Adding Raycast3D custom debug shape thickness and color
This commit is contained in:
parent
dd1881ae19
commit
068300c7c9
5 changed files with 176 additions and 44 deletions
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@ -136,6 +136,13 @@
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<member name="collision_mask" type="int" setter="set_collision_mask" getter="get_collision_mask" default="1">
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<member name="collision_mask" type="int" setter="set_collision_mask" getter="get_collision_mask" default="1">
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The ray's collision mask. Only objects in at least one collision layer enabled in the mask will be detected. See [url=https://docs.godotengine.org/en/latest/tutorials/physics/physics_introduction.html#collision-layers-and-masks]Collision layers and masks[/url] in the documentation for more information.
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The ray's collision mask. Only objects in at least one collision layer enabled in the mask will be detected. See [url=https://docs.godotengine.org/en/latest/tutorials/physics/physics_introduction.html#collision-layers-and-masks]Collision layers and masks[/url] in the documentation for more information.
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</member>
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</member>
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<member name="debug_shape_custom_color" type="Color" setter="set_debug_shape__custom_color" getter="get_debug_shape_custom_color" default="Color( 0.0, 0.0, 0.0 )">
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The custom color to use to draw the shape in the editor and at run-time if [b]Visible Collision Shapes[/b] is enabled in the [b]Debug[/b] menu. This color will be highlighted at run-time if the [RayCast3D] is colliding with something.
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If set to [code]Color(0.0, 0.0, 0.0)[/code] (by default), the color set in [member ProjectSettings.debug/shapes/collision/shape_color] is used.
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</member>
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<member name="debug_shape_thickness" type="int" setter="set_debug_shape_thickness" getter="get_debug_shape_thickness" default="1">
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If set to [code]1[/code], a line is used as the debug shape. Otherwise, a truncated pyramid is drawn to represent the [RayCast3D]. Requires [b]Visible Collision Shapes[/b] to be enabled in the [b]Debug[/b] menu for the debug shape to be visible at run-time.
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</member>
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<member name="enabled" type="bool" setter="set_enabled" getter="is_enabled" default="true">
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<member name="enabled" type="bool" setter="set_enabled" getter="is_enabled" default="true">
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If [code]true[/code], collisions will be reported.
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If [code]true[/code], collisions will be reported.
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</member>
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</member>
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@ -198,7 +198,11 @@ void EditorNode3DGizmo::add_mesh(const Ref<ArrayMesh> &p_mesh, bool p_billboard,
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}
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}
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void EditorNode3DGizmo::add_lines(const Vector<Vector3> &p_lines, const Ref<Material> &p_material, bool p_billboard, const Color &p_modulate) {
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void EditorNode3DGizmo::add_lines(const Vector<Vector3> &p_lines, const Ref<Material> &p_material, bool p_billboard, const Color &p_modulate) {
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if (p_lines.is_empty()) {
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add_vertices(p_lines, p_material, Mesh::PRIMITIVE_LINES, p_billboard, p_modulate);
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}
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void EditorNode3DGizmo::add_vertices(const Vector<Vector3> &p_vertices, const Ref<Material> &p_material, Mesh::PrimitiveType p_primitive_type, bool p_billboard, const Color &p_modulate) {
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if (p_vertices.is_empty()) {
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return;
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return;
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}
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}
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@ -209,13 +213,13 @@ void EditorNode3DGizmo::add_lines(const Vector<Vector3> &p_lines, const Ref<Mate
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Array a;
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Array a;
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a.resize(Mesh::ARRAY_MAX);
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a.resize(Mesh::ARRAY_MAX);
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a[Mesh::ARRAY_VERTEX] = p_lines;
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a[Mesh::ARRAY_VERTEX] = p_vertices;
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Vector<Color> color;
