From d91a5e78830ff93fbda7064df17227b9f4d2d0f8 Mon Sep 17 00:00:00 2001 From: hoontee <5272529+hoontee@users.noreply.github.com> Date: Tue, 9 Feb 2021 13:37:12 -0600 Subject: [PATCH] Implement CollisionPolygon3D margin (cherry picked from commit fbb1ef759cca66f44523760569f1fcc3f015e2cb) --- doc/classes/CollisionPolygon.xml | 3 +++ doc/classes/Shape.xml | 3 ++- scene/3d/collision_polygon.cpp | 16 ++++++++++++++++ scene/3d/collision_polygon.h | 4 ++++ 4 files changed, 25 insertions(+), 1 deletion(-) diff --git a/doc/classes/CollisionPolygon.xml b/doc/classes/CollisionPolygon.xml index 4970e2fd166..cde6824dfe3 100644 --- a/doc/classes/CollisionPolygon.xml +++ b/doc/classes/CollisionPolygon.xml @@ -17,6 +17,9 @@ If [code]true[/code], no collision will be produced. + + The collision margin for the generated [Shape]. See [member Shape.margin] for more details. + Array of vertices which define the polygon. [b]Note:[/b] The returned value is a copy of the original. Methods which mutate the size or properties of the return value will not impact the original polygon. To change properties of the polygon, assign it to a temporary variable and make changes before reassigning the [code]polygon[/code] member. diff --git a/doc/classes/Shape.xml b/doc/classes/Shape.xml index c04da15633b..55d5a04cae4 100644 --- a/doc/classes/Shape.xml +++ b/doc/classes/Shape.xml @@ -13,7 +13,8 @@ - The collision margin for the shape. + The collision margin for the shape. Used in Bullet Physics only. + Collision margins allows collision detection to be more efficient by adding an extra shell around shapes. Collision algorithms are more expensive when objects overlap by more than their margin, so a higher value for margins is better for performance, at the cost of accuracy around edges as it makes them less sharp. diff --git a/scene/3d/collision_polygon.cpp b/scene/3d/collision_polygon.cpp index ab0c64a3440..588125f7fa0 100644 --- a/scene/3d/collision_polygon.cpp +++ b/scene/3d/collision_polygon.cpp @@ -68,6 +68,7 @@ void CollisionPolygon::_build_polygon() { } convex->set_points(cp); + convex->set_margin(margin); parent->shape_owner_add_shape(owner_id, convex); parent->shape_owner_set_disabled(owner_id, disabled); } @@ -162,6 +163,17 @@ bool CollisionPolygon::is_disabled() const { return disabled; } +real_t CollisionPolygon::get_margin() const { + return margin; +} + +void CollisionPolygon::set_margin(real_t p_margin) { + margin = p_margin; + if (parent) { + _build_polygon(); + } +} + String CollisionPolygon::get_configuration_warning() const { String warning = Spatial::get_configuration_warning(); @@ -196,11 +208,15 @@ void CollisionPolygon::_bind_methods() { ClassDB::bind_method(D_METHOD("set_disabled", "disabled"), &CollisionPolygon::set_disabled); ClassDB::bind_method(D_METHOD("is_disabled"), &CollisionPolygon::is_disabled); + ClassDB::bind_method(D_METHOD("set_margin", "margin"), &CollisionPolygon::set_margin); + ClassDB::bind_method(D_METHOD("get_margin"), &CollisionPolygon::get_margin); + ClassDB::bind_method(D_METHOD("_is_editable_3d_polygon"), &CollisionPolygon::_is_editable_3d_polygon); ADD_PROPERTY(PropertyInfo(Variant::REAL, "depth"), "set_depth", "get_depth"); ADD_PROPERTY(PropertyInfo(Variant::BOOL, "disabled"), "set_disabled", "is_disabled"); ADD_PROPERTY(PropertyInfo(Variant::POOL_VECTOR2_ARRAY, "polygon"), "set_polygon", "get_polygon"); + ADD_PROPERTY(PropertyInfo(Variant::REAL, "margin", PROPERTY_HINT_RANGE, "0.001,10,0.001"), "set_margin", "get_margin"); } CollisionPolygon::CollisionPolygon() { diff --git a/scene/3d/collision_polygon.h b/scene/3d/collision_polygon.h index 94db517b699..58695f40f65 100644 --- a/scene/3d/collision_polygon.h +++ b/scene/3d/collision_polygon.h @@ -38,6 +38,7 @@ class CollisionObject; class CollisionPolygon : public Spatial { GDCLASS(CollisionPolygon, Spatial); + real_t margin = 0.04; protected: float depth; @@ -71,6 +72,9 @@ public: virtual AABB get_item_rect() const; + real_t get_margin() const; + void set_margin(real_t p_margin); + String get_configuration_warning() const; CollisionPolygon();