Support for disabling physics on SoftBody
New property physics_enabled, can be useful for optimization purpose.
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3 changed files with 30 additions and 1 deletions
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@ -96,6 +96,9 @@
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<member name="parent_collision_ignore" type="NodePath" setter="set_parent_collision_ignore" getter="get_parent_collision_ignore" default="NodePath("")">
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[NodePath] to a [CollisionObject] this SoftBody should avoid clipping.
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</member>
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<member name="physics_enabled" type="bool" setter="set_physics_enabled" getter="is_physics_enabled" default="true">
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If [code]true[/code], the [SoftBody] is simulated in physics. Can be set to [code]false[/code] to pause the physics simulation.
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</member>
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<member name="pose_matching_coefficient" type="float" setter="set_pose_matching_coefficient" getter="get_pose_matching_coefficient" default="0.0">
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</member>
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<member name="pressure_coefficient" type="float" setter="set_pressure_coefficient" getter="get_pressure_coefficient" default="0.0">
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@ -308,6 +308,9 @@ void SoftBody::_notification(int p_what) {
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void SoftBody::_bind_methods() {
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ClassDB::bind_method(D_METHOD("_draw_soft_mesh"), &SoftBody::_draw_soft_mesh);
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ClassDB::bind_method(D_METHOD("set_physics_enabled", "enabled"), &SoftBody::set_physics_enabled);
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ClassDB::bind_method(D_METHOD("is_physics_enabled"), &SoftBody::is_physics_enabled);
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ClassDB::bind_method(D_METHOD("set_collision_mask", "collision_mask"), &SoftBody::set_collision_mask);
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ClassDB::bind_method(D_METHOD("get_collision_mask"), &SoftBody::get_collision_mask);
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@ -357,6 +360,8 @@ void SoftBody::_bind_methods() {
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ClassDB::bind_method(D_METHOD("set_ray_pickable", "ray_pickable"), &SoftBody::set_ray_pickable);
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ClassDB::bind_method(D_METHOD("is_ray_pickable"), &SoftBody::is_ray_pickable);
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ADD_PROPERTY(PropertyInfo(Variant::BOOL, "physics_enabled"), "set_physics_enabled", "is_physics_enabled");
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ADD_GROUP("Collision", "collision_");
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ADD_PROPERTY(PropertyInfo(Variant::INT, "collision_layer", PROPERTY_HINT_LAYERS_3D_PHYSICS), "set_collision_layer", "get_collision_layer");
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ADD_PROPERTY(PropertyInfo(Variant::INT, "collision_mask", PROPERTY_HINT_LAYERS_3D_PHYSICS), "set_collision_mask", "get_collision_mask");
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@ -448,7 +453,7 @@ void SoftBody::prepare_physics_server() {
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return;
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}
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if (get_mesh().is_valid()) {
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if (get_mesh().is_valid() && physics_enabled) {
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become_mesh_owner();
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PhysicsServer::get_singleton()->soft_body_set_mesh(physics_rid, get_mesh());
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VS::get_singleton()->connect("frame_pre_draw", this, "_draw_soft_mesh");
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@ -547,6 +552,22 @@ const NodePath &SoftBody::get_parent_collision_ignore() const {
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return parent_collision_ignore;
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}
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void SoftBody::set_physics_enabled(bool p_enabled) {
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if (p_enabled == physics_enabled) {
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return;
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}
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physics_enabled = p_enabled;
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if (is_inside_tree()) {
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prepare_physics_server();
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}
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}
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bool SoftBody::is_physics_enabled() const {
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return physics_enabled;
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}
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void SoftBody::set_pinned_points_indices(PoolVector<SoftBody::PinnedPoint> p_pinned_points_indices) {
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pinned_points = p_pinned_points_indices;
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PoolVector<PinnedPoint>::Read w = pinned_points.read();
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@ -82,6 +82,8 @@ private:
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RID physics_rid;
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bool physics_enabled = true;
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bool mesh_owner;
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uint32_t collision_mask;
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uint32_t collision_layer;
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@ -137,6 +139,9 @@ public:
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void set_parent_collision_ignore(const NodePath &p_parent_collision_ignore);
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const NodePath &get_parent_collision_ignore() const;
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void set_physics_enabled(bool p_enabled);
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bool is_physics_enabled() const;
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void set_pinned_points_indices(PoolVector<PinnedPoint> p_pinned_points_indices);
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PoolVector<PinnedPoint> get_pinned_points_indices();
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