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 "scene/3d/physics/collision_object_3d.h"
  32. #include "scene/resources/3d/concave_polygon_shape_3d.h"
  33. void ShapeCast3D::_notification(int p_what) {
  34. switch (p_what) {
  35. case NOTIFICATION_ENTER_TREE: {
  36. if (Engine::get_singleton()->is_editor_hint()) {
  37. _update_debug_shape_vertices();
  38. }
  39. if (enabled && !Engine::get_singleton()->is_editor_hint()) {
  40. set_physics_process_internal(true);
  41. } else {
  42. set_physics_process_internal(false);
  43. }
  44. if (get_tree()->is_debugging_collisions_hint()) {
  45. _update_debug_shape();
  46. }
  47. if (Object::cast_to<CollisionObject3D>(get_parent())) {
  48. if (exclude_parent_body) {
  49. exclude.insert(Object::cast_to<CollisionObject3D>(get_parent())->get_rid());
  50. } else {
  51. exclude.erase(Object::cast_to<CollisionObject3D>(get_parent())->get_rid());
  52. }
  53. }
  54. } break;
  55. case NOTIFICATION_EXIT_TREE: {
  56. if (enabled) {
  57. set_physics_process_internal(false);
  58. }
  59. if (debug_instance.is_valid()) {
  60. _clear_debug_shape();
  61. }
  62. } break;
  63. case NOTIFICATION_VISIBILITY_CHANGED: {
  64. if (is_inside_tree() && debug_instance.is_valid()) {
  65. RenderingServer::get_singleton()->instance_set_visible(debug_instance, is_visible_in_tree());
  66. }
  67. } break;
  68. case NOTIFICATION_INTERNAL_PHYSICS_PROCESS: {
  69. if (!enabled) {
  70. break;
  71. }
  72. bool prev_collision_state = collided;
  73. _update_shapecast_state();
  74. if (get_tree()->is_debugging_collisions_hint()) {
  75. if (prev_collision_state != collided) {
  76. _update_debug_shape_material(true);
  77. }
  78. if (collided) {
  79. _update_debug_shape();
  80. }
  81. if (prev_collision_state == collided && !collided) {
  82. _update_debug_shape();
  83. }
  84. if (is_inside_tree() && debug_instance.is_valid()) {
  85. RenderingServer::get_singleton()->instance_set_transform(debug_instance, get_global_transform());
  86. }
  87. }
  88. } break;
  89. }
  90. }
  91. void ShapeCast3D::_bind_methods() {
  92. #ifndef DISABLE_DEPRECATED
  93. ClassDB::bind_method(D_METHOD("resource_changed", "resource"), &ShapeCast3D::resource_changed);
  94. #endif
  95. ClassDB::bind_method(D_METHOD("set_enabled", "enabled"), &ShapeCast3D::set_enabled);
  96. ClassDB::bind_method(D_METHOD("is_enabled"), &ShapeCast3D::is_enabled);
  97. ClassDB::bind_method(D_METHOD("set_shape", "shape"), &ShapeCast3D::set_shape);
  98. ClassDB::bind_method(D_METHOD("get_shape"), &ShapeCast3D::get_shape);
  99. ClassDB::bind_method(D_METHOD("set_target_position", "local_point"), &ShapeCast3D::set_target_position);
  100. ClassDB::bind_method(D_METHOD("get_target_position"), &ShapeCast3D::get_target_position);
  101. ClassDB::bind_method(D_METHOD("set_margin", "margin"), &ShapeCast3D::set_margin);
  102. ClassDB::bind_method(D_METHOD("get_margin"), &ShapeCast3D::get_margin);
  103. ClassDB::bind_method(D_METHOD("set_max_results", "max_results"), &ShapeCast3D::set_max_results);
  104. ClassDB::bind_method(D_METHOD("get_max_results"), &ShapeCast3D::get_max_results);
