Initial StaticBody support for the prop system.

This commit is contained in:
Relintai 2023-10-13 15:58:42 +02:00
parent 3b5bd395cb
commit f7ecfb412a
7 changed files with 454 additions and 0 deletions

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@ -21,6 +21,8 @@ sources = [
"props/prop_data_light.cpp",
"props/prop_data_prop.cpp",
"props/prop_data_tiled_wall.cpp",
"props/prop_data_collision_object.cpp",
"props/prop_data_static_body.cpp",
"clutter/ground_clutter.cpp",
"clutter/ground_clutter_foliage.cpp",

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@ -17,6 +17,8 @@ def get_doc_classes():
"PropDataPortal",
"PropDataTiledWall",
"PropData",
"PropDataCollisionObject",
"PropDataStaticBody",
"TiledWall",
"TiledWallData",

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@ -0,0 +1,205 @@
/*
Copyright (c) 2019-2023 Péter Magyar
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 "prop_data_collision_object.h"
#include "prop_data.h"
#include "scene/3d/collision_shape.h"
#include "scene/3d/physics_body.h"
uint32_t PropDataCollisionObject::get_collision_layer() const {
return _collision_layer;
}
void PropDataCollisionObject::set_collision_layer(const uint32_t p_layer) {
_collision_layer = p_layer;
}
uint32_t PropDataCollisionObject::get_collision_mask() const {
return _collision_mask;
}
void PropDataCollisionObject::set_collision_mask(const uint32_t p_mask) {
_collision_mask = p_mask;
}
int PropDataCollisionObject::get_collision_shape_count() const {
return _shapes.size();
}
void PropDataCollisionObject::set_collision_shape_count(const int p_count) {
_shapes.resize(p_count);
}
Transform PropDataCollisionObject::get_collision_shape_transform(const int p_index) const {
ERR_FAIL_INDEX_V(p_index, _shapes.size(), Transform());
return _shapes[p_index].transform;
}
void PropDataCollisionObject::set_collision_shape_transform(const int p_index, const Transform &p_transform) {
ERR_FAIL_INDEX(p_index, _shapes.size());
_shapes.write[p_index].transform = p_transform;
}
Ref<Shape> PropDataCollisionObject::get_collision_shape(const int p_index) const {
ERR_FAIL_INDEX_V(p_index, _shapes.size(), Ref<Shape>());
return _shapes[p_index].shape;
}
void PropDataCollisionObject::set_collision_shape(const int p_index, const Ref<Shape> &p_shape) {
ERR_FAIL_INDEX(p_index, _shapes.size());
_shapes.write[p_index].shape = p_shape;
}
void PropDataCollisionObject::add_collision_shape(const Transform &p_transform, const Ref<Shape> &p_shape) {
ShapeEntry e;
e.transform = p_transform;
e.shape = p_shape;
_shapes.push_back(e);
}
void PropDataCollisionObject::remove_collision_shape(const int p_index) {
ERR_FAIL_INDEX(p_index, _shapes.size());
_shapes.remove(p_index);
}
bool PropDataCollisionObject::_processor_evaluate_children() {
return false;
}
void PropDataCollisionObject::processor_process_collision_objects(Node *node, const Transform &transform) {
int cc = node->get_child_count();
for (int i = 0; i < cc; ++i) {
Node *c = node->get_child(i);
CollisionShape *cs = Object::cast_to<CollisionShape>(c);
if (!cs) {
continue;
}
Transform current_transform = transform * cs->get_transform();
Ref<Shape> shape = cs->get_shape();
if (shape.is_valid()) {
add_collision_shape(current_transform, shape);
}
if (c->get_child_count() > 0) {
processor_process_collision_objects(c, current_transform);
}
}
}
void PropDataCollisionObject::processor_create_shapes_for(Node *root) {
for (int i = 0; i < _shapes.size(); ++i) {
