shape_cast_3d.cpp 22 KB

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  1. /**************************************************************************/
  2. /* shape_cast_3d.cpp */
  3. /**************************************************************************/
  4. /* This file is part of: */
  5. /* GODOT ENGINE */
  6. /* https://godotengine.org */
  7. /**************************************************************************/
  8. /* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
  9. /* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
  10. /* */
  11. /* Permission is hereby granted, free of charge, to any person obtaining */
  12. /* a copy of this software and associated documentation files (the */
  13. /* "Software"), to deal in the Software without restriction, including */
  14. /* without limitation the rights to use, copy, modify, merge, publish, */
  15. /* distribute, sublicense, and/or sell copies of the Software, and to */
  16. /* permit persons to whom the Software is furnished to do so, subject to */
  17. /* the following conditions: */
  18. /* */
  19. /* The above copyright notice and this permission notice shall be */
  20. /* included in all copies or substantial portions of the Software. */
  21. /* */
  22. /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
  23. /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
  24. /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
  25. /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
  26. /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
  27. /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
  28. /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
  29. /**************************************************************************/
  30. #include "shape_cast_3d.h"
  31. #include "core/core_string_names.h"
  32. #include "scene/3d/collision_object_3d.h"
  33. #include "scene/3d/mesh_instance_3d.h"
  34. #include "scene/resources/concave_polygon_shape_3d.h"
  35. void ShapeCast3D::_notification(int p_what) {
  36. switch (p_what) {
  37. case NOTIFICATION_ENTER_TREE: {
  38. if (Engine::get_singleton()->is_editor_hint()) {
  39. _update_debug_shape_vertices();
  40. }
  41. if (enabled && !Engine::get_singleton()->is_editor_hint()) {
  42. set_physics_process_internal(true);
  43. } else {
  44. set_physics_process_internal(false);
  45. }
  46. if (get_tree()->is_debugging_collisions_hint()) {
  47. _update_debug_shape();
  48. }
  49. if (Object::cast_to<CollisionObject3D>(get_parent())) {
  50. if (exclude_parent_body) {
  51. exclude.insert(Object::cast_to<CollisionObject3D>(get_parent())->get_rid());
  52. } else {
  53. exclude.erase(Object::cast_to<CollisionObject3D>(get_parent())->get_rid());
  54. }
  55. }
  56. } break;
  57. case NOTIFICATION_EXIT_TREE: {
  58. if (enabled) {
  59. set_physics_process_internal(false);
  60. }
  61. if (debug_shape) {
  62. _clear_debug_shape();
  63. }
  64. } break;
  65. case NOTIFICATION_INTERNAL_PHYSICS_PROCESS: {
  66. if (!enabled) {
  67. break;
  68. }
  69. bool prev_collision_state = collided;
  70. _update_shapecast_state();
  71. if (get_tree()->is_debugging_collisions_hint()) {
  72. if (prev_collision_state != collided) {
  73. _update_debug_shape_material(true);
  74. }
  75. if (collided) {
  76. _update_debug_shape();
  77. }
  78. if (prev_collision_state == collided && !collided) {
  79. _update_debug_shape();
  80. }
  81. }
  82. } break;
  83. }
  84. }
