Add physics material to GridMap
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3 changed files with 27 additions and 0 deletions
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@ -181,6 +181,9 @@
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<member name="navigation_layers" type="int" setter="set_navigation_layers" getter="get_navigation_layers" default="1">
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The navigation layers the GridMap generates its navigable regions in.
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</member>
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<member name="physics_material" type="PhysicsMaterial" setter="set_physics_material" getter="get_physics_material">
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Overrides the default friction and bounce physics properties for the whole [GridMap].
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</member>
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</members>
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<signals>
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<signal name="cell_size_changed">
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@ -34,6 +34,7 @@
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#include "core/object/message_queue.h"
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#include "scene/3d/light_3d.h"
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#include "scene/resources/mesh_library.h"
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#include "scene/resources/physics_material.h"
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#include "scene/resources/surface_tool.h"
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#include "scene/scene_string_names.h"
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#include "servers/navigation_server_3d.h"
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@ -181,6 +182,15 @@ void GridMap::set_collision_mask_value(int p_layer_number, bool p_value) {
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set_collision_mask(mask);
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}
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void GridMap::set_physics_material(Ref<PhysicsMaterial> p_material) {
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physics_material = p_material;
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_recreate_octant_data();
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}
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Ref<PhysicsMaterial> GridMap::get_physics_material() const {
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return physics_material;
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}
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bool GridMap::get_collision_mask_value(int p_layer_number) const {
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ERR_FAIL_COND_V_MSG(p_layer_number < 1, false, "Collision layer number must be between 1 and 32 inclusive.");
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ERR_FAIL_COND_V_MSG(p_layer_number > 32, false, "Collision layer number must be between 1 and 32 inclusive.");
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@ -316,6 +326,10 @@ void GridMap::set_cell_item(const Vector3i &p_position, int p_item, int p_rot) {
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PhysicsServer3D::get_singleton()->body_attach_object_instance_id(g->static_body, get_instance_id());
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PhysicsServer3D::get_singleton()->body_set_collision_layer(g->static_body, collision_layer);
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PhysicsServer3D::get_singleton()->body_set_collision_mask(g->static_body, collision_mask);
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if (physics_material.is_valid()) {
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PhysicsServer3D::get_singleton()->body_set_param(g->static_body, PhysicsServer3D::BODY_PARAM_FRICTION, physics_material->get_friction());
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PhysicsServer3D::get_singleton()->body_set_param(g->static_body, PhysicsServer3D::BODY_PARAM_BOUNCE, physics_material->get_bounce());
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}
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SceneTree *st = SceneTree::get_singleton();
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if (st && st->is_debugging_collisions_hint()) {
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@ -801,6 +815,9 @@ void GridMap::_bind_methods() {
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ClassDB::bind_method(D_METHOD("set_collision_layer_value", "layer_number", "value"), &GridMap::set_collision_layer_value);
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ClassDB::bind_method(D_METHOD("get_collision_layer_value", "layer_number"), &GridMap::get_collision_layer_value);
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ClassDB::bind_method(D_METHOD("set_physics_material", "material"), &GridMap::set_physics_material);
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ClassDB::bind_method(D_METHOD("get_physics_material"), &GridMap::get_physics_material);
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ClassDB::bind_method(D_METHOD("set_bake_navigation", "bake_navigation"), &GridMap::set_bake_navigation);
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ClassDB::bind_method(D_METHOD("is_baking_navigation"), &GridMap::is_baking_navigation);
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@ -850,6 +867,7 @@ void GridMap::_bind_methods() {
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ClassDB::bind_method(D_METHOD("make_baked_meshes", "gen_lightmap_uv", "lightmap_uv_texel_size"), &GridMap::make_baked_meshes, DEFVAL(false), DEFVAL(0.1));
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ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "mesh_library", PROPERTY_HINT_RESOURCE_TYPE, "MeshLibrary"), "set_mesh_library", "get_mesh_library");
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ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "physics_material", PROPERTY_HINT_RESOURCE_TYPE, "PhysicsMaterial"), "set_physics_material", "get_physics_material");
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ADD_GROUP("Cell", "cell_");
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ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "cell_size"), "set_cell_size", "get_cell_size");
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ADD_PROPERTY(PropertyInfo(Variant::INT, "cell_octant_size", PROPERTY_HINT_RANGE, "1,1024,1"), "set_octant_size", "get_octant_size");
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@ -38,6 +38,8 @@
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//heh heh, godotsphir!! this shares no code and the design is completely different with previous projects i've done..
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//should scale better with hardware that supports instancing
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class PhysicsMaterial;
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class GridMap : public Node3D {
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GDCLASS(GridMap, Node3D);
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@ -134,6 +136,7 @@ class GridMap : public Node3D {
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uint32_t collision_layer = 1;
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uint32_t collision_mask = 1;
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Ref<PhysicsMaterial> physics_material;
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bool bake_navigation = false;
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uint32_t navigation_layers = 1;
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@ -223,6 +226,9 @@ public:
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void set_collision_mask_value(int p_layer_number, bool p_value);
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bool get_collision_mask_value(int p_layer_number) const;
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void set_physics_material(Ref<PhysicsMaterial> p_material);
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Ref<PhysicsMaterial> get_physics_material() const;
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void set_bake_navigation(bool p_bake_navigation);
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bool is_baking_navigation();
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