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godot/editor/plugins/gizmos/collision_polygon_3d_gizmo_plugin.cpp
BattyBovine a3ef9de6a8 Add debug colours and fills to CollisionPolygon3D.
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.
2025-01-20 18:27:05 -05:00

233 lines
8.5 KiB
C++

/**************************************************************************/
/* collision_polygon_3d_gizmo_plugin.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 "collision_polygon_3d_gizmo_plugin.h"
#include "core/math/geometry_2d.h"
#include "scene/3d/physics/collision_polygon_3d.h"
CollisionPolygon3DGizmoPlugin::CollisionPolygon3DGizmoPlugin() {
create_collision_material("shape_material", 2.0);
create_collision_material("shape_material_arraymesh", 0.0625);
create_collision_material("shape_material_disabled", 0.0625);
create_collision_material("shape_material_arraymesh_disabled", 0.015625);
}
void CollisionPolygon3DGizmoPlugin::create_collision_material(const String &p_name, float p_alpha) {
Vector<Ref<StandardMaterial3D>> mats;
const Color collision_color(1.0, 1.0, 1.0, p_alpha);
for (int i = 0; i < 4; i++) {
bool instantiated = i < 2;
Ref<StandardMaterial3D> material;
material.instantiate();
Color color = collision_color;
color.a *= instantiated ? 0.25 : 1.0;
material->set_albedo(color);
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);
mats.push_back(material);
}
materials[p_name] = mats;
}
bool CollisionPolygon3DGizmoPlugin::has_gizmo(Node3D *p_spatial) {
return Object::cast_to<CollisionPolygon3D>(p_spatial) != nullptr;
}
String CollisionPolygon3DGizmoPlugin::get_gizmo_name() const {
return "CollisionPolygon3D";
}
int CollisionPolygon3DGizmoPlugin::get_priority() const {
return -1;
}
void CollisionPolygon3DGizmoPlugin::redraw(EditorNode3DGizmo *p_gizmo) {
CollisionPolygon3D *polygon = Object::cast_to<CollisionPolygon3D>(p_gizmo->get_node_3d());
p_gizmo->clear();
const Ref<StandardMaterial3D> material =
get_material(!polygon->is_disabled() ? "shape_material" : "shape_material_disabled", p_gizmo);
const Ref<StandardMaterial3D> material_arraymesh =
get_material(!polygon->is_disabled() ? "shape_material_arraymesh" : "shape_material_arraymesh_disabled", p_gizmo);
const Color collision_color = polygon->is_disabled() ? Color(1.0, 1.0, 1.0, 0.75) : polygon->get_debug_color();
Vector<Vector2> points = polygon->get_polygon();
float depth = polygon->get_depth() * 0.5;
Vector<Vector3> lines;
for (int i = 0; i < points.size(); i++) {
int n = (i + 1) % points.size();
lines.push_back(Vector3(points[i].x, points[i].y, depth));
lines.push_back(Vector3(points[n].x, points[n].y, depth));
lines.push_back(Vector3(points[i].x, points[i].y, -depth));
lines.push_back(Vector3(points[n].x, points[n].y, -depth));
lines.push_back(Vector3(points[i].x, points[i].y, depth));
lines.push_back(Vector3(points[i].x, points[i].y, -depth));
}
if (polygon->get_debug_fill_enabled()) {
Ref<ArrayMesh> array_mesh;
array_mesh.instantiate();
Vector<Vector3> verts;
Vector<Color> colors;
Vector<int> indices;
// Determine orientation of the 2D polygon's vertices to determine
// which direction to draw outer polygons.
float signed_area = 0.0f;
for (int i = 0; i < points.size(); i++) {
const int j = (i + 1) % points.size();
signed_area += points[i].x * points[j].y - points[j].x * points[i].y;
}
// Generate triangles for the sides of the extruded polygon.
for (int i = 0; i < points.size(); i++) {
verts.push_back(Vector3(points[i].x, points[i].y, depth));
verts.push_back(Vector3(points[i].x, points[i].y, -depth));
colors.push_back(collision_color);
colors.push_back(collision_color);
}
for (int i = 0; i < verts.size(); i += 2) {
const int j = (i + 1) % verts.size();
const int k = (i + 2) % verts.size();
const int l = (i + 3) % verts.size();
indices.push_back(i);
if (signed_area < 0) {
indices.push_back(j);
indices.push_back(k);
} else {
indices.push_back(k);
indices.push_back(j);
}
indices.push_back(j);
if (signed_area < 0) {
indices.push_back(l);
indices.push_back(k);
} else {
indices.push_back(k);
indices.push_back(l);
}
}
Vector<Vector<Vector2>> decomp = Geometry2D::decompose_polygon_in_convex(polygon->get_polygon());
// Generate triangles for the bottom cap of the extruded polygon.
for (int i = 0; i < decomp.size(); i++) {
Vector<Vector3> cap_verts_bottom;
Vector<Color> cap_colours_bottom;
Vector<int> cap_indices_bottom;
const int index_offset = verts.size();
const Vector<Vector2> &convex = decomp[i];
for (int j = 0; j < convex.size(); j++) {
cap_verts_bottom.push_back(Vector3(convex[j].x, convex[j].y, -depth));
cap_colours_bottom.push_back(collision_color);
}
if (convex.size() >= 3) {
for (int j = 1; j < convex.size(); j++) {
const int k = (j + 1) % convex.size();
cap_indices_bottom.push_back(index_offset + 0);
cap_indices_bottom.push_back(index_offset + j);
cap_indices_bottom.push_back(index_offset + k);
}
}
verts.append_array(cap_verts_bottom);
colors.append_array(cap_colours_bottom);
indices.append_array(cap_indices_bottom);
}
// Generate triangles for the top cap of the extruded polygon.
for (int i = 0; i < decomp.size(); i++) {
Vector<Vector3> cap_verts_top;
Vector<Color> cap_colours_top;
Vector<int> cap_indices_top;
const int index_offset = verts.size();
const Vector<Vector2> &convex = decomp[i];
for (int j = 0; j < convex.size(); j++) {
cap_verts_top.push_back(Vector3(convex[j].x, convex[j].y, depth));
cap_colours_top.push_back(collision_color);
}
if (convex.size() >= 3) {
for (int j = 1; j < convex.size(); j++) {
const int k = (j + 1) % convex.size();
cap_indices_top.push_back(index_offset + k);
cap_indices_top.push_back(index_offset + j);
cap_indices_top.push_back(index_offset + 0);
}
}
verts.append_array(cap_verts_top);
colors.append_array(cap_colours_top);
indices.append_array(cap_indices_top);
}
Array a;
a.resize(Mesh::ARRAY_MAX);
a[RS::ARRAY_VERTEX] = verts;
a[RS::ARRAY_COLOR] = colors;
a[RS::ARRAY_INDEX] = indices;
array_mesh->add_surface_from_arrays(Mesh::PRIMITIVE_TRIANGLES, a);
p_gizmo->add_mesh(array_mesh, material_arraymesh);
}
p_gizmo->add_lines(lines, material, false, collision_color);
p_gizmo->add_collision_segments(lines);
}