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/mesh_instance_3d.h"
  32. #include "scene/3d/physics/collision_object_3d.h"
  33. #include "scene/resources/3d/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_instance.is_valid()) {
  61. _clear_debug_shape();
  62. }
  63. } break;
  64. case NOTIFICATION_VISIBILITY_CHANGED: {
  65. if (is_inside_tree() && debug_instance.is_valid()) {
  66. RenderingServer::get_singleton()->instance_set_visible(debug_instance, is_visible_in_tree());
  67. }
  68. } break;
  69. case NOTIFICATION_INTERNAL_PHYSICS_PROCESS: {
  70. if (!enabled) {
  71. break;
  72. }
  73. bool prev_collision_state = collided;
  74. _update_shapecast_state();
  75. if (get_tree()->is_debugging_collisions_hint()) {
  76. if (prev_collision_state != collided) {
  77. _update_debug_shape_material(true);
  78. }
  79. if (collided) {
  80. _update_debug_shape();
  81. }
  82. if (prev_collision_state == collided && !collided) {
  83. _update_debug_shape();
  84. }
  85. if (is_inside_tree() && debug_instance.is_valid()) {
  86. RenderingServer::get_singleton()->instance_set_transform(debug_instance, get_global_transform());
  87. }
  88. }
  89. } break;
  90. }
  91. }
  92. void ShapeCast3D::_bind_methods() {
  93. #ifndef DISABLE_DEPRECATED
  94. ClassDB::bind_method(D_METHOD("resource_changed", "resource"), &ShapeCast3D::resource_changed);
  95. #endif
  96. ClassDB::bind_method(D_METHOD("set_enabled", "enabled"), &ShapeCast3D::set_enabled);
  97. ClassDB::bind_method(D_METHOD("is_enabled"), &ShapeCast3D::is_enabled);
  98. ClassDB::bind_method(D_METHOD("set_shape", "shape"), &ShapeCast3D::set_shape);
  99. ClassDB::bind_method(D_METHOD("get_shape"), &ShapeCast3D::get_shape);
  100. ClassDB::bind_method(D_METHOD("set_target_position", "local_point"), &ShapeCast3D::set_target_position);
  101. ClassDB::bind_method(D_METHOD("get_target_position"), &ShapeCast3D::get_target_position);
  102. ClassDB::bind_method(D_METHOD("set_margin", "margin"), &ShapeCast3D::set_margin);
  103. ClassDB::bind_method(D_METHOD("get_margin"), &ShapeCast3D::get_margin);
  104. ClassDB::bind_method(D_METHOD("set_max_results", "max_results"), &ShapeCast3D::set_max_results);
  105. ClassDB::bind_method(D_METHOD("get_max_results"), &ShapeCast3D::get_max_results);
  106. ClassDB::bind_method(D_METHOD("is_colliding"), &ShapeCast3D::is_colliding);
  107. ClassDB::bind_method(D_METHOD("get_collision_count"), &ShapeCast3D::get_collision_count);
  108. ClassDB::bind_method(D_METHOD("force_shapecast_update"), &ShapeCast3D::force_shapecast_update);
  109. ClassDB::bind_method(D_METHOD("get_collider", "index"), &ShapeCast3D::get_collider);
  110. ClassDB::bind_method(D_METHOD("get_collider_rid", "index"), &ShapeCast3D::get_collider_rid);
  111. ClassDB::bind_method(D_METHOD("get_collider_shape", "index"), &ShapeCast3D::get_collider_shape);
  112. ClassDB::bind_method(D_METHOD("get_collision_point", "index"), &ShapeCast3D::get_collision_point);
  113. ClassDB::bind_method(D_METHOD("get_collision_normal", "index"), &ShapeCast3D::get_collision_normal);
  114. ClassDB::bind_method(D_METHOD("get_closest_collision_safe_fraction"), &ShapeCast3D::get_closest_collision_safe_fraction);
  115. ClassDB::bind_method(D_METHOD("get_closest_collision_unsafe_fraction"), &ShapeCast3D::get_closest_collision_unsafe_fraction);
  116. ClassDB::bind_method(D_METHOD("add_exception_rid", "rid"), &ShapeCast3D::add_exception_rid);
  117. ClassDB::bind_method(D_METHOD("add_exception", "node"), &ShapeCast3D::add_exception);
  118. ClassDB::bind_method(D_METHOD("remove_exception_rid", "rid"), &ShapeCast3D::remove_exception_rid);
