diff --git a/modules/gridmap/doc_classes/GridMap.xml b/modules/gridmap/doc_classes/GridMap.xml
index 8e67bc26056..8de0f434194 100644
--- a/modules/gridmap/doc_classes/GridMap.xml
+++ b/modules/gridmap/doc_classes/GridMap.xml
@@ -183,6 +183,9 @@
The assigned [MeshLibrary].
+
+ Overrides the default friction and bounce physics properties for the whole [GridMap].
+
Controls whether this GridMap will be baked in a [BakedLightmap] or not.
diff --git a/modules/gridmap/grid_map.cpp b/modules/gridmap/grid_map.cpp
index ccac5db6d7f..6bae4607fd9 100644
--- a/modules/gridmap/grid_map.cpp
+++ b/modules/gridmap/grid_map.cpp
@@ -34,6 +34,7 @@
#include "core/message_queue.h"
#include "scene/3d/light.h"
#include "scene/resources/mesh_library.h"
+#include "scene/resources/physics_material.h"
#include "scene/resources/surface_tool.h"
#include "scene/scene_string_names.h"
#include "servers/navigation_server.h"
@@ -183,6 +184,15 @@ bool GridMap::get_collision_layer_bit(int p_bit) const {
return get_collision_layer() & (1 << p_bit);
}
+void GridMap::set_physics_material(Ref p_material) {
+ physics_material = p_material;
+ _recreate_octant_data();
+}
+
+Ref GridMap::get_physics_material() const {
+ return physics_material;
+}
+
void GridMap::set_mesh_library(const Ref &p_mesh_library) {
if (!mesh_library.is_null()) {
mesh_library->unregister_owner(this);
@@ -300,6 +310,10 @@ void GridMap::set_cell_item(int p_x, int p_y, int p_z, int p_item, int p_rot) {
PhysicsServer::get_singleton()->body_attach_object_instance_id(g->static_body, get_instance_id());
PhysicsServer::get_singleton()->body_set_collision_layer(g->static_body, collision_layer);
PhysicsServer::get_singleton()->body_set_collision_mask(g->static_body, collision_mask);
+ if (physics_material.is_valid()) {
+ PhysicsServer::get_singleton()->body_set_param(g->static_body, PhysicsServer::BODY_PARAM_FRICTION, physics_material->get_friction());
+ PhysicsServer::get_singleton()->body_set_param(g->static_body, PhysicsServer::BODY_PARAM_BOUNCE, physics_material->get_bounce());
+ }
SceneTree *st = SceneTree::get_singleton();
if (st && st->is_debugging_collisions_hint()) {
@@ -815,6 +829,9 @@ void GridMap::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_collision_layer_bit", "bit", "value"), &GridMap::set_collision_layer_bit);
ClassDB::bind_method(D_METHOD("get_collision_layer_bit", "bit"), &GridMap::get_collision_layer_bit);
+ ClassDB::bind_method(D_METHOD("set_physics_material", "material"), &GridMap::set_physics_material);
+ ClassDB::bind_method(D_METHOD("get_physics_material"), &GridMap::get_physics_material);
+
ClassDB::bind_method(D_METHOD("set_mesh_library", "mesh_library"), &GridMap::set_mesh_library);
ClassDB::bind_method(D_METHOD("get_mesh_library"), &GridMap::get_mesh_library);
@@ -861,6 +878,7 @@ void GridMap::_bind_methods() {
ClassDB::bind_method(D_METHOD("get_use_in_baked_light"), &GridMap::get_use_in_baked_light);
ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "mesh_library", PROPERTY_HINT_RESOURCE_TYPE, "MeshLibrary"), "set_mesh_library", "get_mesh_library");
+ ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "physics_material", PROPERTY_HINT_RESOURCE_TYPE, "PhysicsMaterial"), "set_physics_material", "get_physics_material");
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "use_in_baked_light"), "set_use_in_baked_light", "get_use_in_baked_light");
ADD_GROUP("Cell", "cell_");
ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "cell_size"), "set_cell_size", "get_cell_size");
diff --git a/modules/gridmap/grid_map.h b/modules/gridmap/grid_map.h
index a5c2e3b2143..cfad7b302be 100644
--- a/modules/gridmap/grid_map.h
+++ b/modules/gridmap/grid_map.h
@@ -39,6 +39,8 @@
//heh heh, godotsphir!! this shares no code and the design is completely different with previous projects i've done..
//should scale better with hardware that supports instancing
+class PhysicsMaterial;
+
class GridMap : public Spatial {
GDCLASS(GridMap, Spatial);
@@ -132,6 +134,7 @@ class GridMap : public Spatial {
uint32_t collision_layer;
uint32_t collision_mask;
+ Ref physics_material;
Transform last_transform;
@@ -219,6 +222,9 @@ public:
void set_collision_mask_bit(int p_bit, bool p_value);
bool get_collision_mask_bit(int p_bit) const;
+ void set_physics_material(Ref p_material);
+ Ref get_physics_material() const;
+
void set_mesh_library(const Ref &p_mesh_library);
Ref get_mesh_library() const;