- HurtboxBase can now properly generate Character3D hit data from a bone hit.

- IDamageable now uses a custom damage struct instead of a dictionary.
This commit is contained in:
2026-09-24 01:24:33 -04:00
parent fda1bada3e
commit 52c2aab73c
8 changed files with 206 additions and 167 deletions
+1 -4
View File
@@ -7,12 +7,9 @@
#pragma once
#include <godot_cpp/variant/dictionary.hpp>
using namespace godot;
class IDamageable
{
public:
virtual void take_damage(const Dictionary &hit_data) = 0;
virtual void take_damage(const struct HurtboxDamage &hit_data) = 0;
};
+106 -119
View File
@@ -11,9 +11,10 @@
#include "nodes/debug_draw3d.h"
#include "nodes/mesh_editing_library.h"
#include "nodes/hurtbox/hurtbox_base.h"
#include <godot_cpp/classes/engine.hpp>
#include <godot_cpp/classes/immediate_mesh.hpp>
#include <godot_cpp/classes/mesh_instance3d.hpp>
#include <godot_cpp/classes/physical_bone3d.hpp>
#include <godot_cpp/classes/physical_bone_simulator3d.hpp>
#include <godot_cpp/classes/random_number_generator.hpp>
@@ -24,134 +25,82 @@ using namespace godot;
void Character3D::_ready()
{
this->skeleton_list.clear();
if (this->character_skeleton)
{
if (const Skeleton3D *skeleton = this->character_skeleton->get_skeleton())
{
TypedArray<Node> child_mesh_candidates = skeleton->get_children();
const uint32_t num_children = child_mesh_candidates.size();
const Vector3 &full_aabb_position = this->full_aabb.get_position();
const Vector3 &full_aabb_size = this->full_aabb.get_size();
for (uint32_t i = 0; i < num_children; i++)
{
if (MeshInstance3D *mesh_instance = cast_to<MeshInstance3D>(child_mesh_candidates[i]))
{
this->meshes.emplace_back(mesh_instance);
const AABB &aabb = mesh_instance->get_aabb();
const Vector3 &aabb_position = aabb.get_position();
const Vector3 &aabb_size = aabb.get_size();
this->full_aabb.set_position(Vector3(
UtilityFunctions::minf(full_aabb_position.x, aabb_position.x),
UtilityFunctions::minf(full_aabb_position.y, aabb_position.y),
UtilityFunctions::minf(full_aabb_position.z, aabb_position.z)
));
this->full_aabb.set_size(Vector3(
UtilityFunctions::maxf(full_aabb_position.x, aabb_size.x),
UtilityFunctions::maxf(full_aabb_position.y, aabb_size.y),
UtilityFunctions::maxf(full_aabb_position.z, aabb_size.z)
));
}
}
}
}
#ifdef DEBUG_ENABLED
else
{
PRINT_ERROR(CHARACTER3D_TAG, "No skeleton has been set, and there is currently no way to seek one out in the hierarchy. This will be a problem.");
}
#endif // DEBUG_ENABLED
}
void Character3D::take_damage(const Dictionary &hit_data)
{
if (this->character_skeleton)
{
if (const Skeleton3D *skeleton = this->character_skeleton->get_skeleton())
{
PRINT_LOG(CHARACTER3D_TAG, "Taking damage: ", hit_data["hit_points"]);
PRINT_LOG(CHARACTER3D_TAG, "Hit bones: ", hit_data["bone_hits"]);
const Transform3D &global_hit_transform = (Transform3D)hit_data["hit_transform"];
const Plane &slice_plane = skeleton->get_global_transform().inverse().xform(Plane(global_hit_transform.get_basis().get_column(1), global_hit_transform.origin));
const uint32_t num_meshes = this->meshes.size();
std::vector<MeshInstance3D*> meshes_to_add;
std::vector<uint32_t> meshes_to_remove;
for (uint32_t i = 0; i < num_meshes; i++)
{
MeshInstance3D *original_mesh_instance = this->meshes[i];
Ref<ArrayMesh> first_half; first_half.instantiate();
Ref<ArrayMesh> other_half; other_half.instantiate();