const ShapeEntry &e = _shapes[i];
if (!e.shape.is_valid()) {
continue;
}
CollisionShape *cs = memnew(CollisionShape);
cs->set_transform(e.transform);
cs->set_shape(e.shape);
root->add_child(cs);
}
}
PropDataCollisionObject::PropDataCollisionObject() {
_collision_layer = 0;
_collision_mask = 0;
}
PropDataCollisionObject::~PropDataCollisionObject() {
}
bool PropDataCollisionObject::_set(const StringName &p_name, const Variant &p_value) {
String p = p_name;
if (!p.begins_with("shapes/")) {
return false;
}
int index = p.get_slicec('/', 1).to_int();
String prop = p.get_slicec('/', 2);
if (prop == "transform") {
_shapes.write[index].transform = p_value;
return true;
} else if (prop == "shape") {
_shapes.write[index].shape = p_value;
return true;
}
return false;
}
bool PropDataCollisionObject::_get(const StringName &p_name, Variant &r_ret) const {
String p = p_name;
if (!p.begins_with("shapes/")) {
return false;
}
int index = p.get_slicec('/', 1).to_int();
String prop = p.get_slicec('/', 2);
if (prop == "transform") {
r_ret = _shapes[index].transform;
return true;
} else if (prop == "shape") {
r_ret = _shapes[index].shape;
return true;
}
return false;
}
void PropDataCollisionObject::_get_property_list(List<PropertyInfo> *p_list) const {
for (int i = 0; i < _shapes.size(); ++i) {
p_list->push_back(PropertyInfo(Variant::TRANSFORM, "shapes/" + itos(i) + "/transform"));
p_list->push_back(PropertyInfo(Variant::OBJECT, "shapes/" + itos(i) + "/shape", PROPERTY_HINT_RESOURCE_TYPE, "Shape"));
}
}
void PropDataCollisionObject::_bind_methods() {
ClassDB::bind_method(D_METHOD("get_collision_layer"), &PropDataCollisionObject::get_collision_layer);
ClassDB::bind_method(D_METHOD("set_collision_layer", "layer"), &PropDataCollisionObject::set_collision_layer);
ADD_PROPERTY(PropertyInfo(Variant::INT, "collision_layer", PROPERTY_HINT_LAYERS_3D_PHYSICS), "set_collision_layer", "get_collision_layer");
ClassDB::bind_method(D_METHOD("get_collision_mask"), &PropDataCollisionObject::get_collision_mask);
ClassDB::bind_method(D_METHOD("set_collision_mask", "value"), &PropDataCollisionObject::set_collision_mask);
ADD_PROPERTY(PropertyInfo(Variant::INT, "collision_mask", PROPERTY_HINT_LAYERS_3D_PHYSICS), "set_collision_mask", "get_collision_mask");
ClassDB::bind_method(D_METHOD("get_collision_shape_count"), &PropDataCollisionObject::get_collision_shape_count);
ClassDB::bind_method(D_METHOD("set_collision_shape_count", "value"), &PropDataCollisionObject::set_collision_shape_count);
ADD_PROPERTY(PropertyInfo(Variant::INT, "collision_shape_count", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_DEFAULT | PROPERTY_USAGE_UPDATE_ALL_IF_MODIFIED), "set_collision_shape_count", "get_collision_shape_count");
ClassDB::bind_method(D_METHOD("get_collision_shape_transform"), &PropDataCollisionObject::get_collision_shape_transform);
ClassDB::bind_method(D_METHOD("set_collision_shape_transform", "index", "transform"), &PropDataCollisionObject::set_collision_shape_transform);
ClassDB::bind_method(D_METHOD("get_collision_shape"), &PropDataCollisionObject::get_collision_shape);
ClassDB::bind_method(D_METHOD("set_collision_shape", "index", "shape"), &PropDataCollisionObject::set_collision_shape);
ClassDB::bind_method(D_METHOD("add_collision_shape", "transform", "shape"), &PropDataCollisionObject::add_collision_shape);
ClassDB::bind_method(D_METHOD("remove_collision_shape", "index"), &PropDataCollisionObject::remove_collision_shape);
}

