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) 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/collision_object_3d.h"
  32. #include "scene/3d/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. #ifndef DISABLE_DEPRECATED
  86. ClassDB::bind_method(D_METHOD("resource_changed", "resource"), &ShapeCast3D::resource_changed);
  87. #endif
  88. ClassDB::bind_method(D_METHOD("set_enabled", "enabled"), &ShapeCast3D::set_enabled);
  89. ClassDB::bind_method(D_METHOD("is_enabled"), &ShapeCast3D::is_enabled);
  90. ClassDB::bind_method(D_METHOD("set_shape", "shape"), &ShapeCast3D::set_shape);
  91. ClassDB::bind_method(D_METHOD("get_shape"), &ShapeCast3D::get_shape);
  92. ClassDB::bind_method(D_METHOD("set_target_position", "local_point"), &ShapeCast3D::set_target_position);
  93. ClassDB::bind_method(D_METHOD("get_target_position"), &ShapeCast3D::get_target_position);
  94. ClassDB::bind_method(D_METHOD("set_margin", "margin"), &ShapeCast3D::set_margin);
  95. ClassDB::bind_method(D_METHOD("get_margin"), &ShapeCast3D::get_margin);
  96. ClassDB::bind_method(D_METHOD("set_max_results", "max_results"), &ShapeCast3D::set_max_results);
  97. ClassDB::bind_method(D_METHOD("get_max_results"), &ShapeCast3D::get_max_results);
  98. ClassDB::bind_method(D_METHOD("is_colliding"), &ShapeCast3D::is_colliding);
  99. ClassDB::bind_method(D_METHOD("get_collision_count"), &ShapeCast3D::get_collision_count);
  100. ClassDB::bind_method(D_METHOD("force_shapecast_update"), &ShapeCast3D::force_shapecast_update);
  101. ClassDB::bind_method(D_METHOD("get_collider", "index"), &ShapeCast3D::get_collider);
  102. ClassDB::bind_method(D_METHOD("get_collider_rid", "index"), &ShapeCast3D::get_collider_rid);
  103. ClassDB::bind_method(D_METHOD("get_collider_shape", "index"), &ShapeCast3D::get_collider_shape);
  104. ClassDB::bind_method(D_METHOD("get_collision_point", "index"), &ShapeCast3D::get_collision_point);
  105. ClassDB::bind_method(D_METHOD("get_collision_normal", "index"), &ShapeCast3D::get_collision_normal);
  106. ClassDB::bind_method(D_METHOD("get_closest_collision_safe_fraction"), &ShapeCast3D::get_closest_collision_safe_fraction);
  107. ClassDB::bind_method(D_METHOD("get_closest_collision_unsafe_fraction"), &ShapeCast3D::get_closest_collision_unsafe_fraction);
  108. ClassDB::bind_method(D_METHOD("add_exception_rid", "rid"), &ShapeCast3D::add_exception_rid);
  109. ClassDB::bind_method(D_METHOD("add_exception", "node"), &ShapeCast3D::add_exception);
  110. ClassDB::bind_method(D_METHOD("remove_exception_rid", "rid"), &ShapeCast3D::remove_exception_rid);
  111. ClassDB::bind_method(D_METHOD("remove_exception", "node"), &ShapeCast3D::remove_exception);
  112. ClassDB::bind_method(D_METHOD("clear_exceptions"), &ShapeCast3D::clear_exceptions);
  113. ClassDB::bind_method(D_METHOD("set_collision_mask", "mask"), &ShapeCast3D::set_collision_mask);
  114. ClassDB::bind_method(D_METHOD("get_collision_mask"), &ShapeCast3D::get_collision_mask);
  115. ClassDB::bind_method(D_METHOD("set_collision_mask_value", "layer_number", "value"), &ShapeCast3D::set_collision_mask_value);
  116. ClassDB::bind_method(D_METHOD("get_collision_mask_value", "layer_number"), &ShapeCast3D::get_collision_mask_value);
  117. ClassDB::bind_method(D_METHOD("set_exclude_parent_body", "mask"), &ShapeCast3D::set_exclude_parent_body);
  118. ClassDB::bind_method(D_METHOD("get_exclude_parent_body"), &ShapeCast3D::get_exclude_parent_body);
