}
+
+		if (d < 0.001) {
+			d = 0.001;
+		}
+
+		rs->set_length(d);
+	}
+
 	if (Object::cast_to<BoxShape3D>(*s)) {
 		Vector3 axis;
 		axis[p_id] = 1.0;
@@ -4287,6 +4313,20 @@ void CollisionShape3DGizmoPlugin::commit_handle(const EditorNode3DGizmo *p_gizmo
 
 		ur->commit_action();
 	}
+
+	if (Object::cast_to<RayShape3D>(*s)) {
+		Ref<RayShape3D> ss = s;
+		if (p_cancel) {
+			ss->set_length(p_restore);
+			return;
+		}
+
+		UndoRedo *ur = Node3DEditor::get_singleton()->get_undo_redo();
+		ur->create_action(TTR("Change Ray Shape Length"));
+		ur->add_do_method(ss.ptr(), "set_length", ss->get_length());
+		ur->add_undo_method(ss.ptr(), "set_length", p_restore);
+		ur->commit_action();
+	}
 }
 
 void CollisionShape3DGizmoPlugin::redraw(EditorNode3DGizmo *p_gizmo) {
@@ -4557,6 +4597,19 @@ void CollisionShape3DGizmoPlugin::redraw(EditorNode3DGizmo *p_gizmo) {
 		p_gizmo->add_collision_segments(cs2->get_debug_mesh_lines());
 	}
 
+	if (Object::cast_to<RayShape3D>(*s)) {
+		Ref<RayShape3D> rs = s;
+
+		Vector<Vector3> points;
+		points.push_back(Vector3());
+		points.push_back(Vector3(0, 0, rs->get_length()));
+		p_gizmo->add_lines(points, material);
+		p_gizmo->add_collision_segments(points);
+		Vector<Vector3> handles;
+		handles.push_back(Vector3(0, 0, rs->get_length()));
+		p_gizmo->add_handles(handles, handles_material);
+	}
+
 	if (Object::cast_to<HeightMapShape3D>(*s)) {
 		Ref<HeightMapShape3D> hms = s;
 

+ 5 - 0
scene/register_scene_types.cpp

@@ -157,6 +157,8 @@
 #include "scene/resources/physics_material.h"
 #include "scene/resources/polygon_path_finder.h"
 #include "scene/resources/primitive_meshes.h"
+#include "scene/resources/ray_shape_2d.h"
+#include "scene/resources/ray_shape_3d.h"
 #include "scene/resources/rectangle_shape_2d.h"
 #include "scene/resources/resource_format_text.h"
 #include "scene/resources/segment_shape_2d.h"
@@ -752,6 +754,7 @@ void register_scene_types() {
 	OS::get_singleton()->yield(); //may take time to init
 
 	GDREGISTER_VIRTUAL_CLASS(Shape3D);
+	GDREGISTER_CLASS(RayShape3D);
 	GDREGISTER_CLASS(SphereShape3D);
 	GDREGISTER_CLASS(BoxShape3D);
 	GDREGISTER_CLASS(CapsuleShape3D);
@@ -840,6 +843,7 @@ void register_scene_types() {
 	GDREGISTER_VIRTUAL_CLASS(Shape2D);
 	GDREGISTER_CLASS(WorldMarginShape2D);
 	GDREGISTER_CLASS(SegmentShape2D);
+	GDREGISTER_CLASS(RayShape2D);
 	GDREGISTER_CLASS(CircleShape2D);
 	GDREGISTER_CLASS(RectangleShape2D);
 	GDREGISTER_CLASS(CapsuleShape2D);
@@ -960,6 +964,7 @@ void register_scene_types() {
 	ClassDB::add_compatibility_class("ProceduralSky", "Sky");
 	ClassDB::add_compatibility_class("ProximityGroup", "ProximityGroup3D");
 	ClassDB::add_compatibility_class("RayCast", "RayCast3D");
+	ClassDB::add_compatibility_class("RayShape", "RayShape3D");
 	ClassDB::add_compatibility_class("RemoteTransform", "RemoteTransform3D");
 	ClassDB::add_compatibility_class("RigidBody", "RigidBody3D");
 	ClassDB::add_compatibility_class("Shape", "Shape3D");

