From a17800db9c0c7ef0da461b48ed61c8b15e8d8537 Mon Sep 17 00:00:00 2001 From: yvmou_ Date: Sun, 4 Oct 2026 19:27:54 +0800 Subject: [PATCH] =?UTF-8?q?=E6=9B=B4=E6=96=B0=E8=87=AA=E7=A0=94=E6=8F=92?= =?UTF-8?q?=E4=BB=B6?= MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit --- addons/mesh_collider/README.md | 64 ++--- addons/mesh_collider/mesh_collider.gd | 36 --- addons/mesh_collider/mesh_collider.gd.uid | 2 +- addons/mesh_collider/mesh_collider_plugin.gd | 235 +++++++++++++++++- .../mesh_collider/mesh_collider_plugin.gd.uid | 2 +- .../mesh_collider/mesh_collider_settings.gd | 81 +----- .../mesh_collider_settings.gd.uid | 2 +- 7 files changed, 275 insertions(+), 147 deletions(-) diff --git a/addons/mesh_collider/README.md b/addons/mesh_collider/README.md index cc5b54d..d2c7661 100644 --- a/addons/mesh_collider/README.md +++ b/addons/mesh_collider/README.md @@ -30,15 +30,24 @@ ## 用法 -**拖进去就行。** 插件会轮询当前编辑的场景,发现新拖入的模型实例就自动加碰撞,并且整个操作走编辑器的撤销系统 —— **Ctrl+Z 可以撤销,Ctrl+Shift+Z 可以重做**。 +**拖进去就行。** 把 FBX / GLB 拖进场景,插件会弹窗问一句要不要加碰撞: -菜单里还有三个手动操作: +| 弹窗里的选择 | 结果 | +| --- | --- | +| **添加碰撞** | 给这一批模型加上碰撞体,走撤销系统 —— **Ctrl+Z 可以撤销,Ctrl+Shift+Z 可以重做** | +| **不添加** | 什么都不做,模型留在场景里 | +| 勾上**不再询问**再选 | 记住这次的选择,以后不再弹窗(想恢复询问,去 项目设置 → mesh_collider 打开 `ask_before_adding`) | + +一次拖入多个模型只弹**一个**弹窗,确认后整批处理。不想被问就把 `ask_before_adding` 关掉,改由 `auto_add_collision` 决定。 + +菜单里还有四个手动操作: | 菜单项 | 作用 | | --- | --- | +| 扫描场景中的模型 | 列出场景里所有还没加碰撞的模型(`auto_add_collision` 打开时直接加) | | 给选中模型加碰撞 | 对当前选中的模型实例执行一次 | | 移除选中模型的碰撞 | 移除本插件加的那个碰撞体(同样可撤销) | -| 设置 | 跳到项目设置页 | +| 打开项目设置 | 跳到项目设置页 | --- @@ -73,36 +82,34 @@ Chair_PC_04 ← 模型实例,仍然引用 res://.../chair. ## 设置 -设置有两个入口,值完全同步: +设置只有**一个入口**:**项目设置 → mesh_collider**(菜单里的『打开项目设置』会直接跳过去)。分节名显示为 **Mesh Collider**,每一项的名字由 Godot 按 key 自动美化: -- **右侧停靠栏的 `MC` 标签页**(检查器那一列)—— 装了插件就有; -- **项目设置 → mesh_collider** —— 想和其他项目设置一起看时用。 +``` +Ask Before Adding [✓ 启用] +Auto Add Collision [ 启用] +Collision Shape [Trimesh ▾] +Collision Body [StaticBody3D ▾] +Skip Meshes with Collision [ 启用] +碰撞层 [1][2][3][4] … [32] ← Godot 原生的层勾选网格 +碰撞遮罩 [1][2][3][4] … [32] +Model Extensions fbx,glb,gltf,… +``` -> **关于位置。** 你希望它出现在「检查器 / 信号 / 分组」那一排。那三个标签属于 Godot **内建的检查器容器**,插件 API 没有向它注入标签页的接口,所以做不到完全并排。可达的最接近位置是**右列停靠栏**,面板会和检查器出现在同一列里。`MC` 之上悬停会显示完整名称。 -> -> **关于悬浮说明。** 面板**没有**使用 `EditorInspector`,而是手写表单 —— 因为 `EditorInspector` 仅在少数列出的枚举类型上把 `hint_string` 当 tooltip,勾选框和数值框悬停时什么都不显示,做不到"每个设置项都有说明"。手写之后每个设置项的标签和控件都能带 tooltip。 +- 改动**立即写入**,插件下一次扫描就读到,没有"应用"这一步; +- 保存交给编辑器(退出或保存项目时落盘)—— 唯一的例外是下面那个"不再询问"; +- **没有逐项说明**:项目设置的每一行只有名字和控件,Godot 没给插件留"显示名 / 描述"的位置。每项的含义看下面这张表。 -面板不使用 `EditorInspector`,而是逐项构建控件,但值仍然读写**同一批 ProjectSettings 键**,所以和项目设置页不会漂移。改动**立即写入**,插件下一次扫描就读到,没有"应用"这一步。 - -页面底部三个按钮: - -| 按钮 | 作用 | -| --- | --- | -| 恢复默认值 | 把插件拥有的**全部**设置改回默认值 | -| 保存到 project.godot | 立即落盘(不点的话,编辑器退出或保存项目时也会写) | -| 在项目设置中打开 | 跳到项目设置页 | +> 早期版本还有一个右列停靠面板(`MC` 标签页),只是把同一批键换了种画法,现已删掉:两处 UI 意味着两处要维护的布局问题,而设置本来就该在一个地方看。顺带一提,项目设置里 `collision_layer` / `collision_mask` 用的是 Godot 原生的 32 层勾选网格,比面板里的数字输入框好用。 | 设置 | 默认 | 说明 | | --- | --- | --- | | `ask_before_adding` | **`true`** | 拖入模型时**弹窗询问**是否添加碰撞 | | `auto_add_collision` | `false` | 不询问时直接添加;仅在 `ask_before_adding` 关闭后生效 | -| `always_add_without_asking` | `false` | 由弹窗的「不再询问」写入 | | `collision_shape` | **`Trimesh`** | `Convex Hull` / `Trimesh` / `Box` / `Sphere` / `Capsule` / `Cylinder` | | `collision_body` | `StaticBody3D` | `StaticBody3D` / `RigidBody3D` / `Area3D` / `CharacterBody3D` | | `skip_meshes_with_collision` | `false` | 跳过已经位于物理体下的网格(模型自带碰撞时打开) | | `collision_layer` / `collision_mask` | `1` | 碰撞层 / 掩码 | | `model_extensions` | `fbx glb gltf dae obj blend …` | 识别为模型的后缀 | -| `skip_dirs` | `addons/`, `.godot/` | 永不扫描的目录 | ### 拖入模型时的三种行为 @@ -110,13 +117,13 @@ Chair_PC_04 ← 模型实例,仍然引用 res://.../chair. | `ask_before_adding` | `auto_add_collision` | 拖入模型时 | | --- | --- | --- | -| **`true`**(默认) | 忽略 | **弹窗询问**,包含「不再询问」勾选框和设置入口提示 | +| **`true`**(默认) | 忽略 | **弹窗询问**,带「不再询问」勾选框 | | `false` | `true` | 直接添加碰撞,不问 | | `false` | `false` | 什么都不做,只能从 项目 > 工具 手动执行 | -弹窗里的「不再询问」按你本次的选择记忆:选「添加碰撞」→ 以后直接添加;选「不添加」→ 以后不再添加也不再询问。两种情况都会把 `ask_before_adding` 关掉,想恢复询问就在 `MC` 面板里重新打开。 +弹窗里的「不再询问」按你本次的选择记忆:选「添加碰撞」→ 以后直接添加;选「不添加」→ 以后不再添加也不再询问。两种情况都会把 `ask_before_adding` 关掉,想恢复询问就去 **项目设置 → mesh_collider** 把它重新打开。 -一次拖入多个模型只会弹**一个**弹窗,确认后整批处理。 +> 这一项是唯一会**主动落盘**的设置(`ProjectSettings.save()`),因为"不再询问"必须活过这次编辑器会话。其余设置不主动落盘,交给编辑器自己保存。 ### 形状怎么选 @@ -200,9 +207,11 @@ Godot 的物理按"1 单位 = 1 米"调参。如果模型导入后只有几厘 ## 已知取舍 -- **检测靠轮询**(0.4 秒一次)。Godot 没有暴露"模型被拖进来"的信号,这是唯一可靠的做法。 +- **检测靠轮询**(0.4 秒一次)。Godot 没有暴露"模型被拖进来"的信号 —— 编辑器自己在内部处理这次 drop,不通知任何人 —— 所以只能盯着场景。为了不重蹈"每帧扫全场景"的覆辙,轮询有两道闸:先用 `SceneTree.get_node_count()`(O(1))判断整棵树有没有增删,**没变就直接跳过扫描**;变了也只扫当前编辑的场景。编辑器空转时这个定时器不做任何事。 +- **基线不等于"新拖入"**。切换场景时,场景里已有的模型会被记进"已知"集合,不弹窗 —— 否则每开一个场景都会被问一遍。代价是:在场景刚打开后的 0.4 秒内拖入的模型会被当成基线,不弹窗(用菜单手动处理即可)。 +- **撤销/重做会当成新拖入**。Ctrl+Z 删掉模型再 Ctrl+Shift+Z 放回来,节点实例 id 变了,插件会再问一次。功能上没错,只是多问一句。 - **变换在注入前一次性快照**。所有网格的世界变换在**模型确实处于场景树中**时解析好,再交给构建函数。这有两个原因:刚体是**故意游离**的(由撤销系统负责挂载),而 `global_transform` 在树外会打印 `Condition "!is_inside_tree()" is true` 并返回单位阵;更重要的是,依赖"读取瞬间节点仍在树里"会让碰撞在边界情况下静默烘焙到原点。快照把这件事变成确定的,缺了变换的网格会被跳过而不是猜一个。 -- **已验证的 API 兼容性**:本插件只使用在 Godot 4.7.2 上实测过的 API。踩过的坑包括 `MeshInstance3D.skeleton` 是 `NodePath` 而不是 `Skeleton3D`、`ClassDB.can_instantiate()` 才是判断节点能否容纳子节点的正确方法、以及 GDScript 不允许 `const` 字典的值引用其他常量(所以库里的枚举默认值写成字面量索引)。 +- **已验证的 API 兼容性**:本插件只使用在 Godot 4.7.2 上实测过的 API。踩过的坑包括 `MeshInstance3D.skeleton` 是 `NodePath` 而不是 `Skeleton3D`、`ClassDB.can_instantiate()` 才是判断节点能否容纳子节点的正确方法、GDScript 不允许 `const` 字典的值引用其他常量(所以库里的枚举默认值写成字面量索引)、以及 `AcceptDialog.add_child()` 会把子控件**铺满**内容区而不是排在正文下面(所以弹窗的正文和勾选框要自己装进一个 `VBoxContainer`)。 --- @@ -212,10 +221,9 @@ Godot 的物理按"1 单位 = 1 米"调参。如果模型导入后只有几厘 demo_project/ ├─ addons/mesh_collider/ ← 插件本体(复制这个目录即可) │ ├─ plugin.cfg -│ ├─ mesh_collider_plugin.gd 编辑器集成(检测 / 注入 / 撤销 / 停靠面板注册) +│ ├─ mesh_collider_plugin.gd 编辑器集成(检测 / 拖入弹窗 / 注入 / 撤销) │ ├─ mesh_collider.gd 核心逻辑(纯逻辑,不依赖编辑器) -│ ├─ mesh_collider_settings.gd 项目设置 + 面板用的 label / tooltip 文本 -│ ├─ mesh_collider_panel.gd 右侧 `MC` 标签页的设置面板 +│ ├─ mesh_collider_settings.gd 项目设置 + 每项的 label / tooltip 文本 │ └─ README.md ├─ assets/models/ 测试模型(GLB + 带骨骼动画的 FBX) └─ tests/ 辅助脚本 diff --git a/addons/mesh_collider/mesh_collider.gd b/addons/mesh_collider/mesh_collider.gd index 7442fd1..87b7fd2 100644 --- a/addons/mesh_collider/mesh_collider.gd +++ b/addons/mesh_collider/mesh_collider.gd @@ -60,9 +60,6 @@ enum BodyType { CHARACTER, ## CharacterBody3D - player/NPC. } -const SHAPE_TYPE_NAMES: PackedStringArray = [ - "convex_hull", "trimesh", "box", "sphere", "capsule", "cylinder", -] const