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authorJuan Linietsky <reduzio@gmail.com>2014-02-09 22:10:30 -0300
committerJuan Linietsky <reduzio@gmail.com>2014-02-09 22:10:30 -0300
commit0b806ee0fc9097fa7bda7ac0109191c9c5e0a1ac (patch)
tree276c4d099e178eb67fbd14f61d77b05e3808e9e3 /scene/3d/character_camera.cpp
parent0e49da1687bc8192ed210947da52c9e5c5f301bb (diff)
downloadredot-engine-0b806ee0fc9097fa7bda7ac0109191c9c5e0a1ac.tar.gz
GODOT IS OPEN SOURCE
Diffstat (limited to 'scene/3d/character_camera.cpp')
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diff --git a/scene/3d/character_camera.cpp b/scene/3d/character_camera.cpp
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+/*************************************************************************/
+/* character_camera.cpp */
+/*************************************************************************/
+/* This file is part of: */
+/* GODOT ENGINE */
+/* http://www.godotengine.org */
+/*************************************************************************/
+/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
+/* */
+/* Permission is hereby granted, free of charge, to any person obtaining */
+/* a copy of this software and associated documentation files (the */
+/* "Software"), to deal in the Software without restriction, including */
+/* without limitation the rights to use, copy, modify, merge, publish, */
+/* distribute, sublicense, and/or sell copies of the Software, and to */
+/* permit persons to whom the Software is furnished to do so, subject to */
+/* the following conditions: */
+/* */
+/* The above copyright notice and this permission notice shall be */
+/* included in all copies or substantial portions of the Software. */
+/* */
+/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
+/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
+/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
+/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
+/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
+/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
+/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
+/*************************************************************************/
+#include "character_camera.h"
+
+#include "physics_body.h"
+#if 0
+void CharacterCamera::_set(const String& p_name, const Variant& p_value) {
+
+ if (p_name=="type")
+ set_camera_type((CameraType)((int)(p_value)));
+ else if (p_name=="orbit")
+ set_orbit(p_value);
+ else if (p_name=="height")
+ set_height(p_value);
+ else if (p_name=="inclination")
+ set_inclination(p_value);
+ else if (p_name=="max_orbit_x")
+ set_max_orbit_x(p_value);
+ else if (p_name=="min_orbit_x")
+ set_min_orbit_x(p_value);
+ else if (p_name=="max_distance")
+ set_max_distance(p_value);
+ else if (p_name=="min_distance")
+ set_min_distance(p_value);
+ else if (p_name=="distance")
+ set_distance(p_value);
+ else if (p_name=="clip")
+ set_clip(p_value);
+ else if (p_name=="autoturn")
+ set_autoturn(p_value);
+ else if (p_name=="autoturn_tolerance")
+ set_autoturn_tolerance(p_value);
+ else if (p_name=="autoturn_speed")