  119. ClassDB::bind_method(D_METHOD("set_collide_with_areas", "enable"), &ShapeCast3D::set_collide_with_areas);
  120. ClassDB::bind_method(D_METHOD("is_collide_with_areas_enabled"), &ShapeCast3D::is_collide_with_areas_enabled);
  121. ClassDB::bind_method(D_METHOD("set_collide_with_bodies", "enable"), &ShapeCast3D::set_collide_with_bodies);
  122. ClassDB::bind_method(D_METHOD("is_collide_with_bodies_enabled"), &ShapeCast3D::is_collide_with_bodies_enabled);
  123. ClassDB::bind_method(D_METHOD("_get_collision_result"), &ShapeCast3D::_get_collision_result);
  124. ClassDB::bind_method(D_METHOD("set_debug_shape_custom_color", "debug_shape_custom_color"), &ShapeCast3D::set_debug_shape_custom_color);
  125. ClassDB::bind_method(D_METHOD("get_debug_shape_custom_color"), &ShapeCast3D::get_debug_shape_custom_color);
  126. ADD_PROPERTY(PropertyInfo(Variant::BOOL, "enabled"), "set_enabled", "is_enabled");
  127. ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "shape", PROPERTY_HINT_RESOURCE_TYPE, "Shape3D"), "set_shape", "get_shape");
  128. ADD_PROPERTY(PropertyInfo(Variant::BOOL, "exclude_parent"), "set_exclude_parent_body", "get_exclude_parent_body");
  129. ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "target_position", PROPERTY_HINT_NONE, "suffix:m"), "set_target_position", "get_target_position");
  130. ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "margin", PROPERTY_HINT_RANGE, "0,100,0.01,suffix:m"), "set_margin", "get_margin");
  131. ADD_PROPERTY(PropertyInfo(Variant::INT, "max_results"), "set_max_results", "get_max_results");
  132. ADD_PROPERTY(PropertyInfo(Variant::INT, "collision_mask", PROPERTY_HINT_LAYERS_3D_PHYSICS), "set_collision_mask", "get_collision_mask");
  133. ADD_PROPERTY(PropertyInfo(Variant::ARRAY, "collision_result", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NO_EDITOR), "", "_get_collision_result");
  134. ADD_GROUP("Collide With", "collide_with");
  135. ADD_PROPERTY(PropertyInfo(Variant::BOOL, "collide_with_areas", PROPERTY_HINT_LAYERS_3D_PHYSICS), "set_collide_with_areas", "is_collide_with_areas_enabled");
  136. ADD_PROPERTY(PropertyInfo(Variant::BOOL, "collide_with_bodies", PROPERTY_HINT_LAYERS_3D_PHYSICS), "set_collide_with_bodies", "is_collide_with_bodies_enabled");
  137. ADD_GROUP("Debug Shape", "debug_shape");
  138. ADD_PROPERTY(PropertyInfo(Variant::COLOR, "debug_shape_custom_color"), "set_debug_shape_custom_color", "get_debug_shape_custom_color");
  139. }
  140. PackedStringArray ShapeCast3D::get_configuration_warnings() const {
  141. PackedStringArray warnings = Node3D::get_configuration_warnings();
  142. if (shape.is_null()) {
  143. warnings.push_back(RTR("This node cannot interact with other objects unless a Shape3D is assigned."));
  144. }
  145. if (shape.is_valid() && Object::cast_to<ConcavePolygonShape3D>(*shape)) {
  146. warnings.push_back(RTR("ShapeCast3D does not support ConcavePolygonShape3Ds. Collisions will not be reported."));
  147. }
  148. return warnings;
  149. }
  150. void ShapeCast3D::set_enabled(bool p_enabled) {
  151. enabled = p_enabled;
  152. update_gizmos();
  153. if (is_inside_tree() && !Engine::get_singleton()->is_editor_hint()) {
  154. set_physics_process_internal(p_enabled);
  155. }
  156. if (!p_enabled) {
  157. collided = false;
  158. }
  159. if (is_inside_tree() && get_tree()->is_debugging_collisions_hint()) {
