diff options
28 files changed, 250 insertions, 66 deletions
diff --git a/core/core_bind.cpp b/core/core_bind.cpp index a73b198be2..4e220d0839 100644 --- a/core/core_bind.cpp +++ b/core/core_bind.cpp @@ -961,6 +961,11 @@ Vector3 Geometry3D::get_closest_point_to_segment_uncapped(const Vector3 &p_point return ::Geometry3D::get_closest_point_to_segment_uncapped(p_point, s); } +Vector3 Geometry3D::get_triangle_barycentric_coords(const Vector3 &p_point, const Vector3 &p_v0, const Vector3 &p_v1, const Vector3 &p_v2) { + Vector3 res = ::Geometry3D::triangle_get_barycentric_coords(p_v0, p_v1, p_v2, p_point); + return res; +} + Variant Geometry3D::ray_intersects_triangle(const Vector3 &p_from, const Vector3 &p_dir, const Vector3 &p_v0, const Vector3 &p_v1, const Vector3 &p_v2) { Vector3 res; if (::Geometry3D::ray_intersects_triangle(p_from, p_dir, p_v0, p_v1, p_v2, &res)) { @@ -1034,6 +1039,8 @@ void Geometry3D::_bind_methods() { ClassDB::bind_method(D_METHOD("get_closest_point_to_segment_uncapped", "point", "s1", "s2"), &Geometry3D::get_closest_point_to_segment_uncapped); + ClassDB::bind_method(D_METHOD("get_triangle_barycentric_coords", "point", "a", "b", "c"), &Geometry3D::get_triangle_barycentric_coords); + ClassDB::bind_method(D_METHOD("ray_intersects_triangle", "from", "dir", "a", "b", "c"), &Geometry3D::ray_intersects_triangle); ClassDB::bind_method(D_METHOD("segment_intersects_triangle", "from", "to", "a", "b", "c"), &Geometry3D::segment_intersects_triangle); ClassDB::bind_method(D_METHOD("segment_intersects_sphere", "from", "to", "sphere_position", "sphere_radius"), &Geometry3D::segment_intersects_sphere); diff --git a/core/core_bind.h b/core/core_bind.h index dc0b2a1cf5..1cbbcdd251 100644 --- a/core/core_bind.h +++ b/core/core_bind.h @@ -326,6 +326,7 @@ public: Vector<Vector3> get_closest_points_between_segments(const Vector3 &p1, const Vector3 &p2, const Vector3 &q1, const Vector3 &q2); Vector3 get_closest_point_to_segment(const Vector3 &p_point, const Vector3 &p_a, const Vector3 &p_b); Vector3 get_closest_point_to_segment_uncapped(const Vector3 &p_point, const Vector3 &p_a, const Vector3 &p_b); + Vector3 get_triangle_barycentric_coords(const Vector3 &p_point, const Vector3 &p_v0, const Vector3 &p_v1, const Vector3 &p_v2); Variant ray_intersects_triangle(const Vector3 &p_from, const Vector3 &p_dir, const Vector3 &p_v0, const Vector3 &p_v1, const Vector3 &p_v2); Variant segment_intersects_triangle(const Vector3 &p_from, const Vector3 &p_to, const Vector3 &p_v0, const Vector3 &p_v1, const Vector3 &p_v2); diff --git a/core/input/input.cpp b/core/input/input.cpp index d481acf005..4a32abfafa 100644 --- a/core/input/input.cpp +++ b/core/input/input.cpp @@ -113,6 +113,7 @@ void Input::_bind_methods() { ClassDB::bind_method(D_METHOD("get_joy_axis", "device", "axis"), &Input::get_joy_axis); ClassDB::bind_method(D_METHOD("get_joy_name", "device"), &Input::get_joy_name); ClassDB::bind_method(D_METHOD("get_joy_guid", "device"), &Input::get_joy_guid); + ClassDB::bind_method(D_METHOD("get_joy_info", "device"), &Input::get_joy_info); ClassDB::bind_method(D_METHOD("should_ignore_device", "vendor_id", "product_id"), &Input::should_ignore_device); ClassDB::bind_method(D_METHOD("get_connected_joypads"), &Input::get_connected_joypads); ClassDB::bind_method(D_METHOD("get_joy_vibration_strength", "device"), &Input::get_joy_vibration_strength); @@ -437,11 +438,12 @@ static String _hex_str(uint8_t p_byte) { return ret; } -void Input::joy_connection_changed(int p_idx, bool p_connected, String p_name, String p_guid) { +void Input::joy_connection_changed(int p_idx, bool p_connected, String p_name, String p_guid, Dictionary p_joypad_info) { _THREAD_SAFE_METHOD_ Joypad js; js.name = p_connected ? p_name : ""; js.uid = p_connected ? p_guid : ""; + js.info = p_connected ? p_joypad_info : Dictionary(); if (p_connected) { String uidname = p_guid; @@ -1499,6 +1501,11 @@ String Input::get_joy_guid(int p_device) const { return joy_names[p_device].uid; } +Dictionary Input::get_joy_info(int p_device) const { + ERR_FAIL_COND_V(!joy_names.has(p_device), Dictionary()); + return joy_names[p_device].info; +} + bool Input::should_ignore_device(int p_vendor_id, int p_product_id) const { uint32_t full_id = (((uint32_t)p_vendor_id) << 16) | ((uint16_t)p_product_id); return ignored_device_ids.has(full_id); diff --git a/core/input/input.h b/core/input/input.h index ec16871b72..c63a4e52e3 100644 --- a/core/input/input.h +++ b/core/input/input.h @@ -149,6 +149,7 @@ private: HatMask last_hat = HatMask::CENTER; int mapping = -1; int hat_current = 0; + Dictionary info; }; VelocityTrack mouse_velocity_track; @@ -276,7 +277,7 @@ public: Vector2 get_joy_vibration_strength(int p_device); float get_joy_vibration_duration(int p_device); uint64_t get_joy_vibration_timestamp(int p_device); - void joy_connection_changed(int p_idx, bool p_connected, String p_name, String p_guid = ""); + void joy_connection_changed(int p_idx, bool p_connected, String p_name, String p_guid = "", Dictionary p_joypad_info = Dictionary()); Vector3 get_gravity() const; Vector3 get_accelerometer() const; @@ -332,6 +333,7 @@ public: bool is_joy_known(int p_device); String get_joy_guid(int p_device) const; bool should_ignore_device(int p_vendor_id, int p_product_id) const; + Dictionary get_joy_info(int p_device) const; void set_fallback_mapping(String p_guid); void flush_buffered_events(); diff --git a/doc/classes/Geometry3D.xml b/doc/classes/Geometry3D.xml index 014ebd2248..85b8965faf 100644 --- a/doc/classes/Geometry3D.xml +++ b/doc/classes/Geometry3D.xml @@ -73,6 +73,17 @@ Given the two 3D segments ([param p1], [param p2]) and ([param q1], [param q2]), finds those two points on the two segments that are closest to each other. Returns a [PackedVector3Array] that contains this point on ([param p1], [param p2]) as well the accompanying point on ([param q1], [param q2]). </description> </method> + <method name="get_triangle_barycentric_coords"> + <return type="Vector3" /> + <param index="0" name="point" type="Vector3" /> + <param index="1" name="a" type="Vector3" /> + <param index="2" name="b" type="Vector3" /> + <param index="3" name="c" type="Vector3" /> + <description> + Returns a [Vector3] containing weights based on how close a 3D position ([param point]) is to a triangle's different vertices ([param a], [param b] and [param c]). This is useful for interpolating between the data of different vertices in a triangle. One example use case is using this to smoothly rotate over a mesh instead of relying solely on face normals. + [url=https://en.wikipedia.org/wiki/Barycentric_coordinate_system]Here is a more detailed explanation of barycentric coordinates.