Update portals plugin

This commit is contained in:
Vojtěch Struhár 2025-05-20 08:26:51 +02:00
parent 80cf038a97
commit 5bd3226960
5 changed files with 303 additions and 145 deletions

64
addons/portals/README.md Normal file
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@ -0,0 +1,64 @@
# Portals 3D
This plugin enables you to easily create seamless plugins.
## Documentation
For documentation about `Portal3D`, see the portal script itself.
Everything is properly documented and viewable in the default
documentation window. Click _Script > Search Help_ and type
"Portal3D" in there.
For everything else, there is this README.
## Materials
### Portals
The portal mesh has a custom shader material assigned to it at runtime,
(defined in `materials/portal_shader.gdshader`), but in editor, it uses
a regular material -- find it at `materials/editor-preview-portal-material.tres`.
You can edit this material to customize how portals look in the editor
(in case the default gray color blends in too much).
### Smooth teleportation
The Portal3D script provides a mechanism for smooth teleportation. In order to be
able to create smooth portal transitions, you need to implement a clipping shader
on all meshes that are supposed to participate in the teleportation.
**How to convert a regular mesh to a clippable one?** Like this:
1. On your material, click the downward arrow menu and select _Convert to ShaderMaterial_
2. Include the shader macros and use them to inject clipping uniforms, the vertex logic
and the fragment logic.
```c
shader_type spatial;
// ...
#include "res://addons/portals/materials/portalclip_mesh.gdshaderinc"
PORTALCLIP_UNIFORMS
void vertex() {
// ...
PORTALCLIP_VERTEX
}
void fragment() {
// ...
PORTALCLIP_FRAGMENT
}
```
And that's it! Now look for `DUPLICATE_MESHES_CALLBACK` in the Portal3D script, you
are ready to get going with smooth teleportation!
## Gizmos
This plugin includes couple of custom gizmos. One gives a
connected portal an outline and the second one visualizes portal's
front direction. You can configure the color of both gizmos in
_Project Settings > Addons > Portals_ or turn them off altogether.

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@ -1,9 +1,24 @@
class_name AtExport
class_name AtExport extends Object
## Helper class for defining custom export inspector.
##
## Instead of [code]@export var foo: int = 0[/code] you could return
## [code]AtExport.int_("foo")[/code] in your [method Object._get_property_list]
## Intended usage is when using [method Object._get_property_list] to define a custom editor
## inspector. The list not exhaustive, as I didn't need every single export annotation. [br]
## [codeblock]
## @export var foo: int = 0
## [/codeblock]
## becomes
## [codeblock]
## var foo: int = 0
##
## func _get_property_list() -> void:
## return [
## AtExport.int_("health")
## ]
## [/codeblock]
## Coincidentally, the dictionaries used to register [ProjectSettings] are very similar,
## too.
static func _base(propname: String, type: int) -> Dictionary:
return {
@ -12,6 +27,7 @@ static func _base(propname: String, type: int) -> Dictionary:
"usage": PROPERTY_USAGE_DEFAULT | PROPERTY_USAGE_SCRIPT_VARIABLE
}
## Replacement for [annotation @GDScript.@export_tool_button]
static func button(propname: String, button_text: String, button_icon: String = "Callable") -> Dictionary:
var result := _base(propname, TYPE_CALLABLE)
@ -22,25 +38,43 @@ static func button(propname: String, button_text: String, button_icon: String =
return result
## [annotation @GDScript.@export] bool variables
static func bool_(propname: String) -> Dictionary:
return _base(propname, TYPE_BOOL)
## [annotation @GDScript.@export] [Color] variables
static func color(propname: String) -> Dictionary:
return _base(propname, TYPE_COLOR)
## Replacement for [annotation @GDScript.@export_color_no_alpha]
static func color_no_alpha(propname: String) -> Dictionary:
var result := _base(propname, TYPE_COLOR)
result["hint"] = PROPERTY_HINT_COLOR_NO_ALPHA
return result
## Following two lines are equivalent: [br]
## Exporting an enum variable.[br]Example:
## [codeblock]
## @export var height: float
## AtExport.float_("height")
## var view_direction: ViewDirection
## # ...
## AtExport.enum_("view_direction", &"Portal3D.ViewDirection", ViewDirection)
## [/codeblock]
static func enum_(propname: String, parent_and_enum: StringName, enum_class: Variant) -> Dictionary:
var result := int_(propname)
result["class_name"] = parent_and_enum
result["hint"] = PROPERTY_HINT_ENUM
result["hint_string"] = ",".join(enum_class.keys())
result["usage"] |= PROPERTY_USAGE_CLASS_IS_ENUM
return result
## [annotation @GDScript.@export] float variables
static func float_(propname: String) -> Dictionary:
return _base(propname, TYPE_FLOAT)