  160. if (p_enabled) {
  161. _update_debug_shape();
  162. } else {
  163. _clear_debug_shape();
  164. }
  165. }
  166. }
  167. bool ShapeCast3D::is_enabled() const {
  168. return enabled;
  169. }
  170. void ShapeCast3D::set_target_position(const Vector3 &p_point) {
  171. target_position = p_point;
  172. if (is_inside_tree() && get_tree()->is_debugging_collisions_hint()) {
  173. _update_debug_shape();
  174. }
  175. update_gizmos();
  176. if (Engine::get_singleton()->is_editor_hint()) {
  177. if (is_inside_tree()) {
  178. _update_debug_shape_vertices();
  179. }
  180. } else if (debug_shape) {
  181. _update_debug_shape();
  182. }
  183. }
  184. Vector3 ShapeCast3D::get_target_position() const {
  185. return target_position;
  186. }
  187. void ShapeCast3D::set_margin(real_t p_margin) {
  188. margin = p_margin;
  189. }
  190. real_t ShapeCast3D::get_margin() const {
  191. return margin;
  192. }
  193. void ShapeCast3D::set_max_results(int p_max_results) {
  194. max_results = p_max_results;
  195. }
  196. int ShapeCast3D::get_max_results() const {
  197. return max_results;
  198. }
  199. void ShapeCast3D::set_collision_mask(uint32_t p_mask) {
  200. collision_mask = p_mask;
  201. }
  202. uint32_t ShapeCast3D::get_collision_mask() const {
  203. return collision_mask;
  204. }
  205. void ShapeCast3D::set_collision_mask_value(int p_layer_number, bool p_value) {
  206. ERR_FAIL_COND_MSG(p_layer_number < 1, "Collision layer number must be between 1 and 32 inclusive.");
  207. ERR_FAIL_COND_MSG(p_layer_number > 32, "Collision layer number must be between 1 and 32 inclusive.");
  208. uint32_t mask = get_collision_mask();
  209. if (p_value) {
  210. mask |= 1 << (p_layer_number - 1);
  211. } else {
  212. mask &= ~(1 << (p_layer_number - 1));
  213. }
  214. set_collision_mask(mask);
  215. }
  216. bool ShapeCast3D::get_collision_mask_value(int p_layer_number) const {
  217. ERR_FAIL_COND_V_MSG(p_layer_number < 1, false, "Collision layer number must be between 1 and 32 inclusive.");
  218. ERR_FAIL_COND_V_MSG(p_layer_number > 32, false, "Collision layer number must be between 1 and 32 inclusive.");
  219. return get_collision_mask() & (1 << (p_layer_number - 1));
  220. }
  221. int ShapeCast3D::get_collision_count() const {
  222. return result.size();
  223. }
  224. bool ShapeCast3D::is_colliding() const {
  225. return collided;
  226. }
  227. Object *ShapeCast3D::get_collider(int p_idx) const {
  228. ERR_FAIL_INDEX_V_MSG(p_idx, result.size(), nullptr, "No collider found.");
  229. if (result[p_idx].collider_id.is_null()) {
  230. return nullptr;
  231. }
  232. return ObjectDB::get_instance(result[p_idx].collider_id);
  233. }
  234. RID ShapeCast3D::get_collider_rid(int p_idx) const {
  235. ERR_FAIL_INDEX_V_MSG(p_idx, result.size(), RID(), "No collider RID found.");
  236. return result[p_idx].rid;
  237. }
  238. int ShapeCast3D::get_collider_shape(int p_idx) const {
  239. ERR_FAIL_INDEX_V_MSG(p_idx, result.size(), -1, "No collider shape found.");
  240. return result[p_idx].shape;
  241. }
  242. Vector3 ShapeCast3D::get_collision_point(int p_idx) const {
  243. ERR_FAIL_INDEX_V_MSG(p_idx, result.size(), Vector3(), "No collision point found.");
  244. return result[p_idx].point;
  245. }
  246. Vector3 ShapeCast3D::get_collision_normal(int p_idx) const {
  247. ERR_FAIL_INDEX_V_MSG(p_idx, result.size(), Vector3(), "No collision normal found.");
