773 lines
29 KiB
GDScript
773 lines
29 KiB
GDScript
@tool
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extends "res://addons/godot_ai/handlers/command_handler.gd"
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const ErrorCodes := preload("res://addons/godot_ai/utils/error_codes.gd")
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## Sizes a CollisionShape2D/CollisionShape3D to match a visual sibling's
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## bounds. Auto-creates the concrete Shape subclass when the slot is empty
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## or the requested type differs — bundling creation and sizing in a single
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## undo action.
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##
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## Shape type defaults: Box for 3D, Rectangle for 2D.
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var _undo_redo: EditorUndoRedoManager
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var _connection
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func _init(undo_redo: EditorUndoRedoManager, connection = null) -> void:
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_undo_redo = undo_redo
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_connection = connection
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const _SHAPE_3D_CLASSES := {
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"box": "BoxShape3D",
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"sphere": "SphereShape3D",
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"capsule": "CapsuleShape3D",
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"cylinder": "CylinderShape3D",
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}
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const _SHAPE_2D_CLASSES := {
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"rectangle": "RectangleShape2D",
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"circle": "CircleShape2D",
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"capsule": "CapsuleShape2D",
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}
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const _GENERATED_BODY_CLASSES := {
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"static": "StaticBody3D",
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"area": "Area3D",
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}
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const _GENERATE_DIRECT_MAX_PATHS := 16
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const _GENERATE_MAX_PATHS := 1024
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## One deferred request may spend this long across editor frames. The Python
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## handler's timeout is this plus its transport margin (a source-shape test
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## keeps the two together).
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const _GENERATE_DEFERRED_TIMEOUT_MS := 30000
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## Wall-clock budget one editor frame gives the job, the same order as the
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## dispatcher's own tick budget: a 1024-path request neither stalls the editor
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## nor waits out hundreds of near-empty frames.
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const _GENERATE_FRAME_BUDGET_USEC := 4000
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const _GENERATE_COLLIDER_SUFFIX := "Collider"
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const _GENERATE_SCALE_EPSILON := 0.0001
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## Accept either the short form ("box") or the matching Godot class name
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## ("BoxShape3D") — every other tool in the server takes class names, and
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## resource_get_info(type="Shape3D") surfaces concrete_subclasses by class.
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## Returns "" when neither form matches.
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static func _normalize_shape_type(type_map: Dictionary, requested: String) -> String:
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if type_map.has(requested):
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return requested
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for short_form in type_map:
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if type_map[short_form] == requested:
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return short_form
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return ""
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## Generates sibling physics bodies and collision shapes for MeshInstance3D
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## nodes. Every path and option is validated before the first mutation, and a
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## deferred request re-validates each mesh again when it is applied, so a
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## scene edited during the window can only fail the whole request, never
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## leave a partially generated batch.
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func generate(params: Dictionary) -> Dictionary:
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var validated := _validate_generate_request(params)
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if validated.has("error"):
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return validated
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var request_id: String = params.get("_request_id", "")
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if _connection != null and not request_id.is_empty():
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var job := _generate_job(validated, _undo_redo, _connection, request_id)
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_drive_generate_job(job, _connection)
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return {
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"_deferred": true,
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"_deferred_timeout_ms": _GENERATE_DEFERRED_TIMEOUT_MS,
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}
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## `dispatch_direct()` strips the request id, so batch_execute and unit-test
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## callers cannot yield across frames. Keep that compatibility path bounded;
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## larger requests must use the normal MCP command and its deferred reply.
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var path_count: int = validated.paths.size()
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if path_count > _GENERATE_DIRECT_MAX_PATHS:
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return ErrorCodes.make(
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ErrorCodes.VALUE_OUT_OF_RANGE,
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(
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"physics_shape_generate received %d paths; inside batch_execute at most %d are "
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+ "supported — call resource_manage(op='physics_shape_generate') directly for larger batches"
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) % [path_count, _GENERATE_DIRECT_MAX_PATHS],
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)
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var job := _generate_job(validated, _undo_redo, null, "")
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while not _generate_step(job, -1):
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pass
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return job.result
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## Validate the request shape and options first (no scene needed), then the
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## edited scene. Nothing here touches a node.
