更新自研插件

This commit is contained in:
2026-10-04 17:19:42 +08:00
parent dfd8636476
commit b99952d3c9
4 changed files with 189 additions and 30 deletions
+36 -6
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@@ -76,7 +76,7 @@ Chair_PC_04 ← 模型实例,仍然引用 res://.../chair.
| 设置 | 默认 | 说明 | | 设置 | 默认 | 说明 |
| --- | --- | --- | | --- | --- | --- |
| `auto_add_collision` | `true` | 自动处理拖进场景的模型 | | `auto_add_collision` | `true` | 自动处理拖进场景的模型 |
| `collision_shape` | `Convex Hull` | `Convex Hull` / `Trimesh` / `Box` / `Sphere` / `Capsule` / `Cylinder` | | `collision_shape` | **`Trimesh`** | `Convex Hull` / `Trimesh` / `Box` / `Sphere` / `Capsule` / `Cylinder` |
| `collision_body` | `StaticBody3D` | `StaticBody3D` / `RigidBody3D` / `Area3D` / `CharacterBody3D` | | `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) | | `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 | | `collision_layer` / `collision_mask` | `1` | 碰撞层 / 掩码 |
@@ -85,9 +85,33 @@ Chair_PC_04 ← 模型实例,仍然引用 res://.../chair.
### 形状怎么选 ### 形状怎么选
- **Convex Hull**(默认)—— 每个网格一个凸包。性能好,可用于会移动的物体;凹形会被"填平"。 | 形状 | 精度 | 代价 |
- **Trimesh** —— 逐面精确,不做凸包简化。**只能用在静态物体上**,顶点多时开销较大。 | --- | --- | --- |
- **Box / Sphere / Capsule / Cylinder** —— 最省性能。这几种形状会**按每个网格的实际位置自动偏移居中**。 | **Trimesh**(默认) | 逐三角面精确,索引一个不差,不做任何简化 | 顶点多时开销大;**只能用于静态物体** |
| **Convex Hull** | 凸包,凹形被"填平"(椅子坐垫下方、脚轮之间会变实心) | 可用于移动物体,开销可控 |
| **Box / Sphere / Capsule / Cylinder** | 单个包围体,最粗 | 最省性能 |
**默认给 Trimesh,是因为静态场景物件本来就该用最精确的形状。** 精度不足的典型症状是"碰撞比模型胖"——那是凸包把凹陷填平了,换成 Trimesh 即可。
这几种基础形状会**按每个网格的实际位置自动偏移居中**,不会全部堆在原点。
> **Trimesh 与移动刚体不兼容。** `ConcavePolygonShape3D` 是静态专用形状,Godot 不会用它驱动物理模拟,而且**失效是静默的**。为避免踩坑,构建时会自动降级为凸包并打印告警 —— 需要会移动的碰撞体时,请把 `collision_shape` 换成凸包或基础形状。
### 怎么确认当前用的是哪种形状
在场景里选中 `CollisionBody` 下的 `CollisionShape3D`,看检视面板里的 **Shape** 属性:
| 看到 | 说明 |
| --- | --- |
| `ConcavePolygonShape3D` | **Trimesh** —— 逐面精确 |
| `ConvexPolygonShape3D` | **凸包** —— 凹形已被填平 |
| `BoxShape3D` / `SphereShape3D` / … | 基础形状 |
用凸包时,"碰撞比模型胖"是必然的,不是精度不足:凸包**无法表达凹形**,增加网格密度也不会改善。
### 升级提示
`collision_shape` 的默认值在 2.0 内定稿时从 `Convex Hull` 改成了 `Trimesh`。如果你之前跑过更早的版本,启动时插件会检测到"这个值仍是旧默认值"并自动迁移,同时打印一条日志。**已经生成的碰撞体不会跟着变** —— 要重新执行一次「移除选中模型的碰撞」→「给选中模型加碰撞」。
### 模型自带碰撞时 ### 模型自带碰撞时
@@ -120,7 +144,7 @@ MeshColliderLib.remove_collision(model_instance) # bool
--- ---
## 两个必须知道的限制 ## 三个必须知道的限制
**1. 碰撞体不会跟着动画变形。** **1. 碰撞体不会跟着动画变形。**
碰撞是按模型**静止姿态的几何**烘焙的,不是按骨骼运行时变形后的形状。这是静态烘焙的固有性质,游戏里通常也是用胶囊/凸包代替。 碰撞是按模型**静止姿态的几何**烘焙的,不是按骨骼运行时变形后的形状。这是静态烘焙的固有性质,游戏里通常也是用胶囊/凸包代替。
@@ -132,12 +156,18 @@ MeshColliderLib.remove_collision(model_instance) # bool
> 这一条正是 1.0 本地化方案想解决的问题,但它的代价(1–3× 存储 + 静默过期)不值得。原生 `-col` 方案没有这个问题,因为它把碰撞生成放在导入流程里 —— 这也是我建议优先考虑它的原因。 > 这一条正是 1.0 本地化方案想解决的问题,但它的代价(1–3× 存储 + 静默过期)不值得。原生 `-col` 方案没有这个问题,因为它把碰撞生成放在导入流程里 —— 这也是我建议优先考虑它的原因。
**3. 模型的世界尺寸太小,物理会不准。**
Godot 的物理按"1 单位 = 1 米"调参。如果模型导入后只有几厘米大(某些 FBX 会这样),碰撞虽然几何正确,但**碰撞检测会变得不可靠** —— 表现为穿透、抖动、站在物体上却下滑。
这不是碰撞体的问题,改形状类型也没用。正确做法是**把模型调制到真实比例**:在导入设置里调 `Scale`,或给模型的父节点设 `scale`,让它变成真实尺寸(一把椅子约 1 米、一个角色约 1.7 米)。
--- ---
## 已知取舍 ## 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,这是唯一可靠的做法。
- **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。 - **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)。
--- ---
+102 -20
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@@ -67,6 +67,32 @@ const BODY_TYPE_NAMES: PackedStringArray = [
"static", "rigid", "area", "character", "static", "rigid", "area", "character",