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Vector<Color> color;
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color.resize(p_lines.size());
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color.resize(p_vertices.size());
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{
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{
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Color *w = color.ptrw();
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Color *w = color.ptrw();
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for (int i = 0; i < p_lines.size(); i++) {
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for (int i = 0; i < p_vertices.size(); i++) {
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if (is_selected()) {
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if (is_selected()) {
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w[i] = Color(1, 1, 1, 0.8) * p_modulate;
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w[i] = Color(1, 1, 1, 0.8) * p_modulate;
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} else {
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} else {
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@ -226,13 +230,13 @@ void EditorNode3DGizmo::add_lines(const Vector<Vector3> &p_lines, const Ref<Mate
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a[Mesh::ARRAY_COLOR] = color;
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a[Mesh::ARRAY_COLOR] = color;
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mesh->add_surface_from_arrays(Mesh::PRIMITIVE_LINES, a);
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mesh->add_surface_from_arrays(p_primitive_type, a);
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mesh->surface_set_material(0, p_material);
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mesh->surface_set_material(0, p_material);
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if (p_billboard) {
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if (p_billboard) {
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float md = 0;
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float md = 0;
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for (int i = 0; i < p_lines.size(); i++) {
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for (int i = 0; i < p_vertices.size(); i++) {
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md = MAX(0, p_lines[i].length());
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md = MAX(0, p_vertices[i].length());
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}
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}
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if (md) {
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if (md) {
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mesh->set_custom_aabb(AABB(Vector3(-md, -md, -md), Vector3(md, md, md) * 2.0));
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mesh->set_custom_aabb(AABB(Vector3(-md, -md, -md), Vector3(md, md, md) * 2.0));
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@ -1906,16 +1910,15 @@ void RayCast3DGizmoPlugin::redraw(EditorNode3DGizmo *p_gizmo) {
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p_gizmo->clear();
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p_gizmo->clear();
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Vector<Vector3> lines;
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const Ref<StandardMaterial3D> material = raycast->is_enabled() ? raycast->get_debug_material() : get_material("shape_material_disabled");
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lines.push_back(Vector3());
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p_gizmo->add_lines(raycast->get_debug_line_vertices(), material);
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lines.push_back(raycast->get_target_position());
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const Ref<StandardMaterial3D> material =
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if (raycast->get_debug_shape_thickness() > 1) {
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get_material(raycast->is_enabled() ? "shape_material" : "shape_material_disabled", p_gizmo);
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p_gizmo->add_vertices(raycast->get_debug_shape_vertices(), material, Mesh::PRIMITIVE_TRIANGLE_STRIP);
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}
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p_gizmo->add_lines(lines, material);
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p_gizmo->add_collision_segments(raycast->get_debug_line_vertices());
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p_gizmo->add_collision_segments(lines);
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}
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}
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/////
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/////
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@ -99,6 +99,7 @@ protected:
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public:
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public:
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void add_lines(const Vector<Vector3> &p_lines, const Ref<Material> &p_material, bool p_billboard = false, const Color &p_modulate = Color(1, 1, 1));
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void add_lines(const Vector<Vector3> &p_lines, const Ref<Material> &p_material, bool p_billboard = false, const Color &p_modulate = Color(1, 1, 1));