  248. return result[p_idx].normal;
  249. }
  250. real_t ShapeCast3D::get_closest_collision_safe_fraction() const {
  251. return collision_safe_fraction;
  252. }
  253. real_t ShapeCast3D::get_closest_collision_unsafe_fraction() const {
  254. return collision_unsafe_fraction;
  255. }
  256. #ifndef DISABLE_DEPRECATED
  257. void ShapeCast3D::resource_changed(Ref<Resource> p_res) {
  258. }
  259. #endif
  260. void ShapeCast3D::_shape_changed() {
  261. update_gizmos();
  262. bool is_editor = Engine::get_singleton()->is_editor_hint();
  263. if (is_inside_tree() && (is_editor || get_tree()->is_debugging_collisions_hint())) {
  264. _update_debug_shape();
  265. }
  266. }
  267. void ShapeCast3D::set_shape(const Ref<Shape3D> &p_shape) {
  268. if (p_shape == shape) {
  269. return;
  270. }
  271. if (shape.is_valid()) {
  272. shape->disconnect_changed(callable_mp(this, &ShapeCast3D::_shape_changed));
  273. }
  274. shape = p_shape;
  275. if (shape.is_valid()) {
  276. shape->connect_changed(callable_mp(this, &ShapeCast3D::_shape_changed));
  277. shape_rid = shape->get_rid();
  278. }
  279. bool is_editor = Engine::get_singleton()->is_editor_hint();
  280. if (is_inside_tree() && (is_editor || get_tree()->is_debugging_collisions_hint())) {
  281. _update_debug_shape();
  282. }
  283. update_gizmos();
  284. update_configuration_warnings();
  285. }
  286. Ref<Shape3D> ShapeCast3D::get_shape() const {
  287. return shape;
  288. }
  289. void ShapeCast3D::set_exclude_parent_body(bool p_exclude_parent_body) {
  290. if (exclude_parent_body == p_exclude_parent_body) {
  291. return;
  292. }
  293. exclude_parent_body = p_exclude_parent_body;
  294. if (!is_inside_tree()) {
  295. return;
  296. }
  297. if (Object::cast_to<CollisionObject3D>(get_parent())) {
  298. if (exclude_parent_body) {
  299. exclude.insert(Object::cast_to<CollisionObject3D>(get_parent())->get_rid());
  300. } else {
  301. exclude.erase(Object::cast_to<CollisionObject3D>(get_parent())->get_rid());
  302. }
  303. }
  304. }
  305. bool ShapeCast3D::get_exclude_parent_body() const {
  306. return exclude_parent_body;
  307. }
  308. void ShapeCast3D::_update_shapecast_state() {
  309. result.clear();
  310. ERR_FAIL_COND_MSG(shape.is_null(), "Null reference to shape. ShapeCast3D requires a Shape3D to sweep for collisions.");
  311. Ref<World3D> w3d = get_world_3d();
  312. ERR_FAIL_COND(w3d.is_null());
  313. PhysicsDirectSpaceState3D *dss = PhysicsServer3D::get_singleton()->space_get_direct_state(w3d->get_space());
  314. ERR_FAIL_NULL(dss);
  315. Transform3D gt = get_global_transform();
  316. PhysicsDirectSpaceState3D::ShapeParameters params;
  317. params.shape_rid = shape_rid;
  318. params.transform = gt;
  319. params.motion = gt.basis.xform(target_position);
  320. params.margin = margin;
  321. params.exclude = exclude;
  322. params.collision_mask = collision_mask;
  323. params.collide_with_bodies = collide_with_bodies;
  324. params.collide_with_areas = collide_with_areas;
  325. collision_safe_fraction = 0.0;
  326. collision_unsafe_fraction = 0.0;
  327. if (target_position != Vector3()) {
  328. dss->cast_motion(params, collision_safe_fraction, collision_unsafe_fraction);
  329. if (collision_unsafe_fraction < 1.0) {
  330. // Move shape transform to the point of impact,
  331. // so we can collect contact info at that point.