  105. ClassDB::bind_method(D_METHOD("is_colliding"), &ShapeCast3D::is_colliding);
  106. ClassDB::bind_method(D_METHOD("get_collision_count"), &ShapeCast3D::get_collision_count);
  107. ClassDB::bind_method(D_METHOD("force_shapecast_update"), &ShapeCast3D::force_shapecast_update);
  108. ClassDB::bind_method(D_METHOD("get_collider", "index"), &ShapeCast3D::get_collider);
  109. ClassDB::bind_method(D_METHOD("get_collider_rid", "index"), &ShapeCast3D::get_collider_rid);
  110. ClassDB::bind_method(D_METHOD("get_collider_shape", "index"), &ShapeCast3D::get_collider_shape);
  111. ClassDB::bind_method(D_METHOD("get_collision_point", "index"), &ShapeCast3D::get_collision_point);
  112. ClassDB::bind_method(D_METHOD("get_collision_normal", "index"), &ShapeCast3D::get_collision_normal);
  113. ClassDB::bind_method(D_METHOD("get_closest_collision_safe_fraction"), &ShapeCast3D::get_closest_collision_safe_fraction);
  114. ClassDB::bind_method(D_METHOD("get_closest_collision_unsafe_fraction"), &ShapeCast3D::get_closest_collision_unsafe_fraction);
  115. ClassDB::bind_method(D_METHOD("add_exception_rid", "rid"), &ShapeCast3D::add_exception_rid);
  116. ClassDB::bind_method(D_METHOD("add_exception", "node"), &ShapeCast3D::add_exception);
  117. ClassDB::bind_method(D_METHOD("remove_exception_rid", "rid"), &ShapeCast3D::remove_exception_rid);
  118. ClassDB::bind_method(D_METHOD("remove_exception", "node"), &ShapeCast3D::remove_exception);
  119. ClassDB::bind_method(D_METHOD("clear_exceptions"), &ShapeCast3D::clear_exceptions);
  120. ClassDB::bind_method(D_METHOD("set_collision_mask", "mask"), &ShapeCast3D::set_collision_mask);
  121. ClassDB::bind_method(D_METHOD("get_collision_mask"), &ShapeCast3D::get_collision_mask);
  122. ClassDB::bind_method(D_METHOD("set_collision_mask_value", "layer_number", "value"), &ShapeCast3D::set_collision_mask_value);
  123. ClassDB::bind_method(D_METHOD("get_collision_mask_value", "layer_number"), &ShapeCast3D::get_collision_mask_value);
  124. ClassDB::bind_method(D_METHOD("set_exclude_parent_body", "mask"), &ShapeCast3D::set_exclude_parent_body);
  125. ClassDB::bind_method(D_METHOD("get_exclude_parent_body"), &ShapeCast3D::get_exclude_parent_body);
  126. ClassDB::bind_method(D_METHOD("set_collide_with_areas", "enable"), &ShapeCast3D::set_collide_with_areas);
  127. ClassDB::bind_method(D_METHOD("is_collide_with_areas_enabled"), &ShapeCast3D::is_collide_with_areas_enabled);
  128. ClassDB::bind_method(D_METHOD("set_collide_with_bodies", "enable"), &ShapeCast3D::set_collide_with_bodies);
  129. ClassDB::bind_method(D_METHOD("is_collide_with_bodies_enabled"), &ShapeCast3D::is_collide_with_bodies_enabled);
  130. ClassDB::bind_method(D_METHOD("get_collision_result"), &ShapeCast3D::get_collision_result);
  131. ClassDB::bind_method(D_METHOD("set_debug_shape_custom_color", "debug_shape_custom_color"), &ShapeCast3D::set_debug_shape_custom_color);
  132. ClassDB::bind_method(D_METHOD("get_debug_shape_custom_color"), &ShapeCast3D::get_debug_shape_custom_color);
  133. ADD_PROPERTY(PropertyInfo(Variant::BOOL, "enabled"), "set_enabled", "is_enabled");
  134. ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "shape", PROPERTY_HINT_RESOURCE_TYPE, "Shape3D"), "set_shape", "get_shape");
