class_name SensorBeamCache const MAX_BEAMS_PER_INSTANCE := 7 const BEAM_RADIUS := 0.05 static var _beams: Dictionary = {} # instance_id -> [start, end] static var _instances: Array = [] # Array of MeshInstance3D # Tracks which instances each beam previously affected, so we can do targeted updates. static var _beam_hits: Dictionary = {} # instance_id -> Array of MeshInstance3D 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 # Re-apply only the instances this beam previously affected. 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 = [] # Find which instances this beam now intersects. 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 # Re-apply instances that were or are affected by this beam. 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)