## Replacement for [annotation @GDScript.@export_range] with float variables.
## Also see [method int_range]
static func float_range(propname: String, min: float, max: float, step: float = 0.01, extra_hints: Array[String] = []) -> Dictionary:
var result := float_(propname)
var hint_string = "%f,%f,%f" % [min, max, step]
@ -54,45 +88,37 @@ static func float_range(propname: String, min: float, max: float, step: float =
return result
## [annotation @GDScript.@export] integer variables
static func int_(propname: String) -> Dictionary:
return _base(propname, TYPE_INT)
## Replacement for [annotation @GDScript.@export_flags]
static func int_flags(propname: String, options: Array) -> Dictionary:
var result := int_(propname)
result["hint"] = PROPERTY_HINT_FLAGS
result["hint_string"] = ",".join(options)
return result
## Replacement for [annotation @GDScript.@export_flags_3d_physics]
static func int_physics_3d(propname: String) -> Dictionary:
var result := int_(propname)
result["hint"] = PROPERTY_HINT_LAYERS_3D_PHYSICS
return result
## Replacement for [annotation @GDScript.@export_range] with integer variables.
## Also see [method float_range]
static func int_range(propname: String, min: int, max: int, step: int = 1, extra_hints: Array[String] = []) -> Dictionary:
var result := float_range(propname, min, max, step, extra_hints)
result["type"] = TYPE_INT
return result
## Replacement for [annotation @GDScript.@export_flags_3d_render]
static func int_render_3d(propname: String) -> Dictionary:
var result := int_(propname)
result["hint"] = PROPERTY_HINT_LAYERS_3D_RENDER
return result
static func enum_(propname: String, parent_and_enum: StringName, enum_class: Variant) -> Dictionary:
var result := int_(propname)
result["class_name"] = parent_and_enum
result["hint"] = PROPERTY_HINT_ENUM
result["hint_string"] = ",".join(enum_class.keys())
result["usage"] |= PROPERTY_USAGE_CLASS_IS_ENUM
return result
## Replacement for [annotation @GDScript.@export_group].
static func group(group_name: String, prefix: String = "") -> Dictionary:
var result := _base(group_name, TYPE_NIL)
# Overwrite the usage!
@ -100,9 +126,18 @@ static func group(group_name: String, prefix: String = "") -> Dictionary:
result["hint_string"] = prefix
return result
## Close the group that began with [method group]. If you've supplied a prefix to [method group],
## it should close itself.
static func group_end() -> Dictionary:
return group("")
## [annotation @GDScript.@export] NodePath variables. Variables of [i]node type[/i] also only store
## [NodePath]s.
## [codeblock]
## var mesh: MeshInstance3D
## # inside _get_property_list
## AtExport.node("mesh", "MeshInstance3D")
## [/codeblock]
static func node(propname: String, node_class: StringName) -> Dictionary:
var result = _base(propname, TYPE_OBJECT)
result["hint"] = PROPERTY_HINT_NODE_TYPE
@ -110,9 +145,12 @@ static func node(propname: String, node_class: StringName) -> Dictionary:
result["hint_string"] = node_class
return result
## [annotation @GDScript.@export] for [String] variables
static func string(propname: String) -> Dictionary:
return _base(propname, TYPE_STRING)
## Replacement for [annotation @GDScript.@export_subgroup]. Only works when nested inside
## [method group].
static func subgroup(subgroup_name: String, prefix: String = "") -> Dictionary:
var result := _base(subgroup_name, TYPE_NIL)
# Overwrite the usage!
@ -120,11 +158,14 @@ static func subgroup(subgroup_name: String, prefix: String = "") -> Dictionary:
result["hint_string"] = prefix
return result
## Closes a subgroup created with [method subgroup]. Also see [method group_end]
static func subgroup_end() -> Dictionary:
return subgroup("")
## [annotation @GDScript.@export] for [Vector2] variables
static func vector2(propname: String) -> Dictionary:
return _base(propname, TYPE_VECTOR2)
## [annotation @GDScript.@export] for [Vector3] variables
static func vector3(propname: String) -> Dictionary:
return _base(propname, TYPE_VECTOR3)

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@ -4,8 +4,22 @@ class_name Portal3D extends Node3D