+ 119 - 0
scene/resources/ray_shape_2d.cpp

@@ -0,0 +1,119 @@
+/*************************************************************************/
+/*  ray_shape_2d.cpp                                                     */
+/*************************************************************************/
+/*                       This file is part of:                           */
+/*                           GODOT ENGINE                                */
+/*                      https://godotengine.org                          */
+/*************************************************************************/
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur.                 */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md).   */
+/*                                                                       */
+/* Permission is hereby granted, free of charge, to any person obtaining */
+/* a copy of this software and associated documentation files (the       */
+/* "Software"), to deal in the Software without restriction, including   */
+/* without limitation the rights to use, copy, modify, merge, publish,   */
+/* distribute, sublicense, and/or sell copies of the Software, and to    */
+/* permit persons to whom the Software is furnished to do so, subject to */
+/* the following conditions:                                             */
+/*                                                                       */
+/* The above copyright notice and this permission notice shall be        */
+/* included in all copies or substantial portions of the Software.       */
+/*                                                                       */
+/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,       */
+/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF    */
+/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
+/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY  */
+/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,  */
+/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE     */
+/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.                */
+/*************************************************************************/
+
+#include "ray_shape_2d.h"
+
+#include "servers/physics_server_2d.h"
+#include "servers/rendering_server.h"
+
+void RayShape2D::_update_shape() {
+	Dictionary d;
+	d["length"] = length;
+	d["slips_on_slope"] = slips_on_slope;
+	PhysicsServer2D::get_singleton()->shape_set_data(get_rid(), d);
+	emit_changed();
+}
+
+void RayShape2D::draw(const RID &p_to_rid, const Color &p_color) {
+	const Vector2 target_position = Vector2(0, get_length());
+
+	const float max_arrow_size = 6;
+	const float line_width = 1.4;
+	bool no_line = target_position.length() < line_width;
+	float arrow_size = CLAMP(target_position.length() * 2 / 3, line_width, max_arrow_size);
+
+	if (no_line) {
+		arrow_size = target_position.length();
+	} else {
+		RS::get_singleton()->canvas_item_add_line(p_to_rid, Vector2(), target_position - target_position.normalized() * arrow_size, p_color, line_width);
+	}
+
+	Transform2D xf;
+	xf.rotate(target_position.angle());
+	xf.translate(Vector2(no_line ? 0 : target_position.length() - arrow_size, 0));
+
+	Vector<Vector2> pts;
+	pts.push_back(xf.xform(Vector2(arrow_size, 0)));
+	pts.push_back(xf.xform(Vector2(0, 0.5 * arrow_size)));
+	pts.push_back(xf.xform(Vector2(0, -0.5 * arrow_size)));
+
+	Vector<Color> cols;
+	for (int i = 0; i < 3; i++) {
+		cols.push_back(p_color);
+	}
+
+	RS::get_singleton()->canvas_item_add_primitive(p_to_rid, pts, cols, Vector<Point2>(), RID());
+}
+
+Rect2 RayShape2D::get_rect() const {
+	Rect2 rect;
+	rect.position = Vector2();
+	rect.expand_to(Vector2(0, length));
+	rect = rect.grow(Math_SQRT12 * 4);
+	return rect;
+}
+
+real_t RayShape2D::get_enclosing_radius() const {
+	return length;
+}
+
+void RayShape2D::_bind_methods() {
+	ClassDB::bind_method(D_METHOD("set_length", "length"), &RayShape2D::set_length);
+	ClassDB::bind_method(D_METHOD("get_length"), &RayShape2D::get_length);
+
+	ClassDB::bind_method(D_METHOD("set_slips_on_slope", "active"), &RayShape2D::set_slips_on_slope);
+	ClassDB::bind_method(D_METHOD("get_slips_on_slope"), &RayShape2D::get_slips_on_slope);
+
+	ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "length"), "set_length", "get_length");
+	ADD_PROPERTY(PropertyInfo(Variant::BOOL, "slips_on_slope"), "set_slips_on_slope", "get_slips_on_slope");
+}
+
+void RayShape2D::set_length(real_t p_length) {
+	length = p_length;
+	_update_shape();
+}
+
+real_t RayShape2D::get_length() const {
+	return length;
+}
+
+void RayShape2D::set_slips_on_slope(bool p_active) {
+	slips_on_slope = p_active;
+	_update_shape();
+}
+
+bool RayShape2D::get_slips_on_slope() const {
+	return slips_on_slope;
+}
+
+RayShape2D::RayShape2D() :
+		Shape2D(PhysicsServer2D::get_singleton()->ray_shape_create()) {
+	_update_shape();
+}

+ 61 - 0
scene/resources/ray_shape_2d.h

@@ -0,0 +1,61 @@
+/*************************************************************************/
+/*  ray_shape_2d.h                                                       */
+/*************************************************************************/
+/*                       This file is part of:                           */
+/*                           GODOT ENGINE                                */
+/*                      https://godotengine.org                          */
+/*************************************************************************/
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur.                 */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md).   */
+/*                                                                       */
+/* Permission is hereby granted, free of charge, to any person obtaining */
+/* a copy of this software and associated documentation files (the       */
+/* "Software"), to deal in the Software without restriction, including   */
+/* without limitation the rights to use, copy, modify, merge, publish,   */
+/* distribute, sublicense, and/or sell copies of the Software, and to    */
+/* permit persons to whom the Software is furnished to do so, subject to */
+/* the following conditions:                                             */
+/*                                                                       */
+/* The above copyright notice and this permission notice shall be        */
+/* included in all copies or substantial portions of the Software.       */
+/*                                                                       */
+/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,       */
+/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF    */
+/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
+/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY  */
+/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,  */
+/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE     */
+/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.                */
+/*************************************************************************/
+
+#ifndef RAY_SHAPE_2D_H
+#define RAY_SHAPE_2D_H
+
+#include "scene/resources/shape_2d.h"
+
+class RayShape2D : public Shape2D {
+	GDCLASS(RayShape2D, Shape2D);
+
+	real_t length = 20.0;
+	bool slips_on_slope = false;
+
+	void _update_shape();
+
+protected:
+	static void _bind_methods();
+
+public:
+	void set_length(real_t p_length);
+	real_t get_length() const;
+
+	void set_slips_on_slope(bool p_active);
+	bool get_slips_on_slope() const;
+
+	virtual void draw(const RID &p_to_rid, const Color &p_color) override;
+	virtual Rect2 get_rect() const override;
+	virtual real_t get_enclosing_radius() const override;
+
+	RayShape2D();
+};
+
+#endif // RAY_SHAPE_2D_H