  85. void ShapeCast3D::_bind_methods() {
  86. ClassDB::bind_method(D_METHOD("resource_changed", "resource"), &ShapeCast3D::resource_changed);
  87. ClassDB::bind_method(D_METHOD("set_enabled", "enabled"), &ShapeCast3D::set_enabled);
  88. ClassDB::bind_method(D_METHOD("is_enabled"), &ShapeCast3D::is_enabled);
  89. ClassDB::bind_method(D_METHOD("set_shape", "shape"), &ShapeCast3D::set_shape);
  90. ClassDB::bind_method(D_METHOD("get_shape"), &ShapeCast3D::get_shape);
  91. ClassDB::bind_method(D_METHOD("set_target_position", "local_point"), &ShapeCast3D::set_target_position);
  92. ClassDB::bind_method(D_METHOD("get_target_position"), &ShapeCast3D::get_target_position);
  93. ClassDB::bind_method(D_METHOD("set_margin", "margin"), &ShapeCast3D::set_margin);
  94. ClassDB::bind_method(D_METHOD("get_margin"), &ShapeCast3D::get_margin);
  95. ClassDB::bind_method(D_METHOD("set_max_results", "max_results"), &ShapeCast3D::set_max_results);
  96. ClassDB::bind_method(D_METHOD("get_max_results"), &ShapeCast3D::get_max_results);
  97. ClassDB::bind_method(D_METHOD("is_colliding"), &ShapeCast3D::is_colliding);
  98. ClassDB::bind_method(D_METHOD("get_collision_count"), &ShapeCast3D::get_collision_count);
  99. ClassDB::bind_method(D_METHOD("force_shapecast_update"), &ShapeCast3D::force_shapecast_update);
  100. ClassDB::bind_method(D_METHOD("get_collider", "index"), &ShapeCast3D::get_collider);
  101. ClassDB::bind_method(D_METHOD("get_collider_rid", "index"), &ShapeCast3D::get_collider_rid);
  102. ClassDB::bind_method(D_METHOD("get_collider_shape", "index"), &ShapeCast3D::get_collider_shape);
  103. ClassDB::bind_method(D_METHOD("get_collision_point", "index"), &ShapeCast3D::get_collision_point);
  104. ClassDB::bind_method(D_METHOD("get_collision_normal", "index"), &ShapeCast3D::get_collision_normal);
  105. ClassDB::bind_method(D_METHOD("get_closest_collision_safe_fraction"), &ShapeCast3D::get_closest_collision_safe_fraction);
  106. ClassDB::bind_method(D_METHOD("get_closest_collision_unsafe_fraction"), &ShapeCast3D::get_closest_collision_unsafe_fraction);
  107. ClassDB::bind_method(D_METHOD("add_exception_rid", "rid"), &ShapeCast3D::add_exception_rid);
  108. ClassDB::bind_method(D_METHOD("add_exception", "node"), &ShapeCast3D::add_exception);
  109. ClassDB::bind_method(D_METHOD("remove_exception_rid", "rid"), &ShapeCast3D::remove_exception_rid);
  110. ClassDB::bind_method(D_METHOD("remove_exception", "node"), &ShapeCast3D::remove_exception);
  111. ClassDB::bind_method(D_METHOD("clear_exceptions"), &ShapeCast3D::clear_exceptions);
  112. ClassDB::bind_method(D_METHOD("set_collision_mask", "mask"), &ShapeCast3D::set_collision_mask);
  113. ClassDB::bind_method(D_METHOD("get_collision_mask"), &ShapeCast3D::get_collision_mask);
  114. ClassDB::bind_method(D_METHOD("set_collision_mask_value", "layer_number", "value"), &ShapeCast3D::set_collision_mask_value);
  115. ClassDB::bind_method(D_METHOD("get_collision_mask_value", "layer_number"), &ShapeCast3D::get_collision_mask_value);
  116. ClassDB::bind_method(D_METHOD("set_exclude_parent_body", "mask"), &ShapeCast3D::set_exclude_parent_body);
  117. ClassDB::bind_method(D_METHOD("get_exclude_parent_body"), &ShapeCast3D::get_exclude_parent_body);
  118. ClassDB::bind_method(D_METHOD("set_collide_with_areas", "enable"), &ShapeCast3D::set_collide_with_areas);
  119. ClassDB::bind_method(D_METHOD("is_collide_with_areas_enabled"), &ShapeCast3D::is_collide_with_areas_enabled);