[/url] + </description> + </method> <method name="ray_intersects_triangle"> <return type="Variant" /> <param index="0" name="from" type="Vector3" /> diff --git a/doc/classes/Input.xml b/doc/classes/Input.xml index c2a20827d2..6d907bbb28 100644 --- a/doc/classes/Input.xml +++ b/doc/classes/Input.xml @@ -121,6 +121,20 @@ Returns a SDL2-compatible device GUID on platforms that use gamepad remapping, e.g. [code]030000004c050000c405000000010000[/code]. Returns [code]"Default Gamepad"[/code] otherwise. Godot uses the [url=https://github.com/gabomdq/SDL_GameControllerDB]SDL2 game controller database[/url] to determine gamepad names and mappings based on this GUID. </description> </method> + <method name="get_joy_info" qualifiers="const"> + <return type="Dictionary" /> + <param index="0" name="device" type="int" /> + <description> + Returns a dictionary with extra platform-specific information about the device, e.g. the raw gamepad name from the OS or the Steam Input index. + On Windows the dictionary contains the following fields: + [code]xinput_index[/code]: The index of the controller in the XInput system. + On Linux: + [code]raw_name[/code]: The name of the controller as it came from the OS, before getting renamed by the godot controller database. + [code]vendor_id[/code]: The USB vendor ID of the device. + [code]product_id[/code]: The USB product ID of the device. + [code]steam_input_index[/code]: The Steam Input gamepad index, if the device is not a Steam Input device this key won't be present. + </description> + </method> <method name="get_joy_name"> <return type="String" /> <param index="0" name="device" type="int" /> diff --git a/doc/classes/PhysicsDirectSpaceState3D.xml b/doc/classes/PhysicsDirectSpaceState3D.xml index 17324e49c6..b00dc4236d 100644 --- a/doc/classes/PhysicsDirectSpaceState3D.xml +++ b/doc/classes/PhysicsDirectSpaceState3D.xml @@ -67,6 +67,8 @@ [code]collider_id[/code]: The colliding object's ID. [code]normal[/code]: The object's surface normal at the intersection point, or [code]Vector3(0, 0, 0)[/code] if the ray starts inside the shape and [member PhysicsRayQueryParameters3D.hit_from_inside] is [code]true[/code]. [code]position[/code]: The intersection point. + [code]face_index[/code]: The face index at the intersection point. + [b]Note:[/b] Returns a valid number only if the intersected shape is a [ConcavePolygonShape3D]. Otherwise, [code]-1[/code] is returned. [code]rid[/code]: The intersecting object's [RID]. [code]shape[/code]: The shape index of the colliding shape. If the ray did not intersect anything, then an empty dictionary is returned instead. diff --git a/doc/classes/RayCast3D.xml b/doc/classes/RayCast3D.xml index 83476a6d48..4c4db36aca 100644 --- a/doc/classes/RayCast3D.xml +++ b/doc/classes/RayCast3D.xml @@ -59,6 +59,12 @@ Returns the shape ID of the first object that the ray intersects, or [code]0[/code] if no object is intersecting the ray (i.e. [method is_colliding] returns [code]false[/code]). </description> </method> + <method name="get_collision_face_index" qualifiers="const"> + <return type="int" /> + <description> + Returns the collision object's face index at the collision point, or [code]-1[/code] if the shape intersecting the ray is not a [ConcavePolygonShape3D]. + </description> + </method> <method name="get_collision_mask_value" qualifiers="const"> <return type="bool" /> <param index="0" name="layer_number" type="int" /> diff --git a/editor/plugins/curve_editor_plugin.cpp b/editor/plugins/curve_editor_plugin.cpp index 6228faaa72..6b5b0f9214 100644 --- a/editor/plugins/curve_editor_plugin.cpp +++ b/editor/plugins/curve_editor_plugin.cpp @@ -105,7 +105,7 @@ void CurveEdit::set_snap_count(int p_snap_count) { } Size2 CurveEdit::get_minimum_size() const { - return Vector2(64, 135) * EDSCALE; + return Vector2(64, MAX(135, get_size().x * ASPECT_RATIO)) * EDSCALE; } void CurveEdit::_notification(int p_what) { @@ -986,6 +986,9 @@ void CurveEditor::_notification(int p_what) { snap_count_edit->set_value(curve->get_meta("_snap_count", DEFAULT_SNAP)); } } break; + case NOTIFICATION_RESIZED: + curve_editor_rect->update_minimum_size(); + break; } } diff --git a/editor/plugins/curve_editor_plugin.h b/editor/plugins/curve_editor_plugin.h index b8d24c5cbc..b6a74d9b93 100644 --- a/editor/plugins/curve_editor_plugin.h +++ b/editor/plugins/curve_editor_plugin.h @@ -104,6 +104,8 @@ private: void _redraw(); private: + const float ASPECT_RATIO = 6.f / 13.f; + Transform2D _world_to_view; Ref<Curve> curve; diff --git a/editor/plugins/gpu_particles_2d_editor_plugin.cpp b/editor/plugins/gpu_particles_2d_editor_plugin.cpp index 03d3ac1732..78bbc1484b 100644 --- a/editor/plugins/gpu_particles_2d_editor_plugin.cpp +++ b/editor/plugins/gpu_particles_2d_editor_plugin.cpp @@ -116,11 +116,8 @@ void GPUParticles2DEditorPlugin::_menu_callback(int p_idx) { EditorUndoRedoManager *ur = EditorUndoRedoManager::get_singleton(); ur->create_action(TTR("Convert to CPUParticles2D")); - ur->add_do_method(SceneTreeDock::get_singleton(), "replace_node", particles, cpu_particles, true, false); - ur->add_do_reference(cpu_particles); - ur->add_undo_method(SceneTreeDock::get_singleton(), "replace_node", cpu_particles, particles, false, false); - ur->add_undo_reference(particles); - ur->commit_action(); + SceneTreeDock::get_singleton()->replace_node(particles, cpu_particles); + ur->commit_action(false); } break; case MENU_RESTART: { diff --git a/editor/plugins/gpu_particles_3d_editor_plugin.cpp