BODY_TYPE_NAMES: PackedStringArray = [ "static", "rigid", "area", "character", ] @@ -119,15 +116,6 @@ static func is_imported_model(path: String) -> bool: return FileAccess.file_exists(path + ".import") -## True when `node` is a root node instantiated directly from a model file. -static func is_model_instance(node: Node) -> bool: - if node == null or not is_instance_valid(node): - return false - if node.scene_file_path.is_empty(): - return false - return is_imported_model(node.scene_file_path) - - # --------------------------------------------------------------------------- # Collision generation # --------------------------------------------------------------------------- @@ -612,27 +600,3 @@ static func _cylinder_shape(mi: MeshInstance3D, to_local: Transform3D) -> Cylind shape.height = h shape.set_meta(META_SHAPE_OFFSET, box.get_center()) return shape - - -# --------------------------------------------------------------------------- -# Diagnostics -# --------------------------------------------------------------------------- - -## A one-line description of the collision under `root`, for log output. -static func describe_collision(root: Node) -> String: - var shapes := count_shapes(root) - if shapes == 0: - return "no collision" - var kinds: Dictionary = {} - var stack: Array[Node] = [root] - while not stack.is_empty(): - var n: Node = stack.pop_back() - if n is CollisionShape3D and (n as CollisionShape3D).shape != null: - var k := (n as CollisionShape3D).shape.get_class() - kinds[k] = int(kinds.get(k, 0)) + 1 - for c in n.get_children(): - stack.append(c) - var parts: Array[String] = [] - for k in kinds: - parts.append("%s x%d" % [k, kinds[k]]) - return "%d shape(s): %s" % [shapes, ", ".join(parts)] diff --git a/addons/mesh_collider/mesh_collider.gd.uid b/addons/mesh_collider/mesh_collider.gd.uid index db6df33..fd1eb34 100644 --- a/addons/mesh_collider/mesh_collider.gd.uid +++ b/addons/mesh_collider/mesh_collider.gd.uid @@ -1 +1 @@ -uid://byxlq5nu6745l +uid://deylj2mv7ob5h diff --git a/addons/mesh_collider/mesh_collider_plugin.gd b/addons/mesh_collider/mesh_collider_plugin.gd index 4042438..432da00 100644 --- a/addons/mesh_collider/mesh_collider_plugin.gd +++ b/addons/mesh_collider/mesh_collider_plugin.gd @@ -11,26 +11,55 @@ extends EditorPlugin ## Every change goes through the editor's undo system, so Ctrl+Z reverts an ## injection and Ctrl+Shift+Z re-applies it. ## -## SCOPE - this plugin touches no editor UI beyond its own menu entries. +## SCOPE - a tool menu and one confirmation dialog. No dock panel, no overlay. ## -## There is no dock panel, no dialog, no overlay and no per-frame work. Earlier -## versions had all four, and each of them caused trouble that could not be -## reproduced or diagnosed from here: +## Earlier versions did more, and every extra piece caused trouble that could not +## be reproduced or diagnosed from here: ## ## * a per-frame scan of the whole edited scene (heavy on a large scene), and a ## SceneTree.node_added hook that made it run even more often; ## * `AcceptDialog` / `PopupPanel` / a hand-built overlay, every one of which ## opened thousands of pixels too tall; -## * a dock panel whose wrapping labels widened its dock column and pushed the -## editor's own docks and the viewport out of the window. +## * a