| class_name SensorBeamCache |
|
|
| const MAX_BEAMS_PER_INSTANCE := 7 |
| const BEAM_RADIUS := 0.05 |
|
|
| static var _beams: Dictionary = {} |
| static var _instances: Array = [] |
| |
| static var _beam_hits: Dictionary = {} |
|
|
|
|
| static func register_instance(mesh: MeshInstance3D) -> void: |
| if mesh not in _instances: |
| _instances.append(mesh) |
| _apply_instance(mesh) |
|
|
|
|
| static func unregister_instance(mesh: MeshInstance3D) -> void: |
| _instances.erase(mesh) |
| for hits: Array in _beam_hits.values(): |
| hits.erase(mesh) |
|
|
|
|
| static func set_beam(id: int, start: Vector3, end: Vector3) -> void: |
| var existing: Variant = _beams.get(id) |
| if existing and existing[0] == start and existing[1] == end: |
| return |
| _beams[id] = [start, end] |
| _refresh_beam(id) |
|
|
|
|
| static func clear_beam(id: int) -> void: |
| if not _beams.erase(id): |
| return |
| |
| var prev_hits: Array = _beam_hits.get(id, []) |
| _beam_hits.erase(id) |
| for mesh: MeshInstance3D in prev_hits: |
| if is_instance_valid(mesh): |
| _apply_instance(mesh) |
|
|
|
|
| static func _refresh_beam(id: int) -> void: |
| var beam: Array = _beams[id] |
| var prev_hits: Array = _beam_hits.get(id, []) |
| var new_hits: Array = [] |
|
|
| |
| var i := 0 |
| while i < _instances.size(): |
| var mesh: MeshInstance3D = _instances[i] |
| if not is_instance_valid(mesh): |
| _instances.remove_at(i) |
| continue |
| var aabb := mesh.get_aabb() |
| if aabb.size != Vector3.ZERO: |
| var inv := mesh.global_transform.affine_inverse() |
| var expanded := aabb.grow(BEAM_RADIUS) |
| if expanded.intersects_segment(inv * beam[0], inv * beam[1]): |
| new_hits.append(mesh) |
| i += 1 |
|
|
| _beam_hits[id] = new_hits |
|
|
| |
| var dirty: Array = new_hits.duplicate() |
| for mesh: MeshInstance3D in prev_hits: |
| if is_instance_valid(mesh) and mesh not in dirty: |
| dirty.append(mesh) |
| for mesh: MeshInstance3D in dirty: |
| _apply_instance(mesh) |
|
|
|
|
| static func _apply_instance(mesh: MeshInstance3D) -> void: |
| if not is_instance_valid(mesh): |
| return |
| var aabb := mesh.get_aabb() |
| if aabb.size == Vector3.ZERO: |
| return |
| var expanded := aabb.grow(BEAM_RADIUS) |
| var inv := mesh.global_transform.affine_inverse() |
|
|
| var count := 0 |
| for id: int in _beams: |
| if count >= MAX_BEAMS_PER_INSTANCE: |
| break |
| var beam: Array = _beams[id] |
| if expanded.intersects_segment(inv * beam[0], inv * beam[1]): |
| mesh.set_instance_shader_parameter("beam_start_" + str(count), beam[0]) |
| mesh.set_instance_shader_parameter("beam_end_" + str(count), beam[1]) |
| count += 1 |
| mesh.set_instance_shader_parameter("beam_count", count) |
|
|