  119. ClassDB::bind_method(D_METHOD("remove_exception", "node"), &ShapeCast3D::remove_exception);
  120. ClassDB::bind_method(D_METHOD("clear_exceptions"), &ShapeCast3D::clear_exceptions);
  121. ClassDB::bind_method(D_METHOD("set_collision_mask", "mask"), &ShapeCast3D::set_collision_mask);
  122. ClassDB::bind_method(D_METHOD("get_collision_mask"), &ShapeCast3D::get_collision_mask);
  123. ClassDB::bind_method(D_METHOD("set_collision_mask_value", "layer_number", "value"), &ShapeCast3D::set_collision_mask_value);
  124. ClassDB::bind_method(D_METHOD("get_collision_mask_value", "layer_number"), &ShapeCast3D::get_collision_mask_value);
  125. ClassDB::bind_method(D_METHOD("set_exclude_parent_body", "mask"), &ShapeCast3D::set_exclude_parent_body);
  126. ClassDB::bind_method(D_METHOD("get_exclude_parent_body"), &ShapeCast3D::get_exclude_parent_body);
  127. ClassDB::bind_method(D_METHOD("set_collide_with_areas", "enable"), &ShapeCast3D::set_collide_with_areas);
  128. ClassDB::bind_method(D_METHOD("is_collide_with_areas_enabled"), &ShapeCast3D::is_collide_with_areas_enabled);
  129. ClassDB::bind_method(D_METHOD("set_collide_with_bodies", "enable"), &ShapeCast3D::set_collide_with_bodies);
  130. ClassDB::bind_method(D_METHOD("is_collide_with_bodies_enabled"), &ShapeCast3D::is_collide_with_bodies_enabled);
  131. ClassDB::bind_method(D_METHOD("get_collision_result"), &ShapeCast3D::get_collision_result);
  132. ClassDB::bind_method(D_METHOD("set_debug_shape_custom_color", "debug_shape_custom_color"), &ShapeCast3D::set_debug_shape_custom_color);
  133. ClassDB::bind_method(D_METHOD("get_debug_shape_custom_color"), &ShapeCast3D::get_debug_shape_custom_color);
  134. ADD_PROPERTY(PropertyInfo(Variant::BOOL, "enabled"), "set_enabled", "is_enabled");
  135. ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "shape", PROPERTY_HINT_RESOURCE_TYPE, "Shape3D"), "set_shape", "get_shape");
  136. ADD_PROPERTY(PropertyInfo(Variant::BOOL, "exclude_parent"), "set_exclude_parent_body", "get_exclude_parent_body");
  137. ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "target_position", PROPERTY_HINT_NONE, "suffix:m"), "set_target_position", "get_target_position");
  138. ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "margin", PROPERTY_HINT_RANGE, "0,100,0.01,suffix:m"), "set_margin", "get_margin");
  139. ADD_PROPERTY(PropertyInfo(Variant::INT, "max_results"), "set_max_results", "get_max_results");
  140. ADD_PROPERTY(PropertyInfo(Variant::INT, "collision_mask", PROPERTY_HINT_LAYERS_3D_PHYSICS), "set_collision_mask", "get_collision_mask");
  141. ADD_PROPERTY(PropertyInfo(Variant::ARRAY, "collision_result", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NO_EDITOR), "", "get_collision_result");
  142. ADD_GROUP("Collide With", "collide_with");
  143. ADD_PROPERTY(PropertyInfo(Variant::BOOL, "collide_with_areas", PROPERTY_HINT_LAYERS_3D_PHYSICS), "set_collide_with_areas", "is_collide_with_areas_enabled");
  144. ADD_PROPERTY(PropertyInfo(Variant::BOOL, "collide_with_bodies", PROPERTY_HINT_LAYERS_3D_PHYSICS), "set_collide_with_bodies", "is_collide_with_bodies_enabled");
  145. ADD_GROUP("Debug Shape", "debug_shape");
  146. ADD_PROPERTY(PropertyInfo(Variant::COLOR, "debug_shape_custom_color"), "set_debug_shape_custom_color", "get_debug_shape_custom_color");
  147. }
  148. PackedStringArray ShapeCast3D::get_configuration_warnings() const {
  149. PackedStringArray warnings = Node3D::get_configuration_warnings();
  150. if (shape.is_null()) {
  151. warnings.push_back(RTR("This node cannot interact with other objects unless a Shape3D is assigned."));
  152. }
  153. if (shape.is_valid() && Object::cast_to<ConcavePolygonShape3D>(*shape)) {