  135. ADD_PROPERTY(PropertyInfo(Variant::BOOL, "exclude_parent"), "set_exclude_parent_body", "get_exclude_parent_body");
  136. ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "target_position", PROPERTY_HINT_NONE, "suffix:m"), "set_target_position", "get_target_position");
  137. ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "margin", PROPERTY_HINT_RANGE, "0,100,0.01,suffix:m"), "set_margin", "get_margin");
  138. ADD_PROPERTY(PropertyInfo(Variant::INT, "max_results"), "set_max_results", "get_max_results");
  139. ADD_PROPERTY(PropertyInfo(Variant::INT, "collision_mask", PROPERTY_HINT_LAYERS_3D_PHYSICS), "set_collision_mask", "get_collision_mask");
  140. ADD_PROPERTY(PropertyInfo(Variant::ARRAY, "collision_result", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NO_EDITOR), "", "get_collision_result");
  141. ADD_GROUP("Collide With", "collide_with");
  142. ADD_PROPERTY(PropertyInfo(Variant::BOOL, "collide_with_areas", PROPERTY_HINT_LAYERS_3D_PHYSICS), "set_collide_with_areas", "is_collide_with_areas_enabled");
  143. ADD_PROPERTY(PropertyInfo(Variant::BOOL, "collide_with_bodies", PROPERTY_HINT_LAYERS_3D_PHYSICS), "set_collide_with_bodies", "is_collide_with_bodies_enabled");
  144. ADD_GROUP("Debug Shape", "debug_shape");
  145. ADD_PROPERTY(PropertyInfo(Variant::COLOR, "debug_shape_custom_color"), "set_debug_shape_custom_color", "get_debug_shape_custom_color");
  146. }
  147. PackedStringArray ShapeCast3D::get_configuration_warnings() const {
  148. PackedStringArray warnings = Node3D::get_configuration_warnings();
  149. if (shape.is_null()) {
  150. warnings.push_back(RTR("This node cannot interact with other objects unless a Shape3D is assigned."));
  151. }
  152. if (shape.is_valid() && Object::cast_to<ConcavePolygonShape3D>(*shape)) {
  153. warnings.push_back(RTR("ShapeCast3D does not support ConcavePolygonShape3Ds. Collisions will not be reported."));
  154. }
  155. return warnings;
  156. }
  157. void ShapeCast3D::set_enabled(bool p_enabled) {
  158. enabled = p_enabled;
  159. update_gizmos();
  160. if (is_inside_tree() && !Engine::get_singleton()->is_editor_hint()) {
  161. set_physics_process_internal(p_enabled);
  162. }
  163. if (!p_enabled) {
  164. collided = false;
  165. }
  166. if (is_inside_tree() && get_tree()->is_debugging_collisions_hint()) {
  167. if (p_enabled) {
  168. _update_debug_shape();
  169. } else {
  170. _clear_debug_shape();
  171. }
  172. }
  173. }
  174. bool ShapeCast3D::is_enabled() const {
  175. return enabled;
  176. }
  177. void ShapeCast3D::set_target_position(const Vector3 &p_point) {
  178. target_position = p_point;
  179. if (is_inside_tree() && get_tree()->is_debugging_collisions_hint()) {
  180. _update_debug_shape();
  181. }
  182. update_gizmos();
  183. if (Engine::get_singleton()->is_editor_hint()) {
  184. if (is_inside_tree()) {
  185. _update_debug_shape_vertices();
  186. }
  187. } else if (debug_instance.is_valid()) {
  188. _update_debug_shape();
  189. }
  190. }
  191. Vector3 ShapeCast3D::get_target_position() const {
  192. return target_position;
  193. }