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static func _validate_generate_request(params: Dictionary) -> Dictionary:
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var requested_shape := String(params.get("shape_type", "box"))
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var shape_type := _normalize_shape_type(_SHAPE_3D_CLASSES, requested_shape)
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if shape_type.is_empty():
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return ErrorCodes.make(
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ErrorCodes.VALUE_OUT_OF_RANGE,
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"Invalid shape_type '%s'. Valid: %s" % [requested_shape, ", ".join(_SHAPE_3D_CLASSES.keys())]
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)
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var body_type := String(params.get("body_type", "static"))
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if not _GENERATED_BODY_CLASSES.has(body_type):
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return ErrorCodes.make(
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ErrorCodes.VALUE_OUT_OF_RANGE,
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"Invalid body_type '%s'. Valid: %s" % [body_type, ", ".join(_GENERATED_BODY_CLASSES.keys())]
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)
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var raw_paths: Variant = params.get("paths", [])
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if not raw_paths is Array:
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return ErrorCodes.make(
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ErrorCodes.WRONG_TYPE,
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"paths must be an array of MeshInstance3D scene paths, got %s" % type_string(typeof(raw_paths)),
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)
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if raw_paths.is_empty():
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return ErrorCodes.make(ErrorCodes.MISSING_REQUIRED_PARAM, "Missing required param: paths")
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if raw_paths.size() > _GENERATE_MAX_PATHS:
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return ErrorCodes.make(
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ErrorCodes.VALUE_OUT_OF_RANGE,
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"paths supports at most %d entries per request, got %d" % [_GENERATE_MAX_PATHS, raw_paths.size()],
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)
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var paths: Array[String] = []
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var seen := {}
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for index in raw_paths.size():
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var raw_path: Variant = raw_paths[index]
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if not raw_path is String:
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return ErrorCodes.make(
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ErrorCodes.WRONG_TYPE,
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"paths[%d] must be a MeshInstance3D scene path string, got %s"
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% [index, type_string(typeof(raw_path))],
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)
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if seen.has(raw_path):
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return ErrorCodes.make(
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ErrorCodes.VALUE_OUT_OF_RANGE,
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"paths lists %s twice (entries %d and %d); each mesh gets one collider"
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% [raw_path, int(seen[raw_path]), index],
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)
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seen[raw_path] = index
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paths.append(raw_path)
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var scene_check := McpScenePath.require_edited_scene(params.get("scene_file", ""))
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if scene_check.has("error"):
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return scene_check
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return {
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"data": true,
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"scene_root": scene_check.node,
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"scene_file": params.get("scene_file", ""),
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"shape_type": shape_type,
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"body_type": body_type,
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"paths": paths,
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}
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## Resolve one mesh and capture everything the apply step must find unchanged.
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static func _plan_generate_mesh(
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mesh_path: String, scene_file: String, scene_root: Node, shape_type: String
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) -> Dictionary:
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var resolved := McpNodeValidator.resolve_or_error(mesh_path, "paths", scene_file)
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if resolved.has("error"):
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return resolved
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var node: Node = resolved.node
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if node == scene_root:
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return ErrorCodes.make(
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ErrorCodes.VALUE_OUT_OF_RANGE,
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"%s is the scene root — a sibling body needs a parent inside the scene" % mesh_path
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)
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if not node is MeshInstance3D:
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return ErrorCodes.make(
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ErrorCodes.WRONG_TYPE,
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"Node at %s is %s — must be MeshInstance3D" % [mesh_path, node.get_class()]
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)
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var mesh := node as MeshInstance3D
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var parent := mesh.get_parent()
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if parent == null:
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return ErrorCodes.make(
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ErrorCodes.INVALID_PARAMS,
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"MeshInstance3D at %s has no parent — cannot create a sibling body" % mesh_path
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)
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if mesh.mesh == null:
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return ErrorCodes.make(
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ErrorCodes.RESOURCE_NOT_FOUND,
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"MeshInstance3D at %s has no mesh resource — there are no bounds to fit" % mesh_path
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)
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var collider_name := mesh.name + _GENERATE_COLLIDER_SUFFIX
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var existing := parent.get_node_or_null(NodePath(collider_name))
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if existing != null:
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return ErrorCodes.make(
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ErrorCodes.VALUE_OUT_OF_RANGE,
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"MeshInstance3D at %s already has a collider sibling at %s — remove or rename it first"
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% [mesh_path, McpScenePath.from_node(existing, scene_root)]
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)
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## A sibling in parent space inherits the parent chain's scale exactly like
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## the mesh does, so its box matches the visual; but Godot cannot scale a
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## sphere, capsule or cylinder non-uniformly (the warning it prints is a
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## deformed collider). A top-level mesh ignores its parent's transform.