  154. warnings.push_back(RTR("ShapeCast3D does not support ConcavePolygonShape3Ds. Collisions will not be reported."));
  155. }
  156. return warnings;
  157. }
  158. void ShapeCast3D::set_enabled(bool p_enabled) {
  159. enabled = p_enabled;
  160. update_gizmos();
  161. if (is_inside_tree() && !Engine::get_singleton()->is_editor_hint()) {
  162. set_physics_process_internal(p_enabled);
  163. }
  164. if (!p_enabled) {
  165. collided = false;
  166. }
  167. if (is_inside_tree() && get_tree()->is_debugging_collisions_hint()) {
  168. if (p_enabled) {
  169. _update_debug_shape();
  170. } else {
  171. _clear_debug_shape();
  172. }
  173. }
  174. }
  175. bool ShapeCast3D::is_enabled() const {
  176. return enabled;
  177. }
  178. void ShapeCast3D::set_target_position(const Vector3 &p_point) {
  179. target_position = p_point;
  180. if (is_inside_tree() && get_tree()->is_debugging_collisions_hint()) {
  181. _update_debug_shape();
  182. }
  183. update_gizmos();
  184. if (Engine::get_singleton()->is_editor_hint()) {
  185. if (is_inside_tree()) {
  186. _update_debug_shape_vertices();
  187. }
  188. } else if (debug_instance.is_valid()) {
  189. _update_debug_shape();
  190. }
  191. }
  192. Vector3 ShapeCast3D::get_target_position() const {
  193. return target_position;
  194. }
  195. void ShapeCast3D::set_margin(real_t p_margin) {
  196. margin = p_margin;
  197. }
  198. real_t ShapeCast3D::get_margin() const {
  199. return margin;
  200. }
  201. void ShapeCast3D::set_max_results(int p_max_results) {
  202. max_results = p_max_results;
  203. }
  204. int ShapeCast3D::get_max_results() const {
  205. return max_results;
  206. }
  207. void ShapeCast3D::set_collision_mask(uint32_t p_mask) {
  208. collision_mask = p_mask;
  209. }
  210. uint32_t ShapeCast3D::get_collision_mask() const {
  211. return collision_mask;
  212. }
  213. void ShapeCast3D::set_collision_mask_value(int p_layer_number, bool p_value) {
  214. ERR_FAIL_COND_MSG(p_layer_number < 1, "Collision layer number must be between 1 and 32 inclusive.");
  215. ERR_FAIL_COND_MSG(p_layer_number > 32, "Collision layer number must be between 1 and 32 inclusive.");
  216. uint32_t mask = get_collision_mask();
  217. if (p_value) {
  218. mask |= 1 << (p_layer_number - 1);
  219. } else {
  220. mask &= ~(1 << (p_layer_number - 1));
  221. }
  222. set_collision_mask(mask);
  223. }
  224. bool ShapeCast3D::get_collision_mask_value(int p_layer_number) const {
  225. ERR_FAIL_COND_V_MSG(p_layer_number < 1, false, "Collision layer number must be between 1 and 32 inclusive.");
  226. ERR_FAIL_COND_V_MSG(p_layer_number > 32, false, "Collision layer number must be between 1 and 32 inclusive.");
  227. return get_collision_mask() & (1 << (p_layer_number - 1));
  228. }
  229. int ShapeCast3D::get_collision_count() const {
  230. return result.size();
  231. }
  232. bool ShapeCast3D::is_colliding() const {
  233. return collided;
  234. }
  235. Object *ShapeCast3D::get_collider(int p_idx) const {
  236. ERR_FAIL_INDEX_V_MSG(p_idx, result.size(), nullptr, "No collider found.");
  237. if (result[p_idx].collider_id.is_null()) {
  238. return nullptr;
  239. }
  240. return ObjectDB::get_instance(result[p_idx].collider_id);
  241. }
  242. RID ShapeCast3D::get_collider_rid(int p_idx) const {
  243. ERR_FAIL_INDEX_V_MSG(p_idx, result.size(), RID(), "No collider RID found.");
  244. return result[p_idx].rid;
  245. }
  246. int ShapeCast3D::get_collider_shape(int p_idx) const {
  247. ERR_FAIL_INDEX_V_MSG(p_idx, result.size(), -1, "No collider shape found.");
  248. return result[p_idx].shape;
  249. }
  250. Vector3 ShapeCast3D::get_collision_point(int p_idx) const {