+ set_autoturn_speed(p_value);
+
+}
+Variant CharacterCamera::_get(const String& p_name) const {
+
+ if (p_name=="type")
+ return get_camera_type();
+ else if (p_name=="orbit")
+ return get_orbit();
+ else if (p_name=="height")
+ return get_height();
+ else if (p_name=="inclination")
+ return get_inclination();
+ else if (p_name=="max_orbit_x")
+ return get_max_orbit_x();
+ else if (p_name=="min_orbit_x")
+ return get_min_orbit_x();
+ else if (p_name=="max_distance")
+ return get_max_distance();
+ else if (p_name=="min_distance")
+ return get_min_distance();
+ else if (p_name=="distance")
+ return get_distance();
+ else if (p_name=="clip")
+ return has_clip();
+ else if (p_name=="autoturn")
+ return has_autoturn();
+ else if (p_name=="autoturn_tolerance")
+ return get_autoturn_tolerance();
+ else if (p_name=="autoturn_speed")
+ return get_autoturn_speed();
+
+ return Variant();
+}
+
+void CharacterCamera::_get_property_list( List<PropertyInfo> *p_list) const {
+
+ p_list->push_back( PropertyInfo( Variant::INT, "type", PROPERTY_HINT_ENUM, "Fixed,Follow") );
+ p_list->push_back( PropertyInfo( Variant::VECTOR2, "orbit" ) );
+ p_list->push_back( PropertyInfo( Variant::REAL, "height", PROPERTY_HINT_RANGE,"-1024,1024,0.01" ) );
+ p_list->push_back( PropertyInfo( Variant::REAL, "inclination", PROPERTY_HINT_RANGE,"-90,90,0.01" ) ); ;
+ p_list->push_back( PropertyInfo( Variant::REAL, "max_orbit_x", PROPERTY_HINT_RANGE,"-90,90,0.01" ) );
+ p_list->push_back( PropertyInfo( Variant::REAL, "min_orbit_x", PROPERTY_HINT_RANGE,"-90,90,0.01" ) );
+ p_list->push_back( PropertyInfo( Variant::REAL, "min_distance", PROPERTY_HINT_RANGE,"0,100,0.01" ) );
+ p_list->push_back( PropertyInfo( Variant::REAL, "max_distance", PROPERTY_HINT_RANGE,"0,100,0.01" ) );
+ p_list->push_back( PropertyInfo( Variant::REAL, "distance", PROPERTY_HINT_RANGE,"0.01,1024,0,01") );
+ p_list->push_back( PropertyInfo( Variant::BOOL, "clip") );
+ p_list->push_back( PropertyInfo( Variant::BOOL, "autoturn") );
+ p_list->push_back( PropertyInfo( Variant::REAL, "autoturn_tolerance", PROPERTY_HINT_RANGE,"1,90,0.01") );
+ p_list->push_back( PropertyInfo( Variant::REAL, "autoturn_speed", PROPERTY_HINT_RANGE,"1,90,0.01") );
+
+
+}
+
+void CharacterCamera::_compute_camera() {
+
+
+ // update the transform with the next proposed transform (camera is 1 logic frame delayed)
+
+ /*
+ float time = get_root_node()->get_frame_time();
+ Vector3 oldp = accepted.get_origin();
+ Vector3 newp = proposed.get_origin();
+
+ float frame_dist = time *
+ if (oldp.distance_to(newp) >
+ */
+
+ float time = get_root_node()->get_frame_time();
+
+ if (true) {
+
+ if (clip_ray[0].clipped && clip_ray[1].clipped && clip_ray[2].clipped) {
+ //all have been clipped
+ proposed.origin=clip_ray[1].clip_pos;
+
+
+ } else {
+
+ Vector3 rel=proposed.origin-target_pos;
+
+ if (clip_ray[0].clipped && !clip_ray[2].clipped) {
+
+ float distance = target_pos.distance_to(clip_ray[0].clip_pos);
+ real_t amount = 1.0-(distance/clip_len);
+ amount = CLAMP(amount,0,1);
+
+
+ rel=Matrix3(Vector3(0,1,0)),
+ rotate_orbit(Vector2(0,autoturn_speed*time*amount));