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void add_vertices(const Vector<Vector3> &p_vertices, const Ref<Material> &p_material, Mesh::PrimitiveType p_primitive_type, bool p_billboard = false, const Color &p_modulate = Color(1, 1, 1));
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void add_mesh(const Ref<ArrayMesh> &p_mesh, bool p_billboard = false, const Ref<SkinReference> &p_skin_reference = Ref<SkinReference>(), const Ref<Material> &p_material = Ref<Material>());
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void add_mesh(const Ref<ArrayMesh> &p_mesh, bool p_billboard = false, const Ref<SkinReference> &p_skin_reference = Ref<SkinReference>(), const Ref<Material> &p_material = Ref<Material>());
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void add_collision_segments(const Vector<Vector3> &p_lines);
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void add_collision_segments(const Vector<Vector3> &p_lines);
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void add_collision_triangles(const Ref<TriangleMesh> &p_tmesh);
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void add_collision_triangles(const Ref<TriangleMesh> &p_tmesh);
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@ -37,10 +37,13 @@
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void RayCast3D::set_target_position(const Vector3 &p_point) {
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void RayCast3D::set_target_position(const Vector3 &p_point) {
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target_position = p_point;
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target_position = p_point;
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if (is_inside_tree() && (Engine::get_singleton()->is_editor_hint() || get_tree()->is_debugging_collisions_hint())) {
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update_gizmo();
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update_gizmo();
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}
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if (Engine::get_singleton()->is_editor_hint()) {
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if (is_inside_tree() && get_tree()->is_debugging_collisions_hint()) {
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if (is_inside_tree()) {
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_update_debug_shape_vertices();
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}
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} else if (debug_shape) {
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_update_debug_shape();
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_update_debug_shape();
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}
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}
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}
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}
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@ -146,6 +149,9 @@ bool RayCast3D::get_exclude_parent_body() const {
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void RayCast3D::_notification(int p_what) {
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void RayCast3D::_notification(int p_what) {
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switch (p_what) {
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switch (p_what) {
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case NOTIFICATION_ENTER_TREE: {
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case NOTIFICATION_ENTER_TREE: {
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if (Engine::get_singleton()->is_editor_hint()) {
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_update_debug_shape_vertices();
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}
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if (enabled && !Engine::get_singleton()->is_editor_hint()) {
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if (enabled && !Engine::get_singleton()->is_editor_hint()) {
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set_physics_process_internal(true);
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set_physics_process_internal(true);
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} else {
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} else {
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@ -183,10 +189,7 @@ void RayCast3D::_notification(int p_what) {
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bool prev_collision_state = collided;
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bool prev_collision_state = collided;
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_update_raycast_state();
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_update_raycast_state();
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if (prev_collision_state != collided && get_tree()->is_debugging_collisions_hint()) {
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if (prev_collision_state != collided && get_tree()->is_debugging_collisions_hint()) {
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if (debug_material.is_valid()) {
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_update_debug_shape_material(true);
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Ref<StandardMaterial3D> line_material = static_cast<Ref<StandardMaterial3D>>(debug_material);
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line_material->set_albedo(collided ? Color(1.0, 0, 0) : Color(1.0, 0.8, 0.6));