  251. ERR_FAIL_INDEX_V_MSG(p_idx, result.size(), Vector3(), "No collision point found.");
  252. return result[p_idx].point;
  253. }
  254. Vector3 ShapeCast3D::get_collision_normal(int p_idx) const {
  255. ERR_FAIL_INDEX_V_MSG(p_idx, result.size(), Vector3(), "No collision normal found.");
  256. return result[p_idx].normal;
  257. }
  258. real_t ShapeCast3D::get_closest_collision_safe_fraction() const {
  259. return collision_safe_fraction;
  260. }
  261. real_t ShapeCast3D::get_closest_collision_unsafe_fraction() const {
  262. return collision_unsafe_fraction;
  263. }
  264. #ifndef DISABLE_DEPRECATED
  265. void ShapeCast3D::resource_changed(Ref<Resource> p_res) {
  266. }
  267. #endif
  268. void ShapeCast3D::_shape_changed() {
  269. update_gizmos();
  270. bool is_editor = Engine::get_singleton()->is_editor_hint();
  271. if (is_inside_tree() && (is_editor || get_tree()->is_debugging_collisions_hint())) {
  272. _update_debug_shape();
  273. }
  274. }
  275. void ShapeCast3D::set_shape(const Ref<Shape3D> &p_shape) {
  276. if (p_shape == shape) {
  277. return;
  278. }
  279. if (shape.is_valid()) {
  280. shape->disconnect_changed(callable_mp(this, &ShapeCast3D::_shape_changed));
  281. }
  282. shape = p_shape;
  283. if (shape.is_valid()) {
  284. shape->connect_changed(callable_mp(this, &ShapeCast3D::_shape_changed));
  285. shape_rid = shape->get_rid();
  286. }
  287. bool is_editor = Engine::get_singleton()->is_editor_hint();
  288. if (is_inside_tree() && (is_editor || get_tree()->is_debugging_collisions_hint())) {
  289. _update_debug_shape();
  290. }
  291. update_gizmos();
  292. update_configuration_warnings();
  293. }
  294. Ref<Shape3D> ShapeCast3D::get_shape() const {
  295. return shape;
  296. }
  297. void ShapeCast3D::set_exclude_parent_body(bool p_exclude_parent_body) {
  298. if (exclude_parent_body == p_exclude_parent_body) {
  299. return;
  300. }
  301. exclude_parent_body = p_exclude_parent_body;
  302. if (!is_inside_tree()) {
  303. return;
  304. }
  305. if (Object::cast_to<CollisionObject3D>(get_parent())) {
  306. if (exclude_parent_body) {
  307. exclude.insert(Object::cast_to<CollisionObject3D>(get_parent())->get_rid());
  308. } else {
  309. exclude.erase(Object::cast_to<CollisionObject3D>(get_parent())->get_rid());
  310. }
  311. }
  312. }
  313. bool ShapeCast3D::get_exclude_parent_body() const {
  314. return exclude_parent_body;
  315. }
  316. void ShapeCast3D::_update_shapecast_state() {
  317. result.clear();
  318. ERR_FAIL_COND_MSG(shape.is_null(), "Null reference to shape. ShapeCast3D requires a Shape3D to sweep for collisions.");
  319. Ref<World3D> w3d = get_world_3d();
  320. ERR_FAIL_COND(w3d.is_null());
  321. PhysicsDirectSpaceState3D *dss = PhysicsServer3D::get_singleton()->space_get_direct_state(w3d->get_space());
  322. ERR_FAIL_NULL(dss);
  323. Transform3D gt = get_global_transform();
  324. PhysicsDirectSpaceState3D::ShapeParameters params;
  325. params.shape_rid = shape_rid;
  326. params.transform = gt;
  327. params.motion = gt.basis.xform(target_position);
  328. params.margin = margin;
  329. params.exclude = exclude;
  330. params.collision_mask = collision_mask;
  331. params.collide_with_bodies = collide_with_bodies;
  332. params.collide_with_areas = collide_with_areas;
  333. collision_safe_fraction = 0.0;
  334. collision_unsafe_fraction = 0.0;
  335. if (target_position != Vector3()) {
  336. dss->cast_motion(params, collision_safe_fraction, collision_unsafe_fraction);
  337. if (collision_unsafe_fraction < 1.0) {
  338. // Move shape transform to the point of impact,
  339. // so we can collect contact info at that point.