  120. ClassDB::bind_method(D_METHOD("set_collide_with_bodies", "enable"), &ShapeCast3D::set_collide_with_bodies);
  121. ClassDB::bind_method(D_METHOD("is_collide_with_bodies_enabled"), &ShapeCast3D::is_collide_with_bodies_enabled);
  122. ClassDB::bind_method(D_METHOD("_get_collision_result"), &ShapeCast3D::_get_collision_result);
  123. ClassDB::bind_method(D_METHOD("set_debug_shape_custom_color", "debug_shape_custom_color"), &ShapeCast3D::set_debug_shape_custom_color);
  124. ClassDB::bind_method(D_METHOD("get_debug_shape_custom_color"), &ShapeCast3D::get_debug_shape_custom_color);
  125. ADD_PROPERTY(PropertyInfo(Variant::BOOL, "enabled"), "set_enabled", "is_enabled");
  126. ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "shape", PROPERTY_HINT_RESOURCE_TYPE, "Shape3D"), "set_shape", "get_shape");
  127. ADD_PROPERTY(PropertyInfo(Variant::BOOL, "exclude_parent"), "set_exclude_parent_body", "get_exclude_parent_body");
  128. ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "target_position", PROPERTY_HINT_NONE, "suffix:m"), "set_target_position", "get_target_position");
  129. ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "margin", PROPERTY_HINT_RANGE, "0,100,0.01,suffix:m"), "set_margin", "get_margin");
  130. ADD_PROPERTY(PropertyInfo(Variant::INT, "max_results"), "set_max_results", "get_max_results");
  131. ADD_PROPERTY(PropertyInfo(Variant::INT, "collision_mask", PROPERTY_HINT_LAYERS_3D_PHYSICS), "set_collision_mask", "get_collision_mask");
  132. ADD_PROPERTY(PropertyInfo(Variant::ARRAY, "collision_result", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NO_EDITOR), "", "_get_collision_result");
  133. ADD_GROUP("Collide With", "collide_with");
  134. ADD_PROPERTY(PropertyInfo(Variant::BOOL, "collide_with_areas", PROPERTY_HINT_LAYERS_3D_PHYSICS), "set_collide_with_areas", "is_collide_with_areas_enabled");
  135. ADD_PROPERTY(PropertyInfo(Variant::BOOL, "collide_with_bodies", PROPERTY_HINT_LAYERS_3D_PHYSICS), "set_collide_with_bodies", "is_collide_with_bodies_enabled");
  136. ADD_GROUP("Debug Shape", "debug_shape");
  137. ADD_PROPERTY(PropertyInfo(Variant::COLOR, "debug_shape_custom_color"), "set_debug_shape_custom_color", "get_debug_shape_custom_color");
  138. }
  139. PackedStringArray ShapeCast3D::get_configuration_warnings() const {
  140. PackedStringArray warnings = Node3D::get_configuration_warnings();
  141. if (shape.is_null()) {
  142. warnings.push_back(RTR("This node cannot interact with other objects unless a Shape3D is assigned."));
  143. }
  144. if (shape.is_valid() && Object::cast_to<ConcavePolygonShape3D>(*shape)) {
  145. warnings.push_back(RTR("ShapeCast3D does not support ConcavePolygonShape3Ds. Collisions will not be reported."));
  146. }
  147. return warnings;
  148. }
  149. void ShapeCast3D::set_enabled(bool p_enabled) {
  150. enabled = p_enabled;
  151. update_gizmos();
  152. if (is_inside_tree() && !Engine::get_singleton()->is_editor_hint()) {
  153. set_physics_process_internal(p_enabled);
  154. }
  155. if (!p_enabled) {
  156. collided = false;
  157. }
  158. if (is_inside_tree() && get_tree()->is_debugging_collisions_hint()) {
  159. if (p_enabled) {
  160. _update_debug_shape();
  161. } else {
  162. _clear_debug_shape();
  163. }
  164. }
  165. }
  166. bool ShapeCast3D::is_enabled() const {
  167. return enabled;
  168. }
  169. void ShapeCast3D::set_target_position(const Vector3 &p_point) {
  170. target_position = p_point;
  171. if (is_inside_tree() && get_tree()->is_debugging_collisions_hint()) {