PackedVector3Array &impact_points = MeshEditingLibrary::slice_mesh(original_mesh_instance, skeleton, this->full_aabb, slice_plane, first_half, other_half, MeshEditingLibrary::CAP_UV_FILL_MESH_BOUNDS, this->inner_materials);
if (first_half.is_valid())
{
original_mesh_instance->set_mesh(first_half);
meshes_to_add.emplace_back(original_mesh_instance);
}
if (other_half.is_valid())
{
RandomNumberGenerator *rng = memnew(RandomNumberGenerator);
const float random_x = rng->randf_range(-0.5f, 0.5f);
const float random_z = rng->randf_range(-0.5f, 0.5f);
CharacterSkeleton3D *new_character_skeleton = cast_to<CharacterSkeleton3D>(this->character_skeleton->duplicate());
this->character_skeleton->add_sibling(new_character_skeleton);
new_character_skeleton->set_position(Vector3(random_x, 0.0f, random_z));
Skeleton3D *new_skeleton = new_character_skeleton->get_skeleton();
const uint16_t child_count = new_skeleton->get_child_count();
TypedArray<Node> children = new_skeleton->get_children();
for (uint16_t child = 0; child < child_count; child++)
{
if (MeshInstance3D *new_mesh_instance = cast_to<MeshInstance3D>(children[child]))
{
new_mesh_instance->set_skeleton_path(new_mesh_instance->get_path_to(new_skeleton));
new_mesh_instance->set_skin(original_mesh_instance->get_skin());
new_mesh_instance->set_mesh(other_half);
meshes_to_add.emplace_back(new_mesh_instance);
break;
}
}
}
meshes_to_remove.emplace(meshes_to_remove.begin(), i);
}
for (const uint32_t i : meshes_to_remove)
{
this->meshes.erase(this->meshes.begin() + i);
}
for (MeshInstance3D *mesh : meshes_to_add)
{
this->meshes.emplace_back(mesh);
}
}
this->_rebuild_mesh_instances();
}
}
void Character3D::_activate_ragdoll()
void Character3D::set_meshes(TypedArray<ArrayMesh> m)
{
if (this->character_skeleton)
this->meshes = m;
this->full_aabb = AABB();
this->_rebuild_mesh_instances();
}
void Character3D::set_character_skeleton(CharacterSkeleton3D *cs)
{
this->character_skeleton = cs;
this->_rebuild_mesh_instances();
}
void Character3D::take_damage(const HurtboxDamage &hit_data)
{
for (const auto &[character_skeleton, bones] : hit_data.bones)
{
if (PhysicalBoneSimulator3D *physical_bone_simulator = this->character_skeleton->get_physical_bone_simulator())
Skeleton3D *skeleton = character_skeleton->get_skeleton();
const Plane &local_slice_plane = skeleton->get_global_transform().inverse().xform(Plane(hit_data.global_hit_transform.get_basis().get_column(1), hit_data.global_hit_transform.origin));
std::vector<MeshInstance3D*> sliced_mesh_instances = character_skeleton->get_mesh_instances();
const uint32_t num_mesh_instances = sliced_mesh_instances.size();
TypedArray<ArrayMesh> first_half_meshes_to_add;
TypedArray<ArrayMesh> other_half_meshes_to_add;
for (uint32_t i = 0; i < num_mesh_instances; i++)
{
const TypedArray<Node> &physical_bones = physical_bone_simulator->get_children();
const uint32_t num_physical_bones = physical_bones.size();
for (uint32_t i = 0; i < num_physical_bones; i++)
MeshInstance3D *original_mesh_instance = sliced_mesh_instances[i];
Ref<ArrayMesh> first_half; first_half.instantiate();
Ref<ArrayMesh> other_half; other_half.instantiate();
PackedVector3Array &impact_points = MeshEditingLibrary::slice_mesh(original_mesh_instance, skeleton, this->full_aabb, local_slice_plane, first_half, other_half, MeshEditingLibrary::CAP_UV_FILL_MESH_BOUNDS, this->inner_materials);
if (first_half->get_surface_count() <= 0 && other_half->get_surface_count() > 0)