+ 91 - 0
scene/resources/ray_shape_3d.cpp

@@ -0,0 +1,91 @@
+/*************************************************************************/
+/*  ray_shape_3d.cpp                                                     */
+/*************************************************************************/
+/*                       This file is part of:                           */
+/*                           GODOT ENGINE                                */
+/*                      https://godotengine.org                          */
+/*************************************************************************/
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur.                 */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md).   */
+/*                                                                       */
+/* Permission is hereby granted, free of charge, to any person obtaining */
+/* a copy of this software and associated documentation files (the       */
+/* "Software"), to deal in the Software without restriction, including   */
+/* without limitation the rights to use, copy, modify, merge, publish,   */
+/* distribute, sublicense, and/or sell copies of the Software, and to    */
+/* permit persons to whom the Software is furnished to do so, subject to */
+/* the following conditions:                                             */
+/*                                                                       */
+/* The above copyright notice and this permission notice shall be        */
+/* included in all copies or substantial portions of the Software.       */
+/*                                                                       */
+/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,       */
+/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF    */
+/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
+/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY  */
+/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,  */
+/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE     */
+/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.                */
+/*************************************************************************/
+
+#include "ray_shape_3d.h"
+
+#include "servers/physics_server_3d.h"
+
+Vector<Vector3> RayShape3D::get_debug_mesh_lines() const {
+	Vector<Vector3> points;
+	points.push_back(Vector3());
+	points.push_back(Vector3(0, 0, get_length()));
+
+	return points;
+}
+
+real_t RayShape3D::get_enclosing_radius() const {
+	return length;
+}
+
+void RayShape3D::_update_shape() {
+	Dictionary d;
+	d["length"] = length;
+	d["slips_on_slope"] = slips_on_slope;
+	PhysicsServer3D::get_singleton()->shape_set_data(get_shape(), d);
+	Shape3D::_update_shape();
+}
+
+void RayShape3D::set_length(float p_length) {
+	length = p_length;
+	_update_shape();
+	notify_change_to_owners();
+}
+
+float RayShape3D::get_length() const {
+	return length;
+}
+
+void RayShape3D::set_slips_on_slope(bool p_active) {
+	slips_on_slope = p_active;
+	_update_shape();
+	notify_change_to_owners();
+}
+
+bool RayShape3D::get_slips_on_slope() const {
+	return slips_on_slope;
+}
+
+void RayShape3D::_bind_methods() {
+	ClassDB::bind_method(D_METHOD("set_length", "length"), &RayShape3D::set_length);
+	ClassDB::bind_method(D_METHOD("get_length"), &RayShape3D::get_length);
+
+	ClassDB::bind_method(D_METHOD("set_slips_on_slope", "active"), &RayShape3D::set_slips_on_slope);
+	ClassDB::bind_method(D_METHOD("get_slips_on_slope"), &RayShape3D::get_slips_on_slope);
+
+	ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "length", PROPERTY_HINT_RANGE, "0,4096,0.001"), "set_length", "get_length");
+	ADD_PROPERTY(PropertyInfo(Variant::BOOL, "slips_on_slope"), "set_slips_on_slope", "get_slips_on_slope");
+}
+
+RayShape3D::RayShape3D() :
+		Shape3D(PhysicsServer3D::get_singleton()->shape_create(PhysicsServer3D::SHAPE_RAY)) {
+	/* Code copied from setters to prevent the use of uninitialized variables */
+	_update_shape();
+	notify_change_to_owners();
+}

+ 56 - 0
scene/resources/ray_shape_3d.h

@@ -0,0 +1,56 @@
+/*************************************************************************/
+/*  ray_shape_3d.h                                                       */
+/*************************************************************************/
+/*                       This file is part of:                           */
+/*                           GODOT ENGINE                                */
+/*                      https://godotengine.org                          */
+/*************************************************************************/
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur.                 */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md).   */
+/*                                                                       */
+/* Permission is hereby granted, free of charge, to any person obtaining */
+/* a copy of this software and associated documentation files (the       */
+/* "Software"), to deal in the Software without restriction, including   */
+/* without limitation the rights to use, copy, modify, merge, publish,   */
+/* distribute, sublicense, and/or sell copies of the Software, and to    */
+/* permit persons to whom the Software is furnished to do so, subject to */
+/* the following conditions:                                             */
+/*                                                                       */
+/* The above copyright notice and this permission notice shall be        */
+/* included in all copies or substantial portions of the Software.       */
+/*                                                                       */
+/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,       */
+/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF    */
+/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
+/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY  */
+/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,  */
+/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE     */
+/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.                */
+/*************************************************************************/
+
+#ifndef RAY_SHAPE_H
+#define RAY_SHAPE_H
+#include "scene/resources/shape_3d.h"
+
+class RayShape3D : public Shape3D {
+	GDCLASS(RayShape3D, Shape3D);
+	float length = 1.0;
+	bool slips_on_slope = false;
+
+protected:
+	static void _bind_methods();
+	virtual void _update_shape() override;
+
+public:
+	void set_length(float p_length);
+	float get_length() const;
+
+	void set_slips_on_slope(bool p_active);
+	bool get_slips_on_slope() const;
+
+	virtual Vector<Vector3> get_debug_mesh_lines() const override;
+	virtual real_t get_enclosing_radius() const override;
+
+	RayShape3D();
+};
+#endif // RAY_SHAPE_H

+ 10 - 8
servers/physics_2d/collision_solver_2d_sat.cpp

@@ -1115,11 +1115,13 @@ bool sat_2d_calculate_penetration(const Shape2DSW *p_shape_A, const Transform2D
 	PhysicsServer2D::ShapeType type_A = p_shape_A->get_type();
 
 	ERR_FAIL_COND_V(type_A == PhysicsServer2D::SHAPE_WORLD_MARGIN, false);
+	ERR_FAIL_COND_V(type_A == PhysicsServer2D::SHAPE_RAY, false);
 	ERR_FAIL_COND_V(p_shape_A->is_concave(), false);
 