] ]
## Resolve a requested shape/body pair into one that actually works.
##
## A `ConcavePolygonShape3D` (Trimesh) is a static-only shape: Godot will not
## drive a moving RigidBody3D / CharacterBody3D from one, and the failure is
## silent. Rather than let that through, fall back to a convex hull and say so.
## Returns `{ shape, body, changed, reason }`.
static func resolve_shape_and_body(requested_shape: ShapeType,
requested_body: BodyType) -> Dictionary:
var out := {
"shape": requested_shape,
"body": requested_body,
"changed": false,
"reason": "",
}
if requested_shape != ShapeType.TRIMESH:
return out
if requested_body == BodyType.STATIC or requested_body == BodyType.AREA:
return out
out["shape"] = ShapeType.CONVEX_HULL
out["changed"] = true
out["reason"] = ("Trimesh collision is static-only, so %s cannot use it; "
+ "fell back to Convex Hull. Pick a convex shape type for moving bodies, "
+ "or use StaticBody3D.") % BODY_TYPE_NAMES[requested_body]
return out
# --------------------------------------------------------------------------- # ---------------------------------------------------------------------------
# Path helpers # Path helpers
# --------------------------------------------------------------------------- # ---------------------------------------------------------------------------
@@ -106,6 +132,32 @@ static func is_model_instance(node: Node) -> bool:
# Collision generation # Collision generation
# --------------------------------------------------------------------------- # ---------------------------------------------------------------------------
## The transform that maps a mesh's vertices into the space of `body_global`.
##
## Resolved from `body_global` (a plain Transform3D) rather than by reading
## `body.global_transform` off the body node, because the body is deliberately
## detached while its shapes are baked - and reading `global_transform` on a node
## outside the tree makes Godot log `Condition "!is_inside_tree()" is true` and
## return an identity transform.
static func mesh_space_in(body_global: Transform3D, mi: MeshInstance3D) -> Transform3D:
return body_global.affine_inverse() * mi.global_transform
## Build the `mesh_spaces` map consumed by `build_collision_body`.
##
## MUST be called while `model` is inside the scene tree: global transforms do
## not resolve otherwise, and every shape would silently end up baked at the
## origin. Keys are mesh instance ids.
static func collect_mesh_spaces(model: Node, body_global: Transform3D,
exclude_existing_bodies: bool = false) -> Dictionary:
var meshes: Array[MeshInstance3D] = []
_collect_meshes(model, meshes, exclude_existing_bodies)
var spaces: Dictionary = {}
for mi in meshes:
spaces[mi.get_instance_id()] = mesh_space_in(body_global, mi)
return spaces
## Build a physics body with baked collision shapes for `model`, and return it ## Build a physics body with baked collision shapes for `model`, and return it
## DETACHED, or `null` if there was nothing to add. ## DETACHED, or `null` if there was nothing to add.
## ##
@@ -113,10 +165,14 @@ static func is_model_instance(node: Node) -> bool:
## tree (the editor plugin does so through the undo system, so an injection can ## tree (the editor plugin does so through the undo system, so an injection can
## be reverted with Ctrl+Z). Intended to be added as a child of `model`. ## be reverted with Ctrl+Z). Intended to be added as a child of `model`.
