@tool extends EditorPlugin ## Mesh Collider - editor integration. ## ## Adds a physics body with baked collision shapes to a model instance in the ## scene you are editing. Nothing is written to disk and no copy of the model is ## made: the added nodes belong to your scene, so the model file stays referenced ## exactly once. ## ## 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. ## ## 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: ## ## * 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. ## ## 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. const Collider := preload("mesh_collider.gd") const Settings := preload("mesh_collider_settings.gd") 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" const MENU_SETTINGS := "Mesh Collider: 打开项目设置 / Open project settings" func _enter_tree() -> void: Settings.install() add_tool_menu_item(MENU_SCAN, _scan_pressed) add_tool_menu_item(MENU_ADD, _add_pressed) add_tool_menu_item(MENU_REMOVE, _remove_pressed) add_tool_menu_item(MENU_SETTINGS, _open_settings) print("[MeshCollider] ready. All actions are under 项目 > 工具; settings are in " + "Project Settings > mesh_collider. No dock panel, no dialogs.") func _exit_tree() -> void: remove_tool_menu_item(MENU_SCAN) remove_tool_menu_item(MENU_ADD) remove_tool_menu_item(MENU_REMOVE) remove_tool_menu_item(MENU_SETTINGS) # --------------------------------------------------------------------------- # Detection - only ever runs when the user asks for it # --------------------------------------------------------------------------- ## Collect the model instances in the edited scene that have no collision yet. func _find_pending_models() -> Array[Node]: var out: Array[Node] = [] var scene_root: Node = get_editor_interface().get_edited_scene_root() if scene_root == null: return out _collect_model_instances(scene_root, out) return out func _collect_model_instances(node: Node, out: Array[Node]) -> void: for child in node.get_children(): if child is Node3D and _is_pending_model(child): out.append(child) _collect_model_instances(child, out) ## A model instance we should act on: instantiated straight from a configured ## model file, and not already carrying one of our bodies. func _is_pending_model(node: Node) -> bool: if node.scene_file_path.is_empty(): return false if not Settings.is_configured_model(node.scene_file_path): return false if not ResourceLoader.exists(node.scene_file_path): return false # not imported yet return not Collider.has_injected_collision(node) ## Report what a scan found, and act if the user has auto mode on. The Output ## panel is the only feedback channel - nothing is drawn over the editor. func _scan_pressed() -> void: var pending := _find_pending_models() if pending.is_empty(): print("[MeshCollider] 当前场景里没有待处理的模型 / no pending models in this scene") return var names: Array[String] = [] for node in pending: if is_instance_valid(node): names.append(String(node.name)) print("[MeshCollider] 发现 %d 个未添加碰撞的模型:" % names.size()) for n in names: print(" • " + n) if Settings.get_bool(Settings.KEY_AUTO): _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』。") func _add_all(pending: Array[Node]) -> void: var added := 0 for node in pending: if is_instance_valid(node) and _inject(node): added += 1 print("[MeshCollider] 已为 %d 个模型添加碰撞。" % added) # --------------------------------------------------------------------------- # Injection # --------------------------------------------------------------------------- ## Add collision to `model` through the undo system. Returns true when a body was ## added. func _inject(model: Node, source: String = "") -> bool: if not is_instance_valid(model): return false if not (model is Node3D): return false if Collider.has_injected_collision(model): return false if source.is_empty(): 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 false var skip_existing := Settings.get_bool(Settings.KEY_SKIP_EXISTING) if skip_existing and Collider.has_any_collision(model): print("[MeshCollider] %s already has collision; skipped." % model.name) return false # Resolve the mesh transforms first, while tree membership is certain, then # build the body from that snapshot. The body itself is built detached on # 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) # The settings script returns plain ints (it deliberately does not reference # the MeshCollider class), so convert to the core's enum types explicitly # rather than relying on an implicit int-to-enum conversion. var shape: Collider.ShapeType = Settings.shape_type() as Collider.ShapeType var kind: Collider.BodyType = Settings.body_type() as Collider.BodyType var body := Collider.build_collision_body( model, spaces, model_xform, shape, kind, skip_existing, Settings.get_int(Settings.KEY_LAYER), Settings.get_int(Settings.KEY_MASK)) if body == null: print("[MeshCollider] %s: no usable mesh geometry found." % model.name) return false var scene_root: Node = get_editor_interface().get_edited_scene_root() var undo: EditorUndoRedoManager = get_undo_redo() undo.create_action("Mesh Collider: add collision to %s" % model.name) undo.add_do_method(model, "add_child", body, true) # `owner` can only be assigned once the body is inside the tree - without it # Godot would not serialise the body or its shapes into the saved scene. undo.add_do_method(Collider, "prepare_for_scene", body, scene_root) undo.add_do_reference(body) undo.add_undo_method(model, "remove_child", body) undo.commit_action() get_editor_interface().mark_scene_as_unsaved() print("[MeshCollider] %s (%s): added %s with %d shape(s)" % [model.name, source.get_file(), body.get_class(), Collider.count_shapes(body)]) return true ## Remove the collision this plugin added to `model`, undoably. func _remove(model: Node) -> void: if not is_instance_valid(model): return var body := _find_added_body(model) if body == null: print("[MeshCollider] %s has no collision added by this plugin." % model.name) return var scene_root: Node = get_editor_interface().get_edited_scene_root() var undo: EditorUndoRedoManager = get_undo_redo() undo.create_action("Mesh Collider: remove collision from %s" % model.name) undo.add_do_method(model, "remove_child", body) undo.add_undo_method(model, "add_child", body, true) undo.add_undo_method(body, "set_owner", scene_root) # Keep the object alive so redo can put the same body back. undo.add_undo_reference(body) undo.commit_action() get_editor_interface().mark_scene_as_unsaved() print("[MeshCollider] %s: collision removed." % model.name) func _find_added_body(model: Node) -> Node: if not is_instance_valid(model): return null for child in model.get_children(): if child.has_meta(Collider.META_OWNED): return child return null # --------------------------------------------------------------------------- # Menu actions # --------------------------------------------------------------------------- func _add_pressed() -> void: var targets := _selected_models() for model in targets: _inject(model) if targets.is_empty(): print("[MeshCollider] 先选中一个拖入的 FBX/GLB 实例 / " + "select a model instance first") func _remove_pressed() -> void: var targets := _selected_models() for model in targets: _remove(model) if targets.is_empty(): print("[MeshCollider] 先选中一个模型实例 / select a model instance first") ## Selected nodes that are model instances. Copied into a fresh array, because ## injection modifies the tree while the selection array is still live. func _selected_models() -> Array[Node]: var out: Array[Node] = [] var selection: Array[Node] = get_editor_interface().get_selection().get_selected_nodes() for node in selection: if node is Node3D and not String(node.scene_file_path).is_empty() \ and Settings.is_configured_model(node.scene_file_path): out.append(node) return out func _open_settings() -> void: get_editor_interface().call_deferred("set_main_screen_editor", "Project") print("[MeshCollider] 设置项在 项目设置 > mesh_collider / " + "settings are under Project Settings > mesh_collider")