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if not mesh.top_level and shape_type != "box" and parent is Node3D:
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var parent_scale: Vector3 = (parent as Node3D).global_transform.basis.get_scale()
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var spread := absf(parent_scale.x - parent_scale.y)
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spread = maxf(spread, absf(parent_scale.y - parent_scale.z))
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if spread > _GENERATE_SCALE_EPSILON * maxf(1.0, parent_scale.length()):
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return ErrorCodes.make(
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ErrorCodes.VALUE_OUT_OF_RANGE,
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(
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"MeshInstance3D at %s sits under a parent chain scaled %s; a %s collider "
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+ "cannot be scaled non-uniformly — use shape_type 'box' or reparent the mesh"
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) % [mesh_path, parent_scale, shape_type]
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)
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var source_transform := mesh.global_transform if mesh.top_level else mesh.transform
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var body_transform := Transform3D(
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Basis(source_transform.basis.get_rotation_quaternion()),
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source_transform.origin,
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)
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var mesh_to_body := body_transform.affine_inverse() * source_transform
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var bounds: AABB = mesh_to_body * mesh.get_aabb()
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if bounds.size.x <= 0.0 or bounds.size.y <= 0.0 or bounds.size.z <= 0.0:
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return ErrorCodes.make(
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ErrorCodes.VALUE_OUT_OF_RANGE,
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"MeshInstance3D at %s has empty bounds %s — nothing to fit" % [mesh_path, bounds]
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)
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return {"plan": {
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"mesh": mesh,
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"mesh_path": mesh_path,
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"parent": parent,
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"collider_name": collider_name,
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"top_level": mesh.top_level,
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"source_transform": source_transform,
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"body_transform": body_transform,
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"bounds": bounds,
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}}
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## Why a plan captured earlier no longer describes the scene, or "" when it
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## still does. Checked again right before each body is added, so a deferred
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## request can never apply plan-time state to a mesh that moved, was
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## reparented, lost its mesh, gained a collider, or went away meanwhile.
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static func _plan_stale_reason(plan: Dictionary) -> String:
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var mesh: MeshInstance3D = plan.mesh
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## A node taken out of the tree and queued to free is still a valid
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## instance for the rest of the frame; not being in the tree is what
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## "removed" means here.
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if not is_instance_valid(mesh) or not mesh.is_inside_tree():
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return "was removed"
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var parent: Node = plan.parent
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if not is_instance_valid(parent) or mesh.get_parent() != parent:
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return "was reparented"
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if mesh.top_level != bool(plan.top_level):
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return "changed its top_level setting"
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var source_transform := mesh.global_transform if mesh.top_level else mesh.transform
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if not source_transform.is_equal_approx(plan.source_transform):
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return "moved"
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if mesh.mesh == null:
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return "lost its mesh resource"
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if parent.get_node_or_null(NodePath(str(plan.collider_name))) != null:
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return "gained a collider sibling"
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return ""
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## Build one detached body/collision pair from a prevalidated mesh plan.
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static func _create_generated_entry(
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plan: Dictionary, shape_type: String, body_type: String
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) -> Dictionary:
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var mesh: MeshInstance3D = plan.mesh
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var body: CollisionObject3D = ClassDB.instantiate(_GENERATED_BODY_CLASSES[body_type])
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body.name = str(plan.collider_name)
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body.top_level = bool(plan.top_level)
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body.transform = plan.body_transform
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var collision := CollisionShape3D.new()
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collision.name = "CollisionShape3D"
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var bounds: AABB = plan.bounds
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collision.position = bounds.get_center()
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var shape: Shape3D = ClassDB.instantiate(_SHAPE_3D_CLASSES[shape_type])
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_apply_shape_size(shape, shape_type, {"aabb": bounds}, true)
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collision.shape = shape
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body.add_child(collision)
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return {
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"mesh": mesh,
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"parent": plan.parent,
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"body": body,
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"collision": collision,
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}
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## Record all generated nodes as one undo action, optionally executing it.