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@ -0,0 +1,77 @@
#ifndef PROP_DATA_COLLISION_OBJECT_H
#define PROP_DATA_COLLISION_OBJECT_H
/*
Copyright (c) 2023-present Péter Magyar
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 "prop_data_entry.h"
class Shape;
class PropDataCollisionObject : public PropDataEntry {
GDCLASS(PropDataCollisionObject, PropDataEntry);
public:
uint32_t get_collision_layer() const;
void set_collision_layer(const uint32_t p_layer);
uint32_t get_collision_mask() const;
void set_collision_mask(const uint32_t p_mask);
int get_collision_shape_count() const;
void set_collision_shape_count(const int p_count);
Transform get_collision_shape_transform(const int p_index) const;
void set_collision_shape_transform(const int p_index, const Transform &p_transform);
Ref<Shape> get_collision_shape(const int p_index) const;
void set_collision_shape(const int p_index, const Ref<Shape> &p_shape);
void add_collision_shape(const Transform &p_transform, const Ref<Shape> &p_shape);
void remove_collision_shape(const int p_index);
bool _processor_evaluate_children();
void processor_process_collision_objects(Node *node, const Transform &transform);
void processor_create_shapes_for(Node *root);
PropDataCollisionObject();
~PropDataCollisionObject();
protected:
bool _set(const StringName &p_name, const Variant &p_value);
bool _get(const StringName &p_name, Variant &r_ret) const;
void _get_property_list(List<PropertyInfo> *p_list) const;
static void _bind_methods();
struct ShapeEntry {
Transform transform;
Ref<Shape> shape;
};
uint32_t _collision_layer;
uint32_t _collision_mask;
Vector<ShapeEntry> _shapes;
};
#endif

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@ -0,0 +1,103 @@
/*
Copyright (c) 2019-2023 Péter Magyar
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 "prop_data_static_body.h"
#include "prop_data.h"
#include "scene/3d/physics_body.h"
#include "scene/resources/physics_material.h"
Ref<PhysicsMaterial> PropDataStaticBody::get_physics_material_override() const {
return _physics_material_override;
}
void PropDataStaticBody::set_physics_material_override(const Ref<PhysicsMaterial> &p_material) {
_physics_material_override = p_material;
}
Vector3 PropDataStaticBody::get_constant_linear_velocity() const {
return _constant_linear_velocity;
}
void PropDataStaticBody::set_constant_linear_velocity(const Vector3 &p_value) {
_constant_linear_velocity = p_value;
}
Vector3 PropDataStaticBody::get_constant_angular_velocity() const {
return _constant_angular_velocity;
}
void PropDataStaticBody::set_constant_angular_velocity(const Vector3 &p_value) {
_constant_angular_velocity = p_value;
}
bool PropDataStaticBody::_processor_handles(Node *node) {
return Object::cast_to<StaticBody>(node);
}
void PropDataStaticBody::_processor_process(Ref<PropData> prop_data, Node *node, const Transform &transform) {
StaticBody *sb = Object::cast_to<StaticBody>(node);
Ref<PropDataStaticBody> c;
c.instance();
c->set_physics_material_override(sb->get_physics_material_override());
c->set_constant_linear_velocity(sb->get_constant_linear_velocity());
c->set_constant_angular_velocity(sb->get_constant_angular_velocity());
c->set_transform(transform);
c->set_collision_layer(sb->get_collision_layer());
c->set_collision_mask(sb->get_collision_mask());
processor_process_collision_objects(node, Transform());
prop_data->add_prop(c);
}
Node *PropDataStaticBody::_processor_get_node_for(const Transform &transform) {
StaticBody *sb = memnew(StaticBody);
sb->set_transform(get_transform());
sb->set_physics_material_override(_physics_material_override);
sb->set_constant_linear_velocity(_constant_linear_velocity);
sb->set_constant_angular_velocity(_constant_angular_velocity);
processor_create_shapes_for(sb);
return sb;
}
PropDataStaticBody::PropDataStaticBody() {
}
PropDataStaticBody::~PropDataStaticBody() {
}
void PropDataStaticBody::_bind_methods() {
ClassDB::bind_method(D_METHOD("get_physics_material_override"), &PropDataStaticBody::get_physics_material_override);
ClassDB::bind_method(D_METHOD("set_physics_material_override", "material"), &PropDataStaticBody::set_physics_material_override);
ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "physics_material_override", PROPERTY_HINT_RESOURCE_TYPE, "PhysicsMaterial"), "set_physics_material_override", "get_physics_material_override");
ClassDB::bind_method(D_METHOD("get_constant_linear_velocity"), &PropDataStaticBody::get_constant_linear_velocity);
ClassDB::bind_method(D_METHOD("set_constant_linear_velocity", "layer"), &PropDataStaticBody::set_constant_linear_velocity);
ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "constant_linear_velocity"), "set_constant_linear_velocity", "get_constant_linear_velocity");
ClassDB::bind_method(D_METHOD("get_constant_angular_velocity"), &PropDataStaticBody::get_constant_angular_velocity);
ClassDB::bind_method(D_METHOD("set_constant_angular_velocity", "layer"), &PropDataStaticBody::set_constant_angular_velocity);
ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "constant_angular_velocity"), "set_constant_angular_velocity", "get_constant_angular_velocity");
}