## ##
## `model` must be inside the scene tree: global transforms do not resolve on a ## `body_global` is the transform the body will end up with once parented - for
## detached node, which would silently bake every shape at the origin. The body ## the usual "body as a child of the model instance" case that is simply
## itself is deliberately never parented here, because its own transform stays ## `model.global_transform`. Shapes are baked relative to it, so the body's own
## at identity and the shapes are already baked into that space. ## transform stays at identity.
##
## `mesh_spaces` must come from `collect_mesh_spaces`, gathered while the model
## was still in the tree. A mesh missing from it is skipped rather than guessed
## at, because a wrong transform is worse than a missing shape.
## ##
## `exclude_existing_bodies` skips meshes that already sit under a physics body. ## `exclude_existing_bodies` skips meshes that already sit under a physics body.
## Turn it on for models that ship their own collision (Godot's `-col` suffixes). ## Turn it on for models that ship their own collision (Godot's `-col` suffixes).
@@ -126,8 +182,13 @@ static func is_model_instance(node: Node) -> bool:
## constant expressions, and a qualified enum member is not reliably accepted - ## constant expressions, and a qualified enum member is not reliably accepted -
## the same restriction that rules out `const` dictionaries referencing other ## the same restriction that rules out `const` dictionaries referencing other
## constants. Keep these literals in step with the enum order above. ## constants. Keep these literals in step with the enum order above.
##
## `shape_type` is subject to `resolve_shape_and_body` and may be corrected (with
## a warning) if the requested combination cannot work.
static func build_collision_body( static func build_collision_body(
model: Node, model: Node,
mesh_spaces: Dictionary,
body_global: Transform3D = Transform3D.IDENTITY,
shape_type: ShapeType = 0, # ShapeType.CONVEX_HULL shape_type: ShapeType = 0, # ShapeType.CONVEX_HULL
body_type: BodyType = 0, # BodyType.STATIC body_type: BodyType = 0, # BodyType.STATIC
exclude_existing_bodies: bool = false, exclude_existing_bodies: bool = false,
@@ -139,10 +200,15 @@ static func build_collision_body(
return null return null
if _find_added_body(model) != null: if _find_added_body(model) != null:
return null # already has collision from this library return null # already has collision from this library
if not model.is_inside_tree():
push_warning("[MeshCollider] %s is not inside the scene tree; cannot bake " # Enforce the static-only rule for Trimesh here, at the single choke point, so
% model.name + "collision without resolved global transforms.") # neither the plugin nor a script caller can accidentally ask for a concave
return null # shape on a moving body.
var resolved := resolve_shape_and_body(shape_type, body_type)
if resolved["changed"]:
push_warning("[MeshCollider] " + String(resolved["reason"]))
shape_type = resolved["shape"]
body_type = resolved["body"]
var meshes: Array[MeshInstance3D] = [] var meshes: Array[MeshInstance3D] = []
_collect_meshes(model, meshes, exclude_existing_bodies) _collect_meshes(model, meshes, exclude_existing_bodies)
@@ -162,7 +228,11 @@ static func build_collision_body(
var added := 0 var added := 0
for mi in meshes: for mi in meshes:
var shape := build_shape_for_mesh(mi, body as Node3D, shape_type) var key := mi.get_instance_id()
if not mesh_spaces.has(key):
continue # no resolved transform for this mesh; don't guess
var to_local: Transform3D = mesh_spaces[key]
var shape := build_shape_for_mesh(mi, to_local, shape_type)
if shape == null: if shape == null:
continue continue
var cs := CollisionShape3D.new() var cs := CollisionShape3D.new()
@@ -211,8 +281,20 @@ static func add_collision(
exclude_existing_bodies: bool = false, exclude_existing_bodies: bool = false,
collision_layer: int = 1, collision_layer: int = 1,
collision_mask: int = 1) -> Node: collision_mask: int = 1) -> Node:
var body := build_collision_body(model, shape_type, body_type, if model == null or not is_instance_valid(model):
exclude_existing_bodies, collision_layer, collision_mask) return null
if not (model is Node3D):
return null
if not model.is_inside_tree():
push_warning("[MeshCollider] %s is not inside the scene tree; collision "
% model.name + "cannot be baked without resolved global transforms.")
