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Static Mesh Collision Generator for Godot 4
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@tool | |
extends Node | |
class_name StaticMeshCollisionGenerator | |
enum CollisionType { | |
CONVEX, | |
COMPLEX | |
} | |
@export var runScript : bool = false : set = Run | |
@export var collision_type : CollisionType = CollisionType.COMPLEX | |
@export var output_filepath = "res://output.tscn" | |
@export var root : Node | |
func Run(a): | |
runScript = false | |
if !root: | |
root = self.get_parent() | |
# Create a Copy of root | |
var copy = PackedScene.new() | |
copy.pack(root) | |
# Instantiate that copy, effectively making a duplicate (with children). | |
root = copy.instantiate() | |
addCollision(root) | |
# Create a PackedScene | |
var scene = PackedScene.new() | |
scene.pack(root) | |
# Export PackedScene to specified output path. | |
ResourceSaver.save(scene, output_filepath) | |
func addCollision(node: Node): | |
# Go through children, looking for MeshInstance, then add collision if it isn't in the "no_collision" group | |
if node is MeshInstance3D and !node.is_in_group("no_collision"): | |
match collision_type: | |
CollisionType.CONVEX: | |
node.create_convex_collision() | |
print("Created Convex Collision for: ", node) | |
CollisionType.COMPLEX: | |
node.create_trimesh_collision() | |
print("Created Complex Collision for: ", node) | |
# Recursively call addCollision on all children. | |
for child in node.get_children(): | |
addCollision(child) |
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