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static func _commit_generated_action(
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created_nodes: Array[Dictionary],
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scene_root: Node,
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undo_redo: EditorUndoRedoManager,
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execute: bool,
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) -> void:
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undo_redo.create_action("MCP: Generate physics shapes for %d mesh(es)" % created_nodes.size())
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for entry in created_nodes:
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var parent: Node = entry.parent
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var body: CollisionObject3D = entry.body
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var collision: CollisionShape3D = entry.collision
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undo_redo.add_do_method(parent, "add_child", body, true)
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undo_redo.add_do_method(body, "set_owner", scene_root)
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undo_redo.add_do_method(collision, "set_owner", scene_root)
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undo_redo.add_do_reference(body)
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undo_redo.add_undo_method(parent, "remove_child", body)
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undo_redo.commit_action(execute)
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## Build the public response after every body is present in the edited scene.
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static func _generated_response(
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created_nodes: Array[Dictionary], scene_root: Node, shape_type: String, body_type: String
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) -> Dictionary:
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var created: Array[Dictionary] = []
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for entry in created_nodes:
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created.append({
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"mesh_path": McpScenePath.from_node(entry.mesh, scene_root),
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"body_path": McpScenePath.from_node(entry.body, scene_root),
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"shape_path": McpScenePath.from_node(entry.collision, scene_root),
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"shape_type": shape_type,
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"body_type": body_type,
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})
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return {"data": {"created": created, "undoable": true}}
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## The whole request as a value the frame loop (or a test) advances with
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## `_generate_step`. Phase "plan" resolves and measures every path; phase
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## "apply" re-validates each plan and adds its body immediately; the last
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## step records one undo action and fills `result`.
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static func _generate_job(
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validated: Dictionary, undo_redo: EditorUndoRedoManager, connection, request_id: String
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) -> Dictionary:
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return {
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"validated": validated,
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"undo_redo": undo_redo,
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"connection": connection,
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"request_id": request_id,
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"phase": "plan",
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"index": 0,
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"plans": [],
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"created": [],
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"result": {},
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"started_ms": Time.get_ticks_msec(),
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}
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## Advance the job for at most `budget_usec` of wall-clock time (0 does one
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## item, a negative budget runs to completion). Returns true once `job.result`
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## holds the reply, or once the request was abandoned (empty result).
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static func _generate_step(job: Dictionary, budget_usec: int) -> bool:
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if str(job.phase) == "done":
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return true
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var validated: Dictionary = job.validated
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var connection = job.connection
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if connection != null:
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if not _deferred_request_pending(connection, str(job.request_id)):
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## The dispatcher gave up on this request (timeout, client gone):
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## nothing may be left behind and nothing can be answered.
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_generate_rollback(job)
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job.phase = "done"
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return true
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if Time.get_ticks_msec() - int(job.started_ms) > _GENERATE_DEFERRED_TIMEOUT_MS:
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return _generate_fail(job, ErrorCodes.make(
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ErrorCodes.DEFERRED_TIMEOUT,
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"physics_shape_generate exceeded its %d ms budget" % _GENERATE_DEFERRED_TIMEOUT_MS,
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))
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var scene_root: Node = validated.scene_root
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if not is_instance_valid(scene_root) or EditorInterface.get_edited_scene_root() != scene_root:
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return _generate_fail(job, ErrorCodes.make(
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ErrorCodes.EDITED_SCENE_MISMATCH,
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"The edited scene changed while physics shapes were generated",
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))
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## The budget is checked before each item after the first, so every step
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## makes progress and a phase that just finished its last item moves on.
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var frame_start := Time.get_ticks_usec()
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var work := 0
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var paths: Array = validated.paths
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while str(job.phase) == "plan":
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if int(job.index) >= paths.size():
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job.phase = "apply"
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job.index = 0
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break
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if work > 0 and budget_usec >= 0 and Time.get_ticks_usec() - frame_start >= budget_usec:
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return false
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var planned := _plan_generate_mesh(
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str(paths[int(job.index)]), str(validated.scene_file), scene_root, str(validated.shape_type)
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)
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if planned.has("error"):
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return _generate_fail(job, planned)
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job.plans.append(planned.plan)
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job.index = int(job.index) + 1
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work += 1
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var plans: Array = job.plans
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while str(job.phase) == "apply" and int(job.index) < plans.size():
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if work > 0 and budget_usec >= 0 and Time.get_ticks_usec() - frame_start >= budget_usec:
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return false
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var plan: Dictionary = plans[int(job.index)]
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var stale := _plan_stale_reason(plan)
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if not stale.is_empty():
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var code: String = ErrorCodes.NODE_NOT_FOUND if stale == "was removed" else ErrorCodes.EDITED_SCENE_MISMATCH
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return _generate_fail(job, ErrorCodes.make(
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code,
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"MeshInstance3D at %s %s while physics shapes were generated; nothing was changed"
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% [str(plan.mesh_path), stale],
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))
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var entry := _create_generated_entry(plan, str(validated.shape_type), str(validated.body_type))
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var parent: Node = plan.parent
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parent.add_child(entry.body, true)
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entry.body.set_owner(scene_root)
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entry.collision.set_owner(scene_root)
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job.created.append(entry)
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job.index = int(job.index) + 1
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work += 1
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## The nodes are already in the scene, so commit with execute=false: one
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## atomic undo/redo action without replaying every mutation now.