  332. gt.set_origin(gt.get_origin() + params.motion * (collision_unsafe_fraction + CMP_EPSILON));
  333. params.transform = gt;
  334. }
  335. }
  336. // Regardless of whether the shape is stuck or it's moved along
  337. // the motion vector, we'll only consider static collisions from now on.
  338. params.motion = Vector3();
  339. bool intersected = true;
  340. while (intersected && result.size() < max_results) {
  341. PhysicsDirectSpaceState3D::ShapeRestInfo info;
  342. intersected = dss->rest_info(params, &info);
  343. if (intersected) {
  344. result.push_back(info);
  345. params.exclude.insert(info.rid);
  346. }
  347. }
  348. collided = !result.is_empty();
  349. }
  350. void ShapeCast3D::force_shapecast_update() {
  351. _update_shapecast_state();
  352. }
  353. void ShapeCast3D::add_exception_rid(const RID &p_rid) {
  354. exclude.insert(p_rid);
  355. }
  356. void ShapeCast3D::add_exception(const CollisionObject3D *p_node) {
  357. ERR_FAIL_NULL_MSG(p_node, "The passed Node must be an instance of CollisionObject3D.");
  358. add_exception_rid(p_node->get_rid());
  359. }
  360. void ShapeCast3D::remove_exception_rid(const RID &p_rid) {
  361. exclude.erase(p_rid);
  362. }
  363. void ShapeCast3D::remove_exception(const CollisionObject3D *p_node) {
  364. ERR_FAIL_NULL_MSG(p_node, "The passed Node must be an instance of CollisionObject3D.");
  365. remove_exception_rid(p_node->get_rid());
  366. }
  367. void ShapeCast3D::clear_exceptions() {
  368. exclude.clear();
  369. }
  370. void ShapeCast3D::set_collide_with_areas(bool p_clip) {
  371. collide_with_areas = p_clip;
  372. }
  373. bool ShapeCast3D::is_collide_with_areas_enabled() const {
  374. return collide_with_areas;
  375. }
  376. void ShapeCast3D::set_collide_with_bodies(bool p_clip) {
  377. collide_with_bodies = p_clip;
  378. }
  379. bool ShapeCast3D::is_collide_with_bodies_enabled() const {
  380. return collide_with_bodies;
  381. }
  382. Array ShapeCast3D::_get_collision_result() const {
  383. Array ret;
  384. for (int i = 0; i < result.size(); ++i) {
  385. const PhysicsDirectSpaceState3D::ShapeRestInfo &sri = result[i];
  386. Dictionary col;
  387. col["point"] = sri.point;
  388. col["normal"] = sri.normal;
  389. col["rid"] = sri.rid;
  390. col["collider"] = ObjectDB::get_instance(sri.collider_id);
  391. col["collider_id"] = sri.collider_id;
  392. col["shape"] = sri.shape;
  393. col["linear_velocity"] = sri.linear_velocity;
  394. ret.push_back(col);
  395. }
  396. return ret;
  397. }
  398. void ShapeCast3D::_update_debug_shape_vertices() {
  399. debug_shape_vertices.clear();
  400. debug_line_vertices.clear();
  401. if (!shape.is_null()) {
  402. debug_shape_vertices.append_array(shape->get_debug_mesh_lines());
  403. for (int i = 0; i < debug_shape_vertices.size(); i++) {
  404. debug_shape_vertices.set(i, debug_shape_vertices[i] + Vector3(target_position * get_closest_collision_safe_fraction()));
  405. }
  406. }
  407. if (target_position == Vector3()) {
  408. return;
  409. }
  410. debug_line_vertices.push_back(Vector3());
  411. debug_line_vertices.push_back(target_position);
  412. }
  413. const Vector<Vector3> &ShapeCast3D::get_debug_shape_vertices() const {
  414. return debug_shape_vertices;
  415. }
  416. const Vector<Vector3> &ShapeCast3D::get_debug_line_vertices() const {
  417. return debug_line_vertices;
  418. }
  419. void ShapeCast3D::set_debug_shape_custom_color(const Color &p_color) {
  420. debug_shape_custom_color = p_color;
  421. if (debug_material.is_valid()) {
  422. _update_debug_shape_material();
  423. }
  424. }
  425. Ref<StandardMaterial3D> ShapeCast3D::get_debug_material() {
  426. _update_debug_shape_material();
  427. return debug_material;
  428. }
  429. const Color &ShapeCast3D::get_debug_shape_custom_color() const {
  430. return debug_shape_custom_color;
  431. }
  432. void ShapeCast3D::_create_debug_shape() {
  433. _update_debug_shape_material();
  434. Ref<ArrayMesh> mesh = memnew(ArrayMesh);
  435. MeshInstance3D *mi = memnew(MeshInstance3D);
  436. mi->set_mesh(mesh);
  437. add_child(mi);
  438. debug_shape = mi;
  439. }
  440. void ShapeCast3D::_update_debug_shape_material(bool p_check_collision) {
  441. if (!debug_material.is_valid()) {
  442. Ref<StandardMaterial3D> material = memnew(StandardMaterial3D);
  443. debug_material = material;
  444. material->set_shading_mode(StandardMaterial3D::SHADING_MODE_UNSHADED);
  445. material->set_flag(StandardMaterial3D::FLAG_DISABLE_FOG, true);
  446. // Use double-sided rendering so that the RayCast can be seen if the camera is inside.