dock panel, which brought its own layout problems and only ever mirrored +## Project Settings > mesh_collider anyway. ## -## So discovery is now explicit (a menu action) and reports to the Output panel, -## and all configuration lives in Project Settings > mesh_collider. Nothing here -## participates in the editor's layout. +## So configuration has exactly one home - Project Settings > mesh_collider, with +## the menu's "打开项目设置" to get there - and the scene is watched on a 0.4 s +## timer whose walk is skipped outright whenever the tree has not changed at all +## (see `POLL_SECONDS`). The one dialog left is given an explicit size instead of +## being allowed to size itself to its label. const Collider := preload("mesh_collider.gd") const Settings := preload("mesh_collider_settings.gd") +## Seconds between two looks at the edited scene. +## +## Godot gives a plugin no signal for "a model was just dragged in" - the editor +## handles the drop internally and never tells anyone - so the scene has to be +## watched. An earlier version of this plugin scanned every frame and made the +## editor sluggish on a large scene; this one is bounded two ways: +## +## * `SceneTree.get_node_count()` is O(1), and an unchanged count means nothing +## was added or removed anywhere, so the walk is skipped outright - an idle +## editor does no work at all; +## * the walk only ever visits the edited scene. +const POLL_SECONDS := 0.4 + +var _timer: Timer = null +## Instance ids of the model instances already present in the edited scene. +## Anything in here has been seen, and will not be asked about again. +var _known: Dictionary = {} +## The scene the entries in `_known` belong to. +var _scene_root: Node = null +var _last_node_count := -1 + +var _dialog: ConfirmationDialog = null +var _message: Label = null +var _remember: CheckBox = null +## Models waiting for the dialog's answer. A further drop while the dialog is +## open joins this batch instead of opening a second dialog. +var _pending: Array[Node] = [] + const MENU_SCAN := "Mesh Collider: 扫描场景中的模型 / Scan scene for models" const MENU_ADD := "Mesh Collider: 给选中模型加碰撞 / Add collision to selected" const MENU_REMOVE := "Mesh Collider: 移除选中模型的碰撞 / Remove collision" @@ -43,8 +72,15 @@ func _enter_tree() -> void: add_tool_menu_item(MENU_ADD, _add_pressed) add_tool_menu_item(MENU_REMOVE, _remove_pressed) add_tool_menu_item(MENU_SETTINGS, _open_settings) + + _timer = Timer.new() + _timer.wait_time = POLL_SECONDS + _timer.autostart = true + _timer.timeout.connect(_poll) + add_child(_timer) + print("[MeshCollider] ready. All actions are under 项目 > 工具; settings are in " - + "Project Settings > mesh_collider. No dock panel, no dialogs.") + + "Project Settings > mesh_collider.") func _exit_tree() -> void: @@ -52,6 +88,13 @@ func _exit_tree() -> void: remove_tool_menu_item(MENU_ADD) remove_tool_menu_item(MENU_REMOVE) remove_tool_menu_item(MENU_SETTINGS) + if _timer != null: + _timer.stop() + _timer.queue_free() + _timer = null + if _dialog != null: + _dialog.queue_free() + _dialog = null # --------------------------------------------------------------------------- @@ -107,7 +150,8 @@ func _scan_pressed() -> void: _add_all(pending) else: print("[MeshCollider] 未改动场景。