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}
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}
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}
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} break;
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} break;
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@ -310,6 +313,12 @@ void RayCast3D::_bind_methods() {
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ClassDB::bind_method(D_METHOD("set_collide_with_bodies", "enable"), &RayCast3D::set_collide_with_bodies);
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ClassDB::bind_method(D_METHOD("set_collide_with_bodies", "enable"), &RayCast3D::set_collide_with_bodies);
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ClassDB::bind_method(D_METHOD("is_collide_with_bodies_enabled"), &RayCast3D::is_collide_with_bodies_enabled);
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ClassDB::bind_method(D_METHOD("is_collide_with_bodies_enabled"), &RayCast3D::is_collide_with_bodies_enabled);
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ClassDB::bind_method(D_METHOD("set_debug_shape_custom_color", "debug_shape_custom_color"), &RayCast3D::set_debug_shape_custom_color);
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ClassDB::bind_method(D_METHOD("get_debug_shape_custom_color"), &RayCast3D::get_debug_shape_custom_color);
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ClassDB::bind_method(D_METHOD("set_debug_shape_thickness", "debug_shape_thickness"), &RayCast3D::set_debug_shape_thickness);
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ClassDB::bind_method(D_METHOD("get_debug_shape_thickness"), &RayCast3D::get_debug_shape_thickness);
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ADD_PROPERTY(PropertyInfo(Variant::BOOL, "enabled"), "set_enabled", "is_enabled");
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ADD_PROPERTY(PropertyInfo(Variant::BOOL, "enabled"), "set_enabled", "is_enabled");
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ADD_PROPERTY(PropertyInfo(Variant::BOOL, "exclude_parent"), "set_exclude_parent_body", "get_exclude_parent_body");
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ADD_PROPERTY(PropertyInfo(Variant::BOOL, "exclude_parent"), "set_exclude_parent_body", "get_exclude_parent_body");
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ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "target_position"), "set_target_position", "get_target_position");
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ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "target_position"), "set_target_position", "get_target_position");
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@ -318,16 +327,80 @@ void RayCast3D::_bind_methods() {
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ADD_GROUP("Collide With", "collide_with");
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ADD_GROUP("Collide With", "collide_with");
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ADD_PROPERTY(PropertyInfo(Variant::BOOL, "collide_with_areas", PROPERTY_HINT_LAYERS_3D_PHYSICS), "set_collide_with_areas", "is_collide_with_areas_enabled");
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ADD_PROPERTY(PropertyInfo(Variant::BOOL, "collide_with_areas", PROPERTY_HINT_LAYERS_3D_PHYSICS), "set_collide_with_areas", "is_collide_with_areas_enabled");
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ADD_PROPERTY(PropertyInfo(Variant::BOOL, "collide_with_bodies", PROPERTY_HINT_LAYERS_3D_PHYSICS), "set_collide_with_bodies", "is_collide_with_bodies_enabled");
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ADD_PROPERTY(PropertyInfo(Variant::BOOL, "collide_with_bodies", PROPERTY_HINT_LAYERS_3D_PHYSICS), "set_collide_with_bodies", "is_collide_with_bodies_enabled");
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ADD_GROUP("Debug Shape", "debug_shape");
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ADD_PROPERTY(PropertyInfo(Variant::COLOR, "debug_shape_custom_color"), "set_debug_shape_custom_color", "get_debug_shape_custom_color");
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ADD_PROPERTY(PropertyInfo(Variant::INT, "debug_shape_thickness", PROPERTY_HINT_RANGE, "1,5"), "set_debug_shape_thickness", "get_debug_shape_thickness");
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}
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float RayCast3D::get_debug_shape_thickness() const {
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return debug_shape_thickness;
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}
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void RayCast3D::_update_debug_shape_vertices() {
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debug_shape_vertices.clear();
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debug_line_vertices.clear();
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if (target_position == Vector3()) {
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return;
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}
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debug_line_vertices.push_back(Vector3());
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debug_line_vertices.push_back(target_position);
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if (debug_shape_thickness > 1) {
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float scale_factor = 100.0;
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Vector3 dir = Vector3(target_position).normalized();
