shape_cast_3d.cpp 21 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) 2007-2022 Juan Linietsky, Ariel Manzur. */
  9. /* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
  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 "collision_object_3d.h"
  32. #include "mesh_instance_3d.h"
  33. #include "scene/resources/concave_polygon_shape_3d.h"
  34. void ShapeCast3D::_notification(int p_what) {
  35. switch (p_what) {
  36. case NOTIFICATION_ENTER_TREE: {
  37. if (Engine::get_singleton()->is_editor_hint()) {
  38. _update_debug_shape_vertices();
  39. }
  40. if (enabled && !Engine::get_singleton()->is_editor_hint()) {
  41. set_physics_process_internal(true);
  42. } else {
  43. set_physics_process_internal(false);
  44. }
  45. if (get_tree()->is_debugging_collisions_hint()) {
  46. _update_debug_shape();
  47. }
  48. if (Object::cast_to<CollisionObject3D>(get_parent())) {
  49. if (exclude_parent_body) {
  50. exclude.insert(Object::cast_to<CollisionObject3D>(get_parent())->get_rid());
  51. } else {
  52. exclude.erase(Object::cast_to<CollisionObject3D>(get_parent())->get_rid());
  53. }
  54. }
  55. } break;
  56. case NOTIFICATION_EXIT_TREE: {
  57. if (enabled) {
  58. set_physics_process_internal(false);
  59. }
  60. if (debug_shape) {
  61. _clear_debug_shape();
  62. }
  63. } break;
  64. case NOTIFICATION_INTERNAL_PHYSICS_PROCESS: {
  65. if (!enabled) {
  66. break;
  67. }
  68. bool prev_collision_state = collided;
  69. _update_shapecast_state();
  70. if (get_tree()->is_debugging_collisions_hint()) {
  71. if (prev_collision_state != collided) {
  72. _update_debug_shape_material(true);
  73. }
  74. if (collided) {
  75. _update_debug_shape();
  76. }
  77. if (prev_collision_state == collided && !collided) {
  78. _update_debug_shape();
  79. }
  80. }
  81. } break;
  82. }
  83. }
  84. void ShapeCast3D::_bind_methods() {
  85. ClassDB::bind_method(D_METHOD("resource_changed", "resource"), &ShapeCast3D::resource_changed);
  86. ClassDB::bind_method(D_METHOD("set_enabled", "enabled"), &ShapeCast3D::set_enabled);
  87. ClassDB::bind_method(D_METHOD("is_enabled"), &ShapeCast3D::is_enabled);
  88. ClassDB::bind_method(D_METHOD("set_shape", "shape"), &ShapeCast3D::set_shape);
  89. ClassDB::bind_method(D_METHOD("get_shape"), &ShapeCast3D::get_shape);
  90. ClassDB::bind_method(D_METHOD("set_target_position", "local_point"), &ShapeCast3D::set_target_position);
  91. ClassDB::bind_method(D_METHOD("get_target_position"), &ShapeCast3D::get_target_position);
  92. ClassDB::bind_method(D_METHOD("set_margin", "margin"), &ShapeCast3D::set_margin);
  93. ClassDB::bind_method(D_METHOD("get_margin"), &ShapeCast3D::get_margin);
  94. ClassDB::bind_method(D_METHOD("set_max_results", "max_results"), &ShapeCast3D::set_max_results);
  95. ClassDB::bind_method(D_METHOD("get_max_results"), &ShapeCast3D::get_max_results);
  96. ClassDB::bind_method(D_METHOD("is_colliding"), &ShapeCast3D::is_colliding);
  97. ClassDB::bind_method(D_METHOD("get_collision_count"), &ShapeCast3D::get_collision_count);
  98. ClassDB::bind_method(D_METHOD("force_shapecast_update"), &ShapeCast3D::force_shapecast_update);
  99. ClassDB::bind_method(D_METHOD("get_collider", "index"), &ShapeCast3D::get_collider);
  100. ClassDB::bind_method(D_METHOD("get_collider_shape", "index"), &ShapeCast3D::get_collider_shape);
  101. ClassDB::bind_method(D_METHOD("get_collision_point", "index"), &ShapeCast3D::get_collision_point);
  102. ClassDB::bind_method(D_METHOD("get_collision_normal", "index"), &ShapeCast3D::get_collision_normal);
  103. ClassDB::bind_method(D_METHOD("get_closest_collision_safe_fraction"), &ShapeCast3D::get_closest_collision_safe_fraction);