选中模型后用 项目 > 工具 > " - + "『给选中模型加碰撞』处理,或打开设置里的『扫描后自动添加』。") + + "『给选中模型加碰撞』处理,或把 项目设置 → mesh_collider 里的 " + + "auto_add_collision 打开。") func _add_all(pending: Array[Node]) -> void: @@ -220,6 +264,158 @@ func _find_added_body(model: Node) -> Node: return null +# --------------------------------------------------------------------------- +# Drag-in detection +# --------------------------------------------------------------------------- + +func _poll() -> void: + var root: Node = get_editor_interface().get_edited_scene_root() + if root != _scene_root: + # A different scene is open. Whatever we knew belonged to the old one, and + # what is already in the new one is taken as the baseline: opening a scene + # is not "dragging a model in", and prompting for every model of a freshly + # opened scene would be intolerable. + _scene_root = root + _known.clear() + if root != null: + var ignored: Array[Node] = [] + _collect_new_models(root, ignored) + return + if root == null: + return + + # Nothing was added or removed anywhere in the editor, so the scene cannot + # have gained a model. This is the O(1) check that makes the timer free when + # the editor is idle. + var count := get_tree().get_node_count() + if count == _last_node_count: + return + _last_node_count = count + + var fresh: Array[Node] = [] + _collect_new_models(root, fresh) + if fresh.is_empty(): + return + + if Settings.get_bool(Settings.KEY_ASK): + _ask(fresh) + elif Settings.get_bool(Settings.KEY_AUTO): + _add_all(fresh) + # Neither: asking was turned off and auto is off too, so a drop is left alone + # and stays reachable under 项目 > 工具. + + +## Record every model instance under `node` we have not seen before, and append +## the ones that still need collision to `out`. Recording happens whether or not +## a model is acted on, so a model the user declined is not offered twice. +func _collect_new_models(node: Node, out: Array[Node]) -> void: + for child in node.get_children(): + if child is Node3D and not _known.has(child.get_instance_id()): + _known[child.get_instance_id()] = true + if _is_pending_model(child): + out.append(child) + _collect_new_models(child, out) + + +# --------------------------------------------------------------------------- +# The drag-in dialog +# --------------------------------------------------------------------------- + +## Ask about a batch of freshly dragged-in models. The answer applies to the whole +## batch, so dropping five files asks once. +func _ask(models: Array[Node]) -> void: + if _dialog == null: + _build_dialog() + if _dialog.visible: + _pending.append_array(models) + return + _pending = models.duplicate() + _remember.button_pressed = false + _message.text = _ask_text(_pending) + # An explicit width, because a dialog that sizes itself to its label is how an + # earlier version of this plugin ended up opening thousands of pixels tall. + _dialog.popup_centered(Vector2i(440, 0)) + + +func _ask_text(models: Array[Node]) -> String: + if models.size() == 1: + return ("拖入的模型『%s』还没有碰撞体。\n现在给它加上吗?" + % models[0].name) + return ("拖入的 %d 个模型还没有碰撞体。