@tool class_name LaserSensor extends Node3D ## Maximum detection range of the laser 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 laser 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 ## Current measured distance to detected object (read-only). @export_custom(PROPERTY_HINT_NONE, "suffix:m") var distance: float = max_range: set(value): if _tag.is_ready() and value != distance: _tag.write_float32(value) distance = 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_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 distance values 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 distance value in the selected tag group.[br]Datatype: [code]REAL[/code] (32-bit float)[br][br]Format varies by protocol:[br][b]EIP:[/b] CIP tag names[br][b]Modbus:[/b] prefix+number (e.g. [code]hr0[/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 == "distance": 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_position 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 new_distance: float var beam_color: Color if result.size() > 0: new_distance = start_pos.distance_to(result["position"]) beam_color = Color.RED else: new_distance = max_range beam_color = Color.GREEN if new_distance != distance: distance = new_distance var current_transform := global_transform var beam_end := start_pos + global_transform.basis.z * new_distance if _beam_needs_update or new_distance != _last_distance or beam_color != _last_beam_color or current_transform != _last_transform: if show_beam: _update_beam_mesh(start_pos, new_distance, beam_color) SensorBeamCache.set_beam(get_instance_id(), start_pos, beam_end) _last_distance = new_distance _last_beam_color = beam_color _last_transform = current_transform _beam_needs_update = false func _update_beam_mesh(start_pos: Vector3, beam_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 * beam_distance) _mesh.surface_end() func use() -> void: show_beam = not show_beam 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_float32(distance)