b/editor/plugins/gpu_particles_3d_editor_plugin.cpp index f0b2e32c72..108f85152f 100644 --- a/editor/plugins/gpu_particles_3d_editor_plugin.cpp +++ b/editor/plugins/gpu_particles_3d_editor_plugin.cpp @@ -277,11 +277,8 @@ void GPUParticles3DEditor::_menu_option(int p_option) { EditorUndoRedoManager *ur = EditorUndoRedoManager::get_singleton(); ur->create_action(TTR("Convert to CPUParticles3D")); - ur->add_do_method(SceneTreeDock::get_singleton(), "replace_node", node, cpu_particles, true, false); - ur->add_do_reference(cpu_particles); - ur->add_undo_method(SceneTreeDock::get_singleton(), "replace_node", cpu_particles, node, false, false); - ur->add_undo_reference(node); - ur->commit_action(); + SceneTreeDock::get_singleton()->replace_node(node, cpu_particles); + ur->commit_action(false); } break; case MENU_OPTION_RESTART: { diff --git a/editor/plugins/sprite_2d_editor_plugin.cpp b/editor/plugins/sprite_2d_editor_plugin.cpp index 0d00bfa8fd..f647bded95 100644 --- a/editor/plugins/sprite_2d_editor_plugin.cpp +++ b/editor/plugins/sprite_2d_editor_plugin.cpp @@ -346,11 +346,8 @@ void Sprite2DEditor::_convert_to_mesh_2d_node() { EditorUndoRedoManager *ur = EditorUndoRedoManager::get_singleton(); ur->create_action(TTR("Convert to MeshInstance2D")); - ur->add_do_method(SceneTreeDock::get_singleton(), "replace_node", node, mesh_instance, true, false); - ur->add_do_reference(mesh_instance); - ur->add_undo_method(SceneTreeDock::get_singleton(), "replace_node", mesh_instance, node, false, false); - ur->add_undo_reference(node); - ur->commit_action(); + SceneTreeDock::get_singleton()->replace_node(node, mesh_instance); + ur->commit_action(false); } void Sprite2DEditor::_convert_to_polygon_2d_node() { @@ -404,11 +401,8 @@ void Sprite2DEditor::_convert_to_polygon_2d_node() { EditorUndoRedoManager *ur = EditorUndoRedoManager::get_singleton(); ur->create_action(TTR("Convert to Polygon2D")); - ur->add_do_method(SceneTreeDock::get_singleton(), "replace_node", node, polygon_2d_instance, true, false); - ur->add_do_reference(polygon_2d_instance); - ur->add_undo_method(SceneTreeDock::get_singleton(), "replace_node", polygon_2d_instance, node, false, false); - ur->add_undo_reference(node); - ur->commit_action(); + SceneTreeDock::get_singleton()->replace_node(node, polygon_2d_instance); + ur->commit_action(false); } void Sprite2DEditor::_create_collision_polygon_2d_node() { diff --git a/editor/scene_tree_dock.cpp b/editor/scene_tree_dock.cpp index 6adfbef06f..0ac3875ad6 100644 --- a/editor/scene_tree_dock.cpp +++ b/editor/scene_tree_dock.cpp @@ -2363,16 +2363,12 @@ void SceneTreeDock::_create() { Variant c = create_dialog->instantiate_selected(); ERR_FAIL_COND(!c); - Node *newnode = Object::cast_to<Node>(c); - ERR_FAIL_COND(!newnode); - - ur->add_do_method(this, "replace_node", n, newnode, true, false); - ur->add_do_reference(newnode); - ur->add_undo_method(this, "replace_node", newnode, n, false, false); - ur->add_undo_reference(n); + Node *new_node = Object::cast_to<Node>(c); + ERR_FAIL_COND(!new_node); + replace_node(n, new_node); } - ur->commit_action(); + ur->commit_action(false); } else if (current_option == TOOL_REPARENT_TO_NEW_NODE) { List<Node *> selection = editor_selection->get_selected_node_list(); ERR_FAIL_COND(selection.size() <= 0); @@ -2426,7 +2422,25 @@ void SceneTreeDock::_create() { scene_tree->get_scene_tree()->grab_focus(); } -void SceneTreeDock::replace_node(Node *p_node, Node *p_by_node, bool p_keep_properties, bool p_remove_old) { +void SceneTreeDock::replace_node(Node *p_node, Node *p_by_node) { + EditorUndoRedoManager *ur = EditorUndoRedoManager::get_singleton(); + ur->create_action(TTR("Change type of node(s)"), UndoRedo::MERGE_DISABLE, p_node); + + ur->add_do_method(this, "replace_node", p_node, p_by_node, true, false); + ur->add_do_reference(p_by_node); + + _replace_node(p_node, p_by_node, true, false); + + ur->add_undo_method(this, "replace_node", p_by_node, p_node, false, false); + ur->add_undo_reference(p_node); + + perform_node_replace(nullptr, p_node, p_by_node); + + ur->commit_action(false); +} + +void SceneTreeDock::_replace_node(Node *p_node, Node *p_by_node, bool p_keep_properties, bool p_remove_old) { + ERR_FAIL_COND_MSG(!p_node->is_inside_tree(), "_replace_node() can't be called on a node outside of tree. You might have called it twice."); Node *n = p_node; Node *newnode = p_by_node; @@ -2499,6 +2513,84 @@ void SceneTreeDock::replace_node(Node *p_node, Node *p_by_node, bool p_keep_prop } } +void SceneTreeDock::perform_node_replace(Node *p_base, Node *p_node, Node *p_by_node) { + if (!p_base) { + p_base = edited_scene; + } + + if (!p_base) { + return; + } + + // Renaming node used in node properties. + List<PropertyInfo> properties; + p_base->get_property_list(&properties); + + for (const PropertyInfo &E : properties) { + if (!(E.usage & (PROPERTY_USAGE_STORAGE | PROPERTY_USAGE_EDITOR))) { + continue; + } + String propertyname = E.name; + Variant old_variant = p_base->get(propertyname); + Variant updated_variant = old_variant; + String warn_message; + + if (_check_node_recursive(updated_variant, p_node, p_by_node, E.hint_string, warn_message)) { + EditorUndoRedoManager *undo_redo = EditorUndoRedoManager::get_singleton(); + undo_redo->add_do_property(p_base, propertyname, updated_variant); + undo_redo->add_undo_property(p_base, propertyname, old_variant); + p_base->set(propertyname, updated_variant); + if (!warn_message.is_empty()) { + String node_path = (String(edited_scene->get_name()) + "/" + String(edited_scene->get_path_to(p_base))).trim_suffix("/."); + WARN_PRINT(warn_message + vformat(TTR("Removing the node from variable \"%s\" on node \"%s\"."), propertyname, node_path)); + } + } + } + + for (int i = 0; i < p_base->get_child_count(); i++) { + perform_node_replace(p_base->get_child(i), p_node, p_by_node); + } +} + +bool SceneTreeDock::_check_node_recursive(Variant &r_variant, Node *p_node, Node *p_by_node, const String type_hint, String &r_warn_message) { + switch (r_variant.get_type()) { + case Variant::OBJECT: { + if (p_node == r_variant) { + if (p_by_node->is_class(type_hint) || EditorNode::get_singleton()->is_object_of_custom_type(p_by_node, type_hint)) { + r_variant = p_by_node; + } else { + r_variant = memnew(Object); + r_warn_message = vformat(TTR("The node's new type is incompatible with an exported variable (expected %s, but type is %s)."), type_hint, p_by_node->get_class()); + } + return true; + } + } break; + + case Variant::ARRAY: { + Array a = r_variant; + bool updated = false; + for (int i = 0; i < a.size(); i++) { + Variant value = a[i]; + if (_check_node_recursive(value, p_node, p_by_node, type_hint.get_slice(":", 1), r_warn_message)) { + if (!updated) { + a = a.duplicate(); // Need to duplicate for undo-redo to work. + updated = true; + } + a[i] = value; + } + } + if (updated) { + r_variant = a; + return true; + } + } break; + default: { + } + } + + return false; +} + void SceneTreeDock::set_edited_scene(Node *p_scene) { edited_scene = p_scene; } @@ -3635,7 +3727,7 @@ void SceneTreeDock::_bind_methods() { ClassDB::bind_method(D_METHOD("instantiate"), &SceneTreeDock::instantiate); ClassDB::bind_method(D_METHOD("get_tree_editor"), &SceneTreeDock::get_tree_editor); - ClassDB::bind_method(D_METHOD("replace_node"), &SceneTreeDock::replace_node); + ClassDB::bind_method(D_METHOD("replace_node"), &SceneTreeDock::_replace_node); ADD_SIGNAL(MethodInfo("remote_tree_selected")); ADD_SIGNAL(MethodInfo("add_node_used")); diff --git a/editor/scene_tree_dock.h b/editor/scene_tree_dock.h index 1db73df4c7..21424925c5 100644 --- a/editor/scene_tree_dock.h +++ b/editor/scene_tree_dock.h @@ -281,6 +281,8 @@ class SceneTreeDock : public VBoxContainer { bool _update_node_path(Node *p_root_node, NodePath &r_node_path, HashMap<Node *, NodePath> *p_renames) const; bool _check_node_path_recursive(Node *p_root_node, Variant &r_variant, HashMap<Node *, NodePath> *p_renames) const; + bool _check_node_recursive(Variant &r_variant, Node *p_node, Node *p_by_node, const String type_hint, String &r_warn_message); + void _replace_node(Node *p_node, Node *p_by_node, bool p_keep_properties = true, bool p_remove_old = true); private: static SceneTreeDock *singleton; @@ -306,6 +308,7 @@ public: void set_selected(Node *p_node, bool p_emit_selected = false); void fill_path_renames(Node *p_node, Node *p_new_parent, HashMap<Node *, NodePath> *p_renames); void perform_node_renames(Node *p_base, HashMap<Node *, NodePath> *p_renames, HashMap<Ref<Animation>, HashSet<int>> *r_rem_anims = nullptr); + void perform_node_replace(Node *p_base, Node *p_node, Node *p_by_node); SceneTreeEditor *get_tree_editor() { return scene_tree; } EditorData *get_editor_data() { return editor_data; } @@ -315,7 +318,7 @@ public: void show_tab_buttons(); void hide_tab_buttons(); - void replace_node(Node *p_node, Node *p_by_node, bool p_keep_properties = true, bool p_remove_old = true); + void replace_node(Node *p_node, Node *p_by_node); void attach_script_to_selected(bool p_extend); void open_script_dialog(Node *p_for_node, bool p_extend); diff --git a/platform/linuxbsd/joypad_linux.cpp b/platform/linuxbsd/joypad_linux.cpp index 342cff82e9..5d636240b7 100644 --- a/platform/linuxbsd/joypad_linux.cpp +++ b/platform/linuxbsd/joypad_linux.cpp @@ -56,6 +56,14 @@ static const char *ignore_str = "/dev/input/js"; #endif +// On Linux with Steam Input Xbox 360 devices have an index appended to their device name, this index is +// the Steam Input gamepad index +#define VALVE_GAMEPAD_NAME_PREFIX "Microsoft X-Box 360 pad " +// IDs used by Steam Input virtual controllers. +// See https://partner.steamgames.com/doc/features/steam_controller/steam_input_gamepad_emulation_bestpractices +#define VALVE_GAMEPAD_VID 0x28DE +#define VALVE_GAMEPAD_PID 0x11FF + JoypadLinux::Joypad::~Joypad() { for (int i = 0; i < MAX_ABS; i++) { if (abs_info[i]) { @@ -411,8 +419,23 @@ void JoypadLinux::open_joypad(const char *p_path) { setup_joypad_properties(joypad); sprintf(uid, "%04x%04x", BSWAP16(inpid.bustype), 0); if (inpid.vendor && inpid.product && inpid.version) { + Dictionary joypad_info; + joypad_info["vendor_id"] = inpid.vendor; + joypad_info["product_id"] = inpid.product; + joypad_info["raw_name"] = name; + sprintf(uid + String(uid).length(), "%04x%04x%04x%04x%04x%04x", vendor, 0, product, 0, version, 0); - input->joy_connection_changed(joy_num, true, name, uid); + + if (inpid.vendor == VALVE_GAMEPAD_VID && inpid.product == VALVE_GAMEPAD_PID) { + if (name.begins_with(VALVE_GAMEPAD_NAME_PREFIX)) { + String idx_str = name.substr(strlen(VALVE_GAMEPAD_NAME_PREFIX)); + if (idx_str.is_valid_int()) { + joypad_info["steam_input_index"] = idx_str.to_int(); + } + } + } + + input->joy_connection_changed(joy_num, true, name, uid, joypad_info); } else { String uidname = uid; int uidlen = MIN(name.length(), 11); diff --git a/platform/windows/joypad_windows.cpp b/platform/windows/joypad_windows.cpp index 487cb56ba0..0ac6c2c8b0 100644 --- a/platform/windows/joypad_windows.cpp +++ b/platform/windows/joypad_windows.cpp @@ -318,7 +318,9 @@ void JoypadWindows::probe_joypads() { x_joypads[i].ff_end_timestamp = 0; x_joypads[i].vibrating = false; attached_joypads[id] = true; - input->joy_connection_changed(id, true, "XInput Gamepad", "__XINPUT_DEVICE__"); + Dictionary joypad_info; + joypad_info["xinput_index"] = (int)i; + input->joy_connection_changed(id, true, "XInput Gamepad", "__XINPUT_DEVICE__", joypad_info); } } else if (x_joypads[i].attached) { x_joypads[i].attached = false; diff --git a/scene/3d/ray_cast_3d.cpp b/scene/3d/ray_cast_3d.cpp index 7b04669dad..13519ecec7 100644 --- a/scene/3d/ray_cast_3d.cpp +++ b/scene/3d/ray_cast_3d.cpp @@ -104,6 +104,10 @@ Vector3 RayCast3D::get_collision_normal() const { return collision_normal; } +int RayCast3D::get_collision_face_index() const { + return collision_face_index; +} + void RayCast3D::set_enabled(bool p_enabled) { enabled = p_enabled; update_gizmos(); @@ -232,6 +236,7 @@ void RayCast3D::_update_raycast_state() { against_rid = rr.rid; collision_point = rr.position; collision_normal = rr.normal; + collision_face_index = rr.face_index; against_shape = rr.shape; } else { collided = false; @@ -321,6 +326,7 @@ void