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	Adds a few checks to ensure a debug collision mesh contains mesh data before attempting to add it to the gizmo draw list. This prevents errors when using SeparationRayShape3D, which is only intended to draw a single line, and contains no mesh data. Closes #100665
		
			
				
	
	
		
			195 lines
		
	
	
	
		
			6.7 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			195 lines
		
	
	
	
		
			6.7 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
/**************************************************************************/
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/*  shape_3d.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 "shape_3d.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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void Shape3D::add_vertices_to_array(Vector<Vector3> &array, const Transform3D &p_xform) {
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	Vector<Vector3> toadd = get_debug_mesh_lines();
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	if (toadd.size()) {
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		int base = array.size();
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		array.resize(base + toadd.size());
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		Vector3 *w = array.ptrw();
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		for (int i = 0; i < toadd.size(); i++) {
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			w[i + base] = p_xform.xform(toadd[i]);
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		}
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	}
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}
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void Shape3D::set_custom_solver_bias(real_t p_bias) {
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	custom_bias = p_bias;
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	PhysicsServer3D::get_singleton()->shape_set_custom_solver_bias(shape, custom_bias);
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}
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real_t Shape3D::get_custom_solver_bias() const {
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	return custom_bias;
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}
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real_t Shape3D::get_margin() const {
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	return margin;
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}
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void Shape3D::set_margin(real_t p_margin) {
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	margin = 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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	}
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	Vector<Vector3> lines = get_debug_mesh_lines();
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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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		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 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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		Ref<StandardMaterial3D> material = get_debug_collision_material();
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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 (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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}
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void Shape3D::_bind_methods() {
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	ClassDB::bind_method(D_METHOD("set_custom_solver_bias", "bias"), &Shape3D::set_custom_solver_bias);
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	ClassDB::bind_method(D_METHOD("get_custom_solver_bias"), &Shape3D::get_custom_solver_bias);
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	ClassDB::bind_method(D_METHOD("set_margin", "margin"), &Shape3D::set_margin);
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	ClassDB::bind_method(D_METHOD("get_margin"), &Shape3D::get_margin);
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	ClassDB::bind_method(D_METHOD("get_debug_mesh"), &Shape3D::get_debug_mesh);
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	ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "custom_solver_bias", PROPERTY_HINT_RANGE, "0,1,0.001"), "set_custom_solver_bias", "get_custom_solver_bias");
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	ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "margin", PROPERTY_HINT_RANGE, "0,10,0.001,or_greater,suffix:m"), "set_margin", "get_margin");
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}
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Shape3D::Shape3D() {
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	ERR_PRINT("Default constructor must not be called!");
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}
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Shape3D::Shape3D(RID p_shape) :
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		shape(p_shape) {}
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Shape3D::~Shape3D() {
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	ERR_FAIL_NULL(PhysicsServer3D::get_singleton());
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	PhysicsServer3D::get_singleton()->free(shape);
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}
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