 	PhysicsServer2D::ShapeType type_B = p_shape_B->get_type();
 
 	ERR_FAIL_COND_V(type_B == PhysicsServer2D::SHAPE_WORLD_MARGIN, false);
+	ERR_FAIL_COND_V(type_B == PhysicsServer2D::SHAPE_RAY, false);
 	ERR_FAIL_COND_V(p_shape_B->is_concave(), false);
 
 	static const CollisionFunc collision_table[5][5] = {
@@ -1382,23 +1384,23 @@ bool sat_2d_calculate_penetration(const Shape2DSW *p_shape_A, const Transform2D
 
 	if (p_margin_A || p_margin_B) {
 		if (*motion_A == Vector2() && *motion_B == Vector2()) {
-			collision_func = collision_table_margin[type_A - 1][type_B - 1];
+			collision_func = collision_table_margin[type_A - 2][type_B - 2];
 		} else if (*motion_A != Vector2() && *motion_B == Vector2()) {
-			collision_func = collision_table_castA_margin[type_A - 1][type_B - 1];
+			collision_func = collision_table_castA_margin[type_A - 2][type_B - 2];
 		} else if (*motion_A == Vector2() && *motion_B != Vector2()) {
-			collision_func = collision_table_castB_margin[type_A - 1][type_B - 1];
+			collision_func = collision_table_castB_margin[type_A - 2][type_B - 2];
 		} else {
-			collision_func = collision_table_castA_castB_margin[type_A - 1][type_B - 1];
+			collision_func = collision_table_castA_castB_margin[type_A - 2][type_B - 2];
 		}
 	} else {
 		if (*motion_A == Vector2() && *motion_B == Vector2()) {
-			collision_func = collision_table[type_A - 1][type_B - 1];
+			collision_func = collision_table[type_A - 2][type_B - 2];
 		} else if (*motion_A != Vector2() && *motion_B == Vector2()) {
-			collision_func = collision_table_castA[type_A - 1][type_B - 1];
+			collision_func = collision_table_castA[type_A - 2][type_B - 2];
 		} else if (*motion_A == Vector2() && *motion_B != Vector2()) {
-			collision_func = collision_table_castB[type_A - 1][type_B - 1];
+			collision_func = collision_table_castB[type_A - 2][type_B - 2];
 		} else {
-			collision_func = collision_table_castA_castB[type_A - 1][type_B - 1];
+			collision_func = collision_table_castA_castB[type_A - 2][type_B - 2];
 		}
 	}
 

+ 54 - 0
servers/physics_2d/collision_solver_2d_sw.cpp

@@ -73,6 +73,49 @@ bool CollisionSolver2DSW::solve_static_world_margin(const Shape2DSW *p_shape_A,
 	return found;
 }
 
+bool CollisionSolver2DSW::solve_raycast(const Shape2DSW *p_shape_A, const Vector2 &p_motion_A, const Transform2D &p_transform_A, const Shape2DSW *p_shape_B, const Transform2D &p_transform_B, CallbackResult p_result_callback, void *p_userdata, bool p_swap_result, Vector2 *sep_axis) {
+	const RayShape2DSW *ray = static_cast<const RayShape2DSW *>(p_shape_A);
+	if (p_shape_B->get_type() == PhysicsServer2D::SHAPE_RAY) {
+		return false;
+	}
+
+	Vector2 from = p_transform_A.get_origin();
+	Vector2 to = from + p_transform_A[1] * ray->get_length();
+	if (p_motion_A != Vector2()) {
+		//not the best but should be enough
+		Vector2 normal = (to - from).normalized();
+		to += normal * MAX(0.0, normal.dot(p_motion_A));
+	}
+	Vector2 support_A = to;
+
+	Transform2D invb = p_transform_B.affine_inverse();
+	from = invb.xform(from);
+	to = invb.xform(to);
+
+	Vector2 p, n;
+	if (!p_shape_B->intersect_segment(from, to, p, n)) {
+		if (sep_axis) {
+			*sep_axis = p_transform_A[1].normalized();
+		}
+		return false;
+	}
+
+	Vector2 support_B = p_transform_B.xform(p);
+	if (ray->get_slips_on_slope()) {
+		Vector2 global_n = invb.basis_xform_inv(n).normalized();
+		support_B = support_A + (support_B - support_A).length() * global_n;
+	}
+
+	if (p_result_callback) {
+		if (p_swap_result) {
+			p_result_callback(support_B, support_A, p_userdata);
+		} else {
+			p_result_callback(support_A, support_B, p_userdata);
+		}
+	}
+	return true;
+}
+
 struct _ConcaveCollisionInfo2D {
 	const Transform2D *transform_A;
 	const Shape2DSW *shape_A;
@@ -177,6 +220,17 @@ bool CollisionSolver2DSW::solve(const Shape2DSW *p_shape_A, const Transform2D &p
 			return solve_static_world_margin(p_shape_A, p_transform_A, p_shape_B, p_transform_B, p_result_callback, p_userdata, false);
 		}
 
+	} else if (type_A == PhysicsServer2D::SHAPE_RAY) {
+		if (type_B == PhysicsServer2D::SHAPE_RAY) {
+			return false; //no ray-ray
+		}
+
+		if (swap) {
+			return solve_raycast(p_shape_B, p_motion_B, p_transform_B, p_shape_A, p_transform_A, p_result_callback, p_userdata, true, sep_axis);
+		} else {
+			return solve_raycast(p_shape_A, p_motion_A, p_transform_A, p_shape_B, p_transform_B, p_result_callback, p_userdata, false, sep_axis);
+		}
+
 	} else if (concave_B) {
 		if (concave_A) {
 			return false;