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@ -0,0 +1,58 @@
#ifndef PROP_DATA_STATIC_BODY_H
#define PROP_DATA_STATIC_BODY_H
/*
Copyright (c) 2023-present Péter Magyar
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 "prop_data_collision_object.h"
class PhysicsMaterial;
class PropDataStaticBody : public PropDataCollisionObject {
GDCLASS(PropDataStaticBody, PropDataCollisionObject);
public:
Ref<PhysicsMaterial> get_physics_material_override() const;
void set_physics_material_override(const Ref<PhysicsMaterial> &p_material);
Vector3 get_constant_linear_velocity() const;
void set_constant_linear_velocity(const Vector3 &p_value);
Vector3 get_constant_angular_velocity() const;
void set_constant_angular_velocity(const Vector3 &p_value);
bool _processor_handles(Node *node);
void _processor_process(Ref<PropData> prop_data, Node *node, const Transform &transform);
Node *_processor_get_node_for(const Transform &transform);
PropDataStaticBody();
~PropDataStaticBody();
protected:
static void _bind_methods();
Ref<PhysicsMaterial> _physics_material_override;
Vector3 _constant_linear_velocity;
Vector3 _constant_angular_velocity;
};
#endif

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@ -33,6 +33,8 @@ SOFTWARE.
#include "props/prop_data_prop.h"
#include "props/prop_data_scene.h"
#include "props/prop_data_tiled_wall.h"
#include "props/prop_data_collision_object.h"
#include "props/prop_data_static_body.h"
#include "props/prop_data_portal.h"
@ -94,6 +96,8 @@ void register_props_types(ModuleRegistrationLevel p_level) {
ClassDB::register_class<PropDataLight>();
ClassDB::register_class<PropDataProp>();
ClassDB::register_class<PropDataTiledWall>();
ClassDB::register_class<PropDataCollisionObject>();
ClassDB::register_class<PropDataStaticBody>();
ClassDB::register_class<PropDataPortal>();
@ -135,6 +139,9 @@ void register_props_types(ModuleRegistrationLevel p_level) {
Ref<PropDataTiledWall> tiled_wall_processor = Ref<PropDataTiledWall>(memnew(PropDataTiledWall));
PropUtils::add_processor(tiled_wall_processor);
Ref<PropDataStaticBody> static_body_processor = Ref<PropDataStaticBody>(memnew(PropDataStaticBody));
PropUtils::add_processor(static_body_processor);
}
#ifdef TOOLS_ENABLED