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var created: Array[Dictionary] = []
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created.assign(job.created)
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_commit_generated_action(created, scene_root, job.undo_redo, false)
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job.result = _generated_response(
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created, scene_root, str(validated.shape_type), str(validated.body_type)
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)
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job.phase = "done"
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return true
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static func _generate_fail(job: Dictionary, error: Dictionary) -> bool:
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_generate_rollback(job)
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job.result = error
|
||
job.phase = "done"
|
||
return true
|
||
|
||
|
||
## Remove and free every body this job added; none is in an undo action yet.
|
||
static func _generate_rollback(job: Dictionary) -> void:
|
||
for entry in job.created:
|
||
var body: Node = entry.body
|
||
if not is_instance_valid(body):
|
||
continue
|
||
var parent := body.get_parent()
|
||
if parent != null:
|
||
parent.remove_child(body)
|
||
body.free()
|
||
job.created.clear()
|
||
|
||
|
||
## Check that the connection and deferred dispatcher entry are both live.
|
||
static func _deferred_request_pending(connection, request_id: String) -> bool:
|
||
if not is_instance_valid(connection):
|
||
return false
|
||
var dispatcher = connection.dispatcher
|
||
return dispatcher == null or dispatcher.has_pending_deferred_response(request_id)
|
||
|
||
|
||
## Drive a deferred job one editor frame at a time and reply when it ends.
|
||
## `send_deferred_response` itself drops a reply whose request is gone.
|
||
static func _drive_generate_job(job: Dictionary, connection) -> void:
|
||
if not is_instance_valid(connection):
|
||
return
|
||
var tree: SceneTree = connection.get_tree()
|
||
if tree == null:
|
||
return
|
||
## The first yield lets the dispatcher register the deferred request before
|
||
## any validation error or successful result can be sent.
|
||
await tree.process_frame
|
||
while is_instance_valid(connection) and not _generate_step(job, _GENERATE_FRAME_BUDGET_USEC):
|
||
await tree.process_frame
|
||
if is_instance_valid(connection) and not job.result.is_empty():
|
||
connection.send_deferred_response(str(job.request_id), job.result)
|
||
|
||
|
||
func autofit(params: Dictionary) -> Dictionary:
|
||
var node_path: String = params.get("path", "")
|
||
if node_path.is_empty():
|
||
return ErrorCodes.make(ErrorCodes.MISSING_REQUIRED_PARAM, "Missing required param: path")
|
||
|
||
var _resolved := McpNodeValidator.resolve_or_error(node_path, "node_path")
|
||
if _resolved.has("error"):
|
||
return _resolved
|
||
var node: Node = _resolved.node
|
||
var scene_root: Node = _resolved.scene_root
|
||
|
||
var is_3d := node is CollisionShape3D
|
||
var is_2d := node is CollisionShape2D
|
||
if not (is_3d or is_2d):
|
||
return ErrorCodes.make(
|
||
ErrorCodes.WRONG_TYPE,
|
||
"Node at %s is %s — must be CollisionShape3D or CollisionShape2D" % [node_path, node.get_class()]
|
||
)
|
||
|
||
var source_path: String = params.get("source_path", "")
|
||
var source: Node = null
|
||
if source_path.is_empty():
|
||
var search := _find_bounds_visual(node, is_3d, scene_root)
|
||
if search.has("error"):
|
||
return search.error
|
||
source = search.source
|
||
else:
|
||
source = McpScenePath.resolve(source_path, scene_root)
|
||
if source == null:
|
||
return ErrorCodes.make(ErrorCodes.NODE_NOT_FOUND,
|
||
"source_path: %s" % McpScenePath.format_node_error(source_path, scene_root))
|
||
|
||
var requested_shape: String = params.get("shape_type", "box" if is_3d else "rectangle")
|
||
var type_map := _SHAPE_3D_CLASSES if is_3d else _SHAPE_2D_CLASSES
|
||
var shape_type := _normalize_shape_type(type_map, requested_shape)
|
||
if shape_type.is_empty():
|
||
var valid_pairs: Array[String] = []
|
||
for short_form in type_map:
|
||
valid_pairs.append("%s (%s)" % [short_form, type_map[short_form]])
|
||
return ErrorCodes.make(
|
||
ErrorCodes.VALUE_OUT_OF_RANGE,
|
||
"Invalid shape_type '%s' for %s. Valid: %s" % [requested_shape, node.get_class(), ", ".join(valid_pairs)]
|
||
)
|
||
var shape_class: String = type_map[shape_type]