+ 7 - 0
servers/physics_2d/physics_server_2d_sw.cpp

@@ -45,6 +45,9 @@ RID PhysicsServer2DSW::_shape_create(ShapeType p_shape) {
 		case SHAPE_WORLD_MARGIN: {
 			shape = memnew(WorldMarginShape2DSW);
 		} break;
+		case SHAPE_RAY: {
+			shape = memnew(RayShape2DSW);
+		} break;
 		case SHAPE_SEGMENT: {
 			shape = memnew(SegmentShape2DSW);
 		} break;
@@ -79,6 +82,10 @@ RID PhysicsServer2DSW::world_margin_shape_create() {
 	return _shape_create(SHAPE_WORLD_MARGIN);
 }
 
+RID PhysicsServer2DSW::ray_shape_create() {
+	return _shape_create(SHAPE_RAY);
+}
+
 RID PhysicsServer2DSW::segment_shape_create() {
 	return _shape_create(SHAPE_SEGMENT);
 }

+ 1 - 0
servers/physics_2d/physics_server_2d_sw.h

@@ -88,6 +88,7 @@ public:
 	};
 
 	virtual RID world_margin_shape_create() override;
+	virtual RID ray_shape_create() override;
 	virtual RID segment_shape_create() override;
 	virtual RID circle_shape_create() override;
 	virtual RID rectangle_shape_create() override;

+ 1 - 0
servers/physics_2d/physics_server_2d_wrap_mt.h

@@ -80,6 +80,7 @@ public:
 
 	//FUNC1RID(shape,ShapeType); todo fix
 	FUNCRID(world_margin_shape)
+	FUNCRID(ray_shape)
 	FUNCRID(segment_shape)
 	FUNCRID(circle_shape)
 	FUNCRID(rectangle_shape)

+ 40 - 0
servers/physics_2d/shape_2d_sw.cpp

@@ -143,6 +143,46 @@ Variant WorldMarginShape2DSW::get_data() const {
 /*********************************************************/
 /*********************************************************/
 
+void RayShape2DSW::get_supports(const Vector2 &p_normal, Vector2 *r_supports, int &r_amount) const {
+	r_amount = 1;
+
+	if (p_normal.y > 0) {
+		*r_supports = Vector2(0, length);
+	} else {
+		*r_supports = Vector2();
+	}
+}
+
+bool RayShape2DSW::contains_point(const Vector2 &p_point) const {
+	return false;
+}
+
+bool RayShape2DSW::intersect_segment(const Vector2 &p_begin, const Vector2 &p_end, Vector2 &r_point, Vector2 &r_normal) const {
+	return false; //rays can't be intersected
+}
+
+real_t RayShape2DSW::get_moment_of_inertia(real_t p_mass, const Size2 &p_scale) const {
+	return 0; //rays are mass-less
+}
+
+void RayShape2DSW::set_data(const Variant &p_data) {
+	Dictionary d = p_data;
+	length = d["length"];
+	slips_on_slope = d["slips_on_slope"];
+	configure(Rect2(0, 0, 0.001, length));
+}
+
+Variant RayShape2DSW::get_data() const {
+	Dictionary d;
+	d["length"] = length;
+	d["slips_on_slope"] = slips_on_slope;
+	return d;
+}
+
+/*********************************************************/
+/*********************************************************/
+/*********************************************************/
+
 void SegmentShape2DSW::get_supports(const Vector2 &p_normal, Vector2 *r_supports, int &r_amount) const {
 	if (Math::abs(p_normal.dot(n)) > _SEGMENT_IS_VALID_SUPPORT_THRESHOLD) {
 		r_supports[0] = a;

+ 35 - 0
servers/physics_2d/shape_2d_sw.h

@@ -177,6 +177,41 @@ public:
 	}
 };
 
+class RayShape2DSW : public Shape2DSW {
+	real_t length;
+	bool slips_on_slope;
+
+public:
+	_FORCE_INLINE_ real_t get_length() const { return length; }
+	_FORCE_INLINE_ bool get_slips_on_slope() const { return slips_on_slope; }
+
+	virtual PhysicsServer2D::ShapeType get_type() const { return PhysicsServer2D::SHAPE_RAY; }
+
+	virtual void project_rangev(const Vector2 &p_normal, const Transform2D &p_transform, real_t &r_min, real_t &r_max) const { project_range(p_normal, p_transform, r_min, r_max); }
+	virtual void get_supports(const Vector2 &p_normal, Vector2 *r_supports, int &r_amount) const;
+
+	virtual bool contains_point(const Vector2 &p_point) const;
+	virtual bool intersect_segment(const Vector2 &p_begin, const Vector2 &p_end, Vector2 &r_point, Vector2 &r_normal) const;
+	virtual real_t get_moment_of_inertia(real_t p_mass, const Size2 &p_scale) const;
+
+	virtual void set_data(const Variant &p_data);
+	virtual Variant get_data() const;
+
+	_FORCE_INLINE_ void project_range(const Vector2 &p_normal, const Transform2D &p_transform, real_t &r_min, real_t &r_max) const {
+		//real large
+		r_max = p_normal.dot(p_transform.get_origin());
+		r_min = p_normal.dot(p_transform.xform(Vector2(0, length)));
+		if (r_max < r_min) {
+			SWAP(r_max, r_min);
+		}
+	}
+
+	DEFAULT_PROJECT_RANGE_CAST
+
+	_FORCE_INLINE_ RayShape2DSW() {}
+	_FORCE_INLINE_ RayShape2DSW(real_t p_length) { length = p_length; }
+};
+
 class SegmentShape2DSW : public Shape2DSW {
 	Vector2 a;
 	Vector2 b;