  172. _update_debug_shape();
  173. }
  174. update_gizmos();
  175. if (Engine::get_singleton()->is_editor_hint()) {
  176. if (is_inside_tree()) {
  177. _update_debug_shape_vertices();
  178. }
  179. } else if (debug_shape) {
  180. _update_debug_shape();
  181. }
  182. }
  183. Vector3 ShapeCast3D::get_target_position() const {
  184. return target_position;
  185. }
  186. void ShapeCast3D::set_margin(real_t p_margin) {
  187. margin = p_margin;
  188. }
  189. real_t ShapeCast3D::get_margin() const {
  190. return margin;
  191. }
  192. void ShapeCast3D::set_max_results(int p_max_results) {
  193. max_results = p_max_results;
  194. }
  195. int ShapeCast3D::get_max_results() const {
  196. return max_results;
  197. }
  198. void ShapeCast3D::set_collision_mask(uint32_t p_mask) {
  199. collision_mask = p_mask;
  200. }
  201. uint32_t ShapeCast3D::get_collision_mask() const {
  202. return collision_mask;
  203. }
  204. void ShapeCast3D::set_collision_mask_value(int p_layer_number, bool p_value) {
  205. ERR_FAIL_COND_MSG(p_layer_number < 1, "Collision layer number must be between 1 and 32 inclusive.");
  206. ERR_FAIL_COND_MSG(p_layer_number > 32, "Collision layer number must be between 1 and 32 inclusive.");
  207. uint32_t mask = get_collision_mask();
  208. if (p_value) {
  209. mask |= 1 << (p_layer_number - 1);
  210. } else {
  211. mask &= ~(1 << (p_layer_number - 1));
  212. }
  213. set_collision_mask(mask);
  214. }
  215. bool ShapeCast3D::get_collision_mask_value(int p_layer_number) const {
  216. ERR_FAIL_COND_V_MSG(p_layer_number < 1, false, "Collision layer number must be between 1 and 32 inclusive.");
  217. ERR_FAIL_COND_V_MSG(p_layer_number > 32, false, "Collision layer number must be between 1 and 32 inclusive.");
  218. return get_collision_mask() & (1 << (p_layer_number - 1));
  219. }
  220. int ShapeCast3D::get_collision_count() const {
  221. return result.size();
  222. }
  223. bool ShapeCast3D::is_colliding() const {
  224. return collided;
  225. }
  226. Object *ShapeCast3D::get_collider(int p_idx) const {
  227. ERR_FAIL_INDEX_V_MSG(p_idx, result.size(), nullptr, "No collider found.");
  228. if (result[p_idx].collider_id.is_null()) {
  229. return nullptr;
  230. }
  231. return ObjectDB::get_instance(result[p_idx].collider_id);
  232. }
  233. RID ShapeCast3D::get_collider_rid(int p_idx) const {
  234. ERR_FAIL_INDEX_V_MSG(p_idx, result.size(), RID(), "No collider RID found.");
  235. return result[p_idx].rid;
  236. }
  237. int ShapeCast3D::get_collider_shape(int p_idx) const {
  238. ERR_FAIL_INDEX_V_MSG(p_idx, result.size(), -1, "No collider shape found.");
  239. return result[p_idx].shape;
  240. }
  241. Vector3 ShapeCast3D::get_collision_point(int p_idx) const {
  242. ERR_FAIL_INDEX_V_MSG(p_idx, result.size(), Vector3(), "No collision point found.");
  243. return result[p_idx].point;
  244. }
  245. Vector3 ShapeCast3D::get_collision_normal(int p_idx) const {
  246. ERR_FAIL_INDEX_V_MSG(p_idx, result.size(), Vector3(), "No collision normal found.");
  247. return result[p_idx].normal;
  248. }
  249. real_t ShapeCast3D::get_closest_collision_safe_fraction() const {
  250. return collision_safe_fraction;
  251. }
  252. real_t ShapeCast3D::get_closest_collision_unsafe_fraction() const {
  253. return collision_unsafe_fraction;
  254. }
  255. void ShapeCast3D::resource_changed(Ref<Resource> p_res) {
  256. if (is_inside_tree() && get_tree()->is_debugging_collisions_hint()) {