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// Draw truncated pyramid
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Vector3 normal = (fabs(dir.x) + fabs(dir.y) > CMP_EPSILON) ? Vector3(-dir.y, dir.x, 0).normalized() : Vector3(0, -dir.z, dir.y).normalized();
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normal *= debug_shape_thickness / scale_factor;
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int vertices_strip_order[14] = { 4, 5, 0, 1, 2, 5, 6, 4, 7, 0, 3, 2, 7, 6 };
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for (int v = 0; v < 14; v++) {
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Vector3 vertex = vertices_strip_order[v] < 4 ? normal : normal / 3.0 + target_position;
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debug_shape_vertices.push_back(vertex.rotated(dir, Math_PI * (0.5 * (vertices_strip_order[v] % 4) + 0.25)));
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}
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}
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}
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void RayCast3D::set_debug_shape_thickness(const float p_debug_shape_thickness) {
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debug_shape_thickness = p_debug_shape_thickness;
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update_gizmo();
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if (Engine::get_singleton()->is_editor_hint()) {
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if (is_inside_tree()) {
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_update_debug_shape_vertices();
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}
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} else if (debug_shape) {
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_update_debug_shape();
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}
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}
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const Vector<Vector3> &RayCast3D::get_debug_shape_vertices() const {
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return debug_shape_vertices;
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}
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const Vector<Vector3> &RayCast3D::get_debug_line_vertices() const {
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return debug_line_vertices;
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}
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void RayCast3D::set_debug_shape_custom_color(const Color &p_color) {
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debug_shape_custom_color = p_color;
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if (debug_material.is_valid()) {
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_update_debug_shape_material();
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}
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}
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Ref<StandardMaterial3D> RayCast3D::get_debug_material() {
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_update_debug_shape_material();
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return debug_material;
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}
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const Color &RayCast3D::get_debug_shape_custom_color() const {
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return debug_shape_custom_color;
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}
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}
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void RayCast3D::_create_debug_shape() {
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void RayCast3D::_create_debug_shape() {
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if (!debug_material.is_valid()) {
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_update_debug_shape_material();
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debug_material = Ref<StandardMaterial3D>(memnew(StandardMaterial3D));
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Ref<StandardMaterial3D> line_material = static_cast<Ref<StandardMaterial3D>>(debug_material);
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line_material->set_shading_mode(StandardMaterial3D::SHADING_MODE_UNSHADED);
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line_material->set_albedo(Color(1.0, 0.8, 0.6));
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}
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Ref<ArrayMesh> mesh = memnew(ArrayMesh);
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Ref<ArrayMesh> mesh = memnew(ArrayMesh);
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@ -338,6 +411,35 @@ void RayCast3D::_create_debug_shape() {
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debug_shape = mi;
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debug_shape = mi;
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}
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}
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void RayCast3D::_update_debug_shape_material(bool p_check_collision) {
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if (!debug_material.is_valid()) {
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Ref<StandardMaterial3D> material = memnew(StandardMaterial3D);
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debug_material = material;
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material->set_shading_mode(StandardMaterial3D::SHADING_MODE_UNSHADED);