+ 4 - 2
servers/physics_3d/collision_solver_3d_sat.cpp

@@ -2273,11 +2273,13 @@ bool sat_calculate_penetration(const Shape3DSW *p_shape_A, const Transform3D &p_
 	PhysicsServer3D::ShapeType type_A = p_shape_A->get_type();
 
 	ERR_FAIL_COND_V(type_A == PhysicsServer3D::SHAPE_PLANE, false);
+	ERR_FAIL_COND_V(type_A == PhysicsServer3D::SHAPE_RAY, false);
 	ERR_FAIL_COND_V(p_shape_A->is_concave(), false);
 
 	PhysicsServer3D::ShapeType type_B = p_shape_B->get_type();
 
 	ERR_FAIL_COND_V(type_B == PhysicsServer3D::SHAPE_PLANE, false);
+	ERR_FAIL_COND_V(type_B == PhysicsServer3D::SHAPE_RAY, false);
 	ERR_FAIL_COND_V(p_shape_B->is_concave(), false);
 
 	static const CollisionFunc collision_table[6][6] = {
@@ -2382,10 +2384,10 @@ bool sat_calculate_penetration(const Shape3DSW *p_shape_A, const Transform3D &p_
 
 	CollisionFunc collision_func;
 	if (margin_A != 0.0 || margin_B != 0.0) {
-		collision_func = collision_table_margin[type_A - 1][type_B - 1];
+		collision_func = collision_table_margin[type_A - 2][type_B - 2];
 
 	} else {
-		collision_func = collision_table[type_A - 1][type_B - 1];
+		collision_func = collision_table[type_A - 2][type_B - 2];
 	}
 	ERR_FAIL_COND_V(!collision_func, false);
 

+ 47 - 0
servers/physics_3d/collision_solver_3d_sw.cpp

@@ -89,6 +89,39 @@ bool CollisionSolver3DSW::solve_static_plane(const Shape3DSW *p_shape_A, const T
 	return found;
 }
 
+bool CollisionSolver3DSW::solve_ray(const Shape3DSW *p_shape_A, const Transform3D &p_transform_A, const Shape3DSW *p_shape_B, const Transform3D &p_transform_B, CallbackResult p_result_callback, void *p_userdata, bool p_swap_result) {
+	const RayShape3DSW *ray = static_cast<const RayShape3DSW *>(p_shape_A);
+
+	Vector3 from = p_transform_A.origin;
+	Vector3 to = from + p_transform_A.basis.get_axis(2) * ray->get_length();
+	Vector3 support_A = to;
+
+	Transform3D ai = p_transform_B.affine_inverse();
+
+	from = ai.xform(from);
+	to = ai.xform(to);
+
+	Vector3 p, n;
+	if (!p_shape_B->intersect_segment(from, to, p, n)) {
+		return false;
+	}
+
+	Vector3 support_B = p_transform_B.xform(p);
+	if (ray->get_slips_on_slope()) {
+		Vector3 global_n = ai.basis.xform_inv(n).normalized();
+		support_B = support_A + (support_B - support_A).length() * global_n;
+	}
+
+	if (p_result_callback) {
+		if (p_swap_result) {
+			p_result_callback(support_B, 0, support_A, 0, p_userdata);
+		} else {
+			p_result_callback(support_A, 0, support_B, 0, p_userdata);
+		}
+	}
+	return true;
+}
+
 struct _SoftBodyContactCollisionInfo {
 	int node_index = 0;
 	CollisionSolver3DSW::CallbackResult result_callback = nullptr;
@@ -318,6 +351,9 @@ bool CollisionSolver3DSW::solve_static(const Shape3DSW *p_shape_A, const Transfo
 		if (type_B == PhysicsServer3D::SHAPE_PLANE) {
 			return false;
 		}
+		if (type_B == PhysicsServer3D::SHAPE_RAY) {
+			return false;
+		}
 		if (type_B == PhysicsServer3D::SHAPE_SOFT_BODY) {
 			return false;
 		}
@@ -328,6 +364,17 @@ bool CollisionSolver3DSW::solve_static(const Shape3DSW *p_shape_A, const Transfo
 			return solve_static_plane(p_shape_A, p_transform_A, p_shape_B, p_transform_B, p_result_callback, p_userdata, false);
 		}
 
+	} else if (type_A == PhysicsServer3D::SHAPE_RAY) {
+		if (type_B == PhysicsServer3D::SHAPE_RAY) {
+			return false;
+		}
+
+		if (swap) {
+			return solve_ray(p_shape_B, p_transform_B, p_shape_A, p_transform_A, p_result_callback, p_userdata, true);
+		} else {
+			return solve_ray(p_shape_A, p_transform_A, p_shape_B, p_transform_B, p_result_callback, p_userdata, false);
+		}
+
 	} else if (type_B == PhysicsServer3D::SHAPE_SOFT_BODY) {
 		if (type_A == PhysicsServer3D::SHAPE_SOFT_BODY) {
 			// Soft Body / Soft Body not supported.