  194. void ShapeCast3D::set_margin(real_t p_margin) {
  195. margin = p_margin;
  196. }
  197. real_t ShapeCast3D::get_margin() const {
  198. return margin;
  199. }
  200. void ShapeCast3D::set_max_results(int p_max_results) {
  201. max_results = p_max_results;
  202. }
  203. int ShapeCast3D::get_max_results() const {
  204. return max_results;
  205. }
  206. void ShapeCast3D::set_collision_mask(uint32_t p_mask) {
  207. collision_mask = p_mask;
  208. }
  209. uint32_t ShapeCast3D::get_collision_mask() const {
  210. return collision_mask;
  211. }
  212. void ShapeCast3D::set_collision_mask_value(int p_layer_number, bool p_value) {
  213. ERR_FAIL_COND_MSG(p_layer_number < 1, "Collision layer number must be between 1 and 32 inclusive.");
  214. ERR_FAIL_COND_MSG(p_layer_number > 32, "Collision layer number must be between 1 and 32 inclusive.");
  215. uint32_t mask = get_collision_mask();
  216. if (p_value) {
  217. mask |= 1 << (p_layer_number - 1);
  218. } else {
  219. mask &= ~(1 << (p_layer_number - 1));
  220. }
  221. set_collision_mask(mask);
  222. }
  223. bool ShapeCast3D::get_collision_mask_value(int p_layer_number) const {
  224. ERR_FAIL_COND_V_MSG(p_layer_number < 1, false, "Collision layer number must be between 1 and 32 inclusive.");
  225. ERR_FAIL_COND_V_MSG(p_layer_number > 32, false, "Collision layer number must be between 1 and 32 inclusive.");
  226. return get_collision_mask() & (1 << (p_layer_number - 1));
  227. }
  228. int ShapeCast3D::get_collision_count() const {
  229. return result.size();
  230. }
  231. bool ShapeCast3D::is_colliding() const {
  232. return collided;
  233. }
  234. Object *ShapeCast3D::get_collider(int p_idx) const {
  235. ERR_FAIL_INDEX_V_MSG(p_idx, result.size(), nullptr, "No collider found.");
  236. if (result[p_idx].collider_id.is_null()) {
  237. return nullptr;
  238. }
  239. return ObjectDB::get_instance(result[p_idx].collider_id);
  240. }
  241. RID ShapeCast3D::get_collider_rid(int p_idx) const {
  242. ERR_FAIL_INDEX_V_MSG(p_idx, result.size(), RID(), "No collider RID found.");
  243. return result[p_idx].rid;
  244. }
  245. int ShapeCast3D::get_collider_shape(int p_idx) const {
  246. ERR_FAIL_INDEX_V_MSG(p_idx, result.size(), -1, "No collider shape found.");
  247. return result[p_idx].shape;
  248. }
  249. Vector3 ShapeCast3D::get_collision_point(int p_idx) const {
  250. ERR_FAIL_INDEX_V_MSG(p_idx, result.size(), Vector3(), "No collision point found.");
  251. return result[p_idx].point;
  252. }
  253. Vector3 ShapeCast3D::get_collision_normal(int p_idx) const {
  254. ERR_FAIL_INDEX_V_MSG(p_idx, result.size(), Vector3(), "No collision normal found.");
  255. return result[p_idx].normal;
  256. }
  257. real_t ShapeCast3D::get_closest_collision_safe_fraction() const {
  258. return collision_safe_fraction;
  259. }
  260. real_t ShapeCast3D::get_closest_collision_unsafe_fraction() const {
  261. return collision_unsafe_fraction;
  262. }
  263. #ifndef DISABLE_DEPRECATED
  264. void ShapeCast3D::resource_changed(Ref<Resource> p_res) {
  265. }
  266. #endif
  267. void ShapeCast3D::_shape_changed() {
  268. update_gizmos();
