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Started work on collision support for the TIledWall.
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@ -68,6 +68,17 @@ bool TiledWall::get_collision() const {
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}
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void TiledWall::set_collision(const int value) {
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_collision = value;
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/*
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if (!is_inside_tree()) {
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return;
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}
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if (_collision) {
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create_colliders();
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} else {
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free_colliders();
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}*/
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}
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AABB TiledWall::get_aabb() const {
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@ -110,7 +121,15 @@ void TiledWall::refresh() {
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}
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clear_mesh();
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/*
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if (_physics_shape_rid != RID()) {
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PhysicsServer::get_singleton()->shape_set_data(_physics_shape_rid, Vector3(_width / 2.0, _height / 2.0, 0.01));
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Transform t = get_global_transform();
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t.translate(Vector3(_width / 2.0, _height / 2.0, 0));
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PhysicsServer::get_singleton()->body_set_state(_physics_body_rid, PhysicsServer::BODY_STATE_TRANSFORM, t);
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}
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*/
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if (!_data.is_valid()) {
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return;
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}
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@ -157,7 +176,15 @@ void TiledWall::generate_mesh() {
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if (!_cache.is_valid()) {
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return;
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}
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/*
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if (_physics_shape_rid != RID()) {
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PhysicsServer::get_singleton()->shape_set_data(_physics_shape_rid, Vector3(_width / 2.0, _height / 2.0, 0.01));
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Transform t = get_global_transform();
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t.translate(Vector3(_width / 2.0, _height / 2.0, 0));
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PhysicsServer::get_singleton()->body_set_state(_physics_body_rid, PhysicsServer::BODY_STATE_TRANSFORM, t);
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}
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*/
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//_mesher->tiled wall mesh_wimple(w, h, TWD, cache)
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_mesher->add_tiled_wall_simple(_width, _height, Transform(), _data, _cache);
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@ -206,6 +233,48 @@ void TiledWall::free_mesh() {
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}
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}
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void TiledWall::create_colliders() {
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if (!is_inside_tree()) {
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return;
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}
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free_colliders();
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ERR_FAIL_COND(!get_world().is_valid() && get_world()->get_space() == RID());
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_physics_shape_rid = PhysicsServer::get_singleton()->shape_create(PhysicsServer::SHAPE_BOX);
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_physics_body_rid = PhysicsServer::get_singleton()->body_create(PhysicsServer::BODY_MODE_STATIC);
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PhysicsServer::get_singleton()->shape_set_data(_physics_shape_rid, Vector3(_width / 2.0, _height / 2.0, 0.01));
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//todo layer mask
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PhysicsServer::get_singleton()->body_set_collision_layer(_physics_body_rid, 1);
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PhysicsServer::get_singleton()->body_set_collision_mask(_physics_body_rid, 1);
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PhysicsServer::get_singleton()->body_add_shape(_physics_body_rid, _physics_shape_rid);
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Transform t = get_global_transform();
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t.translate(Vector3(_width / 2.0, _height / 2.0, 0));
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PhysicsServer::get_singleton()->body_set_state(_physics_body_rid, PhysicsServer::BODY_STATE_TRANSFORM, t);
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PhysicsServer::get_singleton()->body_set_space(_physics_body_rid, get_world()->get_space());
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}
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void TiledWall::free_colliders() {
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if (_physics_body_rid != RID()) {
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PhysicsServer::get_singleton()->free(_physics_body_rid);
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_physics_body_rid = RID();
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}
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if (_physics_shape_rid != RID()) {
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PhysicsServer::get_singleton()->free(_physics_shape_rid);
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_physics_shape_rid = RID();
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}
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}
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TiledWall::TiledWall() {
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_width = 1;
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_height = 1;
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@ -225,6 +294,10 @@ TiledWall::~TiledWall() {
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void TiledWall::_notification(int p_what) {
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switch (p_what) {
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case NOTIFICATION_ENTER_TREE: {
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//if (_collision) {
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// call_deferred("create_colliders");
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//}
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refresh();
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break;
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@ -232,8 +305,23 @@ void TiledWall::_notification(int p_what) {
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case NOTIFICATION_EXIT_TREE: {
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free_mesh();
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//if (_collision) {
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// free_colliders();
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//}
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break;
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}
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// case NOTIFICATION_TRANSFORM_CHANGED: {
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/*
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if (_physics_body_rid != RID()) {
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Transform t = get_global_transform();
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t.translate(Vector3(_width / 2.0, _height / 2.0, 0));
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PhysicsServer::get_singleton()->body_set_state(_physics_body_rid, PhysicsServer::BODY_STATE_TRANSFORM, t);
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}
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*/
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// break;
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// }
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}
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}
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@ -258,4 +346,7 @@ void TiledWall::_bind_methods() {
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ClassDB::bind_method(D_METHOD("generate_mesh"), &TiledWall::generate_mesh);
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ClassDB::bind_method(D_METHOD("clear_mesh"), &TiledWall::clear_mesh);
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ClassDB::bind_method(D_METHOD("free_mesh"), &TiledWall::free_mesh);
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ClassDB::bind_method(D_METHOD("create_colliders"), &TiledWall::create_colliders);
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ClassDB::bind_method(D_METHOD("free_colliders"), &TiledWall::free_colliders);
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}
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@ -68,6 +68,9 @@ public:
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void clear_mesh();
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void free_mesh();
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void create_colliders();
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void free_colliders();
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TiledWall();
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~TiledWall();
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@ -86,6 +89,8 @@ private:
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AABB _aabb;
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RID _mesh_rid;
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RID _physics_shape_rid;
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RID _physics_body_rid;
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Array _mesh_array;
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};
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