return null
# Resolve every mesh transform up front, while tree membership is certain.
var model_xform: Transform3D = (model as Node3D).global_transform
var spaces := collect_mesh_spaces(model, model_xform, exclude_existing_bodies)
var body := build_collision_body(model, spaces, model_xform, shape_type,
body_type, exclude_existing_bodies, collision_layer, collision_mask)
if body == null: if body == null:
return null return null
model.add_child(body, true) model.add_child(body, true)
@@ -325,24 +407,24 @@ static func _unique_child_name(parent: Node, wanted: String) -> String:
# Shape construction # Shape construction
# --------------------------------------------------------------------------- # ---------------------------------------------------------------------------
## Build one shape resource for `mi`, baked into the coordinate space of ## Build one shape resource for `mi`, baked into the space described by
## `body`. ## `to_local`.
##
## `to_local` comes from `mesh_space_in`, resolved while the model was known to
## be inside the scene tree. Passing it in - rather than reading
## `mi.global_transform` here - is what keeps this function from depending on
## tree membership at bake time.
## ##
## Returns null when no shape can be produced. The `shape_type` default is a ## Returns null when no shape can be produced. The `shape_type` default is a
## literal enum index for the reason given on `build_collision_body`. ## literal enum index for the reason given on `build_collision_body`.
static func build_shape_for_mesh(mi: MeshInstance3D, body: Node3D, static func build_shape_for_mesh(mi: MeshInstance3D, to_local: Transform3D,
shape_type: ShapeType = 0) -> Shape3D: # ShapeType.CONVEX_HULL shape_type: ShapeType = 0) -> Shape3D: # ShapeType.CONVEX_HULL
if mi == null or body == null: if mi == null:
return null return null
var mesh := mi.mesh var mesh := mi.mesh
if mesh == null or mesh.get_surface_count() == 0: if mesh == null or mesh.get_surface_count() == 0:
return null return null
# Bake into the body's space. `global_transform` is the anchor even for a
# skinned mesh: the mesh's own node transform carries the armature scale and
# offset, which is where the geometry is actually drawn.
var to_local := body.global_transform.affine_inverse() * mi.global_transform
match shape_type: match shape_type:
ShapeType.TRIMESH: ShapeType.TRIMESH:
return _trimesh_shape(mi, to_local) return _trimesh_shape(mi, to_local)
+18 -3
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@@ -119,16 +119,31 @@ func _inject(model: Node, source: String = "") -> void:
if source.is_empty(): if source.is_empty():
source = String(model.scene_file_path) source = String(model.scene_file_path)
# Everything below reads `global_transform`, which only resolves inside the
# tree. Without this check Godot logs
# `Condition "!is_inside_tree()" is true. Returning: Transform3D()` and the
# shapes would be baked at the origin.
if not model.is_inside_tree():
push_warning("[MeshCollider] %s is not in the scene tree; skipped."
% model.name)
return
var skip_existing := Settings.get_bool(Settings.KEY_SKIP_EXISTING) var skip_existing := Settings.get_bool(Settings.KEY_SKIP_EXISTING)
if skip_existing and Collider.has_any_collision(model): if skip_existing and Collider.has_any_collision(model):
print("[MeshCollider] %s already has collision; skipped." % model.name) print("[MeshCollider] %s already has collision; skipped." % model.name)
return return
# Built detached on purpose: the editor's undo system owns every tree change # Resolve the mesh transforms first, while tree membership is certain, then
# in this plugin, so inserting the body here would mean undoing a change we # build the body from that snapshot. The body itself is built detached on