{
if (PhysicalBone3D *bone = cast_to<PhysicalBone3D>(physical_bones[i]))
{
bone->set_collision_layer(0);
}
Ref<ArrayMesh> temp = first_half;
first_half = other_half;
other_half = temp;
}
physical_bone_simulator->physical_bones_start_simulation();
if (first_half->get_surface_count() > 0)
{
first_half_meshes_to_add.append(first_half);
}
if (other_half->get_surface_count() > 0)
{
other_half_meshes_to_add.append(other_half);
}
}
character_skeleton->set_meshes(first_half_meshes_to_add);
if (other_half_meshes_to_add.size() > 0)
{
RandomNumberGenerator *rng = memnew(RandomNumberGenerator);
const float random_x = rng->randf_range(-0.05f, 0.05f);
const float random_z = rng->randf_range(-0.05f, 0.05f);
CharacterSkeleton3D *new_character_skeleton = cast_to<CharacterSkeleton3D>(this->character_skeleton->duplicate());
this->character_skeleton->add_sibling(new_character_skeleton);
new_character_skeleton->set_position(Vector3(random_x, 0.0f, random_z));
PRINT_LOG(CHARACTER3D_TAG, "Adding new meshes:");
for (uint16_t i = 0; i < other_half_meshes_to_add.size(); i++)
{
const Ref<ArrayMesh> &new_array_mesh = other_half_meshes_to_add[i];
PRINT_LOG(CHARACTER3D_TAG, " Mesh ", i+1, " size: ", new_array_mesh->get_surface_count());
}
new_character_skeleton->set_meshes(other_half_meshes_to_add);
}
}
}
@@ -161,3 +110,41 @@ void Character3D::_on_fell_out_of_world()
{
this->emit_signal("fell_out_of_world");
}
void Character3D::_rebuild_mesh_instances()
{
if (!this->is_node_ready()) return;
uint16_t num_mesh_instances = this->_mesh_instances.size();
for (uint16_t i = 0; i < num_mesh_instances; i++)
{
this->_mesh_instances[i]->queue_free();
}
if (!this->character_skeleton) return;
this->_mesh_instances = this->character_skeleton->set_meshes(this->meshes);
const uint32_t num_meshes = this->_mesh_instances.size();
for (const MeshInstance3D *mesh_instance : this->_mesh_instances)
{
const Vector3 &full_aabb_position = this->full_aabb.get_position();
const Vector3 &full_aabb_size = this->full_aabb.get_size();
const AABB &aabb = mesh_instance->get_aabb();
const Vector3 &aabb_position = aabb.get_position();
const Vector3 &aabb_size = aabb.get_size();
this->full_aabb.set_position(Vector3(
UtilityFunctions::minf(full_aabb_position.x, aabb_position.x),
UtilityFunctions::minf(full_aabb_position.y, aabb_position.y),
UtilityFunctions::minf(full_aabb_position.z, aabb_position.z)
));
this->full_aabb.set_size(Vector3(
UtilityFunctions::maxf(full_aabb_position.x, aabb_size.x),
UtilityFunctions::maxf(full_aabb_position.y, aabb_size.y),
UtilityFunctions::maxf(full_aabb_position.z, aabb_size.z)
));
}
}
@@ -16,6 +16,7 @@
#include <godot_cpp/classes/character_body3d.hpp>
#include <godot_cpp/classes/material.hpp>
#include <godot_cpp/classes/mesh_instance3d.hpp>
#include <godot_cpp/classes/packed_scene.hpp>
#include <godot_cpp/variant/dictionary.hpp>
using namespace godot;
@@ -29,8 +30,9 @@ class Character3D : public CharacterBody3D, public IDamageable
public:
virtual void _ready() override;
virtual void take_damage(const Dictionary &hit_data) override;
virtual void take_damage(const HurtboxDamage &hit_data) override;
TypedArray<ArrayMesh> get_meshes() const { return this->meshes; }
CharacterSkeleton3D *get_character_skeleton() const { return this->character_skeleton; }
TypedArray<Material> get_inner_materials() const { return this->inner_materials; }
