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This brings CollisionPolygon3D up to feature parity with its counterpart CollisionShape3D. Closes #101414. In addition, adding this feature fixes the issue that CollisionPolygon3D would never be rendered in exported builds, even if Visible Collision Shapes is enabled at runtime. Closes #101413.
233 lines
8.5 KiB
C++
233 lines
8.5 KiB
C++
/**************************************************************************/
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/* collision_polygon_3d_gizmo_plugin.cpp */
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/**************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/**************************************************************************/
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/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
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/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/**************************************************************************/
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#include "collision_polygon_3d_gizmo_plugin.h"
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#include "core/math/geometry_2d.h"
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#include "scene/3d/physics/collision_polygon_3d.h"
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CollisionPolygon3DGizmoPlugin::CollisionPolygon3DGizmoPlugin() {
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create_collision_material("shape_material", 2.0);
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create_collision_material("shape_material_arraymesh", 0.0625);
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create_collision_material("shape_material_disabled", 0.0625);
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create_collision_material("shape_material_arraymesh_disabled", 0.015625);
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}
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void CollisionPolygon3DGizmoPlugin::create_collision_material(const String &p_name, float p_alpha) {
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Vector<Ref<StandardMaterial3D>> mats;
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const Color collision_color(1.0, 1.0, 1.0, p_alpha);
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for (int i = 0; i < 4; i++) {
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bool instantiated = i < 2;
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Ref<StandardMaterial3D> material;
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material.instantiate();
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Color color = collision_color;
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color.a *= instantiated ? 0.25 : 1.0;
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material->set_albedo(color);
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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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mats.push_back(material);
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}
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materials[p_name] = mats;
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}
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bool CollisionPolygon3DGizmoPlugin::has_gizmo(Node3D *p_spatial) {
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return Object::cast_to<CollisionPolygon3D>(p_spatial) != nullptr;
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}
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String CollisionPolygon3DGizmoPlugin::get_gizmo_name() const {
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return "CollisionPolygon3D";
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}
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int CollisionPolygon3DGizmoPlugin::get_priority() const {
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return -1;
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}
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void CollisionPolygon3DGizmoPlugin::redraw(EditorNode3DGizmo *p_gizmo) {
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CollisionPolygon3D *polygon = Object::cast_to<CollisionPolygon3D>(p_gizmo->get_node_3d());
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p_gizmo->clear();
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const Ref<StandardMaterial3D> material =
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get_material(!polygon->is_disabled() ? "shape_material" : "shape_material_disabled", p_gizmo);
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const Ref<StandardMaterial3D> material_arraymesh =
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get_material(!polygon->is_disabled() ? "shape_material_arraymesh" : "shape_material_arraymesh_disabled", p_gizmo);
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const Color collision_color = polygon->is_disabled() ? Color(1.0, 1.0, 1.0, 0.75) : polygon->get_debug_color();
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Vector<Vector2> points = polygon->get_polygon();
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float depth = polygon->get_depth() * 0.5;
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Vector<Vector3> lines;
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for (int i = 0; i < points.size(); i++) {
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int n = (i + 1) % points.size();
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lines.push_back(Vector3(points[i].x, points[i].y, depth));
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lines.push_back(Vector3(points[n].x, points[n].y, depth));
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lines.push_back(Vector3(points[i].x, points[i].y, -depth));
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lines.push_back(Vector3(points[n].x, points[n].y, -depth));
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lines.push_back(Vector3(points[i].x, points[i].y, depth));
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lines.push_back(Vector3(points[i].x, points[i].y, -depth));
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}
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if (polygon->get_debug_fill_enabled()) {
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Ref<ArrayMesh> array_mesh;
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array_mesh.instantiate();
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Vector<Vector3> verts;
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Vector<Color> colors;
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Vector<int> indices;
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// Determine orientation of the 2D polygon's vertices to determine
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// which direction to draw outer polygons.