\n现在给它们都加上吗?" % models.size()) + + +func _build_dialog() -> void: + _dialog = ConfirmationDialog.new() + _dialog.title = "Mesh Collider" + _dialog.ok_button_text = "添加碰撞" + _dialog.cancel_button_text = "不添加" + _dialog.exclusive = true + # Godot draws control text through the editor's translation domain, which + # would rewrite our own strings with whatever the editor's locale calls them. + # Off for the dialog, so it always says what this file says. + _dialog.auto_translate_mode = Node.AUTO_TRANSLATE_MODE_DISABLED + + # The message and the checkbox go into a container of our own rather than into + # `dialog_text` plus a bare `add_child`. An `AcceptDialog` stretches any extra + # child over its whole content area instead of laying it out under the label, + # so the checkbox ends up drawn on top of the message. + # + # The cost is one empty line: `dialog_text` stays empty but the dialog's own + # label still reserves its height, and hiding it does not help - AcceptDialog + # computes its minimum size without looking at visibility. + var body := VBoxContainer.new() + body.name = "Body" + body.add_theme_constant_override("separation", 10) + + _message = Label.new() + _message.autowrap_mode = TextServer.AUTOWRAP_WORD_SMART + _message.custom_minimum_size = Vector2(360, 0) + _message.auto_translate_mode = Node.AUTO_TRANSLATE_MODE_DISABLED + body.add_child(_message) + + _remember = CheckBox.new() + _remember.text = "不再询问" + _remember.auto_translate_mode = Node.AUTO_TRANSLATE_MODE_DISABLED + _remember.tooltip_text = ("记住这次的选择:选『添加碰撞』以后直接加," + + "选『不添加』以后不再加也不再问。\n" + + "想恢复询问,去 项目设置 → mesh_collider 把 ask_before_adding 重新打开。") + body.add_child(_remember) + + _dialog.add_child(body) + add_child(_dialog) + _dialog.confirmed.connect(_on_ask_confirmed) + _dialog.canceled.connect(_on_ask_canceled) + + +func _on_ask_confirmed() -> void: + _finish_ask(true) + + +func _on_ask_canceled() -> void: + _finish_ask(false) + + +func _finish_ask(accepted: bool) -> void: + var batch := _pending + _pending = [] + if accepted: + _add_all(batch) + if not _remember.button_pressed: + return + # "不再询问" is an explicit decision that has to outlive the editor session, so + # this one is written out now; everything else is left to the editor's own + # save. Two settings are enough to remember it - stop asking, and let + # `auto_add_collision` carry the answer that was given. + Settings.set_value(Settings.KEY_ASK, false) + Settings.set_value(Settings.KEY_AUTO, accepted) + var err := ProjectSettings.save() + if err == OK: + print("[MeshCollider] 已记住选择:%s,以后不再询问。" + % ("拖入模型时直接加碰撞" if accepted else "拖入模型时不加碰撞")) + else: + push_warning("[MeshCollider] 保存设置失败,错误码 %d。" % err) + + # --------------------------------------------------------------------------- # Menu actions # --------------------------------------------------------------------------- @@ -253,7 +449,22 @@ func _selected_models() -> Array[Node]: return out +## Open Project Settings > mesh_collider. +## +## 4.7 has no API for this. `EditorInterface` offers nothing, and the obvious +## `set_main_screen_editor("Project")` fails outright - "The editor name +## 'Project' was not found" - because Project Settings is a dialog, not one of +## the main screens. So the editor's own dialog node is looked up by class and +## popped up. If a future editor renames or moves it, this degrades to printing +## where the settings live rather than breaking. func _open_settings() -> void: - get_editor_interface().call_deferred("set_main_screen_editor", "Project") + var stack: Array[Node] = [get_tree().root] + while