@@ -38,19 +40,22 @@ public:
virtual void _on_fell_out_of_world();
protected:
void set_character_skeleton(CharacterSkeleton3D *cs) { this->character_skeleton = cs; }
void set_meshes(TypedArray<ArrayMesh> m);
void set_character_skeleton(CharacterSkeleton3D *cs);
void set_inner_materials(TypedArray<Material> materials) { this->inner_materials = materials; }
private:
void _activate_ragdoll();
void _rebuild_mesh_instances();
TypedArray<ArrayMesh> meshes;
CharacterSkeleton3D *character_skeleton = nullptr;
AABB full_aabb;
TypedArray<Material> inner_materials;
std::vector<MeshInstance3D*> meshes;
std::vector<MeshInstance3D*> _mesh_instances;
std::vector<CharacterSkeleton3D*> skeleton_list;
// Godot boilerplate below
protected:
@@ -60,10 +65,8 @@ protected:
ADD_SIGNAL(MethodInfo("fell_out_of_world"));
ClassDB::bind_method(D_METHOD("get_character_skeleton"), &Character3D::get_character_skeleton);
ClassDB::bind_method(D_METHOD("set_character_skeleton", "character_skeleton"), &Character3D::set_character_skeleton);
ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "character_skeleton", PROPERTY_HINT_NODE_TYPE, "CharacterSkeleton3D"), "set_character_skeleton", "get_character_skeleton");
ADD_GETTER_SETTER_HINTED(Character3D, meshes, Variant::ARRAY, PROPERTY_HINT_ARRAY_TYPE, "ArrayMesh");
ADD_GETTER_SETTER_HINTED(Character3D, character_skeleton, Variant::OBJECT, PROPERTY_HINT_NODE_TYPE, "CharacterSkeleton3D");
ADD_GETTER_SETTER_HINTED(Character3D, inner_materials, Variant::ARRAY, PROPERTY_HINT_ARRAY_TYPE, "Material");
}
};
@@ -14,6 +14,33 @@
using namespace godot;
std::vector<MeshInstance3D*> CharacterSkeleton3D::set_meshes(TypedArray<ArrayMesh> meshes)
{
if (this->skeleton)
{
uint16_t num_mesh_instances = this->_mesh_instances.size();
for (uint16_t i = 0; i < num_mesh_instances; i++)
{
this->_mesh_instances[i]->queue_free();
}
this->_mesh_instances.clear();
uint16_t num_new_meshes = meshes.size();
for (uint16_t i = 0; i < num_new_meshes; i++)
{
MeshInstance3D *mesh_instance = memnew(MeshInstance3D);
this->skeleton->add_child(mesh_instance, false, Node::INTERNAL_MODE_BACK);
mesh_instance->set_owner(this->get_owner());
mesh_instance->set_mesh(meshes[i]);
mesh_instance->set_skeleton_path(this->skeleton->get_path());
this->_mesh_instances.emplace_back(mesh_instance);
}
}
return this->_mesh_instances;
}
void CharacterSkeleton3D::_activate_ragdoll()
{
if (this->physical_bone_simulator)
@@ -11,6 +11,8 @@
#include <godot_cpp/classes/animation_player.hpp>
#include <godot_cpp/classes/animation_tree.hpp>
#include <godot_cpp/classes/array_mesh.hpp>
#include <godot_cpp/classes/mesh_instance3d.hpp>
#include <godot_cpp/classes/node3d.hpp>
#include <godot_cpp/classes/physical_bone_simulator3d.hpp>
#include <godot_cpp/classes/skeleton3d.hpp>
@@ -24,11 +26,16 @@ class CharacterSkeleton3D : public Node3D
GDCLASS(CharacterSkeleton3D, Node3D);
public:
std::vector<MeshInstance3D*> set_meshes(TypedArray<ArrayMesh> meshes);
Skeleton3D *get_skeleton() const { return this->skeleton; }
PhysicalBoneSimulator3D *get_physical_bone_simulator() const { return this->physical_bone_simulator; }
AnimationPlayer *get_animation_player() const { return this->animation_player; }
AnimationTree *get_animation_tree() const { return this->animation_tree; }
void replace_mesh_instance(const uint16_t index, Ref<ArrayMesh> new_mesh) { this->_mesh_instances[index]->set_mesh(new_mesh); }