  104. ClassDB::bind_method(D_METHOD("get_closest_collision_unsafe_fraction"), &ShapeCast3D::get_closest_collision_unsafe_fraction);
  105. ClassDB::bind_method(D_METHOD("add_exception_rid", "rid"), &ShapeCast3D::add_exception_rid);
  106. ClassDB::bind_method(D_METHOD("add_exception", "node"), &ShapeCast3D::add_exception);
  107. ClassDB::bind_method(D_METHOD("remove_exception_rid", "rid"), &ShapeCast3D::remove_exception_rid);
  108. ClassDB::bind_method(D_METHOD("remove_exception", "node"), &ShapeCast3D::remove_exception);
  109. ClassDB::bind_method(D_METHOD("clear_exceptions"), &ShapeCast3D::clear_exceptions);
  110. ClassDB::bind_method(D_METHOD("set_collision_mask", "mask"), &ShapeCast3D::set_collision_mask);
  111. ClassDB::bind_method(D_METHOD("get_collision_mask"), &ShapeCast3D::get_collision_mask);
  112. ClassDB::bind_method(D_METHOD("set_collision_mask_value", "layer_number", "value"), &ShapeCast3D::set_collision_mask_value);
  113. ClassDB::bind_method(D_METHOD("get_collision_mask_value", "layer_number"), &ShapeCast3D::get_collision_mask_value);
  114. ClassDB::bind_method(D_METHOD("set_exclude_parent_body", "mask"), &ShapeCast3D::set_exclude_parent_body);
  115. ClassDB::bind_method(D_METHOD("get_exclude_parent_body"), &ShapeCast3D::get_exclude_parent_body);
  116. ClassDB::bind_method(D_METHOD("set_collide_with_areas", "enable"), &ShapeCast3D::set_collide_with_areas);
  117. ClassDB::bind_method(D_METHOD("is_collide_with_areas_enabled"), &ShapeCast3D::is_collide_with_areas_enabled);
  118. ClassDB::bind_method(D_METHOD("set_collide_with_bodies", "enable"), &ShapeCast3D::set_collide_with_bodies);
  119. ClassDB::bind_method(D_METHOD("is_collide_with_bodies_enabled"), &ShapeCast3D::is_collide_with_bodies_enabled);
  120. ClassDB::bind_method(D_METHOD("_get_collision_result"), &ShapeCast3D::_get_collision_result);
  121. ClassDB::bind_method(D_METHOD("set_debug_shape_custom_color", "debug_shape_custom_color"), &ShapeCast3D::set_debug_shape_custom_color);
  122. ClassDB::bind_method(D_METHOD("get_debug_shape_custom_color"), &ShapeCast3D::get_debug_shape_custom_color);
  123. ADD_PROPERTY(PropertyInfo(Variant::BOOL, "enabled"), "set_enabled", "is_enabled");
  124. ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "shape", PROPERTY_HINT_RESOURCE_TYPE, "Shape3D"), "set_shape", "get_shape");
  125. ADD_PROPERTY(PropertyInfo(Variant::BOOL, "exclude_parent"), "set_exclude_parent_body", "get_exclude_parent_body");
  126. ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "target_position", PROPERTY_HINT_NONE, "suffix:m"), "set_target_position", "get_target_position");
  127. ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "margin", PROPERTY_HINT_RANGE, "0,100,0.01,suffix:m"), "set_margin", "get_margin");
  128. ADD_PROPERTY(PropertyInfo(Variant::INT, "max_results"), "set_max_results", "get_max_results");
  129. ADD_PROPERTY(PropertyInfo(Variant::INT, "collision_mask", PROPERTY_HINT_LAYERS_3D_PHYSICS), "set_collision_mask", "get_collision_mask");
  130. ADD_PROPERTY(PropertyInfo(Variant::ARRAY, "collision_result", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NO_EDITOR), "", "_get_collision_result");
  131. ADD_GROUP("Collide With", "collide_with");
  132. ADD_PROPERTY(PropertyInfo(Variant::BOOL, "collide_with_areas", PROPERTY_HINT_LAYERS_3D_PHYSICS), "set_collide_with_areas", "is_collide_with_areas_enabled");
  133. ADD_PROPERTY(PropertyInfo(Variant::BOOL, "collide_with_bodies", PROPERTY_HINT_LAYERS_3D_PHYSICS), "set_collide_with_bodies", "is_collide_with_bodies_enabled");
  134. ADD_GROUP("Debug Shape", "debug_shape");