## Seamless 3D portal
##
## This node is a tool script that provides configuration options for portal setup. The portal
## can be visual-only or also teleporting.
## To get started, create two Portal3D instances and set their [member exit_portal] to each other.
## This creates a linked portal pair that you can look through. Make your player to collide with
## [member teleport_collision_mask] and you will be able to walk back and forth through the portal.
## [br][br]
## To integrate portals into your game, you can make use of the [signal on_teleport] and
## [signal on_teleport_receive] signals. You can link a portal a different one by chaning its
## [member exit_portal] during gameplay. The next level is to make use of the portal's callbacks,
## mainly the [member ON_TELEPORT_CALLBACK]. If you need to raycast through a portal, then the
## [method forward_raycast] method might come in handy! When it comes to optimization, you can use
## the [method activate] and [method deactivate] methods to control which portals are consuming
## resources.
## [br][br]
## [b]TIP:[/b] If you change the default value of some property, it will not get synchronized into existing
## portal instances due to how Godot handles custom inspectors. For easier defaults management,
## I recommend creating a scene with Portal3D as a root and re-using that.
#region Public API
@ -16,38 +30,39 @@ signal on_teleport(node: Node3D)
## its [member exit_portal] triggered a teleport!
signal on_teleport_receive(node: Node3D)
## The portal starts rendering again, [member portal_mesh] becomes visible and teleport
## activates (if the portal is teleporting).[br][br]
## Also see [method deactivate]
## Activates the portal, making it visible and teleporting again. THe assumption is that it was
## previously deactivated by [method deactivate] or [member start_deactivated]. Recreates internal
## viewports if needed.
func activate() -> void:
process_mode = Node.PROCESS_MODE_INHERIT
# Viewports have been destroyed
if portal_viewport == null:
# Viewports have been destroyed
_setup_cameras()
show()
## Disables processing and hides the portal. Optionally destroys the viewports, freeing memory.
## Set [member start_deactivated] to [code]true[/code] to avoid viewport allocation at the start of
## Disables all processing (this includes teleportation) and hides the portal. Optionally destroys
## the viewports, freeing up memory. [br][br]
## Setting [member start_deactivated] to [code]true[/code] avoid viewport allocation at the start of
## the game. [br][br]
## Also see [method activate]
## Deactivated portal has to be explicitly activated by calling [method activate].
func deactivate(destroy_viewports: bool = false) -> void:
hide()
_watchlist_teleportables.clear()
if destroy_viewports:
if portal_viewport:
print("[%s] freeing viewport" % name)
portal_viewport.queue_free()
portal_viewport = null
portal_camera = null
process_mode = Node.PROCESS_MODE_DISABLED
## If your [RayCast3D] node hits a portal that it was meant to go through, pass it to this function
## and it will get you the next collider behind the portal.
## Helper method for checking for raycast collisions through portals. If your [RayCast3D] node hits
## a portal collider, pass the [RayCast3D] node to this function to find out what's on the other
## side of the portal! [br][br]
## Uses [method PhysicsDirectSpaceState3D.intersect_ray] under the hood.[br][br]
## Also see [method forward_raycast_query].
func forward_raycast(raycast: RayCast3D) -> Dictionary:
@ -68,9 +83,10 @@ func forward_raycast(raycast: RayCast3D) -> Dictionary:
return get_world_3d().direct_space_state.intersect_ray(query)
## When doing raycasts with [method PhysicsDirectSpaceState3D.intersect_ray] and you hit a portal
## that you want to go through, pass the existing [PhysicsRayQueryParameters3D] to this function.
## It will take over the parameters and calculate the ray's continuation. [br][br]
## See [method forward_raycast] for usage with [RayCast3D].
## that you want to go through, pass the [PhysicsRayQueryParameters3D] you are using to this
## function. It will calculate the ray's continuation and execute the raycast again, returning the
## result dictionary. [br][br]
## If you are using [RayCast3D] for raycasting, see [method forward_raycast].
func forward_raycast_query(params: PhysicsRayQueryParameters3D) -> Dictionary:
var start := to_exit_position(params.from)
var end := to_exit_position(params.to)
@ -89,24 +105,65 @@ func forward_raycast_query(params: PhysicsRayQueryParameters3D) -> Dictionary:
return get_world_3d().direct_space_state.intersect_ray(query)
## This method will be called on a teleported node if [member TeleportInteractions.CALLBACK]
## is checked in [member teleport_interactions]. The portal will try to call the method
## [code]on_teleport[/code] on any object being teleported by it.[br][br]
## Example:
## [codeblock]
## func on_teleport(portal: Portal3D) -> void:
## print("Teleported by %s!" % portal.name)
## [/codeblock]
const ON_TELEPORT_CALLBACK: StringName = &"on_teleport"
## This method will be called on a node that will get into close proximity of a portal that has
## [member TeleportInteractions.DUPLICATE_MESHES] turned on. The method is expected to return an
## array of [MeshInstance3D]s.[br][br]
## Example:
## [codeblock]
## @onready var character_mesh: MeshInstance = $CharacterMesh
##
## func get_teleportable_meshes() -> Array[MeshInstance3D]:
## return [character_mesh]
## [/codeblock]
##
## The returned meshes require a special material. Check out the plugin's README for more
## information!
const DUPLICATE_MESHES_CALLBACK: StringName = &"get_teleportable_meshes"
## By default, object triggering the teleport gets teleported. You can override this with a
## metadata property that contains a [NodePath]. If the metadata property is set, then the node at
## the node path will be teleported instead. Setting this to ancestor nodes is recommended.[br][br]
## Example:
## [codeblock]
## func _ready() -> void:
## self.set_meta("teleport_root", ^"..") # parent
## [/codeblock]
## Or you can set the metadata property via the inspector!
const TELEPORT_ROOT_META: StringName = &"teleport_root"
