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LaserScannerLines.gd
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extends Spatial
var ray_class = preload("res://Ray.tscn")
var NB_RAYS = 50
var RANGE = 20 #m
func _ready():
var inc = PI / (NB_RAYS - 1)
var angle = -PI/2
for i in range(NB_RAYS):
var ray = ray_class.instance()
ray.name = "ray_" + str(i)
add_child(ray)
ray.transform.origin = Vector3(0,0,0)
ray.rotate_y(angle)
angle += inc
func draw(ranges):
if visible:
for i in range(NB_RAYS):
var ray = get_child(i)
#if ranges[i] < 0:
if ranges[i] == Vector3(0,0,0):
ray.visible = false
else:
ray.visible = true
#ray.set_distance(ranges[i])
ray.set_hitpoint(ranges[i])
func laser_scan():
#get_parent().game_instance.debug_point(global_transform.origin)
var space_state = get_world().direct_space_state
var laser_ranges = []
var laser_hitpoints = []
var inc = PI / (NB_RAYS - 1)
var angle = -PI/2
for i in range(NB_RAYS):
var target = global_transform.basis.xform(global_transform.origin + Vector3(0,0,RANGE).rotated(Vector3(0,1,0), angle))
var result = space_state.intersect_ray(global_transform.origin, target)
if result:
#get_parent().game_instance.debug_point(result.position)
laser_ranges.append(global_transform.origin.distance_to(result.position))
laser_hitpoints.append(result.position - global_transform.origin)
else:
laser_ranges.append(-1)
laser_hitpoints.append(Vector3(0,0,0))
angle += inc
#draw(laser_ranges)
draw(laser_hitpoints)
return laser_ranges