  257. _update_debug_shape();
  258. }
  259. update_gizmos();
  260. }
  261. void ShapeCast3D::_shape_changed() {
  262. update_gizmos();
  263. bool is_editor = Engine::get_singleton()->is_editor_hint();
  264. if (is_inside_tree() && (is_editor || get_tree()->is_debugging_collisions_hint())) {
  265. _update_debug_shape();
  266. }
  267. }
  268. void ShapeCast3D::set_shape(const Ref<Shape3D> &p_shape) {
  269. if (p_shape == shape) {
  270. return;
  271. }
  272. if (shape.is_valid()) {
  273. shape->disconnect(CoreStringNames::get_singleton()->changed, callable_mp(this, &ShapeCast3D::_shape_changed));
  274. shape->unregister_owner(this);
  275. }
  276. shape = p_shape;
  277. if (shape.is_valid()) {
  278. shape->register_owner(this);
  279. shape->connect(CoreStringNames::get_singleton()->changed, callable_mp(this, &ShapeCast3D::_shape_changed));
  280. shape_rid = shape->get_rid();
  281. }
  282. bool is_editor = Engine::get_singleton()->is_editor_hint();
  283. if (is_inside_tree() && (is_editor || get_tree()->is_debugging_collisions_hint())) {
  284. _update_debug_shape();
  285. }
  286. update_gizmos();
  287. update_configuration_warnings();
  288. }
  289. Ref<Shape3D> ShapeCast3D::get_shape() const {
  290. return shape;
  291. }
  292. void ShapeCast3D::set_exclude_parent_body(bool p_exclude_parent_body) {
  293. if (exclude_parent_body == p_exclude_parent_body) {
  294. return;
  295. }
  296. exclude_parent_body = p_exclude_parent_body;
  297. if (!is_inside_tree()) {
  298. return;
  299. }
  300. if (Object::cast_to<CollisionObject3D>(get_parent())) {
  301. if (exclude_parent_body) {
  302. exclude.insert(Object::cast_to<CollisionObject3D>(get_parent())->get_rid());
  303. } else {
  304. exclude.erase(Object::cast_to<CollisionObject3D>(get_parent())->get_rid());
  305. }
  306. }
  307. }
  308. bool ShapeCast3D::get_exclude_parent_body() const {
  309. return exclude_parent_body;
  310. }
  311. void ShapeCast3D::_update_shapecast_state() {
  312. result.clear();
  313. ERR_FAIL_COND_MSG(shape.is_null(), "Null reference to shape. ShapeCast3D requires a Shape3D to sweep for collisions.");
  314. Ref<World3D> w3d = get_world_3d();
  315. ERR_FAIL_COND(w3d.is_null());
  316. PhysicsDirectSpaceState3D *dss = PhysicsServer3D::get_singleton()->space_get_direct_state(w3d->get_space());
  317. ERR_FAIL_COND(!dss);
  318. Transform3D gt = get_global_transform();
  319. PhysicsDirectSpaceState3D::ShapeParameters params;
  320. params.shape_rid = shape_rid;
  321. params.transform = gt;
  322. params.motion = gt.basis.xform(target_position);
  323. params.margin = margin;
  324. params.exclude = exclude;
  325. params.collision_mask = collision_mask;
  326. params.collide_with_bodies = collide_with_bodies;
  327. params.collide_with_areas = collide_with_areas;
  328. collision_safe_fraction = 0.0;
  329. collision_unsafe_fraction = 0.0;
  330. if (target_position != Vector3()) {
  331. dss->cast_motion(params, collision_safe_fraction, collision_unsafe_fraction);
  332. if (collision_unsafe_fraction < 1.0) {
  333. // Move shape transform to the point of impact,
  334. // so we can collect contact info at that point.
  335. gt.set_origin(gt.get_origin() + params.motion * (collision_unsafe_fraction + CMP_EPSILON));
  336. params.transform = gt;
  337. }
  338. }
  339. // Regardless of whether the shape is stuck or it's moved along
  340. // the motion vector, we'll only consider static collisions from now on.