+ }
+ if (clip_ray[2].clipped && !clip_ray[0].clipped) {
+
+ float distance = target_pos.distance_to(clip_ray[2].clip_pos);
+ real_t amount = 1.0-(distance/clip_len);
+ amount = CLAMP(amount,0,1);
+
+ rotate_orbit(Vector2(0,-autoturn_speed*time*amount));
+ }
+
+ }
+ }
+
+
+ Transform final;
+
+ static float pos_ratio = 0.9;
+ static float rot_ratio = 10;
+
+ Vector3 vec1 = accepted.origin;
+ Vector3 vec2 = proposed.origin;
+ final.origin = vec2.linear_interpolate(vec1, pos_ratio * time);;
+
+ Quat q1 = accepted.basis;
+ Quat q2 = proposed.basis;
+ final.basis = q1.slerp(q2, rot_ratio * time);
+
+ accepted=final;
+
+ _update_camera();
+
+ // calculate the next proposed transform
+
+
+ Vector3 new_pos;
+ Vector3 character_pos = get_global_transform().origin;
+ character_pos.y+=height; // height compensate
+
+ if(type==CAMERA_FOLLOW) {
+
+
+
+ /* calculate some variables */
+
+ Vector3 rel = follow_pos - character_pos;
+
+ float l = rel.length();
+ Vector3 rel_n = (l > 0) ? (rel/l) : Vector3();
+#if 1
+ float ang = Math::acos(rel_n.dot( Vector3(0,1,0) ));
+
+ Vector3 tangent = rel_n;
+ tangent.y=0; // get rid of y
+ if (tangent.length_squared() < CMP_EPSILON2)
+ tangent=Vector3(0,0,1); // use Z as tangent if rel is parallel to y
+ else
+ tangent.normalize();
+
+ /* now start applying the rules */
+
+ //clip distance
+ if (l > max_distance)
+ l=max_distance;
+ if (l < min_distance)
+ l=min_distance;
+
+ //fix angle
+
+ float ang_min = Math_PI * 0.5 + Math::deg2rad(min_orbit_x);
+ float ang_max = Math_PI * 0.5 + Math::deg2rad(max_orbit_x);
+
+ if (ang<ang_min)
+ ang=ang_min;
+ if (ang>ang_max)
+ ang=ang_max;
+
+ /* finally, rebuild the validated camera position */
+
+ new_pos=Vector3(0,Math::cos(ang),0);
+ new_pos+=tangent*Math::sin(ang);
+ new_pos*=l;
+ new_pos+=character_pos;
+#else
+ if (l > max_distance)
+ l=max_distance;
+ if (l < min_distance)
+ l=min_distance;
+
+ new_pos = character_pos + rel_n * l;
+
+
+#endif
+ follow_pos=new_pos;
+
+ } else if (type==CAMERA_FIXED) {
+
+
+ if (distance<min_distance)
+ distance=min_distance;
+ if (distance>max_distance)
+ distance=max_distance;
+
+ if (orbit.x<min_orbit_x)
+ orbit.x=min_orbit_x;
+ if (orbit.x>max_orbit_x)
+ orbit.x=max_orbit_x;
+
+ Matrix3 m;
+ m.rotate(Vector3(0,1,0),Math::deg2rad(orbit.y));
+ m.rotate(Vector3(1,0,0),Math::deg2rad(orbit.x));
+
+ new_pos = (m.get_axis(2) * distance) + character_pos;
+
+ if (use_lookat_target) {
+
+ Transform t = get_global_transform();
+ Vector3 y = t.basis.get_axis(1).normalized();
+ Vector3 z = lookat_target - character_pos;
+ z= (z - y * y.dot(z)).normalized();
+ orbit.y = -Math::rad2deg(Math::atan2(z.x,z.z)) + 180;
+
+ /*
+ Transform t = get_global_transform();
+ Vector3 y = t.basis.get_axis(1).normalized();
+ Vector3 z = lookat_target - t.origin;
+ z= (z - y * y.dot(z)).normalized();
+ Vector3 x = z.cross(y).normalized();
+ Transform t2;
+ t2.basis.set_axis(0,x);
+ t2.basis.set_axis(1,y);
+ t2.basis.set_axis(2,z);
+ t2.origin=t.origin;
+
+ Vector3 local = t2.xform_inv(camera_pos);
+
+ float ang = Math::atan2(local.x,local.y);
+ */
+