  340. gt.set_origin(gt.get_origin() + params.motion * (collision_unsafe_fraction + CMP_EPSILON));
  341. params.transform = gt;
  342. }
  343. }
  344. // Regardless of whether the shape is stuck or it's moved along
  345. // the motion vector, we'll only consider static collisions from now on.
  346. params.motion = Vector3();
  347. bool intersected = true;
  348. while (intersected && result.size() < max_results) {
  349. PhysicsDirectSpaceState3D::ShapeRestInfo info;
  350. intersected = dss->rest_info(params, &info);
  351. if (intersected) {
  352. result.push_back(info);
  353. params.exclude.insert(info.rid);
  354. }
  355. }
  356. collided = !result.is_empty();
  357. }
  358. void ShapeCast3D::force_shapecast_update() {
  359. _update_shapecast_state();
  360. }
  361. void ShapeCast3D::add_exception_rid(const RID &p_rid) {
  362. exclude.insert(p_rid);
  363. }
  364. void ShapeCast3D::add_exception(const CollisionObject3D *p_node) {
  365. ERR_FAIL_NULL_MSG(p_node, "The passed Node must be an instance of CollisionObject3D.");
  366. add_exception_rid(p_node->get_rid());
  367. }
  368. void ShapeCast3D::remove_exception_rid(const RID &p_rid) {
  369. exclude.erase(p_rid);
  370. }
  371. void ShapeCast3D::remove_exception(const CollisionObject3D *p_node) {
  372. ERR_FAIL_NULL_MSG(p_node, "The passed Node must be an instance of CollisionObject3D.");
  373. remove_exception_rid(p_node->get_rid());
  374. }
  375. void ShapeCast3D::clear_exceptions() {
  376. exclude.clear();
  377. }
  378. void ShapeCast3D::set_collide_with_areas(bool p_clip) {
  379. collide_with_areas = p_clip;
  380. }
  381. bool ShapeCast3D::is_collide_with_areas_enabled() const {
  382. return collide_with_areas;
  383. }
  384. void ShapeCast3D::set_collide_with_bodies(bool p_clip) {
  385. collide_with_bodies = p_clip;
  386. }
  387. bool ShapeCast3D::is_collide_with_bodies_enabled() const {
  388. return collide_with_bodies;
  389. }
  390. Array ShapeCast3D::get_collision_result() const {
  391. Array ret;
  392. for (int i = 0; i < result.size(); ++i) {
  393. const PhysicsDirectSpaceState3D::ShapeRestInfo &sri = result[i];
  394. Dictionary col;
  395. col["point"] = sri.point;
  396. col["normal"] = sri.normal;
  397. col["rid"] = sri.rid;
  398. col["collider"] = ObjectDB::get_instance(sri.collider_id);
  399. col["collider_id"] = sri.collider_id;
  400. col["shape"] = sri.shape;
  401. col["linear_velocity"] = sri.linear_velocity;
  402. ret.push_back(col);
  403. }
  404. return ret;
  405. }
  406. void ShapeCast3D::_update_debug_shape_vertices() {
  407. debug_shape_vertices.clear();
  408. debug_line_vertices.clear();
  409. if (!shape.is_null()) {
  410. debug_shape_vertices.append_array(shape->get_debug_mesh_lines());
  411. for (int i = 0; i < debug_shape_vertices.size(); i++) {
  412. debug_shape_vertices.set(i, debug_shape_vertices[i] + Vector3(target_position * get_closest_collision_safe_fraction()));
  413. }
  414. }
  415. if (target_position == Vector3()) {
  416. return;
  417. }
  418. debug_line_vertices.push_back(Vector3());
  419. debug_line_vertices.push_back(target_position);
  420. }
  421. const Vector<Vector3> &ShapeCast3D::get_debug_shape_vertices() const {
  422. return debug_shape_vertices;
  423. }
  424. const Vector<Vector3> &ShapeCast3D::get_debug_line_vertices() const {
  425. return debug_line_vertices;
  426. }
  427. void ShapeCast3D::set_debug_shape_custom_color(const Color &p_color) {
  428. debug_shape_custom_color = p_color;
  429. if (debug_material.is_valid()) {
  430. _update_debug_shape_material();
  431. }
  432. }
  433. Ref<StandardMaterial3D> ShapeCast3D::get_debug_material() {
  434. _update_debug_shape_material();
  435. return debug_material;
  436. }
  437. const Color &ShapeCast3D::get_debug_shape_custom_color() const {
  438. return debug_shape_custom_color;
  439. }
  440. void ShapeCast3D::_create_debug_shape() {
  441. _update_debug_shape_material();
  442. if (!debug_instance.is_valid()) {
  443. debug_instance = RenderingServer::get_singleton()->instance_create();
  444. }
  445. if (debug_mesh.is_null()) {
  446. debug_mesh.instantiate();
  447. }
  448. }
  449. void ShapeCast3D::_update_debug_shape_material(bool p_check_collision) {
  450. if (!debug_material.is_valid()) {
  451. Ref<StandardMaterial3D> material = memnew(StandardMaterial3D);
  452. debug_material = material;
  453. material->set_shading_mode(StandardMaterial3D::SHADING_MODE_UNSHADED);
  454. material->set_flag(StandardMaterial3D::FLAG_DISABLE_FOG, true);
  455. // Use double-sided rendering so that the RayCast can be seen if the camera is inside.