|
||
|
||
# Measure the visual.
|
||
var bounds := _measure_bounds(source, is_3d)
|
||
if bounds.has("error"):
|
||
return bounds.error
|
||
|
||
# Reuse the existing shape if it already matches the requested class;
|
||
# otherwise create a fresh one of the right type in the same undo action.
|
||
var existing_shape: Shape3D = null
|
||
var existing_shape_2d: Shape2D = null
|
||
if is_3d:
|
||
existing_shape = node.shape
|
||
else:
|
||
existing_shape_2d = node.shape
|
||
|
||
var needs_new_shape := false
|
||
if is_3d:
|
||
needs_new_shape = existing_shape == null or existing_shape.get_class() != shape_class
|
||
else:
|
||
needs_new_shape = existing_shape_2d == null or existing_shape_2d.get_class() != shape_class
|
||
|
||
var target_shape: Resource
|
||
if needs_new_shape:
|
||
var instance := ClassDB.instantiate(shape_class)
|
||
if instance == null:
|
||
return ErrorCodes.make(ErrorCodes.INTERNAL_ERROR, "Failed to instantiate %s" % shape_class)
|
||
target_shape = instance
|
||
else:
|
||
target_shape = existing_shape if is_3d else existing_shape_2d
|
||
|
||
# Compute and apply size.
|
||
var size_info := _apply_shape_size(target_shape, shape_type, bounds, is_3d)
|
||
var old_shape = existing_shape if is_3d else existing_shape_2d
|
||
|
||
_undo_redo.create_action("MCP: Autofit %s on %s" % [shape_class, node.name])
|
||
if needs_new_shape:
|
||
_undo_redo.add_do_property(node, "shape", target_shape)
|
||
_undo_redo.add_undo_property(node, "shape", old_shape)
|
||
_undo_redo.add_do_reference(target_shape)
|
||
else:
|
||
# Existing shape stays, but its size changes — snapshot size for undo.
|
||
for key in size_info.applied:
|
||
var new_val = target_shape.get(key)
|
||
var old_val = size_info.previous.get(key)
|
||
_undo_redo.add_do_property(target_shape, key, new_val)
|
||
_undo_redo.add_undo_property(target_shape, key, old_val)
|
||
_undo_redo.commit_action()
|
||
|
||
return {
|
||
"data": {
|
||
"path": node_path,
|
||
"source_path": McpScenePath.from_node(source, scene_root) if source_path.is_empty() else source_path,
|
||
"shape_type": shape_type,
|
||
"shape_class": shape_class,
|
||
"shape_created": needs_new_shape,
|
||
"size": size_info.size_response,
|
||
"undoable": true,
|
||
}
|
||
}
|
||
|
||
|
||
## Returns `{source: Node}` on success, `{error: <error dict>}` on failure.
|
||
## Ambiguous tier-2 matches put candidate scene paths in
|
||
## `error.data.candidates` so callers can pick one explicitly.
|
||
static func _find_bounds_visual(collision_node: Node, is_3d: bool, scene_root: Node) -> Dictionary:
|
||
var parent := collision_node.get_parent()
|
||
if parent == null:
|
||
return {"error": _no_visual_error(is_3d)}
|
||
|
||
# Tier 1: direct siblings of the collision shape. Uses the broad
|
||
# VisualInstance3D filter for backwards compatibility — callers who put
|
||
# the visual directly next to the collision picked it on purpose.
|
||
var siblings := _measurable_visuals(parent.get_children(), collision_node, is_3d, false)
|
||
if not siblings.is_empty():