+ /*
+
+ Vector3 vec1 = lookat_target - new_pos;
+ vec1.normalize();
+ Vector3 vec2 = character_pos - new_pos;
+ vec2.normalize();
+
+ float dot = vec1.dot(vec2);
+ printf("dot %f\n", dot);
+ if ( dot < 0.5) {
+
+ rotate_orbit(Vector2(0, 90));
+ };
+ */
+
+
+ };
+ }
+
+ Vector3 target;
+ if (use_lookat_target) {
+
+ target = lookat_target;
+ } else {
+ target = character_pos;
+ };
+
+ proposed.set_look_at(new_pos,target,Vector3(0,1,0));
+ proposed = proposed * Transform(Matrix3(Vector3(1,0,0),Math::deg2rad(inclination)),Vector3()); //inclination
+
+
+ Vector<RID> exclude;
+ exclude.push_back(target_body);
+
+
+
+ Vector3 rel = new_pos-target;
+
+ for(int i=0;i<3;i++) {
+
+ PhysicsServer::get_singleton()->query_intersection(clip_ray[i].query,get_world().get_space(),exclude);
+ PhysicsServer::get_singleton()->query_intersection_segment(clip_ray[i].query,target,target+Matrix3(Vector3(0,1,0),Math::deg2rad(autoturn_tolerance*(i-1.0))).xform(rel));
+ clip_ray[i].clipped=false;
+ clip_ray[i].clip_pos=Vector3();
+ }
+ target_pos=target;
+ clip_len=rel.length();
+
+
+
+}
+
+void CharacterCamera::set_use_lookat_target(bool p_use, const Vector3 &p_lookat) {
+
+ use_lookat_target = p_use;
+ lookat_target = p_lookat;
+};
+
+
+void CharacterCamera::_notification(int p_what) {
+
+ switch(p_what) {
+
+ case NOTIFICATION_PROCESS: {
+
+
+ _compute_camera();
+ } break;
+
+ case NOTIFICATION_ENTER_SCENE: {
+
+ if (type==CAMERA_FOLLOW) {
+
+ set_orbit(orbit);
+ set_distance(distance);
+ }
+
+ accepted=get_global_transform();
+ proposed=accepted;
+
+ target_body = RID();
+
+ Node* parent = get_parent();
+ while (parent) {
+ PhysicsBody* p = parent->cast_to<PhysicsBody>();
+ if (p) {
+ target_body = p->get_body();
+ break;
+ };
+ parent = parent->get_parent();
+ };
+
+ } break;
+
+ case NOTIFICATION_TRANSFORM_CHANGED: {
+
+ } break;
+ case NOTIFICATION_EXIT_SCENE: {
+
+ if (type==CAMERA_FOLLOW) {
+ distance=get_distance();
+ orbit=get_orbit();
+
+ }
+ } break;
+
+ case NOTIFICATION_BECAME_CURRENT: {
+
+ set_process(true);
+ } break;
+ case NOTIFICATION_LOST_CURRENT: {
+
+ set_process(false);
+ } break;
+ }
+
+}
+
+
+void CharacterCamera::set_camera_type(CameraType p_camera_type) {
+
+
+ if (p_camera_type==type)
+ return;
+
+ type=p_camera_type;
+
+ // do conversions
+}
+
+CharacterCamera::CameraType CharacterCamera::get_camera_type() const {
+
+ return type;
+
+}
+
+void CharacterCamera::set_orbit(const Vector2& p_orbit) {
+
+ orbit=p_orbit;
+
+ if(type == CAMERA_FOLLOW && is_inside_scene()) {
+
+ Vector3 char_pos = get_global_transform().origin;
+ char_pos.y+=height;
+ float d = char_pos.distance_to(follow_pos);
+
+ Matrix3 m;
+ m.rotate(Vector3(0,1,0),orbit.y);
+ m.rotate(Vector3(1,0,0),orbit.x);
+
+ follow_pos=char_pos + m.get_axis(2) * d;
+
+ }
+
+}
+void CharacterCamera::set_orbit_x(float p_x) {
+
+ orbit.x=p_x;
+ if(type == CAMERA_FOLLOW && is_inside_scene())
+ set_orbit(Vector2( p_x, get_orbit().y ));
+}
+void CharacterCamera::set_orbit_y(float p_y) {
+
+
+ orbit.y=p_y;
+ if(type == CAMERA_FOLLOW && is_inside_scene())
+ set_orbit(Vector2( get_orbit().x, p_y ));
