@tool class_name MeshColliderSettings extends RefCounted ## Configuration for Mesh Collider. ## ## Everything lives in `project.godot` under `mesh_collider/*`, so it is ## per-project and shows up in **Project Settings → Mesh Collider**. const ROOT := "mesh_collider/" const KEY_AUTO := ROOT + "auto_add_collision" const KEY_SHAPE := ROOT + "collision_shape" const KEY_BODY := ROOT + "collision_body" 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" ## NOTE: a function rather than a `const` dictionary on purpose. GDScript ## requires a const dictionary's *values* to be constant expressions, so a ## PackedStringArray cannot be built inside one ("isn't a constant expression"). ## ## The enum-backed defaults below are written as literal indices for the same ## reason applied one level out: they must not depend on another script's enum ## resolving. Keep them in step with MeshCollider's enum order. static func project_info() -> Dictionary: return { KEY_AUTO: { "name": KEY_AUTO, "type": TYPE_BOOL, "default": true, "hint_string": "Add collision automatically to models dragged into a scene", }, KEY_SHAPE: { "name": KEY_SHAPE, "type": TYPE_INT, "default": 0, # MeshCollider.ShapeType.CONVEX_HULL "hint": PROPERTY_HINT_ENUM, "hint_string": "Convex Hull,Trimesh,Box,Sphere,Capsule,Cylinder", }, KEY_BODY: { "name": KEY_BODY, "type": TYPE_INT, "default": 0, # MeshCollider.BodyType.STATIC "hint": PROPERTY_HINT_ENUM, "hint_string": "StaticBody3D,RigidBody3D,Area3D,CharacterBody3D", }, KEY_SKIP_EXISTING: { "name": KEY_SKIP_EXISTING, "type": TYPE_BOOL, "default": false, "hint_string": "Skip meshes that already sit under a physics body " + "(turn on for models that ship their own collision)", }, KEY_LAYER: { "name": KEY_LAYER, "type": TYPE_INT, "default": 1, "hint": PROPERTY_HINT_LAYERS_3D_PHYSICS, }, KEY_MASK: { "name": KEY_MASK, "type": TYPE_INT, "default": 1, "hint": PROPERTY_HINT_LAYERS_3D_PHYSICS, }, KEY_EXTENSIONS: { "name": KEY_EXTENSIONS, "type": TYPE_PACKED_STRING_ARRAY, "default": PackedStringArray([ "fbx", "glb", "gltf", "dae", "obj", "blend", "md2", "md3", "vrm", ]), "hint": PROPERTY_HINT_ARRAY_TYPE, "hint_string": "String", }, 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", }, } ## Cached copy of `project_info()`. The dictionary is rebuilt from scratch on ## every call, and the getters below are called on every scan, so keeping one ## instance avoids pointless allocation. static var _cached_info: Dictionary = {} static func _all_info() -> Dictionary: if _cached_info.is_empty(): _cached_info = project_info() return _cached_info static func _info(key: String) -> Dictionary: var all := _all_info() if all.has(key): return all[key] return {"name": key, "type": TYPE_NIL, "default": null} ## Register every setting with ProjectSettings, so the values appear in the UI ## and carry a usable default even before the user touches anything. static func install() -> void: var all := _all_info() for key in all: var info: Dictionary = all[key] if not ProjectSettings.has_setting(key): ProjectSettings.set_setting(key, info["default"]) ProjectSettings.add_property_info(info) # Record the default as the initial value, so an untouched setting is not # reported as a modified project setting. ProjectSettings.set_initial_value(key, info["default"]) static func get_bool(key: String) -> bool: return bool(ProjectSettings.get_setting(key, _info(key)["default"])) static func get_int(key: String) -> int: return int(ProjectSettings.get_setting(key, _info(key)["default"])) static func get_strings(key: String) -> PackedStringArray: var value = ProjectSettings.get_setting(key, _info(key)["default"]) if value is PackedStringArray: return value var out := PackedStringArray() if value is Array: for v in value: out.append(String(v)) return out static func set_value(key: String, value) -> void: ProjectSettings.set_setting(key, value) ## The configured shape type, clamped to the valid enum range. static func shape_type() -> MeshCollider.ShapeType: return clampi(get_int(KEY_SHAPE), 0, MeshCollider.SHAPE_TYPE_NAMES.size() - 1) as MeshCollider.ShapeType ## The configured body type, clamped to the valid enum range. static func body_type() -> MeshCollider.BodyType: return clampi(get_int(KEY_BODY), 0, MeshCollider.BODY_TYPE_NAMES.size() - 1) as MeshCollider.BodyType ## True when `path` looks like a model, according to the configured extensions. static func is_configured_model(path: String) -> bool: if path.is_empty(): return false var ext := path.get_extension().to_lower() if ext.is_empty(): return false var configured := get_strings(KEY_EXTENSIONS) if configured.is_empty(): return MeshCollider.is_model_file(path) for e in configured: 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