  341. params.motion = Vector3();
  342. bool intersected = true;
  343. while (intersected && result.size() < max_results) {
  344. PhysicsDirectSpaceState3D::ShapeRestInfo info;
  345. intersected = dss->rest_info(params, &info);
  346. if (intersected) {
  347. result.push_back(info);
  348. params.exclude.insert(info.rid);
  349. }
  350. }
  351. collided = !result.is_empty();
  352. }
  353. void ShapeCast3D::force_shapecast_update() {
  354. _update_shapecast_state();
  355. }
  356. void ShapeCast3D::add_exception_rid(const RID &p_rid) {
  357. exclude.insert(p_rid);
  358. }
  359. void ShapeCast3D::add_exception(const CollisionObject3D *p_node) {
  360. ERR_FAIL_NULL_MSG(p_node, "The passed Node must be an instance of CollisionObject3D.");
  361. add_exception_rid(p_node->get_rid());
  362. }
  363. void ShapeCast3D::remove_exception_rid(const RID &p_rid) {
  364. exclude.erase(p_rid);
  365. }
  366. void ShapeCast3D::remove_exception(const CollisionObject3D *p_node) {
  367. ERR_FAIL_NULL_MSG(p_node, "The passed Node must be an instance of CollisionObject3D.");
  368. remove_exception_rid(p_node->get_rid());
  369. }
  370. void ShapeCast3D::clear_exceptions() {
  371. exclude.clear();
  372. }
  373. void ShapeCast3D::set_collide_with_areas(bool p_clip) {
  374. collide_with_areas = p_clip;
  375. }
  376. bool ShapeCast3D::is_collide_with_areas_enabled() const {
  377. return collide_with_areas;
  378. }
  379. void ShapeCast3D::set_collide_with_bodies(bool p_clip) {
  380. collide_with_bodies = p_clip;
  381. }
  382. bool ShapeCast3D::is_collide_with_bodies_enabled() const {
  383. return collide_with_bodies;
  384. }
  385. Array ShapeCast3D::_get_collision_result() const {
  386. Array ret;
  387. for (int i = 0; i < result.size(); ++i) {
  388. const PhysicsDirectSpaceState3D::ShapeRestInfo &sri = result[i];
  389. Dictionary col;
  390. col["point"] = sri.point;
  391. col["normal"] = sri.normal;
  392. col["rid"] = sri.rid;
  393. col["collider"] = ObjectDB::get_instance(sri.collider_id);
  394. col["collider_id"] = sri.collider_id;
  395. col["shape"] = sri.shape;
  396. col["linear_velocity"] = sri.linear_velocity;
  397. ret.push_back(col);
  398. }
  399. return ret;
  400. }
  401. void ShapeCast3D::_update_debug_shape_vertices() {
  402. debug_shape_vertices.clear();
  403. debug_line_vertices.clear();
  404. if (!shape.is_null()) {
  405. debug_shape_vertices.append_array(shape->get_debug_mesh_lines());
  406. for (int i = 0; i < debug_shape_vertices.size(); i++) {
  407. debug_shape_vertices.set(i, debug_shape_vertices[i] + Vector3(target_position * get_closest_collision_safe_fraction()));
  408. }
  409. }
  410. if (target_position == Vector3()) {
  411. return;
  412. }
  413. debug_line_vertices.push_back(Vector3());
  414. debug_line_vertices.push_back(target_position);
  415. }
  416. const Vector<Vector3> &ShapeCast3D::get_debug_shape_vertices() const {
  417. return debug_shape_vertices;
  418. }
  419. const Vector<Vector3> &ShapeCast3D::get_debug_line_vertices() const {
  420. return debug_line_vertices;
  421. }
  422. void ShapeCast3D::set_debug_shape_custom_color(const Color &p_color) {
  423. debug_shape_custom_color = p_color;
  424. if (debug_material.is_valid()) {
  425. _update_debug_shape_material();
  426. }
  427. }
  428. Ref<StandardMaterial3D> ShapeCast3D::get_debug_material() {
  429. _update_debug_shape_material();
  430. return debug_material;
  431. }
  432. const Color &ShapeCast3D::get_debug_shape_custom_color() const {
  433. return debug_shape_custom_color;
  434. }
  435. void ShapeCast3D::_create_debug_shape() {
  436. _update_debug_shape_material();
  437. Ref<ArrayMesh> mesh = memnew(ArrayMesh);
  438. MeshInstance3D *mi = memnew(MeshInstance3D);
  439. mi->set_mesh(mesh);
  440. add_child(mi);
  441. debug_shape = mi;
  442. }
  443. void ShapeCast3D::_update_debug_shape_material(bool p_check_collision) {
  444. if (!debug_material.is_valid()) {
  445. Ref<StandardMaterial3D> material = memnew(StandardMaterial3D);
  446. debug_material = material;
  447. material->set_shading_mode(StandardMaterial3D::SHADING_MODE_UNSHADED);
  448. // Use double-sided rendering so that the RayCast can be seen if the camera is inside.