std::vector<MeshInstance3D*> get_mesh_instances() const { return this->_mesh_instances; }
protected:
void set_skeleton(Skeleton3D *s) { this->skeleton = s; }
void set_physical_bone_simulator(PhysicalBoneSimulator3D *pbs) { this->physical_bone_simulator = pbs; }
@@ -45,6 +52,8 @@ private:
AnimationPlayer *animation_player = nullptr;
AnimationTree *animation_tree = nullptr;
std::vector<MeshInstance3D*> _mesh_instances;
// Godot boilerplate below
protected:
static void _bind_methods()
+36 -30
View File
@@ -8,7 +8,7 @@
#include "hurtbox_base.h"
#include "orng_macros.h"
#include "character_3d.h"
#include "nodes/character_nodes/character_3d.h"
#include <godot_cpp/classes/engine.hpp>
#include <godot_cpp/classes/physical_bone3d.hpp>
@@ -24,7 +24,7 @@ void HurtboxBase::_enter_tree()
{
this->collision_shape = memnew(CollisionShape3D);
this->collision_shape->set_shape(this->shape);
this->add_child(this->collision_shape);
this->add_child(this->collision_shape, false, Node::INTERNAL_MODE_BACK);
}
Area3D::_enter_tree();
@@ -58,44 +58,48 @@ void HurtboxBase::_physics_process(double delta)
const TypedArray<Node3D> &bodies = this->get_overlapping_bodies();
const uint32_t num_bodies = bodies.size();
std::vector<IDamageable*> new_hit_bodies;
std::vector<CharacterSkeleton3D*> new_hit_skeletons;
for (uint32_t i = 0; i < num_bodies; i++)
{
if (PhysicalBone3D *character_bone = cast_to<PhysicalBone3D>(bodies[i]))
{
if (CharacterSkeleton3D *character_skeleton = cast_to<CharacterSkeleton3D>(character_bone->get_owner()))
{
Character3D *body = cast_to<Character3D>(character_skeleton->get_parent());
if (body && !this->hit_character_bodies.has(body))
if (Character3D *body = cast_to<Character3D>(character_skeleton->get_parent()))
{
this->hit_character_bodies.append(body);
TypedArray<int32_t> bone_hits;
for (uint32_t bone_index = 0; bone_index < num_bodies; bone_index++)
if (std::find(this->hit_bodies.begin(), this->hit_bodies.end(), body) == this->hit_bodies.end())
{
if (PhysicalBone3D *bone = cast_to<PhysicalBone3D>(bodies[bone_index]))
new_hit_bodies.emplace_back(body);
if (std::find(new_hit_skeletons.begin(), new_hit_skeletons.end(), character_skeleton) == new_hit_skeletons.end())
{
if (String(bone->get_path()).begins_with(String(body->get_path())))
HurtboxDamage character_damage;
character_damage.hit_points = this->hit_points;
character_damage.global_hit_transform = this->get_global_transform();
for (uint32_t bone_index = 0; bone_index < num_bodies; bone_index++)
{
bone_hits.append(bone->get_bone_id());
PRINT_LOG(HURTBOX_BASE_TAG, "Bone hit: ", bone->get_name(), " (", bone->get_class(), " : ", bone->get_rid(), ")");
if (PhysicalBone3D *bone = cast_to<PhysicalBone3D>(bodies[bone_index]))
{
if (String(bone->get_path()).begins_with(character_skeleton->get_path()))
character_damage.bones[character_skeleton].emplace_back(bone->get_bone_id());
}
}
this->hit_data_queue[body].emplace_back(character_damage);
new_hit_skeletons.emplace_back(character_skeleton);
}
}
PRINT_LOG(HURTBOX_BASE_TAG, "Character hit: ", body->get_name(), " (", body->get_class(), " : ", body->get_rid(), ")");
Dictionary hit_data;
hit_data["body"] = body;
hit_data["bone_hits"] = bone_hits;
hit_data["hit_points"] = this->hit_points;
hit_data["hit_transform"] = this->get_global_transform();
this->hit_data_queue.emplace_back(hit_data);
}
}
}
}
