更新自研插件
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@@ -60,9 +60,6 @@ enum BodyType {
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CHARACTER, ## CharacterBody3D - player/NPC.
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}
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const SHAPE_TYPE_NAMES: PackedStringArray = [
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"convex_hull", "trimesh", "box", "sphere", "capsule", "cylinder",
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]
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const BODY_TYPE_NAMES: PackedStringArray = [
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"static", "rigid", "area", "character",
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]
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@@ -119,15 +116,6 @@ static func is_imported_model(path: String) -> bool:
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return FileAccess.file_exists(path + ".import")
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## True when `node` is a root node instantiated directly from a model file.
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static func is_model_instance(node: Node) -> bool:
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if node == null or not is_instance_valid(node):
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return false
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if node.scene_file_path.is_empty():
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return false
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return is_imported_model(node.scene_file_path)
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# ---------------------------------------------------------------------------
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# Collision generation
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# ---------------------------------------------------------------------------
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@@ -612,27 +600,3 @@ static func _cylinder_shape(mi: MeshInstance3D, to_local: Transform3D) -> Cylind
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shape.height = h
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shape.set_meta(META_SHAPE_OFFSET, box.get_center())
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return shape
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# ---------------------------------------------------------------------------
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# Diagnostics
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# ---------------------------------------------------------------------------
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## A one-line description of the collision under `root`, for log output.
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static func describe_collision(root: Node) -> String:
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var shapes := count_shapes(root)
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if shapes == 0:
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return "no collision"
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var kinds: Dictionary = {}
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var stack: Array[Node] = [root]
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while not stack.is_empty():
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var n: Node = stack.pop_back()
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if n is CollisionShape3D and (n as CollisionShape3D).shape != null:
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var k := (n as CollisionShape3D).shape.get_class()
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kinds[k] = int(kinds.get(k, 0)) + 1
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for c in n.get_children():
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stack.append(c)
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var parts: Array[String] = []
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for k in kinds:
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parts.append("%s x%d" % [k, kinds[k]])
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return "%d shape(s): %s" % [shapes, ", ".join(parts)]
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