  269. bool is_editor = Engine::get_singleton()->is_editor_hint();
  270. if (is_inside_tree() && (is_editor || get_tree()->is_debugging_collisions_hint())) {
  271. _update_debug_shape();
  272. }
  273. }
  274. void ShapeCast3D::set_shape(const Ref<Shape3D> &p_shape) {
  275. if (p_shape == shape) {
  276. return;
  277. }
  278. if (shape.is_valid()) {
  279. shape->disconnect_changed(callable_mp(this, &ShapeCast3D::_shape_changed));
  280. }
  281. shape = p_shape;
  282. if (shape.is_valid()) {
  283. shape->connect_changed(callable_mp(this, &ShapeCast3D::_shape_changed));
  284. shape_rid = shape->get_rid();
  285. }
  286. bool is_editor = Engine::get_singleton()->is_editor_hint();
  287. if (is_inside_tree() && (is_editor || get_tree()->is_debugging_collisions_hint())) {
  288. _update_debug_shape();
  289. }
  290. update_gizmos();
  291. update_configuration_warnings();
  292. }
  293. Ref<Shape3D> ShapeCast3D::get_shape() const {
  294. return shape;
  295. }
  296. void ShapeCast3D::set_exclude_parent_body(bool p_exclude_parent_body) {
  297. if (exclude_parent_body == p_exclude_parent_body) {
  298. return;
  299. }
  300. exclude_parent_body = p_exclude_parent_body;
  301. if (!is_inside_tree()) {
  302. return;
  303. }
  304. if (Object::cast_to<CollisionObject3D>(get_parent())) {
  305. if (exclude_parent_body) {
  306. exclude.insert(Object::cast_to<CollisionObject3D>(get_parent())->get_rid());
  307. } else {
  308. exclude.erase(Object::cast_to<CollisionObject3D>(get_parent())->get_rid());
  309. }
  310. }
  311. }
  312. bool ShapeCast3D::get_exclude_parent_body() const {
  313. return exclude_parent_body;
  314. }
  315. void ShapeCast3D::_update_shapecast_state() {
  316. result.clear();
  317. ERR_FAIL_COND_MSG(shape.is_null(), "Null reference to shape. ShapeCast3D requires a Shape3D to sweep for collisions.");
  318. Ref<World3D> w3d = get_world_3d();
  319. ERR_FAIL_COND(w3d.is_null());
  320. PhysicsDirectSpaceState3D *dss = PhysicsServer3D::get_singleton()->space_get_direct_state(w3d->get_space());
  321. ERR_FAIL_NULL(dss);
  322. Transform3D gt = get_global_transform();
  323. PhysicsDirectSpaceState3D::ShapeParameters params;
  324. params.shape_rid = shape_rid;
  325. params.transform = gt;
  326. params.motion = gt.basis.xform(target_position);
  327. params.margin = margin;
  328. params.exclude = exclude;
  329. params.collision_mask = collision_mask;
  330. params.collide_with_bodies = collide_with_bodies;
  331. params.collide_with_areas = collide_with_areas;
  332. collision_safe_fraction = 0.0;
  333. collision_unsafe_fraction = 0.0;
  334. if (target_position != Vector3()) {
  335. dss->cast_motion(params, collision_safe_fraction, collision_unsafe_fraction);
  336. if (collision_unsafe_fraction < 1.0) {
  337. // Move shape transform to the point of impact,
  338. // so we can collect contact info at that point.
  339. gt.set_origin(gt.get_origin() + params.motion * (collision_unsafe_fraction + CMP_EPSILON));
  340. params.transform = gt;
  341. }
  342. }
  343. // Regardless of whether the shape is stuck or it's moved along
  344. // the motion vector, we'll only consider static collisions from now on.
