godot/scene/3d/collision_shape_3d.cpp
jfons cfb555a081 Node3D gizmo improvements
* Clean-up of node_3d_editor_plugin.{h,cpp}: removed unused code, fixed some bugs.
* Moved node_3d_editor_gizmos.{h,cpp} to editor/plugins.
* Added support for multiple gizmos per node. This means custom gizmos will no longer override the built-in ones and that multiple gizmos can be used in more complex nodes.
* Added support for handle IDs. When adding handles to a gizmo, an ID can be specified for each one, making it easier to work with gizmos that have a variable number of handles.
* Added support for subgizmos, selectable elements that can be transformed without needing a node of their own. By overriding _subgizmo_intersect_frustum() and/or _subgizmo_intersect_ray() gizmos can define which subgizmos should be selected on a region or click selection. Subgizmo transformations are applied using get/set/commit virtual methods, similar to how handles work.
2021-07-23 21:01:10 +02:00

211 lines
7.5 KiB
C++

/*************************************************************************/
/* collision_shape_3d.cpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* 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_shape_3d.h"
#include "core/math/quick_hull.h"
#include "mesh_instance_3d.h"
#include "physics_body_3d.h"
#include "scene/resources/box_shape_3d.h"
#include "scene/resources/capsule_shape_3d.h"
#include "scene/resources/concave_polygon_shape_3d.h"
#include "scene/resources/convex_polygon_shape_3d.h"
#include "scene/resources/ray_shape_3d.h"
#include "scene/resources/sphere_shape_3d.h"
#include "scene/resources/world_margin_shape_3d.h"
#include "servers/rendering_server.h"
//TODO: Implement CylinderShape and HeightMapShape?
void CollisionShape3D::make_convex_from_siblings() {
Node *p = get_parent();
if (!p) {
return;
}
Vector<Vector3> vertices;
for (int i = 0; i < p->get_child_count(); i++) {
Node *n = p->get_child(i);
MeshInstance3D *mi = Object::cast_to<MeshInstance3D>(n);
if (mi) {
Ref<Mesh> m = mi->get_mesh();
if (m.is_valid()) {
for (int j = 0; j < m->get_surface_count(); j++) {
Array a = m->surface_get_arrays(j);
if (!a.is_empty()) {
Vector<Vector3> v = a[RenderingServer::ARRAY_VERTEX];
for (int k = 0; k < v.size(); k++) {
vertices.append(mi->get_transform().xform(v[k]));
}
}
}
}
}
}
Ref<ConvexPolygonShape3D> shape = memnew(ConvexPolygonShape3D);
shape->set_points(vertices);
set_shape(shape);
}
void CollisionShape3D::_update_in_shape_owner(bool p_xform_only) {
parent->shape_owner_set_transform(owner_id, get_transform());
if (p_xform_only) {
return;
}
parent->shape_owner_set_disabled(owner_id, disabled);
}
void CollisionShape3D::_notification(int p_what) {
switch (p_what) {
case NOTIFICATION_PARENTED: {
parent = Object::cast_to<CollisionObject3D>(get_parent());
if (parent) {
owner_id = parent->create_shape_owner(this);
if (shape.is_valid()) {
parent->shape_owner_add_shape(owner_id, shape);
}
_update_in_shape_owner();
}
} break;
case NOTIFICATION_ENTER_TREE: {
if (parent) {
_update_in_shape_owner();
}
} break;
case NOTIFICATION_LOCAL_TRANSFORM_CHANGED: {
if (parent) {
_update_in_shape_owner(true);
}
} break;
case NOTIFICATION_UNPARENTED: {
if (parent) {
parent->remove_shape_owner(owner_id);
}
owner_id = 0;
parent = nullptr;
} break;
}
}
void CollisionShape3D::resource_changed(RES res) {
update_gizmos();
}
TypedArray<String> CollisionShape3D::get_configuration_warnings() const {
TypedArray<String> warnings = Node::get_configuration_warnings();
if (!Object::cast_to<CollisionObject3D>(get_parent())) {
warnings.push_back(TTR("CollisionShape3D only serves to provide a collision shape to a CollisionObject3D derived node. Please only use it as a child of Area3D, StaticBody3D, RigidBody3D, CharacterBody3D, etc. to give them a shape."));
}
if (!shape.is_valid()) {
warnings.push_back(TTR("A shape must be provided for CollisionShape3D to function. Please create a shape resource for it."));
}
if (shape.is_valid() &&
Object::cast_to<RigidBody3D>(get_parent()) &&
Object::cast_to<ConcavePolygonShape3D>(*shape) &&
Object::cast_to<RigidBody3D>(get_parent())->get_mode() != RigidBody3D::MODE_STATIC) {
warnings.push_back(TTR("ConcavePolygonShape3D doesn't support RigidBody3D in another mode than static."));
}
return warnings;
}
void CollisionShape3D::_bind_methods() {
//not sure if this should do anything
ClassDB::bind_method(D_METHOD("resource_changed", "resource"), &CollisionShape3D::resource_changed);
ClassDB::bind_method(D_METHOD("set_shape", "shape"), &CollisionShape3D::set_shape);
ClassDB::bind_method(D_METHOD("get_shape"), &CollisionShape3D::get_shape);
ClassDB::bind_method(D_METHOD("set_disabled", "enable"), &CollisionShape3D::set_disabled);
ClassDB::bind_method(D_METHOD("is_disabled"), &CollisionShape3D::is_disabled);
ClassDB::bind_method(D_METHOD("make_convex_from_siblings"), &CollisionShape3D::make_convex_from_siblings);
ClassDB::set_method_flags("CollisionShape3D", "make_convex_from_siblings", METHOD_FLAGS_DEFAULT | METHOD_FLAG_EDITOR);
ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "shape", PROPERTY_HINT_RESOURCE_TYPE, "Shape3D"), "set_shape", "get_shape");
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "disabled"), "set_disabled", "is_disabled");
}
void CollisionShape3D::set_shape(const Ref<Shape3D> &p_shape) {
if (p_shape == shape) {
return;
}
if (!shape.is_null()) {
shape->unregister_owner(this);
}
shape = p_shape;
if (!shape.is_null()) {
shape->register_owner(this);
}
update_gizmos();
if (parent) {
parent->shape_owner_clear_shapes(owner_id);
if (shape.is_valid()) {
parent->shape_owner_add_shape(owner_id, shape);
}
}
if (is_inside_tree() && parent) {
// If this is a heightfield shape our center may have changed
_update_in_shape_owner(true);
}
update_configuration_warnings();
}
Ref<Shape3D> CollisionShape3D::get_shape() const {
return shape;
}
void CollisionShape3D::set_disabled(bool p_disabled) {
disabled = p_disabled;
update_gizmos();
if (parent) {
parent->shape_owner_set_disabled(owner_id, p_disabled);
}
}
bool CollisionShape3D::is_disabled() const {
return disabled;
}
CollisionShape3D::CollisionShape3D() {
//indicator = RenderingServer::get_singleton()->mesh_create();
set_notify_local_transform(true);
}
CollisionShape3D::~CollisionShape3D() {
if (!shape.is_null()) {
shape->unregister_owner(this);
}
//RenderingServer::get_singleton()->free(indicator);
}