  449. material->set_cull_mode(BaseMaterial3D::CULL_DISABLED);
  450. material->set_transparency(BaseMaterial3D::TRANSPARENCY_ALPHA);
  451. }
  452. Color color = debug_shape_custom_color;
  453. if (color == Color(0.0, 0.0, 0.0)) {
  454. // Use the default debug shape color defined in the Project Settings.
  455. color = get_tree()->get_debug_collisions_color();
  456. }
  457. if (p_check_collision && collided) {
  458. if ((color.get_h() < 0.055 || color.get_h() > 0.945) && color.get_s() > 0.5 && color.get_v() > 0.5) {
  459. // If base color is already quite reddish, highlight collision with green color
  460. color = Color(0.0, 1.0, 0.0, color.a);
  461. } else {
  462. // Else, highlight collision with red color
  463. color = Color(1.0, 0, 0, color.a);
  464. }
  465. }
  466. Ref<StandardMaterial3D> material = static_cast<Ref<StandardMaterial3D>>(debug_material);
  467. material->set_albedo(color);
  468. }
  469. void ShapeCast3D::_update_debug_shape() {
  470. if (!enabled) {
  471. return;
  472. }
  473. if (!debug_shape) {
  474. _create_debug_shape();
  475. }
  476. _update_debug_shape_vertices();
  477. if (Engine::get_singleton()->is_editor_hint()) {
  478. return;
  479. }
  480. MeshInstance3D *mi = static_cast<MeshInstance3D *>(debug_shape);
  481. Ref<ArrayMesh> mesh = mi->get_mesh();
  482. if (!mesh.is_valid()) {
  483. return;
  484. }
  485. mesh->clear_surfaces();
  486. Array a;
  487. a.resize(Mesh::ARRAY_MAX);
  488. uint32_t flags = 0;
  489. int surface_count = 0;
  490. if (!debug_shape_vertices.is_empty()) {
  491. a[Mesh::ARRAY_VERTEX] = debug_shape_vertices;
  492. mesh->add_surface_from_arrays(Mesh::PRIMITIVE_LINES, a, Array(), Dictionary(), flags);
  493. mesh->surface_set_material(surface_count, debug_material);
  494. ++surface_count;
  495. }
  496. if (!debug_line_vertices.is_empty()) {
  497. a[Mesh::ARRAY_VERTEX] = debug_line_vertices;
  498. mesh->add_surface_from_arrays(Mesh::PRIMITIVE_LINES, a, Array(), Dictionary(), flags);
  499. mesh->surface_set_material(surface_count, debug_material);
  500. ++surface_count;
  501. }
  502. }
  503. void ShapeCast3D::_clear_debug_shape() {
  504. if (!debug_shape) {
  505. return;
  506. }
  507. MeshInstance3D *mi = static_cast<MeshInstance3D *>(debug_shape);
  508. if (mi->is_inside_tree()) {
  509. mi->queue_free();
  510. } else {
  511. memdelete(mi);
  512. }
  513. debug_shape = nullptr;
  514. }
  515. ShapeCast3D::~ShapeCast3D() {
  516. if (!shape.is_null()) {
  517. shape->unregister_owner(this);
  518. }
  519. }