not stack.is_empty(): + var node: Node = stack.pop_back() + if node.get_class() == "ProjectSettingsEditor": + node.call("popup_centered_clamped", Vector2i(1100, 760)) + return + for child in node.get_children(): + stack.append(child) print("[MeshCollider] 设置项在 项目设置 > mesh_collider / " + "settings are under Project Settings > mesh_collider") diff --git a/addons/mesh_collider/mesh_collider_plugin.gd.uid b/addons/mesh_collider/mesh_collider_plugin.gd.uid index e5ce4fb..f5477b5 100644 --- a/addons/mesh_collider/mesh_collider_plugin.gd.uid +++ b/addons/mesh_collider/mesh_collider_plugin.gd.uid @@ -1 +1 @@ -uid://dkjs4o4ligbxn +uid://t4x7mtjp7wtj diff --git a/addons/mesh_collider/mesh_collider_settings.gd b/addons/mesh_collider/mesh_collider_settings.gd index 2d6ea72..91d3bcb 100644 --- a/addons/mesh_collider/mesh_collider_settings.gd +++ b/addons/mesh_collider/mesh_collider_settings.gd @@ -24,13 +24,11 @@ const BODY_COUNT := 4 const SHAPE_NAMES: PackedStringArray = [ "convex_hull", "trimesh", "box", "sphere", "capsule", "cylinder", ] -const BODY_NAMES: PackedStringArray = [ - "static", "rigid", "area", "character", -] const DEFAULT_MODEL_EXTENSIONS: PackedStringArray = [ "fbx", "glb", "gltf", "dae", "obj", "blend", "md2", "md3", "vrm", ] +const KEY_ASK := ROOT + "ask_before_adding" const KEY_AUTO := ROOT + "auto_add_collision" const KEY_SHAPE := ROOT + "collision_shape" @@ -39,7 +37,6 @@ const KEY_SKIP_EXISTING := ROOT + "skip_meshes_with_collision" const KEY_LAYER := ROOT + "collision_layer" const KEY_MASK := ROOT + "collision_mask" const KEY_EXTENSIONS := ROOT + "model_extensions" -const KEY_SKIP_DIRS := ROOT + "skip_dirs" ## The shape this plugin shipped as its default before 2.0 finalised. ## @@ -58,22 +55,25 @@ const LEGACY_SHAPE_DEFAULT := 0 # MeshCollider.ShapeType.CONVEX_HULL ## reason applied one level out: they must not depend on another script's enum ## resolving. Keep them in step with MeshCollider's enum order. ## -## Each entry carries two kinds of text, and they are NOT interchangeable: -## * `hint_string` - consumed by ProjectSettings / the built-in inspector. An -## enum uses it for its option list, so it cannot hold prose. -## * `label` / `tooltip` - consumed by this plugin's own settings panel, which -## labels each row and shows the tooltip on hover. +## `hint_string` is the one piece of text an entry carries, and its meaning +## depends on the type: an enum uses it for its option list, an array for its +## element type, and a bool for a short description. Only the first two are +## visible - Project Settings renders a bool as a bare checkbox labelled 启用 and +## has no slot for a per-setting description, so what each setting does is +## documented in README.md instead. static func project_info() -> Dictionary: return { + KEY_ASK: { + "name": KEY_ASK, + "type": TYPE_BOOL, + "default": true, + "hint_string": "Ask before adding collision to a dragged-in model", + }, KEY_AUTO: { "name": KEY_AUTO, "type": TYPE_BOOL, "default": false, "hint_string": "Add collision to every pending model found by a scan", - "label": "扫描后自动添加", - "tooltip": "打开后,点『扫描场景中的模型』会直接把找到的模型全部加上碰撞。\n" - + "关闭(默认):扫描只列出结果,由你决定是否处理。