  135. ADD_PROPERTY(PropertyInfo(Variant::COLOR, "debug_shape_custom_color"), "set_debug_shape_custom_color", "get_debug_shape_custom_color");
  136. }
  137. TypedArray<String> ShapeCast3D::get_configuration_warnings() const {
  138. TypedArray<String> warnings = Node3D::get_configuration_warnings();
  139. if (shape.is_null()) {
  140. warnings.push_back(RTR("This node cannot interact with other objects unless a Shape3D is assigned."));
  141. }
  142. if (shape.is_valid() && Object::cast_to<ConcavePolygonShape3D>(*shape)) {
  143. warnings.push_back(RTR("ShapeCast3D does not support ConcavePolygonShape3Ds. Collisions will not be reported."));
  144. }
  145. return warnings;
  146. }
  147. void ShapeCast3D::set_enabled(bool p_enabled) {
  148. enabled = p_enabled;
  149. update_gizmos();
  150. if (is_inside_tree() && !Engine::get_singleton()->is_editor_hint()) {
  151. set_physics_process_internal(p_enabled);
  152. }
  153. if (!p_enabled) {
  154. collided = false;
  155. }
  156. if (is_inside_tree() && get_tree()->is_debugging_collisions_hint()) {
  157. if (p_enabled) {
  158. _update_debug_shape();
  159. } else {
  160. _clear_debug_shape();
  161. }
  162. }
  163. }
  164. bool ShapeCast3D::is_enabled() const {
  165. return enabled;
  166. }
  167. void ShapeCast3D::set_target_position(const Vector3 &p_point) {
  168. target_position = p_point;
  169. if (is_inside_tree()) {
  170. _update_debug_shape();
  171. }
  172. update_gizmos();
  173. if (Engine::get_singleton()->is_editor_hint()) {
  174. if (is_inside_tree()) {
  175. _update_debug_shape_vertices();
  176. }
  177. } else if (debug_shape) {
  178. _update_debug_shape();
  179. }
  180. }
  181. Vector3 ShapeCast3D::get_target_position() const {
  182. return target_position;
  183. }
  184. void ShapeCast3D::set_margin(real_t p_margin) {
  185. margin = p_margin;
  186. }
  187. real_t ShapeCast3D::get_margin() const {
  188. return margin;
  189. }
  190. void ShapeCast3D::set_max_results(int p_max_results) {
  191. max_results = p_max_results;
  192. }
  193. int ShapeCast3D::get_max_results() const {
  194. return max_results;
  195. }
  196. void ShapeCast3D::set_collision_mask(uint32_t p_mask) {
  197. collision_mask = p_mask;
  198. }
  199. uint32_t ShapeCast3D::get_collision_mask() const {
  200. return collision_mask;
  201. }
  202. void ShapeCast3D::set_collision_mask_value(int p_layer_number, bool p_value) {
  203. ERR_FAIL_COND_MSG(p_layer_number < 1, "Collision layer number must be between 1 and 32 inclusive.");
  204. ERR_FAIL_COND_MSG(p_layer_number > 32, "Collision layer number must be between 1 and 32 inclusive.");
  205. uint32_t mask = get_collision_mask();
  206. if (p_value) {
  207. mask |= 1 << (p_layer_number - 1);
  208. } else {
  209. mask &= ~(1 << (p_layer_number - 1));
  210. }
  211. set_collision_mask(mask);
  212. }
  213. bool ShapeCast3D::get_collision_mask_value(int p_layer_number) const {
  214. ERR_FAIL_COND_V_MSG(p_layer_number < 1, false, "Collision layer number must be between 1 and 32 inclusive.");
  215. ERR_FAIL_COND_V_MSG(p_layer_number > 32, false, "Collision layer number must be between 1 and 32 inclusive.");
  216. return get_collision_mask() & (1 << (p_layer_number - 1));
  217. }
  218. int ShapeCast3D::get_collision_count() const {
  219. return result.size();
  220. }
  221. bool ShapeCast3D::is_colliding() const {
  222. return collided;
  223. }
  224. Object *ShapeCast3D::get_collider(int p_idx) const {
  225. ERR_FAIL_INDEX_V_MSG(p_idx, result.size(), nullptr, "No collider found.");
  226. if (result[p_idx].collider_id.is_null()) {