+
+}
+Vector2 CharacterCamera::get_orbit() const {
+
+
+ if (type == CAMERA_FOLLOW && is_inside_scene()) {
+
+ Vector3 char_pos = get_global_transform().origin;
+ char_pos.y+=height;
+ Vector3 rel = (follow_pos - char_pos).normalized();
+ Vector2 ret_orbit;
+ ret_orbit.x = Math::acos( Vector3(0,1,0).dot( rel ) ) - Math_PI * 0.5;
+ ret_orbit.y = Math::atan2(rel.x,rel.z);
+ return ret_orbit;
+ }
+ return orbit;
+}
+
+void CharacterCamera::rotate_orbit(const Vector2& p_relative) {
+
+ if (type == CAMERA_FOLLOW && is_inside_scene()) {
+
+ Matrix3 m;
+ m.rotate(Vector3(0,1,0),Math::deg2rad(p_relative.y));
+ m.rotate(Vector3(1,0,0),Math::deg2rad(p_relative.x));
+
+ Vector3 char_pos = get_global_transform().origin;
+ char_pos.y+=height;
+ Vector3 rel = (follow_pos - char_pos);
+ rel = m.xform(rel);
+ follow_pos=char_pos+rel;
+
+ }
+
+ orbit+=p_relative;
+}
+
+void CharacterCamera::set_height(float p_height) {
+
+
+ height=p_height;
+}
+
+float CharacterCamera::get_height() const {
+
+ return height;
+
+}
+
+void CharacterCamera::set_max_orbit_x(float p_max) {
+
+ max_orbit_x=p_max;
+}
+
+float CharacterCamera::get_max_orbit_x() const {
+
+ return max_orbit_x;
+}
+
+void CharacterCamera::set_min_orbit_x(float p_min) {
+
+ min_orbit_x=p_min;
+}
+
+float CharacterCamera::get_min_orbit_x() const {
+
+ return min_orbit_x;
+}
+
+float CharacterCamera::get_min_distance() const {
+
+ return min_distance;
+}
+float CharacterCamera::get_max_distance() const {
+
+ return max_distance;
+}
+
+void CharacterCamera::set_min_distance(float p_min) {
+
+ min_distance=p_min;
+}
+
+void CharacterCamera::set_max_distance(float p_max) {
+
+ max_distance = p_max;
+}
+
+
+void CharacterCamera::set_distance(float p_distance) {
+
+ if (type == CAMERA_FOLLOW && is_inside_scene()) {
+
+ Vector3 char_pos = get_global_transform().origin;
+ char_pos.y+=height;
+ Vector3 rel = (follow_pos - char_pos).normalized();
+ rel*=p_distance;
+ follow_pos=char_pos+rel;
+
+ }
+
+ distance=p_distance;
+}
+
+float CharacterCamera::get_distance() const {
+
+ if (type == CAMERA_FOLLOW && is_inside_scene()) {
+
+ Vector3 char_pos = get_global_transform().origin;
+ char_pos.y+=height;
+ return (follow_pos - char_pos).length();
+
+ }
+
+ return distance;
+}
+
+void CharacterCamera::set_clip(bool p_enabled) {
+
+
+ clip=p_enabled;
+}
+
+bool CharacterCamera::has_clip() const {
+
+ return clip;
+
+}
+
+
+void CharacterCamera::set_autoturn(bool p_enabled) {
+
+
+ autoturn=p_enabled;
+}
+
+bool CharacterCamera::has_autoturn() const {
+
+ return autoturn;
+
+}
+
+void CharacterCamera::set_autoturn_tolerance(float p_degrees) {
+
+
+ autoturn_tolerance=p_degrees;
+}
+float CharacterCamera::get_autoturn_tolerance() const {
+
+
+ return autoturn_tolerance;
+}
+
+void CharacterCamera::set_inclination(float p_degrees) {
+
+
+ inclination=p_degrees;
+}
+float CharacterCamera::get_inclination() const {
+
+
+ return inclination;
+}
+
+
+void CharacterCamera::set_autoturn_speed(float p_speed) {
+
+
+ autoturn_speed=p_speed;
+}
+float CharacterCamera::get_autoturn_speed() const {
+
+ return autoturn_speed;
+
+}
+
+
+
+