+ 6 - 0
servers/physics_3d/physics_server_3d_sw.cpp

@@ -48,6 +48,12 @@ RID PhysicsServer3DSW::plane_shape_create() {
 	shape->set_self(rid);
 	return rid;
 }
+RID PhysicsServer3DSW::ray_shape_create() {
+	Shape3DSW *shape = memnew(RayShape3DSW);
+	RID rid = shape_owner.make_rid(shape);
+	shape->set_self(rid);
+	return rid;
+}
 RID PhysicsServer3DSW::sphere_shape_create() {
 	Shape3DSW *shape = memnew(SphereShape3DSW);
 	RID rid = shape_owner.make_rid(shape);

+ 1 - 0
servers/physics_3d/physics_server_3d_sw.h

@@ -83,6 +83,7 @@ public:
 	static void _shape_col_cbk(const Vector3 &p_point_A, int p_index_A, const Vector3 &p_point_B, int p_index_B, void *p_userdata);
 
 	virtual RID plane_shape_create() override;
+	virtual RID ray_shape_create() override;
 	virtual RID sphere_shape_create() override;
 	virtual RID box_shape_create() override;
 	virtual RID capsule_shape_create() override;

+ 1 - 0
servers/physics_3d/physics_server_3d_wrap_mt.h

@@ -79,6 +79,7 @@ public:
 
 	//FUNC1RID(shape,ShapeType); todo fix
 	FUNCRID(plane_shape)
+	FUNCRID(ray_shape)
 	FUNCRID(sphere_shape)
 	FUNCRID(box_shape)
 	FUNCRID(capsule_shape)

+ 85 - 0
servers/physics_3d/shape_3d_sw.cpp

@@ -164,6 +164,91 @@ Variant PlaneShape3DSW::get_data() const {
 PlaneShape3DSW::PlaneShape3DSW() {
 }
 
+//
+
+real_t RayShape3DSW::get_length() const {
+	return length;
+}
+
+bool RayShape3DSW::get_slips_on_slope() const {
+	return slips_on_slope;
+}
+
+void RayShape3DSW::project_range(const Vector3 &p_normal, const Transform3D &p_transform, real_t &r_min, real_t &r_max) const {
+	// don't think this will be even used
+	r_min = 0;
+	r_max = 1;
+}
+
+Vector3 RayShape3DSW::get_support(const Vector3 &p_normal) const {
+	if (p_normal.z > 0) {
+		return Vector3(0, 0, length);
+	} else {
+		return Vector3(0, 0, 0);
+	}
+}
+
+void RayShape3DSW::get_supports(const Vector3 &p_normal, int p_max, Vector3 *r_supports, int &r_amount, FeatureType &r_type) const {
+	if (Math::abs(p_normal.z) < _EDGE_IS_VALID_SUPPORT_THRESHOLD) {
+		r_amount = 2;
+		r_type = FEATURE_EDGE;
+		r_supports[0] = Vector3(0, 0, 0);
+		r_supports[1] = Vector3(0, 0, length);
+	} else if (p_normal.z > 0) {
+		r_amount = 1;
+		r_type = FEATURE_POINT;
+		*r_supports = Vector3(0, 0, length);
+	} else {
+		r_amount = 1;
+		r_type = FEATURE_POINT;
+		*r_supports = Vector3(0, 0, 0);
+	}
+}
+
+bool RayShape3DSW::intersect_segment(const Vector3 &p_begin, const Vector3 &p_end, Vector3 &r_result, Vector3 &r_normal) const {
+	return false; //simply not possible
+}
+
+bool RayShape3DSW::intersect_point(const Vector3 &p_point) const {
+	return false; //simply not possible
+}
+
+Vector3 RayShape3DSW::get_closest_point_to(const Vector3 &p_point) const {
+	Vector3 s[2] = {
+		Vector3(0, 0, 0),
+		Vector3(0, 0, length)
+	};
+
+	return Geometry3D::get_closest_point_to_segment(p_point, s);
+}
+
+Vector3 RayShape3DSW::get_moment_of_inertia(real_t p_mass) const {
+	return Vector3();
+}
+
+void RayShape3DSW::_setup(real_t p_length, bool p_slips_on_slope) {
+	length = p_length;
+	slips_on_slope = p_slips_on_slope;
+	configure(AABB(Vector3(0, 0, 0), Vector3(0.1, 0.1, length)));
+}
+
+void RayShape3DSW::set_data(const Variant &p_data) {
+	Dictionary d = p_data;
+	_setup(d["length"], d["slips_on_slope"]);
+}
+
+Variant RayShape3DSW::get_data() const {
+	Dictionary d;
+	d["length"] = length;
+	d["slips_on_slope"] = slips_on_slope;
+	return d;
+}
+
+RayShape3DSW::RayShape3DSW() {
+	length = 1;
+	slips_on_slope = false;
+}
+
 /********** SPHERE *************/
 
 real_t SphereShape3DSW::get_radius() const {

+ 28 - 0
servers/physics_3d/shape_3d_sw.h

@@ -134,6 +134,34 @@ public:
 	PlaneShape3DSW();
 };
 
+class RayShape3DSW : public Shape3DSW {
+	real_t length;
+	bool slips_on_slope;
+
+	void _setup(real_t p_length, bool p_slips_on_slope);
+
+public:
+	real_t get_length() const;
+	bool get_slips_on_slope() const;
+
+	virtual real_t get_area() const { return 0.0; }
+	virtual PhysicsServer3D::ShapeType get_type() const { return PhysicsServer3D::SHAPE_RAY; }
+	virtual void project_range(const Vector3 &p_normal, const Transform3D &p_transform, real_t &r_min, real_t &r_max) const;
+	virtual Vector3 get_support(const Vector3 &p_normal) const;
+	virtual void get_supports(const Vector3 &p_normal, int p_max, Vector3 *r_supports, int &r_amount, FeatureType &r_type) const;
+
+	virtual bool intersect_segment(const Vector3 &p_begin, const Vector3 &p_end, Vector3 &r_result, Vector3 &r_normal) const;
+	virtual bool intersect_point(const Vector3 &p_point) const;
+	virtual Vector3 get_closest_point_to(const Vector3 &p_point) const;
+
+	virtual Vector3 get_moment_of_inertia(real_t p_mass) const;
+
+	virtual void set_data(const Variant &p_data);
+	virtual Variant get_data() const;
+
+	RayShape3DSW();
+};
+
 class SphereShape3DSW : public Shape3DSW {
 	real_t radius;
 