|
||
return {"source": siblings[0]}
|
||
|
||
# Tier 2: parent siblings (uncles). Tighten the filter to
|
||
# GeometryInstance3D so we don't auto-pick a Light3D / DirectionalLight3D
|
||
# as a collision source. Auto-pick only when unambiguous; surface
|
||
# multiple candidates so the agent chooses.
|
||
var grandparent := parent.get_parent()
|
||
if grandparent == null:
|
||
return {"error": _no_visual_error(is_3d)}
|
||
var uncles := _measurable_visuals(grandparent.get_children(), parent, is_3d, true)
|
||
if uncles.size() == 1:
|
||
return {"source": uncles[0]}
|
||
if uncles.size() > 1:
|
||
var paths: Array[String] = []
|
||
for n in uncles:
|
||
paths.append(McpScenePath.from_node(n, scene_root))
|
||
var msg := "Multiple visual candidates near %s — pass source_path explicitly. Candidates: %s" % [
|
||
McpScenePath.from_node(collision_node, scene_root),
|
||
", ".join(paths),
|
||
]
|
||
var err := ErrorCodes.make(ErrorCodes.INVALID_PARAMS, msg)
|
||
err["error"]["data"] = {"candidates": paths}
|
||
return {"error": err}
|
||
return {"error": _no_visual_error(is_3d)}
|
||
|
||
|
||
## Filter `nodes` for ones we can measure as a collision source. When
|
||
## `strict` is true (tier 2 / uncles) only GeometryInstance3D counts in 3D —
|
||
## avoids picking up lights as accidental sources. 2D filter is already
|
||
## narrow enough that strictness doesn't change behavior.
|
||
static func _measurable_visuals(nodes: Array, exclude: Node, is_3d: bool, strict: bool) -> Array[Node]:
|
||
var out: Array[Node] = []
|
||
for n in nodes:
|
||
if n == exclude:
|
||
continue
|
||
if is_3d:
|
||
if strict:
|
||
if n is GeometryInstance3D:
|
||
out.append(n)
|
||
elif n is VisualInstance3D:
|
||
out.append(n)
|
||
elif n is Sprite2D or n is TextureRect:
|
||
out.append(n)
|
||
return out
|
||
|
||
|
||
static func _no_visual_error(is_3d: bool) -> Dictionary:
|
||
var hint := "MeshInstance3D" if is_3d else "Sprite2D"
|
||
return ErrorCodes.make(
|
||
ErrorCodes.INVALID_PARAMS,
|
||
"No visual found near collision shape — searched siblings and parent-siblings. Pass source_path explicitly (e.g. a %s)" % hint,
|
||
)
|
||
|
||
|
||
## Measure the visual bounds of `source`. Returns {aabb: AABB} for 3D or
|
||
## {rect: Rect2} for 2D on success, or {error: ...} on failure.
|
||
## Bounds are returned in world-ish size (local extents scaled by the source
|
||
## node's own transform scale) so a MeshInstance3D at scale=(2,2,2) gives an
|
||
## 8× volume collider, not a unit collider.
|
||
static func _measure_bounds(source: Node, is_3d: bool) -> Dictionary:
|
||
if is_3d:
|
||
if source is VisualInstance3D:
|
||
var aabb: AABB = (source as VisualInstance3D).get_aabb()
|
||
# get_aabb() is local-space; apply the source's scale so the
|
||
# collider tracks what you actually see in the viewport. Going
|
||
# through the transform keeps a mirrored (negative) scale a
|
||
# positive size, which BoxShape3D would otherwise reject.
|
||
var scale_3d: Vector3 = (source as Node3D).transform.basis.get_scale()
|
||
return {"aabb": Transform3D(Basis.from_scale(scale_3d), Vector3.ZERO) * aabb}
|
||
return {"error": ErrorCodes.make(
|
||
ErrorCodes.WRONG_TYPE,
|
||
"Source %s has no measurable 3D bounds (must be VisualInstance3D subclass)" % source.get_class()
|
||
)}
|
||
# 2D
|
||
if source is Sprite2D:
|
||
var s: Sprite2D = source
|
||
var srect: Rect2 = s.get_rect()
|
||
# get_rect() reports the local texture rect and ignores scale.
|
||
srect.position = srect.position * s.scale
|
||
srect.size = srect.size * s.scale
|
||
return {"rect": srect}
|
||
if source is TextureRect:
|
||
var tr: TextureRect = source
|
||
# tr.size is the Control's laid-out size, which is Vector2.ZERO
|
||
# before the first layout pass (e.g. just after the node was created
|
||
# via MCP). Fall back to the texture's own size when that happens,
|
||
# so autofit doesn't silently produce a zero-sized shape.
|
||
var tr_size: Vector2 = tr.size
|
||
if tr_size.is_zero_approx():
|
||
if tr.texture != null:
|
||
tr_size = tr.texture.get_size() * tr.scale
|
||
else:
|
||
return {"error": ErrorCodes.make(
|
||
ErrorCodes.INVALID_PARAMS,
|
||
"TextureRect at %s has zero layout size and no texture to fall back to — autofit would produce a zero-sized shape" % source.name
|
||
)}
|
||
return {"rect": Rect2(Vector2.ZERO, tr_size)}
|
||
return {"error": ErrorCodes.make(
|
||
ErrorCodes.WRONG_TYPE,
|
||
"Source %s has no measurable 2D bounds (must be Sprite2D or TextureRect)" % source.get_class()
|
||
)}
|
||
|
||
|
||
## Apply size to `shape` based on `bounds` and the requested shape_type.
|
||
## Returns {applied: [property_names], previous: {name: old_value}, size_response: dict}.
|
||
static func _apply_shape_size(shape: Resource, shape_type: String, bounds: Dictionary, is_3d: bool) -> Dictionary:
|
||
var applied: Array[String] = []
|
||
var previous := {}
|
||
var size_response := {}
|
||
|
||
if is_3d:
|
||
var aabb: AABB = bounds.aabb
|
||
var size_v: Vector3 = aabb.size
|
||
match shape_type:
|
||
"box":
|
||
previous["size"] = shape.get("size")
|
||
(shape as BoxShape3D).size = size_v
|
||
applied.append("size")
|
||
size_response = {"x": size_v.x, "y": size_v.y, "z": size_v.z}
|
||
"sphere":
|
||
var r := maxf(maxf(size_v.x, size_v.y), size_v.z) * 0.5
|
||
previous["radius"] = shape.get("radius")
|
||
(shape as SphereShape3D).radius = r
|
||
applied.append("radius")
|
||
size_response = {"radius": r}
|
||
"capsule":
|
||
var cap := shape as CapsuleShape3D
|
||
var r2 := maxf(size_v.x, size_v.z) * 0.5
|
||
var h := size_v.y
|
||
previous["radius"] = cap.radius
|
||
previous["height"] = cap.height
|
||
# CapsuleShape3D enforces height >= 2*radius and silently
|
||
# clamps setters that would violate it. Read back the
|
||
# stored values so the response reflects reality.
|
||
cap.radius = r2
|
||
cap.height = h
|
||
applied.append("radius")
|
||
applied.append("height")
|
||
size_response = {"radius": cap.radius, "height": cap.height}
|
||
"cylinder":
|
||
var cyl := shape as CylinderShape3D
|
||
var r3 := maxf(size_v.x, size_v.z) * 0.5
|
||
var ch := size_v.y
|
||
previous["radius"] = cyl.radius
|
||
previous["height"] = cyl.height
|
||
cyl.radius = r3
|
||
cyl.height = ch
|
||
applied.append("radius")
|
||
applied.append("height")
|
||
size_response = {"radius": cyl.radius, "height": cyl.height}
|
||
else:
|
||
var rect: Rect2 = bounds.rect
|
||
var sz: Vector2 = rect.size
|
||
match shape_type:
|
||
"rectangle":
|
||
previous["size"] = shape.get("size")
|
||
(shape as RectangleShape2D).size = sz
|
||
applied.append("size")
|
||
size_response = {"x": sz.x, "y": sz.y}
|
||
"circle":
|
||
var cr := maxf(sz.x, sz.y) * 0.5
|
||
previous["radius"] = shape.get("radius")
|
||
(shape as CircleShape2D).radius = cr
|
||
applied.append("radius")
|
||
size_response = {"radius": cr}
|
||
"capsule":
|
||
var cap2 := shape as CapsuleShape2D
|
||
var cr2 := sz.x * 0.5
|
||
var ch2 := sz.y
|
||
previous["radius"] = cap2.radius
|
||
previous["height"] = cap2.height
|
||
# CapsuleShape2D has the same height >= 2*radius invariant
|
||
# as its 3D counterpart; read back what Godot actually kept.
|
||
cap2.radius = cr2
|
||
cap2.height = ch2
|
||
applied.append("radius")
|
||
applied.append("height")
|
||
size_response = {"radius": cap2.radius, "height": cap2.height}
|
||
|
||
return {"applied": applied, "previous": previous, "size_response": size_response}
|