RayCast3D::_bind_methods() { ClassDB::bind_method(D_METHOD("get_collider_shape"), &RayCast3D::get_collider_shape); ClassDB::bind_method(D_METHOD("get_collision_point"), &RayCast3D::get_collision_point); ClassDB::bind_method(D_METHOD("get_collision_normal"), &RayCast3D::get_collision_normal); + ClassDB::bind_method(D_METHOD("get_collision_face_index"), &RayCast3D::get_collision_face_index); ClassDB::bind_method(D_METHOD("add_exception_rid", "rid"), &RayCast3D::add_exception_rid); ClassDB::bind_method(D_METHOD("add_exception", "node"), &RayCast3D::add_exception); diff --git a/scene/3d/ray_cast_3d.h b/scene/3d/ray_cast_3d.h index 1def7a0eca..7b7f698114 100644 --- a/scene/3d/ray_cast_3d.h +++ b/scene/3d/ray_cast_3d.h @@ -45,6 +45,7 @@ class RayCast3D : public Node3D { int against_shape = 0; Vector3 collision_point; Vector3 collision_normal; + int collision_face_index = -1; Vector3 target_position = Vector3(0, -1, 0); HashSet<RID> exclude; @@ -122,6 +123,7 @@ public: int get_collider_shape() const; Vector3 get_collision_point() const; Vector3 get_collision_normal() const; + int get_collision_face_index() const; void add_exception_rid(const RID &p_rid); void add_exception(const CollisionObject3D *p_node); diff --git a/servers/physics_3d/godot_body_pair_3d.cpp b/servers/physics_3d/godot_body_pair_3d.cpp index a78bd0f888..84fae73616 100644 --- a/servers/physics_3d/godot_body_pair_3d.cpp +++ b/servers/physics_3d/godot_body_pair_3d.cpp @@ -168,7 +168,6 @@ void GodotBodyPair3D::validate_contacts() { // adjust the velocity of A down so that it will just slightly intersect the collider instead of blowing right past it. bool GodotBodyPair3D::_test_ccd(real_t p_step, GodotBody3D *p_A, int p_shape_A, const Transform3D &p_xform_A, GodotBody3D *p_B, int p_shape_B, const Transform3D &p_xform_B) { GodotShape3D *shape_A_ptr = p_A->get_shape(p_shape_A); - GodotShape3D *shape_B_ptr = p_B->get_shape(p_shape_B); Vector3 motion = p_A->get_linear_velocity() * p_step; real_t mlen = motion.length(); @@ -221,7 +220,8 @@ bool GodotBodyPair3D::_test_ccd(real_t p_step, GodotBody3D *p_A, int p_shape_A, Vector3 local_to = from_inv.xform(to); Vector3 rpos, rnorm; - if (shape_B_ptr->intersect_segment(local_from, local_to, rpos, rnorm, true)) { + int fi = -1; + if (p_B->get_shape(p_shape_B)->intersect_segment(local_from, local_to, rpos, rnorm, fi, true)) { float hit_length = local_from.distance_to(rpos); if (hit_length < segment_hit_length) { segment_support_idx = i; diff --git a/servers/physics_3d/godot_collision_solver_3d.cpp b/servers/physics_3d/godot_collision_solver_3d.cpp index 2de1d86de1..db48111eea 100644 --- a/servers/physics_3d/godot_collision_solver_3d.cpp +++ b/servers/physics_3d/godot_collision_solver_3d.cpp @@ -106,7 +106,8 @@ bool GodotCollisionSolver3D::solve_separation_ray(const GodotShape3D *p_shape_A, to = ai.xform(to); Vector3 p, n; - if (!p_shape_B->intersect_segment(from, to, p, n, true)) { + int fi = -1; + if (!p_shape_B->intersect_segment(from, to, p, n, fi, true)) { return false; } diff --git a/servers/physics_3d/godot_shape_3d.cpp b/servers/physics_3d/godot_shape_3d.cpp index a2276d8dec..872d26aff6 100644 --- a/servers/physics_3d/godot_shape_3d.cpp +++ b/servers/physics_3d/godot_shape_3d.cpp @@ -126,7 +126,7 @@ Vector3 GodotWorldBoundaryShape3D::get_support(const Vector3 &p_normal) const { return p_normal * 1e15; } -bool GodotWorldBoundaryShape3D::intersect_segment(const Vector3 &p_begin, const Vector3 &p_end, Vector3 &r_result, Vector3 &r_normal, bool p_hit_back_faces) const { +bool GodotWorldBoundaryShape3D::intersect_segment(const Vector3 &p_begin, const Vector3 &p_end, Vector3 &r_result, Vector3 &r_normal, int &r_face_index, bool p_hit_back_faces) const { bool inters = plane.intersects_segment(p_begin, p_end, &r_result); if (inters) { r_normal = plane.normal; @@ -207,7 +207,7 @@ void GodotSeparationRayShape3D::get_supports(const Vector3 &p_normal, int p_max, } } -bool GodotSeparationRayShape3D::intersect_segment(const Vector3 &p_begin, const Vector3 &p_end, Vector3 &r_result, Vector3 &r_normal, bool p_hit_back_faces) const { +bool GodotSeparationRayShape3D::intersect_segment(const Vector3 &p_begin, const Vector3 &p_end, Vector3 &r_result, Vector3 &r_normal, int &r_face_index, bool p_hit_back_faces) const { return false; //simply not possible } @@ -275,7 +275,7 @@ void GodotSphereShape3D::get_supports(const Vector3 &p_normal, int p_max, Vector r_type = FEATURE_POINT; } -bool GodotSphereShape3D::intersect_segment(const Vector3 &p_begin, const Vector3 &p_end, Vector3 &r_result, Vector3 &r_normal, bool p_hit_back_faces) const { +bool GodotSphereShape3D::intersect_segment(const Vector3 &p_begin, const Vector3 &p_end, Vector3 &r_result, Vector3 &r_normal, int &r_face_index, bool p_hit_back_faces) const { return Geometry3D::segment_intersects_sphere(p_begin, p_end, Vector3(), radius, &r_result, &r_normal); } @@ -417,7 +417,7 @@ void GodotBoxShape3D::get_supports(const Vector3 &p_normal, int p_max, Vector3 * r_supports[0] = point; } -bool GodotBoxShape3D::intersect_segment(const Vector3 &p_begin, const Vector3 &p_end, Vector3 &r_result, Vector3 &r_normal, bool p_hit_back_faces) const { +bool GodotBoxShape3D::intersect_segment(const Vector3 &p_begin, const Vector3 &p_end, Vector3 &r_result, Vector3 &r_normal, int &r_face_index, bool p_hit_back_faces) const { AABB aabb_ext(-half_extents, half_extents * 2.0); return aabb_ext.intersects_segment(p_begin, p_end, &r_result, &r_normal); @@ -551,7 +551,7 @@ void GodotCapsuleShape3D::get_supports(const Vector3 &p_normal, int p_max, Vecto } } -bool GodotCapsuleShape3D::intersect_segment(const Vector3 &p_begin, const Vector3 &p_end, Vector3 &r_result, Vector3 &r_normal, bool p_hit_back_faces) const { +bool GodotCapsuleShape3D::intersect_segment(const Vector3 &p_begin, const Vector3 &p_end, Vector3 &r_result, Vector3 &r_normal, int &r_face_index, bool p_hit_back_faces) const { Vector3 norm = (p_end - p_begin).normalized(); real_t min_d = 1e20; @@ -743,7 +743,7 @@ void GodotCylinderShape3D::get_supports(const Vector3 &p_normal, int p_max, Vect } } -bool GodotCylinderShape3D::intersect_segment(const