for (IDamageable *damageable : new_hit_bodies)
this->hit_bodies.emplace_back(damageable);
if (this->remaining_life <= 0.0f)
this->collision_shape->set_disabled(true);
else
@@ -106,18 +110,20 @@ void HurtboxBase::_send_next_in_queue()
{
if (!this->hit_data_queue.empty())
{
const Dictionary &hit_data = this->hit_data_queue.front();
Character3D *body = cast_to<Character3D>(hit_data["body"]);
body->take_damage(hit_data);
const std::map<IDamageable*, std::vector<HurtboxDamage>>::iterator &first_in_queue = this->hit_data_queue.begin();
for (const HurtboxDamage &damage : first_in_queue->second)
{
first_in_queue->first->take_damage(damage);
}
this->hit_data_queue.erase(this->hit_data_queue.begin());
}
if (this->remaining_life > 0.0f)
{
CALL_NEXT_FRAME(callable_mp(this, &HurtboxBase::_send_next_in_queue));
}
else if (this->hit_data_queue.empty())
if (this->hit_data_queue.empty() && this->remaining_life <= 0.0f)
{
this->queue_free();
}
else
{
CALL_NEXT_FRAME(callable_mp(this, &HurtboxBase::_send_next_in_queue));
}
}
+12 -3
View File
@@ -9,7 +9,8 @@
#include "orng_macros.h"
#include "character_3d.h"
#include "nodes/character_nodes/character_3d.h"
#include "nodes/character_nodes/character_skeleton3d.h"
#include <godot_cpp/classes/collision_shape3d.hpp>
#include <godot_cpp/classes/shape3d.hpp>
@@ -19,6 +20,14 @@ using namespace godot;
#define HURTBOX_BASE_TAG "HurtboxBase"
struct HurtboxDamage
{
std::map<CharacterSkeleton3D*, std::vector<int32_t>> bones;
int32_t hit_points = 0;
Transform3D global_hit_transform;
};
class HurtboxBase : public Area3D
{
GDCLASS(HurtboxBase, Area3D);
@@ -39,7 +48,7 @@ public:
int32_t get_hit_points() const { return this->hit_points; }
protected:
std::vector<Dictionary> hit_data_queue;
std::map<class IDamageable*, std::vector<HurtboxDamage>> hit_data_queue;
private:
Dictionary _create_hit_data_struct() const;
@@ -52,7 +61,7 @@ private:
float remaining_life = 0.0f;
int32_t hit_points = 0;
TypedArray<Character3D> hit_character_bodies;
std::vector<class IDamageable*> hit_bodies;
// Godot boilerplate below
+4 -3
View File
@@ -516,7 +516,8 @@ PackedVector3Array MeshEditingLibrary::slice_mesh(MeshInstance3D *original_mesh_
for (const MeshEditVert2D &vertex : polygon_set[polygon_index].vertices)
{
const Vector3 &position = first_half_vertices[vertex.surface][vertex.index];
const Vector3 &local_plane_transformed_normal = skinned_vertex_transforms[vertex.surface][vertex.index].xform(local_plane_normal).normalized();
const Transform3D &skinned_vertex_transform = skinned_vertex_transforms[vertex.surface][vertex.index];
const Vector3 &local_plane_transformed_normal = skinned_vertex_transform.xform(local_plane_normal).normalized();
cap_section_vertices.append(position);
if (surface_has_normal[vertex.surface])
@@ -607,9 +608,9 @@ PackedVector3Array MeshEditingLibrary::slice_mesh(MeshInstance3D *original_mesh_
if (cap_section_weights.size()) cap_other_mesh_section[ArrayMesh::ARRAY_WEIGHTS] = cap_section_weights;
out_other_half->add_surface_from_arrays(ArrayMesh::PRIMITIVE_TRIANGLES, cap_other_mesh_section);
out_other_half->surface_set_material(out_other_half->get_surface_count()-1, cap_materials[uv_plane]);
}
PRINT_LOG(MESH_EDITING_LIBRARY_TAG, "Generated final cap surface at ", time->get_ticks_msec(), "ms");
PRINT_LOG(MESH_EDITING_LIBRARY_TAG, "Generated final cap surface at ", time->get_ticks_msec(), "ms");
}
return impact_points;
}