File size: 5,262 Bytes
d4e5991
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
@tool
class_name DiffuseSensor
extends Node3D

## Maximum detection range of the diffuse sensor in meters.
@export_custom(PROPERTY_HINT_NONE, "suffix:m") var max_range: float = 1.524:
	set(value):
		value = clamp(value, 0, 100)
		max_range = value

## Toggle visibility of the sensor beam visualization.
@export var show_beam: bool = true:
	set(value):
		show_beam = value
		if _instance:
			RenderingServer.instance_set_visible(_instance, show_beam)
			if show_beam:
				_beam_needs_update = true

## When true, output is inverted (false when object detected).
@export var normally_closed: bool = false:
	set(value):
		normally_closed = value
		_update_output()

## True when an object is within detection range (read-only).
@export var detected: bool = false:
	set(value):
		detected = value
		_update_output()

## Final output signal after applying normally_closed logic (read-only).
@export var output: bool = false:
	set(value):
		if _tag.is_ready() and value != output:
			_tag.write_bit(value)
		output = value

var _mesh: ImmediateMesh
static var _beam_material: StandardMaterial3D = preload("uid://ntmcfd25jgpm")
var _instance: RID
var _scenario: RID
var _ray_query: PhysicsRayQueryParameters3D
var _tag := OIPCommsTag.new()
var _last_result_distance: float = -1.0
var _last_beam_color: Color = Color.TRANSPARENT
var _last_transform: Transform3D
var _beam_needs_update: bool = true

@export_category("Communications")
## Enable communication with external PLC/control systems.
@export var enable_comms: bool = false
@export var tag_group_name: String
## The tag group for writing output state to external systems.
@export_custom(0, "tag_group_enum") var tag_groups: String:
	set(value):
		tag_group_name = value
		tag_groups = value
## The tag name for the output state in the selected tag group.[br]Datatype: [code]BOOL[/code][br][br]Format varies by protocol:[br][b]EIP:[/b] CIP tag names[br][b]Modbus:[/b] prefix+number (e.g. [code]co0[/code])[br][b]OPC UA:[/b] full NodeId (e.g. [code]ns=2;s=MyVariable[/code] or [code]ns=2;i=12345[/code]).
@export var tag_name: String = ""


func _validate_property(property: Dictionary) -> void:
	if property.name == "detected":
		property.usage = PROPERTY_USAGE_EDITOR | PROPERTY_USAGE_READ_ONLY
	elif property.name == "output":
		property.usage = PROPERTY_USAGE_EDITOR | PROPERTY_USAGE_READ_ONLY
	else:
		OIPCommsSetup.validate_tag_property(property)


func _enter_tree() -> void:
	_instance = RenderingServer.instance_create()
	_scenario = get_world_3d().scenario
	_mesh = ImmediateMesh.new()

	RenderingServer.instance_set_scenario(_instance, _scenario)
	RenderingServer.instance_set_base(_instance, _mesh)
	RenderingServer.instance_set_visible(_instance, show_beam)
	_beam_needs_update = true

	_ray_query = PhysicsRayQueryParameters3D.new()
	_ray_query.collision_mask = 8

	tag_group_name = OIPCommsSetup.default_tag_group(tag_group_name)
	EditorInterface.simulation_started.connect(_on_simulation_started)
	OIPCommsSetup.connect_comms(self, _tag_group_initialized)


func _exit_tree() -> void:
	RenderingServer.free_rid(_instance)
	SensorBeamCache.clear_beam(get_instance_id())
	EditorInterface.simulation_started.disconnect(_on_simulation_started)
	OIPCommsSetup.disconnect_comms(self, _tag_group_initialized)


func _physics_process(_delta: float) -> void:
	var start_pos := global_transform.translated_local(Vector3(0, 0.25, 0.42)).origin
	var end_pos := start_pos + global_transform.basis.z * max_range

	_ray_query.from = start_pos
	_ray_query.to = end_pos
	var space_state := get_world_3d().direct_space_state
	var result := space_state.intersect_ray(_ray_query)
	var result_distance := max_range
	var has_detection := result.size() > 0

	var beam_color: Color
	if has_detection:
		result_distance = start_pos.distance_to(result["position"])
		detected = true
		beam_color = Color.RED
	else:
		detected = false
		beam_color = Color.GREEN

	var current_transform := global_transform
	var beam_end := start_pos + global_transform.basis.z * result_distance
	if _beam_needs_update or result_distance != _last_result_distance or beam_color != _last_beam_color or current_transform != _last_transform:
		if show_beam:
			_update_beam_mesh(start_pos, result_distance, beam_color)
		SensorBeamCache.set_beam(get_instance_id(), start_pos, beam_end)
		_last_result_distance = result_distance
		_last_beam_color = beam_color
		_last_transform = current_transform
		_beam_needs_update = false


func _update_beam_mesh(start_pos: Vector3, result_distance: float, beam_color: Color) -> void:
	_mesh.clear_surfaces()
	_mesh.surface_begin(Mesh.PRIMITIVE_LINES, _beam_material)
	_mesh.surface_set_color(beam_color)
	_mesh.surface_add_vertex(start_pos)
	_mesh.surface_set_color(beam_color)
	_mesh.surface_add_vertex(start_pos + global_transform.basis.z * result_distance)
	_mesh.surface_end()


func use() -> void:
	show_beam = not show_beam


func _update_output() -> void:
	var new_output := detected
	if normally_closed:
		new_output = !detected
	output = new_output


func _on_simulation_started() -> void:
	if enable_comms:
		_tag.register(tag_group_name, tag_name)


func _tag_group_initialized(tag_group_name_param: String) -> void:
	if _tag.on_group_initialized(tag_group_name_param):
		_tag.write_bit(output)