godot-module-template/engine/scene/resources/3d/shape_3d.cpp

196 lines
6.7 KiB
C++

/**************************************************************************/
/* shape_3d.cpp */
/**************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/**************************************************************************/
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/**************************************************************************/
#include "shape_3d.h"
#include "scene/main/scene_tree.h"
#include "scene/resources/mesh.h"
#include "servers/physics_server_3d.h"
void Shape3D::add_vertices_to_array(Vector<Vector3> &array, const Transform3D &p_xform) {
Vector<Vector3> toadd = get_debug_mesh_lines();
if (toadd.size()) {
int base = array.size();
array.resize(base + toadd.size());
Vector3 *w = array.ptrw();
for (int i = 0; i < toadd.size(); i++) {
w[i + base] = p_xform.xform(toadd[i]);
}
}
}
void Shape3D::set_custom_solver_bias(real_t p_bias) {
custom_bias = p_bias;
PhysicsServer3D::get_singleton()->shape_set_custom_solver_bias(shape, custom_bias);
}
real_t Shape3D::get_custom_solver_bias() const {
return custom_bias;
}
real_t Shape3D::get_margin() const {
return margin;
}
void Shape3D::set_margin(real_t p_margin) {
margin = p_margin;
PhysicsServer3D::get_singleton()->shape_set_margin(shape, margin);
}
void Shape3D::set_debug_color(const Color &p_color) {
if (p_color == debug_color) {
return;
}
debug_color = p_color;
#ifdef DEBUG_ENABLED
debug_properties_edited = true;
#endif // DEBUG_ENABLED
_update_shape();
}
Color Shape3D::get_debug_color() const {
return debug_color;
}
void Shape3D::set_debug_fill(bool p_fill) {
if (p_fill == debug_fill) {
return;
}
debug_fill = p_fill;
#ifdef DEBUG_ENABLED
debug_properties_edited = true;
#endif // DEBUG_ENABLED
_update_shape();
}
bool Shape3D::get_debug_fill() const {
return debug_fill;
}
Ref<ArrayMesh> Shape3D::get_debug_mesh() {
if (debug_mesh_cache.is_valid()) {
return debug_mesh_cache;
}
Vector<Vector3> lines = get_debug_mesh_lines();
debug_mesh_cache.instantiate();
if (!lines.is_empty()) {
//make mesh
Vector<Vector3> array;
array.resize(lines.size());
Vector3 *v = array.ptrw();
Vector<Color> arraycol;
arraycol.resize(lines.size());
Color *c = arraycol.ptrw();
for (int i = 0; i < lines.size(); i++) {
v[i] = lines[i];
c[i] = debug_color;
}
Array lines_array;
lines_array.resize(Mesh::ARRAY_MAX);
lines_array[Mesh::ARRAY_VERTEX] = array;
lines_array[Mesh::ARRAY_COLOR] = arraycol;
Ref<StandardMaterial3D> material = get_debug_collision_material();
debug_mesh_cache->add_surface_from_arrays(Mesh::PRIMITIVE_LINES, lines_array);
debug_mesh_cache->surface_set_material(0, material);
if (debug_fill) {
Ref<ArrayMesh> array_mesh = get_debug_arraymesh_faces(debug_color * Color(1.0, 1.0, 1.0, 0.0625));
if (array_mesh.is_valid() && array_mesh->get_surface_count() > 0) {
Array solid_array = array_mesh->surface_get_arrays(0);
debug_mesh_cache->add_surface_from_arrays(Mesh::PRIMITIVE_TRIANGLES, solid_array);
debug_mesh_cache->surface_set_material(1, material);
}
}
}
return debug_mesh_cache;
}
Ref<Material> Shape3D::get_debug_collision_material() {
if (collision_material.is_valid()) {
return collision_material;
}
Ref<StandardMaterial3D> material = memnew(StandardMaterial3D);
material->set_albedo(Color(1.0, 1.0, 1.0));
material->set_shading_mode(StandardMaterial3D::SHADING_MODE_UNSHADED);
material->set_transparency(StandardMaterial3D::TRANSPARENCY_ALPHA);
material->set_render_priority(StandardMaterial3D::RENDER_PRIORITY_MIN + 1);
material->set_cull_mode(StandardMaterial3D::CULL_BACK);
material->set_flag(StandardMaterial3D::FLAG_DISABLE_FOG, true);
material->set_flag(StandardMaterial3D::FLAG_ALBEDO_FROM_VERTEX_COLOR, true);
material->set_flag(StandardMaterial3D::FLAG_SRGB_VERTEX_COLOR, true);
collision_material = material;
return collision_material;
}
void Shape3D::_update_shape() {
emit_changed();
debug_mesh_cache.unref();
}
void Shape3D::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_custom_solver_bias", "bias"), &Shape3D::set_custom_solver_bias);
ClassDB::bind_method(D_METHOD("get_custom_solver_bias"), &Shape3D::get_custom_solver_bias);
ClassDB::bind_method(D_METHOD("set_margin", "margin"), &Shape3D::set_margin);
ClassDB::bind_method(D_METHOD("get_margin"), &Shape3D::get_margin);
ClassDB::bind_method(D_METHOD("get_debug_mesh"), &Shape3D::get_debug_mesh);
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "custom_solver_bias", PROPERTY_HINT_RANGE, "0,1,0.001"), "set_custom_solver_bias", "get_custom_solver_bias");
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "margin", PROPERTY_HINT_RANGE, "0,10,0.001,or_greater,suffix:m"), "set_margin", "get_margin");
}
Shape3D::Shape3D() {
ERR_PRINT("Default constructor must not be called!");
}
Shape3D::Shape3D(RID p_shape) :
shape(p_shape) {}
Shape3D::~Shape3D() {
ERR_FAIL_NULL(PhysicsServer3D::get_singleton());
PhysicsServer3D::get_singleton()->free(shape);
}