feat: updated engine version to 4.4-rc1
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ee00efde1f
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5459 changed files with 1128836 additions and 198305 deletions
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@ -30,7 +30,6 @@
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#include "shape_3d.h"
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#include "core/os/os.h"
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#include "scene/main/scene_tree.h"
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#include "scene/resources/mesh.h"
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#include "servers/physics_server_3d.h"
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@ -66,6 +65,38 @@ void Shape3D::set_margin(real_t p_margin) {
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PhysicsServer3D::get_singleton()->shape_set_margin(shape, margin);
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}
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void Shape3D::set_debug_color(const Color &p_color) {
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if (p_color == debug_color) {
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return;
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}
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debug_color = p_color;
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#ifdef DEBUG_ENABLED
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debug_properties_edited = true;
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#endif // DEBUG_ENABLED
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_update_shape();
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}
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Color Shape3D::get_debug_color() const {
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return debug_color;
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}
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void Shape3D::set_debug_fill(bool p_fill) {
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if (p_fill == debug_fill) {
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return;
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}
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debug_fill = p_fill;
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#ifdef DEBUG_ENABLED
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debug_properties_edited = true;
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#endif // DEBUG_ENABLED
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_update_shape();
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}
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bool Shape3D::get_debug_fill() const {
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return debug_fill;
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}
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Ref<ArrayMesh> Shape3D::get_debug_mesh() {
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if (debug_mesh_cache.is_valid()) {
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return debug_mesh_cache;
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@ -73,35 +104,66 @@ Ref<ArrayMesh> Shape3D::get_debug_mesh() {
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Vector<Vector3> lines = get_debug_mesh_lines();
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debug_mesh_cache = Ref<ArrayMesh>(memnew(ArrayMesh));
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debug_mesh_cache.instantiate();
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if (!lines.is_empty()) {
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//make mesh
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Vector<Vector3> array;
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array.resize(lines.size());
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{
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Vector3 *w = array.ptrw();
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for (int i = 0; i < lines.size(); i++) {
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w[i] = lines[i];
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}
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Vector3 *v = array.ptrw();
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Vector<Color> arraycol;
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arraycol.resize(lines.size());
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Color *c = arraycol.ptrw();
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for (int i = 0; i < lines.size(); i++) {
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v[i] = lines[i];
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c[i] = debug_color;
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}
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Array arr;
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arr.resize(Mesh::ARRAY_MAX);
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arr[Mesh::ARRAY_VERTEX] = array;
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Array lines_array;
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lines_array.resize(Mesh::ARRAY_MAX);
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lines_array[Mesh::ARRAY_VERTEX] = array;
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lines_array[Mesh::ARRAY_COLOR] = arraycol;
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SceneTree *st = Object::cast_to<SceneTree>(OS::get_singleton()->get_main_loop());
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Ref<StandardMaterial3D> material = get_debug_collision_material();
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debug_mesh_cache->add_surface_from_arrays(Mesh::PRIMITIVE_LINES, arr);
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debug_mesh_cache->add_surface_from_arrays(Mesh::PRIMITIVE_LINES, lines_array);
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debug_mesh_cache->surface_set_material(0, material);
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if (st) {
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debug_mesh_cache->surface_set_material(0, st->get_debug_collision_material());
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if (debug_fill) {
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Ref<ArrayMesh> array_mesh = get_debug_arraymesh_faces(debug_color * Color(1.0, 1.0, 1.0, 0.0625));
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if (array_mesh.is_valid() && array_mesh->get_surface_count() > 0) {
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Array solid_array = array_mesh->surface_get_arrays(0);
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debug_mesh_cache->add_surface_from_arrays(Mesh::PRIMITIVE_TRIANGLES, solid_array);
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debug_mesh_cache->surface_set_material(1, material);
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}
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}
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}
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return debug_mesh_cache;
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}
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Ref<Material> Shape3D::get_debug_collision_material() {
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if (collision_material.is_valid()) {
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return collision_material;
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}
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Ref<StandardMaterial3D> material = memnew(StandardMaterial3D);
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material->set_albedo(Color(1.0, 1.0, 1.0));
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material->set_shading_mode(StandardMaterial3D::SHADING_MODE_UNSHADED);
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material->set_transparency(StandardMaterial3D::TRANSPARENCY_ALPHA);
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material->set_render_priority(StandardMaterial3D::RENDER_PRIORITY_MIN + 1);
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material->set_cull_mode(StandardMaterial3D::CULL_BACK);
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material->set_flag(StandardMaterial3D::FLAG_DISABLE_FOG, true);
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material->set_flag(StandardMaterial3D::FLAG_ALBEDO_FROM_VERTEX_COLOR, true);
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material->set_flag(StandardMaterial3D::FLAG_SRGB_VERTEX_COLOR, true);
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collision_material = material;
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return collision_material;
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}
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void Shape3D::_update_shape() {
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emit_changed();
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debug_mesh_cache.unref();
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