project_teddy/addons/zylann.hterrain/hterrain_collider.gd

118 lines
3.5 KiB
GDScript

@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)