#endregion
## Size of the portal rectangle. [br][br]
## Detph of the portal is an implementation detail and is set automatically.
## Size of the portal rectangle, height and width.
var portal_size: Vector2 = Vector2(2.0, 2.5):
set(v):
portal_size = v
if caused_by_user_interaction():
if _caused_by_user_interaction():
_on_portal_size_changed()
update_configuration_warnings()
if exit_portal:
exit_portal.update_configuration_warnings()
## The exit of this particular portal. Portal camera renders what it sees through this
## [member exit_portal]. Teleports take you here.
## [member exit_portal] and teleports take you here. This is a [b]required[/b] property, it
## can never be [code]null[/code].
## [br][br]
## Two portals commonly have each other set as their exit portals, which allows you to
## travel back and forth. But this does not have to be the case!
## You can change this property during gameplay to switch the portal to a different destination.
## To disable a portal, see [method deactivate].
## [br][br]
## [b]TIP:[/b] Commonly, two portals have set each other as [member exit_portal], which
## allows you to travel back and forth. But you can experiment with one-way portals too!
var exit_portal: Portal3D:
set(v):
exit_portal = v
@ -116,37 +173,28 @@ var exit_portal: Portal3D:
var _tb_pair_portals: Callable = _editor_pair_portals.bind()
var _tb_sync_portal_sizes: Callable = _editor_sync_portal_sizes.bind()
## Manually specify the main camera. By default it's inferred as the camera rendering the
## parent viewport of the portal. You might have to specify this, if your game uses multiple
## [SubViewport]s.
## Manually override what's the main camera of the scene. By default it's inferred as the camera
## rendering the parent viewport of the portal. You might have to specify this, if your game uses
## multiple [SubViewport]s.
var player_camera: Camera3D
## [member VisualInstance3D.layers] settging for [member portal_mesh]. So that the portal cameras
## don't see other portals.[br][br]
## You can set the default in [i]Project settings > Addons > Portals[/i].
var portal_render_layer: int = 1 << 19:
set(v):
portal_render_layer = v
if caused_by_user_interaction():
portal_mesh.layers = v
## The portal camera sets its [member Camera3D.near] as close to the portal as possible, to
## hopefully cull objects close behind the portal. This value offsets the [member portal_camera]'s
## The portal camera sets its [member Camera3D.near] as close to the portal as possible, in an
## effort to clip objects close behind the portal. This value offsets the [member portal_camera]'s
## near clip plane. Might be useful, if the portal has a thick frame around it.
var portal_frame_width: float = 0
## Determines how big the internal portal viewports are. It helps to reduce the memory usage
## Options for different sizes of the internal viewports. It helps to reduce the memory usage
## by not rendering the portals at full resolution. Viewports are resized on window resize.
enum PortalViewportSizeMode {
## Render at full window resolution.
FULL,
## Portal viewport max width. Height is calculated from window aspect ratio.
## The portal will be [b]at most[/b] this wide. Height is calculated from window aspect ratio.
MAX_WIDTH_ABSOLUTE,
## Portal viewport will be a fraction of full window size.
FRACTIONAL
}
## Size mode to use for the portal viewport size.
## Size mode to use for the portal viewport size. Only set this via the inspector.
var viewport_size_mode: PortalViewportSizeMode = PortalViewportSizeMode.FULL:
set(v):
viewport_size_mode = v
@ -155,9 +203,11 @@ var _viewport_size_max_width_absolute: int = ProjectSettings.get_setting("displa
var _viewport_size_fractional: float = 0.5
## Hints the direction from which you expect the portal to be viewed. Makes sense to restrict on
## one-way portals or visual-only portals (with [member is_teleport] set to [code]false[/code]).
## Hints the direction from which you expect the portal to be viewed.[br][br]
## Use cases: one-way portals, visual-only portals (with [member is_teleport] set to
## [code]false[/code]), or portals that are flush with a wall.
enum ViewDirection {
## Portal is expected to be viewed from either side (default)
FRONT_AND_BACK,
## Corresponds to portal's FORWARD direction (-Z)
ONLY_FRONT,
@ -172,14 +222,24 @@ enum ViewDirection {
## Also see [member teleport_direction]
var view_direction: ViewDirection = ViewDirection.FRONT_AND_BACK
## If [code]true[/code], the portal is also a teleport.
## The [member portal_mesh] setting for [member VisualInstance3D.layers], so that the portal
## cameras don't see other portals.
var portal_render_layer: int = 1 << 19:
set(v):
portal_render_layer = v
if _caused_by_user_interaction():