  227. return nullptr;
  228. }
  229. return ObjectDB::get_instance(result[p_idx].collider_id);
  230. }
  231. int ShapeCast3D::get_collider_shape(int p_idx) const {
  232. ERR_FAIL_INDEX_V_MSG(p_idx, result.size(), -1, "No collider shape found.");
  233. return result[p_idx].shape;
  234. }
  235. Vector3 ShapeCast3D::get_collision_point(int p_idx) const {
  236. ERR_FAIL_INDEX_V_MSG(p_idx, result.size(), Vector3(), "No collision point found.");
  237. return result[p_idx].point;
  238. }
  239. Vector3 ShapeCast3D::get_collision_normal(int p_idx) const {
  240. ERR_FAIL_INDEX_V_MSG(p_idx, result.size(), Vector3(), "No collision normal found.");
  241. return result[p_idx].normal;
  242. }
  243. real_t ShapeCast3D::get_closest_collision_safe_fraction() const {
  244. return collision_safe_fraction;
  245. }
  246. real_t ShapeCast3D::get_closest_collision_unsafe_fraction() const {
  247. return collision_unsafe_fraction;
  248. }
  249. void ShapeCast3D::resource_changed(Ref<Resource> p_res) {
  250. if (is_inside_tree()) {
  251. _update_debug_shape();
  252. }
  253. update_gizmos();
  254. }
  255. void ShapeCast3D::set_shape(const Ref<Shape3D> &p_shape) {
  256. if (p_shape == shape) {
  257. return;
  258. }
  259. if (!shape.is_null()) {
  260. shape->unregister_owner(this);
  261. }
  262. shape = p_shape;
  263. if (!shape.is_null()) {
  264. shape->register_owner(this);
  265. }
  266. if (p_shape.is_valid()) {
  267. shape_rid = shape->get_rid();
  268. }
  269. if (is_inside_tree()) {
  270. _update_debug_shape();
  271. }
  272. update_gizmos();
  273. update_configuration_warnings();
  274. }
  275. Ref<Shape3D> ShapeCast3D::get_shape() const {
  276. return shape;
  277. }
  278. void ShapeCast3D::set_exclude_parent_body(bool p_exclude_parent_body) {
  279. if (exclude_parent_body == p_exclude_parent_body) {
  280. return;
  281. }
  282. exclude_parent_body = p_exclude_parent_body;
  283. if (!is_inside_tree()) {
  284. return;
  285. }
  286. if (Object::cast_to<CollisionObject3D>(get_parent())) {
  287. if (exclude_parent_body) {
  288. exclude.insert(Object::cast_to<CollisionObject3D>(get_parent())->get_rid());
  289. } else {
  290. exclude.erase(Object::cast_to<CollisionObject3D>(get_parent())->get_rid());
  291. }
  292. }
  293. }
  294. bool ShapeCast3D::get_exclude_parent_body() const {
  295. return exclude_parent_body;
  296. }
  297. void ShapeCast3D::_update_shapecast_state() {
  298. result.clear();
  299. ERR_FAIL_COND_MSG(shape.is_null(), "Null reference to shape. ShapeCast3D requires a Shape3D to sweep for collisions.");
  300. Ref<World3D> w3d = get_world_3d();
  301. ERR_FAIL_COND(w3d.is_null());
  302. PhysicsDirectSpaceState3D *dss = PhysicsServer3D::get_singleton()->space_get_direct_state(w3d->get_space());
  303. ERR_FAIL_COND(!dss);
  304. Transform3D gt = get_global_transform();
  305. PhysicsDirectSpaceState3D::ShapeParameters params;
  306. params.shape_rid = shape_rid;
  307. params.transform = gt;
  308. params.motion = gt.basis.xform(target_position);
  309. params.margin = margin;
  310. params.exclude = exclude;
  311. params.collision_mask = collision_mask;
  312. params.collide_with_bodies = collide_with_bodies;
  313. params.collide_with_areas = collide_with_areas;
  314. collision_safe_fraction = 0.0;
  315. collision_unsafe_fraction = 0.0;
  316. if (target_position != Vector3()) {
  317. dss->cast_motion(params, collision_safe_fraction, collision_unsafe_fraction);
  318. if (collision_unsafe_fraction < 1.0) {
  319. // Move shape transform to the point of impact,
  320. // so we can collect contact info at that point.
