Add CollisionShape3D custom debug colours

This allows changing the display colour of a CollisionShape3D node on a per-shape basis.
It also adds the ability to display a solid coloured preview of a CollisionShape3D.

Closes https://github.com/godotengine/godot-proposals/issues/906
This commit is contained in:
Jamie Greunbaum
2024-04-02 03:26:10 -04:00
committed by Rémi Verschelde
parent d09d82d433
commit 0fc082e1ee
26 changed files with 539 additions and 34 deletions
@@ -49,17 +49,47 @@
CollisionShape3DGizmoPlugin::CollisionShape3DGizmoPlugin() {
helper.instantiate();
const Color gizmo_color = SceneTree::get_singleton()->get_debug_collisions_color();
create_material("shape_material", gizmo_color);
const float gizmo_value = gizmo_color.get_v();
const Color gizmo_color_disabled = Color(gizmo_value, gizmo_value, gizmo_value, 0.65);
create_material("shape_material_disabled", gizmo_color_disabled);
create_collision_material("shape_material", 2.0);
create_collision_material("shape_material_arraymesh", 0.0625);
create_collision_material("shape_material_disabled", 0.0625);
create_collision_material("shape_material_arraymesh_disabled", 0.015625);
create_handle_material("handles");
}
CollisionShape3DGizmoPlugin::~CollisionShape3DGizmoPlugin() {
}
void CollisionShape3DGizmoPlugin::create_collision_material(const String &p_name, float p_alpha) {
Vector<Ref<StandardMaterial3D>> mats;
const Color collision_color(1.0, 1.0, 1.0, p_alpha);
for (int i = 0; i < 4; i++) {
bool instantiated = i < 2;
Ref<StandardMaterial3D> material = memnew(StandardMaterial3D);
Color color = collision_color;
color.a *= instantiated ? 0.25 : 1.0;
material->set_albedo(color);
material->set_shading_mode(StandardMaterial3D::SHADING_MODE_UNSHADED);
material->set_transparency(StandardMaterial3D::TRANSPARENCY_ALPHA);
material->set_render_priority(StandardMaterial3D::RENDER_PRIORITY_MIN + 1);
material->set_cull_mode(StandardMaterial3D::CULL_BACK);
material->set_flag(StandardMaterial3D::FLAG_DISABLE_FOG, true);
material->set_flag(StandardMaterial3D::FLAG_ALBEDO_FROM_VERTEX_COLOR, true);
material->set_flag(StandardMaterial3D::FLAG_SRGB_VERTEX_COLOR, true);
mats.push_back(material);
}
materials[p_name] = mats;
}
bool CollisionShape3DGizmoPlugin::has_gizmo(Node3D *p_spatial) {
return Object::cast_to<CollisionShape3D>(p_spatial) != nullptr;
}
@@ -311,9 +341,20 @@ void CollisionShape3DGizmoPlugin::redraw(EditorNode3DGizmo *p_gizmo) {
return;
}
const Ref<Material> material =
const Ref<StandardMaterial3D> material =
get_material(!cs->is_disabled() ? "shape_material" : "shape_material_disabled", p_gizmo);
Ref<Material> handles_material = get_material("handles");
const Ref<StandardMaterial3D> material_arraymesh =
get_material(!cs->is_disabled() ? "shape_material_arraymesh" : "shape_material_arraymesh_disabled", p_gizmo);
const Ref<Material> handles_material = get_material("handles");
const Color collision_color = cs->is_disabled() ? Color(1.0, 1.0, 1.0, 0.75) : cs->get_debug_color();
if (cs->get_debug_fill_enabled()) {
Ref<ArrayMesh> array_mesh = s->get_debug_arraymesh_faces(collision_color);