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material->set_transparency(BaseMaterial3D::TRANSPARENCY_ALPHA);
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}
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Color color = debug_shape_custom_color;
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if (color == Color(0.0, 0.0, 0.0)) {
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// Use the default debug shape color defined in the Project Settings.
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color = get_tree()->get_debug_collisions_color();
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}
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if (p_check_collision) {
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if ((color.get_h() < 0.055 || color.get_h() > 0.945) && color.get_s() > 0.5 && color.get_v() > 0.5) {
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// If base color is already quite reddish, hightlight collision with green color
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color = Color(0.0, 1.0, 0.0, color.a);
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} else {
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// Else, hightlight collision with red color
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color = Color(1.0, 0, 0, color.a);
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}
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}
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Ref<StandardMaterial3D> material = static_cast<Ref<StandardMaterial3D>>(debug_material);
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material->set_albedo(color);
|
||||||
|
}
|
||||||
|
|
||||||
void RayCast3D::_update_debug_shape() {
|
void RayCast3D::_update_debug_shape() {
|
||||||
if (!enabled) {
|
if (!enabled) {
|
||||||
return;
|
return;
|
||||||
|
@ -353,26 +455,28 @@ void RayCast3D::_update_debug_shape() {
|
||||||
return;
|
return;
|
||||||
}
|
}
|
||||||
|
|
||||||
Vector<Vector3> verts;
|
_update_debug_shape_vertices();
|
||||||
verts.push_back(Vector3());
|
|
||||||
verts.push_back(target_position);
|
|
||||||
|
|
||||||
if (mesh->get_surface_count() == 0) {
|
mesh->clear_surfaces();
|
||||||
Array a;
|
|
||||||
a.resize(Mesh::ARRAY_MAX);
|
|
||||||
a[Mesh::ARRAY_VERTEX] = verts;
|
|
||||||
|
|
||||||
uint32_t flags = Mesh::ARRAY_FLAG_USE_DYNAMIC_UPDATE;
|
Array a;
|
||||||
|
a.resize(Mesh::ARRAY_MAX);
|
||||||
|
|
||||||
|
uint32_t flags = 0;
|
||||||
|
int surface_count = 0;
|
||||||
|
|
||||||
|
if (!debug_line_vertices.is_empty()) {
|
||||||
|
a[Mesh::ARRAY_VERTEX] = debug_line_vertices;
|
||||||
mesh->add_surface_from_arrays(Mesh::PRIMITIVE_LINES, a, Array(), Dictionary(), flags);
|
mesh->add_surface_from_arrays(Mesh::PRIMITIVE_LINES, a, Array(), Dictionary(), flags);
|
||||||
mesh->surface_set_material(0, debug_material);
|
mesh->surface_set_material(surface_count, debug_material);
|
||||||
} else {
|
++surface_count;
|
||||||
Vector<uint8_t> byte_array;
|
}
|
||||||
int array_size = sizeof(Vector3) * verts.size();
|
|
||||||
byte_array.resize(array_size);
|
|
||||||
copymem(byte_array.ptrw(), verts.ptr(), array_size);
|
|
||||||
|
|
||||||
RS::get_singleton()->mesh_surface_update_region(mesh->get_rid(), 0, 0, byte_array);
|
if (!debug_shape_vertices.is_empty()) {
|
||||||
|
a[Mesh::ARRAY_VERTEX] = debug_shape_vertices;
|
||||||
|
mesh->add_surface_from_arrays(Mesh::PRIMITIVE_TRIANGLE_STRIP, a, Array(), Dictionary(), flags);
|
||||||
|
mesh->surface_set_material(surface_count, debug_material);
|
||||||
|
++surface_count;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
|
@ -51,9 +51,15 @@ class RayCast3D : public Node3D {
|
||||||
|
|
||||||
Node *debug_shape = nullptr;
|
Node *debug_shape = nullptr;
|
||||||
Ref<Material> debug_material;
|
Ref<Material> debug_material;
|
||||||
|
Color debug_shape_custom_color = Color(0.0, 0.0, 0.0);
|
||||||
|
int debug_shape_thickness = 2;
|
||||||
|
Vector<Vector3> debug_shape_vertices;
|
||||||
|
Vector<Vector3> debug_line_vertices;
|
||||||
|
|
||||||
void _create_debug_shape();
|
void _create_debug_shape();
|
||||||
void _update_debug_shape();
|
void _update_debug_shape();
|
||||||
|
void _update_debug_shape_material(bool p_check_collision = false);
|
||||||
|
void _update_debug_shape_vertices();
|
||||||
void _clear_debug_shape();
|
void _clear_debug_shape();
|
||||||
|
|
||||||
bool collide_with_areas = false;
|
bool collide_with_areas = false;
|
||||||
|
@ -86,6 +92,17 @@ public:
|
||||||
void set_exclude_parent_body(bool p_exclude_parent_body);
|
void set_exclude_parent_body(bool p_exclude_parent_body);
|
||||||
bool get_exclude_parent_body() const;
|
bool get_exclude_parent_body() const;
|
||||||
|
|
||||||
|
const Color &get_debug_shape_custom_color() const;
|
||||||
|
void set_debug_shape_custom_color(const Color &p_color);
|
||||||
|
|
||||||
|
const Vector<Vector3> &get_debug_shape_vertices() const;
|
||||||
|
const Vector<Vector3> &get_debug_line_vertices() const;
|
||||||
|
|
||||||
|
Ref<StandardMaterial3D> get_debug_material();
|
||||||
|
|
||||||
|
float get_debug_shape_thickness() const;
|
||||||
|
void set_debug_shape_thickness(const float p_debug_thickness);
|
||||||
|
|
||||||
void force_raycast_update();
|
void force_raycast_update();
|
||||||
bool is_colliding() const;
|
bool is_colliding() const;
|
||||||
Object *get_collider() const;
|
Object *get_collider() const;
|
||||||
|
|
Loading…
Reference in a new issue