  321. gt.set_origin(gt.get_origin() + params.motion * (collision_unsafe_fraction + CMP_EPSILON));
  322. params.transform = gt;
  323. }
  324. }
  325. // Regardless of whether the shape is stuck or it's moved along
  326. // the motion vector, we'll only consider static collisions from now on.
  327. params.motion = Vector3();
  328. bool intersected = true;
  329. while (intersected && result.size() < max_results) {
  330. PhysicsDirectSpaceState3D::ShapeRestInfo info;
  331. intersected = dss->rest_info(params, &info);
  332. if (intersected) {
  333. result.push_back(info);
  334. params.exclude.insert(info.rid);
  335. }
  336. }
  337. collided = !result.is_empty();
  338. }
  339. void ShapeCast3D::force_shapecast_update() {
  340. _update_shapecast_state();
  341. }
  342. void ShapeCast3D::add_exception_rid(const RID &p_rid) {
  343. exclude.insert(p_rid);
  344. }
  345. void ShapeCast3D::add_exception(const Object *p_object) {
  346. ERR_FAIL_NULL(p_object);
  347. const CollisionObject3D *co = Object::cast_to<CollisionObject3D>(p_object);
  348. if (!co) {
  349. return;
  350. }
  351. add_exception_rid(co->get_rid());
  352. }
  353. void ShapeCast3D::remove_exception_rid(const RID &p_rid) {
  354. exclude.erase(p_rid);
  355. }
  356. void ShapeCast3D::remove_exception(const Object *p_object) {
  357. ERR_FAIL_NULL(p_object);
  358. const CollisionObject3D *co = Object::cast_to<CollisionObject3D>(p_object);
  359. if (!co) {
  360. return;
  361. }
  362. remove_exception_rid(co->get_rid());
  363. }
  364. void ShapeCast3D::clear_exceptions() {
  365. exclude.clear();
  366. }
  367. void ShapeCast3D::set_collide_with_areas(bool p_clip) {
  368. collide_with_areas = p_clip;
  369. }
  370. bool ShapeCast3D::is_collide_with_areas_enabled() const {
  371. return collide_with_areas;
  372. }
  373. void ShapeCast3D::set_collide_with_bodies(bool p_clip) {
  374. collide_with_bodies = p_clip;
  375. }
  376. bool ShapeCast3D::is_collide_with_bodies_enabled() const {
  377. return collide_with_bodies;
  378. }
  379. Array ShapeCast3D::_get_collision_result() const {
  380. Array ret;
  381. for (int i = 0; i < result.size(); ++i) {
  382. const PhysicsDirectSpaceState3D::ShapeRestInfo &sri = result[i];
  383. Dictionary col;
  384. col["point"] = sri.point;
  385. col["normal"] = sri.normal;
  386. col["rid"] = sri.rid;
  387. col["collider"] = ObjectDB::get_instance(sri.collider_id);
  388. col["collider_id"] = sri.collider_id;
  389. col["shape"] = sri.shape;
  390. col["linear_velocity"] = sri.linear_velocity;
  391. ret.push_back(col);
  392. }
  393. return ret;
  394. }
  395. void ShapeCast3D::_update_debug_shape_vertices() {
  396. debug_shape_vertices.clear();
  397. debug_line_vertices.clear();
  398. if (!shape.is_null()) {
  399. debug_shape_vertices.append_array(shape->get_debug_mesh_lines());
  400. for (int i = 0; i < debug_shape_vertices.size(); i++) {
  401. debug_shape_vertices.set(i, debug_shape_vertices[i] + Vector3(target_position * get_closest_collision_safe_fraction()));
  402. }
  403. }
  404. if (target_position == Vector3()) {
  405. return;
  406. }
  407. debug_line_vertices.push_back(Vector3());
  408. debug_line_vertices.push_back(target_position);
  409. }
  410. const Vector<Vector3> &ShapeCast3D::get_debug_shape_vertices() const {
  411. return debug_shape_vertices;
  412. }
  413. const Vector<Vector3> &ShapeCast3D::get_debug_line_vertices() const {
  414. return debug_line_vertices;
  415. }