  345. params.motion = Vector3();
  346. bool intersected = true;
  347. while (intersected && result.size() < max_results) {
  348. PhysicsDirectSpaceState3D::ShapeRestInfo info;
  349. intersected = dss->rest_info(params, &info);
  350. if (intersected) {
  351. result.push_back(info);
  352. params.exclude.insert(info.rid);
  353. }
  354. }
  355. collided = !result.is_empty();
  356. }
  357. void ShapeCast3D::force_shapecast_update() {
  358. _update_shapecast_state();
  359. }
  360. void ShapeCast3D::add_exception_rid(const RID &p_rid) {
  361. exclude.insert(p_rid);
  362. }
  363. void ShapeCast3D::add_exception(const CollisionObject3D *p_node) {
  364. ERR_FAIL_NULL_MSG(p_node, "The passed Node must be an instance of CollisionObject3D.");
  365. add_exception_rid(p_node->get_rid());
  366. }
  367. void ShapeCast3D::remove_exception_rid(const RID &p_rid) {
  368. exclude.erase(p_rid);
  369. }
  370. void ShapeCast3D::remove_exception(const CollisionObject3D *p_node) {
  371. ERR_FAIL_NULL_MSG(p_node, "The passed Node must be an instance of CollisionObject3D.");
  372. remove_exception_rid(p_node->get_rid());
  373. }
  374. void ShapeCast3D::clear_exceptions() {
  375. exclude.clear();
  376. }
  377. void ShapeCast3D::set_collide_with_areas(bool p_clip) {
  378. collide_with_areas = p_clip;
  379. }
  380. bool ShapeCast3D::is_collide_with_areas_enabled() const {
  381. return collide_with_areas;
  382. }
  383. void ShapeCast3D::set_collide_with_bodies(bool p_clip) {
  384. collide_with_bodies = p_clip;
  385. }
  386. bool ShapeCast3D::is_collide_with_bodies_enabled() const {
  387. return collide_with_bodies;
  388. }
  389. Array ShapeCast3D::get_collision_result() const {
  390. Array ret;
  391. for (int i = 0; i < result.size(); ++i) {
  392. const PhysicsDirectSpaceState3D::ShapeRestInfo &sri = result[i];
  393. Dictionary col;
  394. col["point"] = sri.point;
  395. col["normal"] = sri.normal;
  396. col["rid"] = sri.rid;
  397. col["collider"] = ObjectDB::get_instance(sri.collider_id);
  398. col["collider_id"] = sri.collider_id;
  399. col["shape"] = sri.shape;
  400. col["linear_velocity"] = sri.linear_velocity;
  401. ret.push_back(col);
  402. }
  403. return ret;
  404. }
  405. void ShapeCast3D::_update_debug_shape_vertices() {
  406. debug_shape_vertices.clear();
  407. debug_line_vertices.clear();
  408. if (!shape.is_null()) {
  409. debug_shape_vertices.append_array(shape->get_debug_mesh_lines());
  410. for (int i = 0; i < debug_shape_vertices.size(); i++) {
  411. debug_shape_vertices.set(i, debug_shape_vertices[i] + Vector3(target_position * get_closest_collision_safe_fraction()));
  412. }
  413. }
  414. if (target_position == Vector3()) {
  415. return;
  416. }
  417. debug_line_vertices.push_back(Vector3());
  418. debug_line_vertices.push_back(target_position);
  419. }
  420. const Vector<Vector3> &ShapeCast3D::get_debug_shape_vertices() const {
  421. return debug_shape_vertices;
  422. }
  423. const Vector<Vector3> &ShapeCast3D::get_debug_line_vertices() const {
  424. return debug_line_vertices;
  425. }
  426. void ShapeCast3D::set_debug_shape_custom_color(const Color &p_color) {
  427. debug_shape_custom_color = p_color;
  428. if (debug_material.is_valid()) {
  429. _update_debug_shape_material();
  430. }
  431. }
  432. Ref<StandardMaterial3D> ShapeCast3D::get_debug_material() {
  433. _update_debug_shape_material();
  434. return debug_material;
  435. }
  436. const Color &ShapeCast3D::get_debug_shape_custom_color() const {
  437. return debug_shape_custom_color;
  438. }
  439. void ShapeCast3D::_create_debug_shape() {
  440. _update_debug_shape_material();
  441. if (!debug_instance.is_valid()) {
  442. debug_instance = RenderingServer::get_singleton()->instance_create();
  443. }
  444. if (debug_mesh.is_null()) {
  445. debug_mesh.instantiate();
  446. }
  447. }
  448. void ShapeCast3D::_update_debug_shape_material(bool p_check_collision) {
  449. if (!debug_material.is_valid()) {
  450. Ref<StandardMaterial3D> material = memnew(StandardMaterial3D);
  451. debug_material = material;
  452. material->set_shading_mode(StandardMaterial3D::SHADING_MODE_UNSHADED);
  453. material->set_flag(StandardMaterial3D::FLAG_DISABLE_FOG, true);
  454. // Use double-sided rendering so that the RayCast can be seen if the camera is inside.