  456. material->set_cull_mode(BaseMaterial3D::CULL_DISABLED);
  457. material->set_transparency(BaseMaterial3D::TRANSPARENCY_ALPHA);
  458. }
  459. Color color = debug_shape_custom_color;
  460. if (color == Color(0.0, 0.0, 0.0)) {
  461. // Use the default debug shape color defined in the Project Settings.
  462. color = get_tree()->get_debug_collisions_color();
  463. }
  464. if (p_check_collision && collided) {
  465. if ((color.get_h() < 0.055 || color.get_h() > 0.945) && color.get_s() > 0.5 && color.get_v() > 0.5) {
  466. // If base color is already quite reddish, highlight collision with green color
  467. color = Color(0.0, 1.0, 0.0, color.a);
  468. } else {
  469. // Else, highlight collision with red color
  470. color = Color(1.0, 0, 0, color.a);
  471. }
  472. }
  473. Ref<StandardMaterial3D> material = static_cast<Ref<StandardMaterial3D>>(debug_material);
  474. material->set_albedo(color);
  475. }
  476. void ShapeCast3D::_update_debug_shape() {
  477. if (!enabled) {
  478. return;
  479. }
  480. if (!debug_instance.is_valid()) {
  481. _create_debug_shape();
  482. }
  483. _update_debug_shape_vertices();
  484. if (Engine::get_singleton()->is_editor_hint()) {
  485. return;
  486. }
  487. if (!debug_instance.is_valid() || debug_mesh.is_null()) {
  488. return;
  489. }
  490. debug_mesh->clear_surfaces();
  491. Array a;
  492. a.resize(Mesh::ARRAY_MAX);
  493. uint32_t flags = 0;
  494. int surface_count = 0;
  495. if (!debug_shape_vertices.is_empty()) {
  496. a[Mesh::ARRAY_VERTEX] = debug_shape_vertices;
  497. debug_mesh->add_surface_from_arrays(Mesh::PRIMITIVE_LINES, a, Array(), Dictionary(), flags);
  498. debug_mesh->surface_set_material(surface_count, debug_material);
  499. ++surface_count;
  500. }
  501. if (!debug_line_vertices.is_empty()) {
  502. a[Mesh::ARRAY_VERTEX] = debug_line_vertices;
  503. debug_mesh->add_surface_from_arrays(Mesh::PRIMITIVE_LINES, a, Array(), Dictionary(), flags);
  504. debug_mesh->surface_set_material(surface_count, debug_material);
  505. ++surface_count;
  506. }
  507. RenderingServer::get_singleton()->instance_set_base(debug_instance, debug_mesh->get_rid());
  508. if (is_inside_tree()) {
  509. RenderingServer::get_singleton()->instance_set_scenario(debug_instance, get_world_3d()->get_scenario());
  510. RenderingServer::get_singleton()->instance_set_visible(debug_instance, is_visible_in_tree());
  511. RenderingServer::get_singleton()->instance_set_transform(debug_instance, get_global_transform());
  512. }
  513. }
  514. void ShapeCast3D::_clear_debug_shape() {
  515. ERR_FAIL_NULL(RenderingServer::get_singleton());
  516. if (debug_instance.is_valid()) {
  517. RenderingServer::get_singleton()->free(debug_instance);
  518. debug_instance = RID();
  519. }
  520. if (debug_mesh.is_valid()) {
  521. RenderingServer::get_singleton()->free(debug_mesh->get_rid());
  522. debug_mesh = Ref<ArrayMesh>();
  523. }
  524. }