  416. void ShapeCast3D::set_debug_shape_custom_color(const Color &p_color) {
  417. debug_shape_custom_color = p_color;
  418. if (debug_material.is_valid()) {
  419. _update_debug_shape_material();
  420. }
  421. }
  422. Ref<StandardMaterial3D> ShapeCast3D::get_debug_material() {
  423. _update_debug_shape_material();
  424. return debug_material;
  425. }
  426. const Color &ShapeCast3D::get_debug_shape_custom_color() const {
  427. return debug_shape_custom_color;
  428. }
  429. void ShapeCast3D::_create_debug_shape() {
  430. _update_debug_shape_material();
  431. Ref<ArrayMesh> mesh = memnew(ArrayMesh);
  432. MeshInstance3D *mi = memnew(MeshInstance3D);
  433. mi->set_mesh(mesh);
  434. add_child(mi);
  435. debug_shape = mi;
  436. }
  437. void ShapeCast3D::_update_debug_shape_material(bool p_check_collision) {
  438. if (!debug_material.is_valid()) {
  439. Ref<StandardMaterial3D> material = memnew(StandardMaterial3D);
  440. debug_material = material;
  441. material->set_shading_mode(StandardMaterial3D::SHADING_MODE_UNSHADED);
  442. // Use double-sided rendering so that the RayCast can be seen if the camera is inside.
  443. material->set_cull_mode(BaseMaterial3D::CULL_DISABLED);
  444. material->set_transparency(BaseMaterial3D::TRANSPARENCY_ALPHA);
  445. }
  446. Color color = debug_shape_custom_color;
  447. if (color == Color(0.0, 0.0, 0.0)) {
  448. // Use the default debug shape color defined in the Project Settings.
  449. color = get_tree()->get_debug_collisions_color();
  450. }
  451. if (p_check_collision && collided) {
  452. if ((color.get_h() < 0.055 || color.get_h() > 0.945) && color.get_s() > 0.5 && color.get_v() > 0.5) {
  453. // If base color is already quite reddish, highlight collision with green color
  454. color = Color(0.0, 1.0, 0.0, color.a);
  455. } else {
  456. // Else, highlight collision with red color
  457. color = Color(1.0, 0, 0, color.a);
  458. }
  459. }
  460. Ref<StandardMaterial3D> material = static_cast<Ref<StandardMaterial3D>>(debug_material);
  461. material->set_albedo(color);
  462. }
  463. void ShapeCast3D::_update_debug_shape() {
  464. if (!enabled) {
  465. return;
  466. }
  467. if (!debug_shape) {
  468. _create_debug_shape();
  469. }
  470. _update_debug_shape_vertices();
  471. if (Engine::get_singleton()->is_editor_hint()) {
  472. return;
  473. }
  474. MeshInstance3D *mi = static_cast<MeshInstance3D *>(debug_shape);
  475. Ref<ArrayMesh> mesh = mi->get_mesh();
  476. if (!mesh.is_valid()) {
  477. return;
  478. }
  479. mesh->clear_surfaces();
  480. Array a;
  481. a.resize(Mesh::ARRAY_MAX);
  482. uint32_t flags = 0;
  483. int surface_count = 0;
  484. if (!debug_shape_vertices.is_empty()) {
  485. a[Mesh::ARRAY_VERTEX] = debug_shape_vertices;
  486. mesh->add_surface_from_arrays(Mesh::PRIMITIVE_LINES, a, Array(), Dictionary(), flags);
  487. mesh->surface_set_material(surface_count, debug_material);
  488. ++surface_count;
  489. }
  490. if (!debug_line_vertices.is_empty()) {
  491. a[Mesh::ARRAY_VERTEX] = debug_line_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. }
  497. void ShapeCast3D::_clear_debug_shape() {
  498. if (!debug_shape) {
  499. return;
  500. }
  501. MeshInstance3D *mi = static_cast<MeshInstance3D *>(debug_shape);
  502. if (mi->is_inside_tree()) {
  503. mi->queue_delete();
  504. } else {
  505. memdelete(mi);
  506. }
  507. debug_shape = nullptr;
  508. }
  509. ShapeCast3D::~ShapeCast3D() {
  510. if (!shape.is_null()) {
  511. shape->unregister_owner(this);
  512. }
  513. }