  447. material->set_cull_mode(BaseMaterial3D::CULL_DISABLED);
  448. material->set_transparency(BaseMaterial3D::TRANSPARENCY_ALPHA);
  449. }
  450. Color color = debug_shape_custom_color;
  451. if (color == Color(0.0, 0.0, 0.0)) {
  452. // Use the default debug shape color defined in the Project Settings.
  453. color = get_tree()->get_debug_collisions_color();
  454. }
  455. if (p_check_collision && collided) {
  456. if ((color.get_h() < 0.055 || color.get_h() > 0.945) && color.get_s() > 0.5 && color.get_v() > 0.5) {
  457. // If base color is already quite reddish, highlight collision with green color
  458. color = Color(0.0, 1.0, 0.0, color.a);
  459. } else {
  460. // Else, highlight collision with red color
  461. color = Color(1.0, 0, 0, color.a);
  462. }
  463. }
  464. Ref<StandardMaterial3D> material = static_cast<Ref<StandardMaterial3D>>(debug_material);
  465. material->set_albedo(color);
  466. }
  467. void ShapeCast3D::_update_debug_shape() {
  468. if (!enabled) {
  469. return;
  470. }
  471. if (!debug_shape) {
  472. _create_debug_shape();
  473. }
  474. _update_debug_shape_vertices();
  475. if (Engine::get_singleton()->is_editor_hint()) {
  476. return;
  477. }
  478. MeshInstance3D *mi = static_cast<MeshInstance3D *>(debug_shape);
  479. Ref<ArrayMesh> mesh = mi->get_mesh();
  480. if (!mesh.is_valid()) {
  481. return;
  482. }
  483. mesh->clear_surfaces();
  484. Array a;
  485. a.resize(Mesh::ARRAY_MAX);
  486. uint32_t flags = 0;
  487. int surface_count = 0;
  488. if (!debug_shape_vertices.is_empty()) {
  489. a[Mesh::ARRAY_VERTEX] = debug_shape_vertices;
  490. mesh->add_surface_from_arrays(Mesh::PRIMITIVE_LINES, a, Array(), Dictionary(), flags);
  491. mesh->surface_set_material(surface_count, debug_material);
  492. ++surface_count;
  493. }
  494. if (!debug_line_vertices.is_empty()) {
  495. a[Mesh::ARRAY_VERTEX] = debug_line_vertices;
  496. mesh->add_surface_from_arrays(Mesh::PRIMITIVE_LINES, a, Array(), Dictionary(), flags);
  497. mesh->surface_set_material(surface_count, debug_material);
  498. ++surface_count;
  499. }
  500. }
  501. void ShapeCast3D::_clear_debug_shape() {
  502. if (!debug_shape) {
  503. return;
  504. }
  505. MeshInstance3D *mi = static_cast<MeshInstance3D *>(debug_shape);
  506. if (mi->is_inside_tree()) {
  507. mi->queue_free();
  508. } else {
  509. memdelete(mi);
  510. }
  511. debug_shape = nullptr;
  512. }