  455. material->set_cull_mode(BaseMaterial3D::CULL_DISABLED);
  456. material->set_transparency(BaseMaterial3D::TRANSPARENCY_ALPHA);
  457. }
  458. Color color = debug_shape_custom_color;
  459. if (color == Color(0.0, 0.0, 0.0)) {
  460. // Use the default debug shape color defined in the Project Settings.
  461. color = get_tree()->get_debug_collisions_color();
  462. }
  463. if (p_check_collision && collided) {
  464. if ((color.get_h() < 0.055 || color.get_h() > 0.945) && color.get_s() > 0.5 && color.get_v() > 0.5) {
  465. // If base color is already quite reddish, highlight collision with green color
  466. color = Color(0.0, 1.0, 0.0, color.a);
  467. } else {
  468. // Else, highlight collision with red color
  469. color = Color(1.0, 0, 0, color.a);
  470. }
  471. }
  472. Ref<StandardMaterial3D> material = static_cast<Ref<StandardMaterial3D>>(debug_material);
  473. material->set_albedo(color);
  474. }
  475. void ShapeCast3D::_update_debug_shape() {
  476. if (!enabled) {
  477. return;
  478. }
  479. if (!debug_instance.is_valid()) {
  480. _create_debug_shape();
  481. }
  482. _update_debug_shape_vertices();
  483. if (Engine::get_singleton()->is_editor_hint()) {
  484. return;
  485. }
  486. if (!debug_instance.is_valid() || debug_mesh.is_null()) {
  487. return;
  488. }
  489. debug_mesh->clear_surfaces();
  490. Array a;
  491. a.resize(Mesh::ARRAY_MAX);
  492. uint32_t flags = 0;
  493. int surface_count = 0;
  494. if (!debug_shape_vertices.is_empty()) {
  495. a[Mesh::ARRAY_VERTEX] = debug_shape_vertices;
  496. debug_mesh->add_surface_from_arrays(Mesh::PRIMITIVE_LINES, a, Array(), Dictionary(), flags);
  497. debug_mesh->surface_set_material(surface_count, debug_material);
  498. ++surface_count;
  499. }
  500. if (!debug_line_vertices.is_empty()) {
  501. a[Mesh::ARRAY_VERTEX] = debug_line_vertices;
  502. debug_mesh->add_surface_from_arrays(Mesh::PRIMITIVE_LINES, a, Array(), Dictionary(), flags);
  503. debug_mesh->surface_set_material(surface_count, debug_material);
  504. ++surface_count;
  505. }
  506. RenderingServer::get_singleton()->instance_set_base(debug_instance, debug_mesh->get_rid());
  507. if (is_inside_tree()) {
  508. RenderingServer::get_singleton()->instance_set_scenario(debug_instance, get_world_3d()->get_scenario());
  509. RenderingServer::get_singleton()->instance_set_visible(debug_instance, is_visible_in_tree());
  510. RenderingServer::get_singleton()->instance_set_transform(debug_instance, get_global_transform());
  511. }
  512. }
  513. void ShapeCast3D::_clear_debug_shape() {
  514. ERR_FAIL_NULL(RenderingServer::get_singleton());
  515. if (debug_instance.is_valid()) {
  516. RenderingServer::get_singleton()->free(debug_instance);
  517. debug_instance = RID();
  518. }
  519. if (debug_mesh.is_valid()) {
  520. RenderingServer::get_singleton()->free(debug_mesh->get_rid());
  521. debug_mesh = Ref<ArrayMesh>();
  522. }
  523. }