\n" - + "插件不做任何后台轮询,只有你点按钮时才扫描。", }, KEY_SHAPE: { "name": KEY_SHAPE, @@ -81,10 +81,6 @@ static func project_info() -> Dictionary: "default": 1, # MeshCollider.ShapeType.TRIMESH "hint": PROPERTY_HINT_ENUM, "hint_string": "Convex Hull,Trimesh,Box,Sphere,Capsule,Cylinder", - "label": "碰撞形状", - "tooltip": "Trimesh:逐三角面精确,零简化。静态物体的最佳选择。\n" - + "Convex Hull:凸包,凹形会被填平,可用于会移动的物体。\n" - + "Box / Sphere / Capsule / Cylinder:单个包围体,最省性能。", }, KEY_BODY: { "name": KEY_BODY, @@ -92,37 +88,24 @@ static func project_info() -> Dictionary: "default": 0, # MeshCollider.BodyType.STATIC "hint": PROPERTY_HINT_ENUM, "hint_string": "StaticBody3D,RigidBody3D,Area3D,CharacterBody3D", - "label": "刚体类型", - "tooltip": "碰撞体挂在哪种物理节点下。\n" - + "StaticBody3D:静态场景物件。\n" - + "RigidBody3D:参与物理模拟的道具。\n" - + "Area3D:只做触发检测,不阻挡。\n" - + "CharacterBody3D:玩家/NPC,移动由脚本接管。", }, KEY_SKIP_EXISTING: { "name": KEY_SKIP_EXISTING, "type": TYPE_BOOL, "default": false, "hint_string": "Skip meshes already under a physics body", - "label": "跳过已有碰撞的网格", - "tooltip": "打开后,已经位于物理体下方的网格不再重复生成碰撞。\n" - + "模型自带碰撞时(例如用 -col 后缀导入)应该打开。", }, KEY_LAYER: { "name": KEY_LAYER, "type": TYPE_INT, "default": 1, "hint": PROPERTY_HINT_LAYERS_3D_PHYSICS, - "label": "碰撞层", - "tooltip": "生成的碰撞体属于哪些层。用掩码表示,1 = 第 1 层。", }, KEY_MASK: { "name": KEY_MASK, "type": TYPE_INT, "default": 1, "hint": PROPERTY_HINT_LAYERS_3D_PHYSICS, - "label": "碰撞掩码", - "tooltip": "生成的碰撞体会和哪些层发生碰撞。用掩码表示。", }, KEY_EXTENSIONS: { "name": KEY_EXTENSIONS, @@ -132,17 +115,6 @@ static func project_info() -> Dictionary: ]), "hint": PROPERTY_HINT_ARRAY_TYPE, "hint_string": "String", - "label": "识别为模型的后缀", - "tooltip": "逗号分隔,不带点。只有这些后缀的文件会被当作模型处理。", - }, - KEY_SKIP_DIRS: { - "name": KEY_SKIP_DIRS, - "type": TYPE_PACKED_STRING_ARRAY, - "default": PackedStringArray(["res://addons/", "res://.godot/"]), - "hint": PROPERTY_HINT_ARRAY_TYPE, - "hint_string": "String", - "label": "永不扫描的目录", - "tooltip": "逗号分隔。这些目录下的模型不会被自动处理。", }, } @@ -226,19 +198,6 @@ static func set_value(key: String, value) -> void: ProjectSettings.set_setting(key, value) -## Restore every setting this plugin owns back to its registered default. -## Returns the number of settings that actually changed. -static func reset_to_defaults() -> int: - var all := _all_info() - var changed := 0 - for key in all: - var info: Dictionary = all[key] - if ProjectSettings.get_setting(key) != info["default"]: - ProjectSettings.set_setting(key, info["default"]) - changed += 1 - return changed - - ## The configured shape type, clamped to the valid enum range. ## ## Returns a plain int rather than `MeshCollider.ShapeType` on purpose; see @@ -266,17 +225,3 @@ static func is_configured_model(path: String) -> bool: if String(e).to_lower().trim_prefix(".") == ext: return true return false - - -## True when `path` is inside a directory the plugin must never scan. -static func should_skip(path: String) -> bool: - var p := path.replace("\\", "/") - for dir in get_strings(KEY_SKIP_DIRS): - var d := String(dir).replace("\\", "/") - if d.is_empty(): - continue - if not d.ends_with("/"): - d += "/" - if p.begins_with(d): - return true - return false diff --git a/addons/mesh_collider/mesh_collider_settings.gd.uid b/addons/mesh_collider/mesh_collider_settings.gd.uid index 07f9340..7df3a44 100644 --- a/addons/mesh_collider/mesh_collider_settings.gd.uid +++ b/addons/mesh_collider/mesh_collider_settings.gd.uid @@ -1 +1 @@ -uid://brsdbmd42dcqs +uid://cev4c1qt4vtm