2024-02-12 19:35:37 +01:00

38 lines
1.1 KiB
GDScript

class_name CameraRays
extends Node3D
@export_flags_3d_physics var collision_mask := 1
var occlusion_distance: float = 1000
var occlusion_point: Vector3
var pivot: Node3D
func _ready():
pivot = get_parent()
func _physics_process(_delta):
occlusion_distance = Global.camera.far
var corner: Vector2 = get_viewport().get_visible_rect().size
var space_state = get_world_3d().direct_space_state
send_ray(space_state, Vector2(0, 0))
send_ray(space_state, Vector2(corner.x, 0))
send_ray(space_state, Vector2(0, corner.y))
send_ray(space_state, Vector2(corner.x, corner.y))
send_ray(space_state, Vector2(corner.x / 2, corner.y / 2))
func send_ray(space_state: PhysicsDirectSpaceState3D, pos: Vector2):
var from := pivot.global_position
var to := Global.camera.project_position(pos, -1)
var query = PhysicsRayQueryParameters3D.create(from, to, collision_mask)
var result = space_state.intersect_ray(query)
if result:
var hit_point: Vector3 = result.position
var diff := hit_point - pivot.global_position
var distance := diff.length()
if distance < occlusion_distance:
occlusion_distance = distance
occlusion_point = hit_point