portal_mesh.layers = v
## If [code]true[/code], the portal is also a teleport. If [code]false[/code], the portal is
## visual-only.
## [br][br]
## You are expected to toggle this in the editor. For runtime teleport toggling, see
## [method activate] and [method deactivate].
var is_teleport: bool = true:
set(v):
is_teleport = v
if caused_by_user_interaction():
if _caused_by_user_interaction():
_setup_teleport()
notify_property_list_changed()
@ -189,12 +249,11 @@ enum TeleportDirection {
FRONT,
## Corresponds to portal's BACK direction (+Z)
BACK,
## Teleports stuff coming from either side.
## Teleports stuff coming from either side. (default)
FRONT_AND_BACK
}
## If the portal is also a teleport, it will only teleport things coming from
## this direction.
## Portal will only teleport things coming from this direction.
var teleport_direction: TeleportDirection = TeleportDirection.FRONT_AND_BACK
## When a [RigidBody3D] goes through the portal, give its new normalized velocity a
@ -202,9 +261,6 @@ var teleport_direction: TeleportDirection = TeleportDirection.FRONT_AND_BACK
## Recommended values: 1 to 3
var rigidbody_boost: float = 0.0
## [CollisionObject3D]s detected by this mask will be registered by the portal and teleported.
var teleport_collision_mask: int = 1 << 15
## When teleporting, the portal checks if the teleported object is less than [b]this[/b] near.
## Prevents false negatives when multiple portals are on top of each other.
var teleport_tolerance: float = 0.5
@ -219,33 +275,23 @@ enum TeleportInteractions {
PLAYER_UPRIGHT = 1 << 1,
## Duplicate meshes present on the teleported object, resulting in a [i]smooth teleport[/i]
## from a 3rd point of view. [br]
## This option is quite involved, requires a method named [constant DUPLICATE_MESHES_CALLBACK]
## implemented on the teleported body, which returns an array of mesh instances that should be
## duplicated. Every one of those meshes also needs to implement a special shader to clip it
## along the portal plane.
## To use this feature, implement a method named [constant DUPLICATE_MESHES_CALLBACK] on the
## teleported body, which returns an array of mesh instances that should be duplicated.
## Every one of those meshes also needs to implement a special shader material to clip it along
## the portal plane.
## See shaderinclude at [code]addons/portals/materials/portalclip_mesh.gdshaderinc[/code]
DUPLICATE_MESHES = 1 << 2
}
## This method will be called on a teleported node if [member TeleportInteractions.CALLBACK]
## is checked in [member teleport_interactions]
const ON_TELEPORT_CALLBACK: StringName = &"on_teleport"
## This method will be called on a node that will get into close proximity of a portal that has
## [member TeleportInteractions.DUPLICATE_MESHES] turned on. The method is expected to return an
## array of [MeshInstance3D]s.
const DUPLICATE_MESHES_CALLBACK: StringName = &"get_teleportable_meshes"
## When a [CollisionObject3D] should be teleported, the portal check for a [NodePath] for an
## alternative node to teleport. For example it's useful when the [Area3D] that's triggering the
## teleport isn't the root of a player or object.
const TELEPORT_ROOT_META: StringName = &"teleport_root"
## See [enum TeleportInteractions] for options.
var teleport_interactions: int = TeleportInteractions.CALLBACK \
| TeleportInteractions.PLAYER_UPRIGHT
## Any [CollisionObject3D]s detected by this mask will be registered by the portal and teleported,
## when they cross the portal boundary.
var teleport_collision_mask: int = 1 << 15
## If the portal is not immediately visible on scene start, you can start it in [i]disabled
## mode[/i]. This just means it will not create the appropriate subviewports, saving memory.
## It will also not be processed.[br][br]
@ -257,7 +303,7 @@ var start_deactivated: bool = false
@export_storage var _portal_thickness: float = 0.05:
set(v):
_portal_thickness = v
if caused_by_user_interaction(): _on_portal_size_changed()
if _caused_by_user_interaction(): _on_portal_size_changed()
@export_storage var _portal_mesh_path: NodePath
## Mesh used to visualize the portal surface. Created when the portal is added to the scene
@ -284,14 +330,17 @@ var teleport_collider: CollisionShape3D:
## Camera that looks through the exit portal and renders to [member portal_viewport].
## Created in [code]_ready[/code]
## Created in [method Node._ready]
var portal_camera: Camera3D = null
## Viewport that supplies the albedo texture to portal mesh. Rendered by [member portal_camera].
## Created in [code]_ready[/code]
## Created in [method Node._ready]
var portal_viewport: SubViewport = null
## Metadata kept about the teleportable objects watched by the portal.
## Metadata about teleported objects.
##
## When the portal detects a teleportable body (or area) nearby, it gathers this metadata and
## starts watching it every frame for teleportation.
class TeleportableMeta:
## Forward distance from the portal
var forward: float = 0
@ -301,14 +350,14 @@ class TeleportableMeta:
## Cloned [member Portal3D.TeleportableMeta.meshes] with [method Node.duplicate]
var mesh_clones: Array[MeshInstance3D] = []
# These physics bodies are being watched by the portal. They are registered under their instance ID
# as the keys of the dictionary. Registering them by their object references was unreliable when
# freeing object for some reason.
# These physics bodies are being watched by the portal. They are registered with their instance IDs
# as the keys of the dictionary. Registering them by their object references becomes unreliable
# when the teleport candidate gets freed.
var _watchlist_teleportables: Dictionary[int, TeleportableMeta] = {}
#endregion
#region Editor Configuration Stuff
#region Editor Configuration
const _PORTAL_SHADER: Shader = preload("uid://bhdb2skdxehes")
const _EDITOR_PREVIEW_PORTAL_MATERIAL: StandardMaterial3D = preload("uid://dcfkcyddxkglf")
@ -324,7 +373,7 @@ func _editor_ready() -> void:
_setup_mesh()
_setup_teleport()
self.group_node(self)
self._group_node(self)
func _notification(what: int) -> void:
match what:
@ -358,7 +407,7 @@ func _setup_teleport():
var area = Area3D.new()
area.name = "TeleportArea"
add_child_in_editor(self, area)
_add_child_in_editor(self, area)
_teleport_area_path = get_path_to(area)
var collider = CollisionShape3D.new()
@ -368,7 +417,7 @@ func _setup_teleport():
box.size.y = portal_size.y
collider.shape = box
add_child_in_editor(teleport_area, collider)
_add_child_in_editor(teleport_area, collider)
_teleport_collider_path = get_path_to(collider)
@ -388,7 +437,7 @@ func _on_portal_size_changed() -> void:
#endregion
#region GAMEPLAY RUNTIME STUFF
#region GAMEPLAY LOGIC
func _ready() -> void:
if Engine.is_editor_hint():
@ -430,7 +479,6 @@ func _process(delta: float) -> void:
func _process_cameras() -> void:
if portal_camera == null:
push_error("%s: No portal camera" % name)
return
@ -511,11 +559,11 @@ func _process_teleports() -> void:
exit_portal._process_cameras()
# Resolve teleport interactions
if was_player and check_tp_interaction(TeleportInteractions.PLAYER_UPRIGHT):
if was_player and _check_tp_interaction(TeleportInteractions.PLAYER_UPRIGHT):
get_tree().create_tween().tween_property(teleportable, "rotation:x", 0, 0.3)
get_tree().create_tween().tween_property(teleportable, "rotation:z", 0, 0.3)
if check_tp_interaction(TeleportInteractions.CALLBACK):
if _check_tp_interaction(TeleportInteractions.CALLBACK):
if teleportable.has_method(ON_TELEPORT_CALLBACK):
teleportable.call(ON_TELEPORT_CALLBACK, self)
@ -573,7 +621,7 @@ func _setup_mesh() -> void:
# Editor-only material. Will be replaced when game starts.
mi.material_override = _EDITOR_PREVIEW_PORTAL_MATERIAL
add_child_in_editor(self, mi)
_add_child_in_editor(self, mi)
_portal_mesh_path = get_path_to(mi)
func _setup_cameras() -> void:
@ -584,7 +632,7 @@ func _setup_cameras() -> void:
if exit_portal != null:
portal_viewport = SubViewport.new()
portal_viewport.name = self.name + "_SubViewport"
portal_viewport.size = get_desired_viewport_size()
portal_viewport.size = _calculate_viewport_size()
self.add_child(portal_viewport, true)
# Disable tonemapping on portal cameras
@ -595,7 +643,7 @@ func _setup_cameras() -> void:
adjusted_env.tonemap_mode = Environment.TONE_MAPPER_LINEAR
adjusted_env.tonemap_exposure = 1
portal_camera = player_camera.duplicate(0)
portal_camera = Camera3D.new()
portal_camera.name = self.name + "_Camera3D"
portal_camera.environment = adjusted_env
@ -636,7 +684,7 @@ func _on_teleport_body_exited(body: Node3D) -> void:
func _on_window_resize() -> void:
if portal_viewport:
portal_viewport.size = get_desired_viewport_size()
portal_viewport.size = _calculate_viewport_size()
#endregion
