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