# had already applied behind undo's back. # purpose: the editor's undo system must own every tree change in this
# plugin, so inserting it here would mean undoing a change that had already
# been applied behind undo's back.
var model_xform: Transform3D = (model as Node3D).global_transform
var spaces := Collider.collect_mesh_spaces(model, model_xform, skip_existing)
var body := Collider.build_collision_body( var body := Collider.build_collision_body(
model, model,
spaces,
model_xform,
Settings.shape_type(), Settings.shape_type(),
Settings.body_type(), Settings.body_type(),
skip_existing, skip_existing,
@@ -18,6 +18,15 @@ const KEY_MASK := ROOT + "collision_mask"
const KEY_EXTENSIONS := ROOT + "model_extensions" const KEY_EXTENSIONS := ROOT + "model_extensions"
const KEY_SKIP_DIRS := ROOT + "skip_dirs" const KEY_SKIP_DIRS := ROOT + "skip_dirs"
## The shape this plugin shipped as its default before 2.0 finalised.
##
## `install()` only writes a default when the setting does not exist yet, so a
## project that already ran an earlier build keeps the old value forever - which
## is exactly what happened when this default moved from Convex Hull to Trimesh.
## A stored value still equal to this legacy default is treated as "untouched"
## and migrated.
const LEGACY_SHAPE_DEFAULT := 0 # MeshCollider.ShapeType.CONVEX_HULL
## NOTE: a function rather than a `const` dictionary on purpose. GDScript ## NOTE: a function rather than a `const` dictionary on purpose. GDScript
## requires a const dictionary's *values* to be constant expressions, so a ## requires a const dictionary's *values* to be constant expressions, so a
## PackedStringArray cannot be built inside one ("isn't a constant expression"). ## PackedStringArray cannot be built inside one ("isn't a constant expression").
@@ -36,7 +45,7 @@ static func project_info() -> Dictionary:
KEY_SHAPE: { KEY_SHAPE: {
"name": KEY_SHAPE, "name": KEY_SHAPE,
"type": TYPE_INT, "type": TYPE_INT,
"default": 0, # MeshCollider.ShapeType.CONVEX_HULL "default": 1, # MeshCollider.ShapeType.TRIMESH
"hint": PROPERTY_HINT_ENUM, "hint": PROPERTY_HINT_ENUM,
"hint_string": "Convex Hull,Trimesh,Box,Sphere,Capsule,Cylinder", "hint_string": "Convex Hull,Trimesh,Box,Sphere,Capsule,Cylinder",
}, },
@@ -106,6 +115,9 @@ static func _info(key: String) -> Dictionary:
## Register every setting with ProjectSettings, so the values appear in the UI ## Register every setting with ProjectSettings, so the values appear in the UI
## and carry a usable default even before the user touches anything. ## and carry a usable default even before the user touches anything.
##
## Existing values are never overwritten, with one narrow exception: the shape
## default this plugin changed after shipping, migrated below.
static func install() -> void: static func install() -> void:
var all := _all_info() var all := _all_info()
for key in all: for key in all:
@@ -117,6 +129,26 @@ static func install() -> void:
# reported as a modified project setting. # reported as a modified project setting.
ProjectSettings.set_initial_value(key, info["default"]) ProjectSettings.set_initial_value(key, info["default"])
# `install()` only writes a default when the setting is absent, so a project
# that already ran an earlier build would keep the old default forever. Only
# a value still equal to that old default is treated as untouched and
# migrated; a genuinely chosen value is left alone.
var stored := int(ProjectSettings.get_setting(KEY_SHAPE,
all[KEY_SHAPE]["default"]))
var wanted := int(all[KEY_SHAPE]["default"])
if stored != LEGACY_SHAPE_DEFAULT or wanted == LEGACY_SHAPE_DEFAULT:
return
ProjectSettings.set_setting(KEY_SHAPE, wanted)
print(("[MeshCollider] collision_shape was still the old default "
+ "(Convex Hull) - updated to '%s'. Set it back in Project Settings "
+ "> mesh_collider if that was intentional.")
% MeshCollider.SHAPE_TYPE_NAMES[wanted])
# Only the migration is persisted. Writing on every install would spill all of
# the plugin's defaults into project.godot for no benefit.
var err := ProjectSettings.save()
if err != OK:
push_warning("[MeshCollider] could not save project settings (err %d)" % err)
static func get_bool(key: String) -> bool: static func get_bool(key: String) -> bool:
return bool(ProjectSettings.get_setting(key, _info(key)["default"])) return bool(ProjectSettings.get_setting(key, _info(key)["default"]))