@ -646,7 +694,7 @@ func _construct_tp_metadata(node: Node3D) -> void:
var meta = TeleportableMeta.new()
meta.forward = forward_distance(node)
if check_tp_interaction(TeleportInteractions.DUPLICATE_MESHES) and \
if _check_tp_interaction(TeleportInteractions.DUPLICATE_MESHES) and \
node.has_method(DUPLICATE_MESHES_CALLBACK):
meta.meshes = node.call(DUPLICATE_MESHES_CALLBACK)
for m: MeshInstance3D in meta.meshes:
@ -655,7 +703,7 @@ func _construct_tp_metadata(node: Node3D) -> void:
meta.mesh_clones.append(dupe)
self.add_child(dupe, true)
enable_mesh_clipping(meta, self)
_enable_mesh_clipping(meta, self)
_watchlist_teleportables.set(node.get_instance_id(), meta)
@ -663,12 +711,12 @@ func _erase_tp_metadata(node_id: int) -> void:
var meta = _watchlist_teleportables.get(node_id)
if meta != null:
meta = meta as TeleportableMeta
for m in meta.meshes: disable_mesh_clipping(m)
for m in meta.meshes: _disable_mesh_clipping(m)
for c in meta.mesh_clones: c.queue_free()
_watchlist_teleportables.erase(node_id)
func enable_mesh_clipping(meta: TeleportableMeta, along_portal: Portal3D) -> void:
func _enable_mesh_clipping(meta: TeleportableMeta, along_portal: Portal3D) -> void:
for mi: MeshInstance3D in meta.meshes:
var clip_normal = signf(meta.forward) * along_portal.global_basis.z
mi.set_instance_shader_parameter("portal_clip_active", true)
@ -682,7 +730,7 @@ func enable_mesh_clipping(meta: TeleportableMeta, along_portal: Portal3D) -> voi
clone.set_instance_shader_parameter("portal_clip_point", exit.global_position)
clone.set_instance_shader_parameter("portal_clip_normal", clip_normal)
func disable_mesh_clipping(mi: MeshInstance3D) -> void:
func _disable_mesh_clipping(mi: MeshInstance3D) -> void:
mi.set_instance_shader_parameter("portal_clip_active", false)
func _transfer_tp_metadata_to_exit(for_body: Node3D) -> void:
@ -696,7 +744,7 @@ func _transfer_tp_metadata_to_exit(for_body: Node3D) -> void:
return
tp_meta.forward = exit_portal.forward_distance(for_body)
enable_mesh_clipping(tp_meta, exit_portal) # Switch, the main mesh is clipped by exit portal!
_enable_mesh_clipping(tp_meta, exit_portal) # Switch, the main mesh is clipped by exit portal!
exit_portal._watchlist_teleportables.set(body_id, tp_meta)
# NOTE: Not using '_erase_tp_metadata' here, as it also frees the cloned meshes!
@ -739,32 +787,26 @@ func forward_distance(node: Node3D) -> float:
var node_relative: Vector3 = (node.global_transform.origin - self.global_transform.origin)
return portal_front.dot(node_relative)
## Helper function meant to be used in editor. Adds [param node] as a child to
## [param parent]. Forces a readable name and sets the child's owner to the same
## as parent's.
func add_child_in_editor(parent: Node, node: Node) -> void:
# Helper function meant to be used in editor. Adds [param node] as a child to
# [param parent]. Forces a readable name and sets the child's owner to the same
# as parent's.
func _add_child_in_editor(parent: Node, node: Node) -> void:
parent.add_child(node, true)
# self.owner is null if this node is the scene root. Supply self.
node.owner = self if self.owner == null else self.owner
## Used to conditionally run property setters.
## [br]
## Setters fire both on editor set and when the scene starts up (the engine is
## assigning exported members). This should prevent the second case.
func caused_by_user_interaction() -> bool:
# Used to conditionally run property setters.
# [br]
# Setters fire both on editor set and when the scene starts up (the engine is
# assigning exported members). This should prevent the second case.
func _caused_by_user_interaction() -> bool:
return Engine.is_editor_hint() and is_node_ready()
## Editor helper function. Locks node in 3D editor view.
static func lock_node(node: Node3D) -> void:
node.set_meta("_edit_lock_", true)
## Editor helper function. Groups nodes in 3D editor view.
static func group_node(node: Node) -> void:
# Editor helper function. Groups nodes in 3D editor view.
func _group_node(node: Node) -> void:
node.set_meta("_edit_group_", true)
func get_desired_viewport_size() -> Vector2i:
func _calculate_viewport_size() -> Vector2i:
var vp_size: Vector2i = get_viewport().size
var aspect_ratio: float = float(vp_size.x) / float(vp_size.y)
@ -783,10 +825,10 @@ func get_desired_viewport_size() -> Vector2i:
ProjectSettings.get_setting("display/window/size/viewport_height")
)
func check_tp_interaction(flag: int) -> bool:
func _check_tp_interaction(flag: int) -> bool:
return (teleport_interactions & flag) > 0
## Get a point where the portal plane intersects a line. Line ends [param start] and [param end]
## Get a point where the portal plane intersects a line. Line [param start] and [param end]
## are in global coordinates and so is the result. Used for forwarding raycast queries.
func line_intersection(start: Vector3, end: Vector3) -> Vector3:
var plane_normal = - global_basis.z
@ -803,7 +845,7 @@ func line_intersection(start: Vector3, end: Vector3) -> Vector3:
#endregion
#region GODOT ENGINE INTEGRATIONS
#region GODOT EDITOR INTEGRATIONS
func _get_configuration_warnings() -> PackedStringArray:
var warnings: Array[String] = []
@ -845,7 +887,6 @@ func _get_property_list() -> Array[Dictionary]:
config.append(AtExport.group("Rendering"))
config.append(AtExport.node("player_camera", "Camera3D"))
config.append(AtExport.int_render_3d("portal_render_layer"))
config.append(AtExport.float_range("portal_frame_width", 0.0, 10.0, 0.01))
config.append(AtExport.enum_(
@ -858,8 +899,9 @@ func _get_property_list() -> Array[Dictionary]:
config.append(AtExport.enum_("view_direction", &"Portal3D.ViewDirection", ViewDirection))
config.append(AtExport.group_end())
config.append(AtExport.int_render_3d("portal_render_layer"))
config.append(AtExport.group_end())
config.append(AtExport.bool_("is_teleport"))
@ -869,10 +911,10 @@ func _get_property_list() -> Array[Dictionary]:
config.append(
AtExport.enum_("teleport_direction", &"Portal3D.TeleportDirection", TeleportDirection))
config.append(AtExport.float_range("rigidbody_boost", 0, 5, 0.1, ["or_greater"]))
config.append(AtExport.int_physics_3d("teleport_collision_mask"))
config.append(AtExport.float_range("teleport_tolerance", 0.0, 5.0, 0.1, ["or_greater"]))
var opts: Array = TeleportInteractions.keys().map(func(s): return s.capitalize())
config.append(AtExport.int_flags("teleport_interactions", opts))
config.append(AtExport.int_physics_3d("teleport_collision_mask"))
config.append(AtExport.group_end())
config.append(AtExport.group("Advanced"))
@ -884,15 +926,15 @@ func _property_can_revert(property: StringName) -> bool:
return property in [
&"portal_size",
&"player_camera",
&"portal_render_layer",
&"portal_frame_width",
&"_viewport_size_max_width_absolute",
&"view_direction",
&"portal_render_layer",
&"teleport_direction",
&"rigidbody_boost",
&"teleport_collision_mask",
&"teleport_tolerance",
&"teleport_interactions",
&"teleport_collision_mask",
&"start_deactivated",
]
@ -900,24 +942,24 @@ func _property_get_revert(property: StringName) -> Variant:
match property:
&"portal_size":
return Vector2(2, 2.5)
&"portal_render_layer":
return 1 << 19
&"portal_frame_width":
return 0.0
&"_viewport_size_max_width_absolute":
return ProjectSettings.get_setting("display/window/size/viewport_width")
&"view_direction":
return ViewDirection.FRONT_AND_BACK
&"portal_render_layer":
return 1 << 19
&"teleport_direction":
return TeleportDirection.FRONT_AND_BACK
&"rigidbody_boost":
return 0.0
&"teleport_collision_mask":
return 1 << 15
&"teleport_tolerance":
return 0.5
&"teleport_interactions":
return TeleportInteractions.CALLBACK | TeleportInteractions.PLAYER_UPRIGHT
&"teleport_collision_mask":
return 1 << 15
&"start_deactivated":
return false
return null

View File

@ -2,6 +2,15 @@
extends ArrayMesh
class_name PortalBoxMesh
## Inverted box with a flipped front side
##
## This mesh class generates a mesh similar to [BoxMesh]. However, its sides are all facing
## [i]inwards[/i], except for the fron side, which is facing outwards. The origin point of this
## mesh is in the middle of its front face, instead of in the center of its volume (like you'd
## expect with a box).[br]
## It is a special mesh built for portal surfaces. The front face provides a nice flat surface and
## the other sides try to reduce clipping issues when traveling through portals. See [Portal3D]
@export var size: Vector3 = Vector3(1, 1, 1):
set(v):
size = v

View File

@ -1,4 +1,4 @@
class_name PortalSettings
class_name PortalSettings extends Object
## Static helper class for portal project settings.
##
@ -8,6 +8,7 @@ class_name PortalSettings
static func _qual_name(setting: String) -> String:
return "addons/portals/" + setting
## Initializes a setting, it it's not present already. The setting is [i]basic[/i] by default.
static func init_setting(setting: String,
default_value: Variant,
requires_restart: bool = false) -> void:
@ -31,6 +32,7 @@ static func add_info(config: Dictionary) -> void:
ProjectSettings.add_property_info(config)
## Calls [method ProjectSettings.get_setting]
static func get_setting(setting: String) -> Variant:
setting = _qual_name(setting)
return ProjectSettings.get_setting(setting)