+ 2 - 0
servers/physics_server_2d.cpp

@@ -514,6 +514,7 @@ bool PhysicsServer2D::_body_test_motion(RID p_body, const Transform2D &p_from, c
 
 void PhysicsServer2D::_bind_methods() {
 	ClassDB::bind_method(D_METHOD("world_margin_shape_create"), &PhysicsServer2D::world_margin_shape_create);
+	ClassDB::bind_method(D_METHOD("ray_shape_create"), &PhysicsServer2D::ray_shape_create);
 	ClassDB::bind_method(D_METHOD("segment_shape_create"), &PhysicsServer2D::segment_shape_create);
 	ClassDB::bind_method(D_METHOD("circle_shape_create"), &PhysicsServer2D::circle_shape_create);
 	ClassDB::bind_method(D_METHOD("rectangle_shape_create"), &PhysicsServer2D::rectangle_shape_create);
@@ -675,6 +676,7 @@ void PhysicsServer2D::_bind_methods() {
 	BIND_ENUM_CONSTANT(SPACE_PARAM_TEST_MOTION_MIN_CONTACT_DEPTH);
 
 	BIND_ENUM_CONSTANT(SHAPE_WORLD_MARGIN);
+	BIND_ENUM_CONSTANT(SHAPE_RAY);
 	BIND_ENUM_CONSTANT(SHAPE_SEGMENT);
 	BIND_ENUM_CONSTANT(SHAPE_CIRCLE);
 	BIND_ENUM_CONSTANT(SHAPE_RECTANGLE);

+ 2 - 0
servers/physics_server_2d.h

@@ -220,6 +220,7 @@ public:
 
 	enum ShapeType {
 		SHAPE_WORLD_MARGIN, ///< plane:"plane"
+		SHAPE_RAY, ///< float:"length"
 		SHAPE_SEGMENT, ///< float:"length"
 		SHAPE_CIRCLE, ///< float:"radius"
 		SHAPE_RECTANGLE, ///< vec3:"extents"
@@ -230,6 +231,7 @@ public:
 	};
 
 	virtual RID world_margin_shape_create() = 0;
+	virtual RID ray_shape_create() = 0;
 	virtual RID segment_shape_create() = 0;
 	virtual RID circle_shape_create() = 0;
 	virtual RID rectangle_shape_create() = 0;

+ 4 - 0
servers/physics_server_3d.cpp

@@ -463,6 +463,8 @@ RID PhysicsServer3D::shape_create(ShapeType p_shape) {
 	switch (p_shape) {
 		case SHAPE_PLANE:
 			return plane_shape_create();
+		case SHAPE_RAY:
+			return ray_shape_create();
 		case SHAPE_SPHERE:
 			return sphere_shape_create();
 		case SHAPE_BOX:
@@ -488,6 +490,7 @@ void PhysicsServer3D::_bind_methods() {
 #ifndef _3D_DISABLED
 
 	ClassDB::bind_method(D_METHOD("plane_shape_create"), &PhysicsServer3D::plane_shape_create);
+	ClassDB::bind_method(D_METHOD("ray_shape_create"), &PhysicsServer3D::ray_shape_create);
 	ClassDB::bind_method(D_METHOD("sphere_shape_create"), &PhysicsServer3D::sphere_shape_create);
 	ClassDB::bind_method(D_METHOD("box_shape_create"), &PhysicsServer3D::box_shape_create);
 	ClassDB::bind_method(D_METHOD("capsule_shape_create"), &PhysicsServer3D::capsule_shape_create);
@@ -748,6 +751,7 @@ void PhysicsServer3D::_bind_methods() {
 	ClassDB::bind_method(D_METHOD("get_process_info", "process_info"), &PhysicsServer3D::get_process_info);
 
 	BIND_ENUM_CONSTANT(SHAPE_PLANE);
+	BIND_ENUM_CONSTANT(SHAPE_RAY);
 	BIND_ENUM_CONSTANT(SHAPE_SPHERE);
 	BIND_ENUM_CONSTANT(SHAPE_BOX);
 	BIND_ENUM_CONSTANT(SHAPE_CAPSULE);

+ 2 - 0
servers/physics_server_3d.h

@@ -222,6 +222,7 @@ public:
 
 	enum ShapeType {
 		SHAPE_PLANE, ///< plane:"plane"
+		SHAPE_RAY, ///< float:"length"
 		SHAPE_SPHERE, ///< float:"radius"
 		SHAPE_BOX, ///< vec3:"extents"
 		SHAPE_CAPSULE, ///< dict( float:"radius", float:"height"):capsule
@@ -236,6 +237,7 @@ public:
 	RID shape_create(ShapeType p_shape);
 
 	virtual RID plane_shape_create() = 0;
+	virtual RID ray_shape_create() = 0;
 	virtual RID sphere_shape_create() = 0;
 	virtual RID box_shape_create() = 0;
 	virtual RID capsule_shape_create() = 0;