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float signed_area = 0.0f;
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for (int i = 0; i < points.size(); i++) {
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const int j = (i + 1) % points.size();
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signed_area += points[i].x * points[j].y - points[j].x * points[i].y;
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}
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// Generate triangles for the sides of the extruded polygon.
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for (int i = 0; i < points.size(); i++) {
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verts.push_back(Vector3(points[i].x, points[i].y, depth));
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verts.push_back(Vector3(points[i].x, points[i].y, -depth));
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colors.push_back(collision_color);
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colors.push_back(collision_color);
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}
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for (int i = 0; i < verts.size(); i += 2) {
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const int j = (i + 1) % verts.size();
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const int k = (i + 2) % verts.size();
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const int l = (i + 3) % verts.size();
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indices.push_back(i);
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if (signed_area < 0) {
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indices.push_back(j);
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indices.push_back(k);
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} else {
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indices.push_back(k);
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indices.push_back(j);
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}
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indices.push_back(j);
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if (signed_area < 0) {
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indices.push_back(l);
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indices.push_back(k);
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} else {
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indices.push_back(k);
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indices.push_back(l);
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}
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}
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Vector<Vector<Vector2>> decomp = Geometry2D::decompose_polygon_in_convex(polygon->get_polygon());
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// Generate triangles for the bottom cap of the extruded polygon.
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for (int i = 0; i < decomp.size(); i++) {
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Vector<Vector3> cap_verts_bottom;
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Vector<Color> cap_colours_bottom;
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Vector<int> cap_indices_bottom;
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const int index_offset = verts.size();
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const Vector<Vector2> &convex = decomp[i];
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for (int j = 0; j < convex.size(); j++) {
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cap_verts_bottom.push_back(Vector3(convex[j].x, convex[j].y, -depth));
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cap_colours_bottom.push_back(collision_color);
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}
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if (convex.size() >= 3) {
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for (int j = 1; j < convex.size(); j++) {
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const int k = (j + 1) % convex.size();
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cap_indices_bottom.push_back(index_offset + 0);
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cap_indices_bottom.push_back(index_offset + j);
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cap_indices_bottom.push_back(index_offset + k);
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}
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}
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verts.append_array(cap_verts_bottom);
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colors.append_array(cap_colours_bottom);
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indices.append_array(cap_indices_bottom);
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}
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// Generate triangles for the top cap of the extruded polygon.
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for (int i = 0; i < decomp.size(); i++) {
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Vector<Vector3> cap_verts_top;
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Vector<Color> cap_colours_top;
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Vector<int> cap_indices_top;
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const int index_offset = verts.size();
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const Vector<Vector2> &convex = decomp[i];
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for (int j = 0; j < convex.size(); j++) {
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cap_verts_top.push_back(Vector3(convex[j].x, convex[j].y, depth));
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cap_colours_top.push_back(collision_color);
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}
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if (convex.size() >= 3) {
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for (int j = 1; j < convex.size(); j++) {
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const int k = (j + 1) % convex.size();
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cap_indices_top.push_back(index_offset + k);
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cap_indices_top.push_back(index_offset + j);
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cap_indices_top.push_back(index_offset + 0);
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}
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}
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verts.append_array(cap_verts_top);
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colors.append_array(cap_colours_top);
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indices.append_array(cap_indices_top);
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}
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Array a;
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a.resize(Mesh::ARRAY_MAX);
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a[RS::ARRAY_VERTEX] = verts;
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a[RS::ARRAY_COLOR] = colors;
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a[RS::ARRAY_INDEX] = indices;
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array_mesh->add_surface_from_arrays(Mesh::PRIMITIVE_TRIANGLES, a);
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p_gizmo->add_mesh(array_mesh, material_arraymesh);
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}
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p_gizmo->add_lines(lines, material, false, collision_color);
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p_gizmo->add_collision_segments(lines);
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}
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