+
+void CharacterCamera::_bind_methods() {
+
+ ObjectTypeDB::bind_method(_MD("set_camera_type","type"),&CharacterCamera::set_camera_type);
+ ObjectTypeDB::bind_method(_MD("get_camera_type"),&CharacterCamera::get_camera_type);
+ ObjectTypeDB::bind_method(_MD("set_orbit","orbit"),&CharacterCamera::set_orbit);
+ ObjectTypeDB::bind_method(_MD("get_orbit"),&CharacterCamera::get_orbit);
+ ObjectTypeDB::bind_method(_MD("set_orbit_x","x"),&CharacterCamera::set_orbit_x);
+ ObjectTypeDB::bind_method(_MD("set_orbit_y","y"),&CharacterCamera::set_orbit_y);
+ ObjectTypeDB::bind_method(_MD("set_min_orbit_x","x"),&CharacterCamera::set_min_orbit_x);
+ ObjectTypeDB::bind_method(_MD("get_min_orbit_x"),&CharacterCamera::get_min_orbit_x);
+ ObjectTypeDB::bind_method(_MD("set_max_orbit_x","x"),&CharacterCamera::set_max_orbit_x);
+ ObjectTypeDB::bind_method(_MD("get_max_orbit_x"),&CharacterCamera::get_max_orbit_x);
+ ObjectTypeDB::bind_method(_MD("rotate_orbit"),&CharacterCamera::rotate_orbit);
+ ObjectTypeDB::bind_method(_MD("set_distance","distance"),&CharacterCamera::set_distance);
+ ObjectTypeDB::bind_method(_MD("get_distance"),&CharacterCamera::get_distance);
+ ObjectTypeDB::bind_method(_MD("set_clip","enable"),&CharacterCamera::set_clip);
+ ObjectTypeDB::bind_method(_MD("has_clip"),&CharacterCamera::has_clip);
+ ObjectTypeDB::bind_method(_MD("set_autoturn","enable"),&CharacterCamera::set_autoturn);
+ ObjectTypeDB::bind_method(_MD("has_autoturn"),&CharacterCamera::has_autoturn);
+ ObjectTypeDB::bind_method(_MD("set_autoturn_tolerance","degrees"),&CharacterCamera::set_autoturn_tolerance);
+ ObjectTypeDB::bind_method(_MD("get_autoturn_tolerance"),&CharacterCamera::get_autoturn_tolerance);
+ ObjectTypeDB::bind_method(_MD("set_autoturn_speed","speed"),&CharacterCamera::set_autoturn_speed);
+ ObjectTypeDB::bind_method(_MD("get_autoturn_speed"),&CharacterCamera::get_autoturn_speed);
+ ObjectTypeDB::bind_method(_MD("set_use_lookat_target","use","lookat"),&CharacterCamera::set_use_lookat_target, DEFVAL(Vector3()));
+
+ ObjectTypeDB::bind_method(_MD("_ray_collision"),&CharacterCamera::_ray_collision);
+
+ BIND_CONSTANT( CAMERA_FIXED );
+ BIND_CONSTANT( CAMERA_FOLLOW );
+}
+
+void CharacterCamera::_ray_collision(Vector3 p_point, Vector3 p_normal, int p_subindex, ObjectID p_against,int p_idx) {
+
+
+ clip_ray[p_idx].clip_pos=p_point;
+ clip_ray[p_idx].clipped=true;
+};
+
+Transform CharacterCamera::get_camera_transform() const {
+
+ return accepted;
+}
+
+
+CharacterCamera::CharacterCamera() {
+
+
+ type=CAMERA_FOLLOW;
+ height=1;
+
+ orbit=Vector2(0,0);
+
+ distance=3;
+ min_distance=2;
+ max_distance=5;
+
+ autoturn=false;
+ autoturn_tolerance=15;
+ autoturn_speed=20;
+
+ min_orbit_x=-50;
+ max_orbit_x=70;
+ inclination=0;
+
+ clip=false;
+ use_lookat_target = false;
+
+ for(int i=0;i<3;i++) {
+ clip_ray[i].query=PhysicsServer::get_singleton()->query_create(this, "_ray_collision", i, true);
+ clip_ray[i].clipped=false;
+ }
+
+
+}
+
+CharacterCamera::~CharacterCamera() {
+
+ for(int i=0;i<3;i++) {
+ PhysicsServer::get_singleton()->free(clip_ray[i].query);
+ }
+
+
+}
+#endif