Vector3 &p_begin, const Vector3 &p_end, Vector3 &r_result, Vector3 &r_normal, bool p_hit_back_faces) const { +bool GodotCylinderShape3D::intersect_segment(const Vector3 &p_begin, const Vector3 &p_end, Vector3 &r_result, Vector3 &r_normal, int &r_face_index, bool p_hit_back_faces) const { return Geometry3D::segment_intersects_cylinder(p_begin, p_end, height, radius, &r_result, &r_normal, 1); } @@ -975,7 +975,7 @@ void GodotConvexPolygonShape3D::get_supports(const Vector3 &p_normal, int p_max, r_type = FEATURE_POINT; } -bool GodotConvexPolygonShape3D::intersect_segment(const Vector3 &p_begin, const Vector3 &p_end, Vector3 &r_result, Vector3 &r_normal, bool p_hit_back_faces) const { +bool GodotConvexPolygonShape3D::intersect_segment(const Vector3 &p_begin, const Vector3 &p_end, Vector3 &r_result, Vector3 &r_normal, int &r_face_index, bool p_hit_back_faces) const { const Geometry3D::MeshData::Face *faces = mesh.faces.ptr(); int fc = mesh.faces.size(); @@ -1252,7 +1252,7 @@ void GodotFaceShape3D::get_supports(const Vector3 &p_normal, int p_max, Vector3 r_supports[0] = vertex[vert_support_idx]; } -bool GodotFaceShape3D::intersect_segment(const Vector3 &p_begin, const Vector3 &p_end, Vector3 &r_result, Vector3 &r_normal, bool p_hit_back_faces) const { +bool GodotFaceShape3D::intersect_segment(const Vector3 &p_begin, const Vector3 &p_end, Vector3 &r_result, Vector3 &r_normal, int &r_face_index, bool p_hit_back_faces) const { bool c = Geometry3D::segment_intersects_triangle(p_begin, p_end, vertex[0], vertex[1], vertex[2], &r_result); if (c) { r_normal = Plane(vertex[0], vertex[1], vertex[2]).normal; @@ -1362,12 +1362,14 @@ void GodotConcavePolygonShape3D::_cull_segment(int p_idx, _SegmentCullParams *p_ Vector3 res; Vector3 normal; - if (face->intersect_segment(p_params->from, p_params->to, res, normal, true)) { + int face_index = params_bvh->face_index; + if (face->intersect_segment(p_params->from, p_params->to, res, normal, face_index, true)) { real_t d = p_params->dir.dot(res) - p_params->dir.dot(p_params->from); if ((d > 0) && (d < p_params->min_d)) { p_params->min_d = d; p_params->result = res; p_params->normal = normal; + p_params->face_index = face_index; p_params->collisions++; } } @@ -1381,7 +1383,7 @@ void GodotConcavePolygonShape3D::_cull_segment(int p_idx, _SegmentCullParams *p_ } } -bool GodotConcavePolygonShape3D::intersect_segment(const Vector3 &p_begin, const Vector3 &p_end, Vector3 &r_result, Vector3 &r_normal, bool p_hit_back_faces) const { +bool GodotConcavePolygonShape3D::intersect_segment(const Vector3 &p_begin, const Vector3 &p_end, Vector3 &r_result, Vector3 &r_normal, int &r_face_index, bool p_hit_back_faces) const { if (faces.size() == 0) { return false; } @@ -1411,6 +1413,7 @@ bool GodotConcavePolygonShape3D::intersect_segment(const Vector3 &p_begin, const if (params.collisions > 0) { r_result = params.result; r_normal = params.normal; + r_face_index = params.face_index; return true; } else { return false; @@ -1734,9 +1737,11 @@ struct _HeightmapGridCullState { _FORCE_INLINE_ bool _heightmap_face_cull_segment(_HeightmapSegmentCullParams &p_params) { Vector3 res; Vector3 normal; - if (p_params.face->intersect_segment(p_params.from, p_params.to, res, normal, true)) { + int fi = -1; + if (p_params.face->intersect_segment(p_params.from, p_params.to, res, normal, fi, true)) { p_params.result = res; p_params.normal = normal; + return true; } @@ -1940,7 +1945,7 @@ bool GodotHeightMapShape3D::_intersect_grid_segment(ProcessFunction &p_process, return false; } -bool GodotHeightMapShape3D::intersect_segment(const Vector3 &p_begin, const Vector3 &p_end, Vector3 &r_point, Vector3 &r_normal, bool p_hit_back_faces) const { +bool GodotHeightMapShape3D::intersect_segment(const Vector3 &p_begin, const Vector3 &p_end, Vector3 &r_point, Vector3 &r_normal, int &r_face_index, bool p_hit_back_faces) const { if (heights.is_empty()) { return false; } diff --git a/servers/physics_3d/godot_shape_3d.h b/servers/physics_3d/godot_shape_3d.h index acc42f2fcb..dbd58ead68 100644 --- a/servers/physics_3d/godot_shape_3d.h +++ b/servers/physics_3d/godot_shape_3d.h @@ -80,7 +80,7 @@ public: virtual Vector3 get_support(const Vector3 &p_normal) const; virtual void get_supports(const Vector3 &p_normal, int p_max, Vector3 *r_supports, int &r_amount, FeatureType &r_type) const = 0; virtual Vector3 get_closest_point_to(const Vector3 &p_point) const = 0; - virtual bool intersect_segment(const Vector3 &p_begin, const Vector3 &p_end, Vector3 &r_point, Vector3 &r_normal, bool p_hit_back_faces) const = 0; + virtual bool intersect_segment(const Vector3 &p_begin, const Vector3 &p_end, Vector3 &r_point, Vector3 &r_normal, int &r_face_index, bool p_hit_back_faces) const = 0; virtual bool intersect_point(const Vector3 &p_point) const = 0; virtual Vector3 get_moment_of_inertia(real_t p_mass) const = 0; @@ -126,7 +126,7 @@ public: virtual Vector3 get_support(const Vector3 &p_normal) const override; virtual void get_supports(const Vector3 &p_normal, int p_max, Vector3 *r_supports, int &r_amount, FeatureType &r_type) const override { r_amount = 0; } - virtual bool intersect_segment(const Vector3 &p_begin, const Vector3 &p_end, Vector3 &r_result, Vector3 &r_normal, bool p_hit_back_faces) const override; + virtual bool intersect_segment(const Vector3 &p_begin, const Vector3 &p_end, Vector3 &r_result, Vector3 &r_normal, int &r_face_index, bool p_hit_back_faces) const override; virtual bool intersect_point(const Vector3 &p_point) const override; virtual Vector3 get_closest_point_to(const Vector3 &p_point) const override; virtual Vector3 get_moment_of_inertia(real_t p_mass) const override; @@ -153,7 +153,7 @@ public: virtual Vector3 get_support(const Vector3 &p_normal) const override; virtual void get_supports(const Vector3 &p_normal, int p_max, Vector3 *r_supports, int &r_amount, FeatureType &r_type) const override; - virtual bool intersect_segment(const Vector3 &p_begin, const Vector3 &p_end, Vector3 &r_result, Vector3 &r_normal, bool p_hit_back_faces) const override; + virtual bool intersect_segment(const Vector3 &p_begin, const Vector3 &p_end, Vector3 &r_result, Vector3 &r_normal, int &r_face_index, bool p_hit_back_faces) const override; virtual bool intersect_point(const Vector3 &p_point) const override; virtual Vector3 get_closest_point_to(const Vector3 &p_point) const override; @@ -180,7 +180,7 @@ public: virtual void project_range(const Vector3 &p_normal, const Transform3D &p_transform, real_t &r_min, real_t &r_max) const override; virtual Vector3 get_support(const Vector3 &p_normal) const override; virtual void get_supports(const Vector3 &p_normal, int p_max, Vector3 *r_supports, int &r_amount, FeatureType &r_type) const override; - virtual bool intersect_segment(const Vector3 &p_begin, const Vector3 &p_end, Vector3 &r_result, Vector3 &r_normal, bool p_hit_back_faces) const override; + virtual bool intersect_segment(const Vector3 &p_begin, const Vector3 &p_end, Vector3 &r_result, Vector3 &r_normal, int &r_face_index, bool p_hit_back_faces) const override; virtual bool intersect_point(const Vector3 &p_point) const override; virtual Vector3 get_closest_point_to(const Vector3 &p_point) const override; @@ -205,7 +205,7 @@ public: virtual void project_range(const Vector3 &p_normal, const Transform3D &p_transform, real_t &r_min, real_t &r_max) const override; virtual Vector3 get_support(const Vector3 &p_normal) const override; virtual void get_supports(const Vector3 &p_normal, int p_max, Vector3 *r_supports, int &r_amount, FeatureType &r_type) const override; - virtual bool intersect_segment(const Vector3 &p_begin, const Vector3 &p_end, Vector3 &r_result, Vector3 &r_normal, bool p_hit_back_faces) const override; + virtual bool intersect_segment(const Vector3 &p_begin, const Vector3 &p_end, Vector3 &r_result, Vector3 &r_normal, int &r_face_index, bool p_hit_back_faces) const override; virtual bool intersect_point(const Vector3 &p_point) const override; virtual Vector3 get_closest_point_to(const Vector3 &p_point) const override; @@ -234,7 +234,7 @@ public: virtual void project_range(const Vector3 &p_normal, const Transform3D &p_transform, real_t &r_min, real_t &r_max) const override; virtual Vector3 get_support(const Vector3 &p_normal) const override; virtual void get_supports(const Vector3 &p_normal, int p_max, Vector3 *r_supports, int &r_amount, FeatureType &r_type) const override; - virtual bool intersect_segment(const Vector3 &p_begin, const Vector3 &p_end, Vector3 &r_result, Vector3 &r_normal, bool p_hit_back_faces) const override; + virtual bool intersect_segment(const Vector3 &p_begin, const Vector3 &p_end, Vector3 &r_result, Vector3 &r_normal, int &r_face_index, bool p_hit_back_faces) const override; virtual bool intersect_point(const Vector3 &p_point) const override; virtual Vector3 get_closest_point_to(const Vector3 &p_point) const override; @@ -263,7 +263,7 @@ public: virtual void project_range(const Vector3 &p_normal, const Transform3D &p_transform, real_t &r_min, real_t &r_max) const override; virtual Vector3 get_support(const Vector3 &p_normal) const override; virtual void get_supports(const Vector3 &p_normal, int p_max, Vector3 *r_supports, int &r_amount, FeatureType &r_type) const override; - virtual bool intersect_segment(const Vector3 &p_begin, const Vector3 &p_end, Vector3 &r_result, Vector3 &r_normal, bool p_hit_back_faces) const override; + virtual bool intersect_segment(const Vector3 &p_begin, const Vector3 &p_end, Vector3 &r_result, Vector3 &r_normal, int &r_face_index, bool p_hit_back_faces) const override; virtual bool intersect_point(const Vector3 &p_point) const override; virtual Vector3 get_closest_point_to(const Vector3 &p_point) const override; @@ -290,7 +290,7 @@ public: virtual void project_range(const Vector3 &p_normal, const Transform3D &p_transform, real_t &r_min, real_t &r_max) const override; virtual Vector3 get_support(const Vector3 &p_normal) const override; virtual void get_supports(const Vector3 &p_normal, int p_max, Vector3 *r_supports, int &r_amount, FeatureType &r_type) const override; - virtual bool intersect_segment(const Vector3 &p_begin, const Vector3 &p_end, Vector3 &r_result, Vector3 &r_normal, bool p_hit_back_faces) const override; + virtual bool intersect_segment(const Vector3 &p_begin, const Vector3 &p_end, Vector3 &r_result, Vector3 &r_normal, int &r_face_index, bool p_hit_back_faces) const override; virtual bool intersect_point(const Vector3 &p_point) const override; virtual Vector3 get_closest_point_to(const Vector3 &p_point) const override; @@ -347,6 +347,7 @@ struct GodotConcavePolygonShape3D : public GodotConcaveShape3D { Vector3 result; Vector3 normal; + int face_index = -1; real_t min_d = 1e20; int collisions = 0; }; @@ -368,7 +369,7 @@ public: virtual void project_range(const Vector3 &p_normal, const Transform3D &p_transform, real_t &r_min, real_t &r_max) const override; virtual Vector3 get_support(const Vector3 &p_normal) const override; - virtual bool intersect_segment(const Vector3 &p_begin, const Vector3 &p_end, Vector3 &r_result, Vector3 &r_normal, bool p_hit_back_faces) const override; + virtual bool intersect_segment(const Vector3 &p_begin, const Vector3 &p_end, Vector3 &r_result, Vector3 &r_normal, int &r_face_index, bool p_hit_back_faces) const override; virtual bool intersect_point(const Vector3 &p_point) const override; virtual Vector3 get_closest_point_to(const Vector3 &p_point) const override; @@ -431,7 +432,7 @@ public: virtual void project_range(const Vector3 &p_normal, const Transform3D &p_transform, real_t &r_min, real_t &r_max) const override; virtual Vector3 get_support(const Vector3 &p_normal) const override; - virtual bool intersect_segment(const Vector3 &p_begin, const Vector3 &p_end, Vector3 &r_point, Vector3 &r_normal, bool p_hit_back_faces) const override; + virtual bool intersect_segment(const Vector3 &p_begin, const Vector3 &p_end, Vector3 &r_point, Vector3 &r_normal, int &r_face_index, bool p_hit_back_faces) const override; virtual bool intersect_point(const Vector3 &p_point) const override; virtual Vector3 get_closest_point_to(const Vector3 &p_point) const override; @@ -459,7 +460,7 @@ struct GodotFaceShape3D : public GodotShape3D { virtual void project_range(const Vector3 &p_normal, const Transform3D &p_transform, real_t &r_min, real_t &r_max) const override; virtual Vector3 get_support(const Vector3 &p_normal) const override; virtual void get_supports(const Vector3 &p_normal, int p_max, Vector3 *r_supports, int &r_amount, FeatureType &r_type) const override; - virtual bool intersect_segment(const Vector3 &p_begin, const Vector3 &p_end, Vector3 &r_result, Vector3 &r_normal, bool p_hit_back_faces) const override; + virtual bool intersect_segment(const Vector3 &p_begin, const Vector3 &p_end, Vector3 &r_result, Vector3 &r_normal, int &r_face_index, bool p_hit_back_faces) const override; virtual bool intersect_point(const Vector3 &p_point) const override; virtual Vector3 get_closest_point_to(const Vector3 &p_point) const override; @@ -498,7 +499,7 @@ struct GodotMotionShape3D : public GodotShape3D { } virtual void get_supports(const Vector3 &p_normal, int p_max, Vector3 *r_supports, int &r_amount, FeatureType &r_type) const override { r_amount = 0; } - virtual bool intersect_segment(const Vector3 &p_begin, const Vector3 &p_end, Vector3 &r_result, Vector3 &r_normal, bool p_hit_back_faces) const override { return false; } + virtual bool intersect_segment(const Vector3 &p_begin, const Vector3 &p_end, Vector3 &r_result, Vector3 &r_normal, int &r_face_index, bool p_hit_back_faces) const override { return false; } virtual bool intersect_point(const Vector3 &p_point) const override { return false; } virtual Vector3 get_closest_point_to(const Vector3 &p_point) const override { return p_point; } diff --git a/servers/physics_3d/godot_soft_body_3d.cpp b/servers/physics_3d/godot_soft_body_3d.cpp index 5c67807c48..4b35dd1500 100644 --- a/servers/physics_3d/godot_soft_body_3d.cpp +++ b/servers/physics_3d/godot_soft_body_3d.cpp @@ -1266,7 +1266,7 @@ struct _SoftBodyIntersectSegmentInfo { } }; -bool GodotSoftBodyShape3D::intersect_segment(const Vector3 &p_begin, const Vector3 &p_end, Vector3 &r_result, Vector3 &r_normal, bool p_hit_back_faces) const { +bool GodotSoftBodyShape3D::intersect_segment(const Vector3 &p_begin, const Vector3 &p_end, Vector3 &r_result, Vector3 &r_normal, int &r_face_index, bool p_hit_back_faces) const { _SoftBodyIntersectSegmentInfo query_info; query_info.soft_body = soft_body; query_info.from = p_begin; diff --git a/servers/physics_3d/godot_soft_body_3d.h b/servers/physics_3d/godot_soft_body_3d.h index 20592f3411..e23f4bb9f5 100644 --- a/servers/physics_3d/godot_soft_body_3d.h +++ b/servers/physics_3d/godot_soft_body_3d.h @@ -259,7 +259,7 @@ public: virtual Vector3 get_support(const Vector3 &p_normal) const override { return Vector3(); } virtual void get_supports(const Vector3 &p_normal, int p_max, Vector3 *r_supports, int &r_amount, FeatureType &r_type) const override { r_amount = 0; } - virtual bool intersect_segment(const Vector3 &p_begin, const Vector3 &p_end, Vector3 &r_result, Vector3 &r_normal, bool p_hit_back_faces) const override; + virtual bool intersect_segment(const Vector3 &p_begin, const Vector3 &p_end, Vector3 &r_result, Vector3 &r_normal, int &r_face_index, bool p_hit_back_faces) const override; virtual bool intersect_point(const Vector3 &p_point) const override; virtual Vector3 get_closest_point_to(const Vector3 &p_point) const override; virtual Vector3 get_moment_of_inertia(real_t p_mass) const override { return Vector3(); } diff --git a/servers/physics_3d/godot_space_3d.cpp b/servers/physics_3d/godot_space_3d.cpp index 35f6fa023d..92b5f31e41 100644 --- a/servers/physics_3d/godot_space_3d.cpp +++ b/servers/physics_3d/godot_space_3d.cpp @@ -120,6 +120,7 @@ bool GodotPhysicsDirectSpaceState3D::intersect_ray(const RayParameters &p_parame bool collided = false; Vector3 res_point, res_normal; + int res_face_index = -1; int res_shape = -1; const GodotCollisionObject3D *res_obj = nullptr; real_t min_d = 1e10; @@ -148,6 +149,7 @@ bool GodotPhysicsDirectSpaceState3D::intersect_ray(const RayParameters &p_parame const GodotShape3D *shape = col_obj->get_shape(shape_idx); Vector3 shape_point, shape_normal; + int shape_face_index = -1; if (shape->intersect_point(local_from)) { if (p_parameters.hit_from_inside) { @@ -165,7 +167,7 @@ bool GodotPhysicsDirectSpaceState3D::intersect_ray(const RayParameters &p_parame } } - if (shape->intersect_segment(local_from, local_to, shape_point, shape_normal, p_parameters.hit_back_faces)) { + if (shape->intersect_segment(local_from, local_to, shape_point, shape_normal, shape_face_index, p_parameters.hit_back_faces)) { Transform3D xform = col_obj->get_transform() * col_obj->get_shape_transform(shape_idx); shape_point = xform.xform(shape_point); @@ -175,6 +177,7 @@ bool GodotPhysicsDirectSpaceState3D::intersect_ray(const RayParameters &p_parame min_d = ld; res_point = shape_point; res_normal = inv_xform.basis.xform_inv(shape_normal).normalized(); + res_face_index = shape_face_index; res_shape = shape_idx; res_obj = col_obj; collided = true; @@ -194,6 +197,7 @@ bool GodotPhysicsDirectSpaceState3D::intersect_ray(const RayParameters &p_parame r_result.collider = nullptr; } r_result.normal = res_normal; + r_result.face_index = res_face_index; r_result.position = res_point; r_result.rid = res_obj->get_self(); r_result.shape = res_shape; diff --git a/servers/physics_server_3d.cpp b/servers/physics_server_3d.cpp index 6b8d3d1af6..8497bc78e2 100644 --- a/servers/physics_server_3d.cpp +++ b/servers/physics_server_3d.cpp @@ -362,6 +362,7 @@ Dictionary PhysicsDirectSpaceState3D::_intersect_ray(const Ref<PhysicsRayQueryPa Dictionary d; d["position"] = result.position; d["normal"] = result.normal; + d["face_index"] = result.face_index; d["collider_id"] = result.collider_id; d["collider"] = result.collider; d["shape"] = result.shape; diff --git a/servers/physics_server_3d.h b/servers/physics_server_3d.h index 33e9f8a7c9..cd96bf15fd 100644 --- a/servers/physics_server_3d.h +++ b/servers/physics_server_3d.h @@ -151,6 +151,7 @@ public: struct RayResult { Vector3 position; Vector3 normal; + int face_index = -1; RID rid; ObjectID collider_id; Object *collider = nullptr; |