@tool const HT_Logger = preload("./util/logger.gd") const HTerrainData = preload("./hterrain_data.gd") var _shape_rid := RID() var _body_rid := RID() var _terrain_transform := Transform3D() var _terrain_data : HTerrainData = null var _logger = HT_Logger.get_for(self) func _init(attached_node: Node, initial_layer: int, initial_mask: int): _logger.debug("HTerrainCollider: creating body") assert(attached_node != null) _shape_rid = PhysicsServer3D.heightmap_shape_create() _body_rid = PhysicsServer3D.body_create() PhysicsServer3D.body_set_mode(_body_rid, PhysicsServer3D.BODY_MODE_STATIC) PhysicsServer3D.body_set_collision_layer(_body_rid, initial_layer) PhysicsServer3D.body_set_collision_mask(_body_rid, initial_mask) # TODO This is an attempt to workaround https://github.com/godotengine/godot/issues/24390 PhysicsServer3D.body_set_ray_pickable(_body_rid, false) # Assigng dummy data # TODO This is a workaround to https://github.com/godotengine/godot/issues/25304 PhysicsServer3D.shape_set_data(_shape_rid, { "width": 2, "depth": 2, "heights": PackedFloat32Array([0, 0, 0, 0]), "min_height": -1, "max_height": 1 }) PhysicsServer3D.body_add_shape(_body_rid, _shape_rid) # This makes collision hits report the provided object as `collider` PhysicsServer3D.body_attach_object_instance_id(_body_rid, attached_node.get_instance_id()) func set_collision_layer(layer: int): PhysicsServer3D.body_set_collision_layer(_body_rid, layer) func set_collision_mask(mask: int): PhysicsServer3D.body_set_collision_mask(_body_rid, mask) func _notification(what: int): if what == NOTIFICATION_PREDELETE: _logger.debug("Destroy HTerrainCollider") PhysicsServer3D.free_rid(_body_rid) # The shape needs to be freed after the body, otherwise the engine crashes PhysicsServer3D.free_rid(_shape_rid) func set_transform(transform: Transform3D): assert(_body_rid != RID()) _terrain_transform = transform _update_transform() func set_world(world: World3D): assert(_body_rid != RID()) PhysicsServer3D.body_set_space(_body_rid, world.get_space() if world != null else RID()) func create_from_terrain_data(terrain_data: HTerrainData): assert(terrain_data != null) assert(not terrain_data.is_locked()) _logger.debug("HTerrainCollider: setting up heightmap") _terrain_data = terrain_data var aabb := terrain_data.get_aabb() var width := terrain_data.get_resolution() var depth := terrain_data.get_resolution() var height := aabb.size.y var shape_data = { "width": terrain_data.get_resolution(), "depth": terrain_data.get_resolution(), "heights": terrain_data.get_all_heights(), "min_height": aabb.position.y, "max_height": aabb.end.y } PhysicsServer3D.shape_set_data(_shape_rid, shape_data) _update_transform(aabb) func _update_transform(aabb=null): if _terrain_data == null: _logger.debug("HTerrainCollider: terrain data not set yet") return # if aabb == null: # aabb = _terrain_data.get_aabb() var width := _terrain_data.get_resolution() var depth := _terrain_data.get_resolution() #var height = aabb.size.y #_terrain_transform var trans := Transform3D(Basis(), 0.5 * Vector3(width - 1, 0, depth - 1)) # And then apply the terrain transform trans = _terrain_transform * trans PhysicsServer3D.body_set_state(_body_rid, PhysicsServer3D.BODY_STATE_TRANSFORM, trans) # Cannot use shape transform when scaling is involved, # because Godot is undoing that scale for some reason. # See https://github.com/Zylann/godot_heightmap_plugin/issues/70 #PhysicsServer.body_set_shape_transform(_body_rid, 0, trans)