if (array_mesh.is_valid()) {
p_gizmo->add_mesh(array_mesh, material_arraymesh);
}
}
if (Object::cast_to<SphereShape3D>(*s)) {
Ref<SphereShape3D> sp = s;
@@ -351,7 +392,7 @@ void CollisionShape3DGizmoPlugin::redraw(EditorNode3DGizmo *p_gizmo) {
collision_segments.push_back(Vector3(b.x, b.y, 0));
}
p_gizmo->add_lines(points, material);
p_gizmo->add_lines(points, material, false, collision_color);
p_gizmo->add_collision_segments(collision_segments);
Vector<Vector3> handles;
handles.push_back(Vector3(r, 0, 0));
@@ -374,7 +415,7 @@ void CollisionShape3DGizmoPlugin::redraw(EditorNode3DGizmo *p_gizmo) {
const Vector<Vector3> handles = helper->box_get_handles(bs->get_size());
p_gizmo->add_lines(lines, material);
p_gizmo->add_lines(lines, material, false, collision_color);
p_gizmo->add_collision_segments(lines);
p_gizmo->add_handles(handles, handles_material);
}
@@ -412,7 +453,7 @@ void CollisionShape3DGizmoPlugin::redraw(EditorNode3DGizmo *p_gizmo) {
points.push_back(Vector3(b.y, b.x, 0) + dud);
}
p_gizmo->add_lines(points, material);
p_gizmo->add_lines(points, material, false, collision_color);
Vector<Vector3> collision_segments;
@@ -476,7 +517,7 @@ void CollisionShape3DGizmoPlugin::redraw(EditorNode3DGizmo *p_gizmo) {
}
}
p_gizmo->add_lines(points, material);
p_gizmo->add_lines(points, material, false, collision_color);
Vector<Vector3> collision_segments;
@@ -531,7 +572,7 @@ void CollisionShape3DGizmoPlugin::redraw(EditorNode3DGizmo *p_gizmo) {
p.normal * p.d + p.normal * 3
};
p_gizmo->add_lines(points, material);
p_gizmo->add_lines(points, material, false, collision_color);
p_gizmo->add_collision_segments(points);
}
@@ -549,7 +590,7 @@ void CollisionShape3DGizmoPlugin::redraw(EditorNode3DGizmo *p_gizmo) {
lines.write[i * 2 + 0] = md.vertices[md.edges[i].vertex_a];
lines.write[i * 2 + 1] = md.vertices[md.edges[i].vertex_b];
}
p_gizmo->add_lines(lines, material);
p_gizmo->add_lines(lines, material, false, collision_color);
p_gizmo->add_collision_segments(lines);
}
}
@@ -558,7 +599,7 @@ void CollisionShape3DGizmoPlugin::redraw(EditorNode3DGizmo *p_gizmo) {
if (Object::cast_to<ConcavePolygonShape3D>(*s)) {
Ref<ConcavePolygonShape3D> cs2 = s;
Ref<ArrayMesh> mesh = cs2->get_debug_mesh();
p_gizmo->add_mesh(mesh, material);
p_gizmo->add_lines(cs2->get_debug_mesh_lines(), material, false, collision_color);
p_gizmo->add_collision_segments(cs2->get_debug_mesh_lines());
}
@@ -569,7 +610,7 @@ void CollisionShape3DGizmoPlugin::redraw(EditorNode3DGizmo *p_gizmo) {
Vector3(),
Vector3(0, 0, rs->get_length())
};
p_gizmo->add_lines(points, material);
p_gizmo->add_lines(points, material, false, collision_color);
p_gizmo->add_collision_segments(points);
Vector<Vector3> handles;
handles.push_back(Vector3(0, 0, rs->get_length()));
@@ -579,7 +620,7 @@ void CollisionShape3DGizmoPlugin::redraw(EditorNode3DGizmo *p_gizmo) {
if (Object::cast_to<HeightMapShape3D>(*s)) {
Ref<HeightMapShape3D> hms = s;
Ref<ArrayMesh> mesh = hms->get_debug_mesh();
p_gizmo->add_mesh(mesh, material);
Vector<Vector3> lines = hms->get_debug_mesh_lines();
p_gizmo->add_lines(lines, material, false, collision_color);
}
}