link SoftBody tutorial in docs and add ray_pickable property
This commit is contained in:
parent
02ca4c49fa
commit
ce61bff759
2 changed files with 13 additions and 18 deletions
|
@ -7,6 +7,7 @@
|
|||
A deformable physics body. Used to create elastic or deformable objects such as cloth, rubber, or other flexible materials.
|
||||
</description>
|
||||
<tutorials>
|
||||
<link>https://docs.godotengine.org/en/latest/tutorials/physics/soft_body.html</link>
|
||||
</tutorials>
|
||||
<methods>
|
||||
<method name="add_collision_exception_with">
|
||||
|
@ -43,12 +44,6 @@
|
|||
Returns an individual bit on the collision mask.
|
||||
</description>
|
||||
</method>
|
||||
<method name="is_ray_pickable" qualifiers="const">
|
||||
<return type="bool">
|
||||
</return>
|
||||
<description>
|
||||
</description>
|
||||
</method>
|
||||
<method name="remove_collision_exception_with">
|
||||
<return type="void">
|
||||
</return>
|
||||
|
@ -80,25 +75,20 @@
|
|||
Sets individual bits on the collision mask. Use this if you only need to change one layer's value.
|
||||
</description>
|
||||
</method>
|
||||
<method name="set_ray_pickable">
|
||||
<return type="void">
|
||||
</return>
|
||||
<argument index="0" name="ray_pickable" type="bool">
|
||||
</argument>
|
||||
<description>
|
||||
</description>
|
||||
</method>
|
||||
</methods>
|
||||
<members>
|
||||
<member name="ray_pickable" type="bool" setter="set_ray_pickable" getter="is_ray_pickable" default="false">
|
||||
If true, the [SoftBody] will respond to [RayCast]s.
|
||||
</member>
|
||||
<member name="areaAngular_stiffness" type="float" setter="set_areaAngular_stiffness" getter="get_areaAngular_stiffness" default="0.5">
|
||||
</member>
|
||||
<member name="collision_layer" type="int" setter="set_collision_layer" getter="get_collision_layer" default="1">
|
||||
The physics layers this area is in.
|
||||
The physics layers this SoftBody is in.
|
||||
Collidable objects can exist in any of 32 different layers. These layers work like a tagging system, and are not visual. A collidable can use these layers to select with which objects it can collide, using the collision_mask property.
|
||||
A contact is detected if object A is in any of the layers that object B scans, or object B is in any layer scanned by object A.
|
||||
</member>
|
||||
<member name="collision_mask" type="int" setter="set_collision_mask" getter="get_collision_mask" default="1">
|
||||
The physics layers this area scans for collisions.
|
||||
The physics layers this SoftBody scans for collisions.
|
||||
</member>
|
||||
<member name="damping_coefficient" type="float" setter="set_damping_coefficient" getter="get_damping_coefficient" default="0.01">
|
||||
</member>
|
||||
|
@ -107,6 +97,7 @@
|
|||
<member name="linear_stiffness" type="float" setter="set_linear_stiffness" getter="get_linear_stiffness" default="0.5">
|
||||
</member>
|
||||
<member name="parent_collision_ignore" type="NodePath" setter="set_parent_collision_ignore" getter="get_parent_collision_ignore" default="NodePath("")">
|
||||
[NodePath] to a [CollisionObject] this SoftBody should avoid clipping.
|
||||
</member>
|
||||
<member name="pose_matching_coefficient" type="float" setter="set_pose_matching_coefficient" getter="get_pose_matching_coefficient" default="0.0">
|
||||
</member>
|
||||
|
@ -116,6 +107,7 @@
|
|||
Increasing this value will improve the resulting simulation, but can affect performance. Use with care.
|
||||
</member>
|
||||
<member name="total_mass" type="float" setter="set_total_mass" getter="get_total_mass" default="1.0">
|
||||
The SoftBody's mass.
|
||||
</member>
|
||||
<member name="volume_stiffness" type="float" setter="set_volume_stiffness" getter="get_volume_stiffness" default="0.5">
|
||||
</member>
|
||||
|
|
|
@ -115,7 +115,7 @@ SoftBody::PinnedPoint SoftBody::PinnedPoint::operator=(const PinnedPoint &obj) {
|
|||
void SoftBody::_update_pickable() {
|
||||
if (!is_inside_tree())
|
||||
return;
|
||||
bool pickable = ray_pickable && is_inside_tree() && is_visible_in_tree();
|
||||
bool pickable = ray_pickable && is_visible_in_tree();
|
||||
PhysicsServer::get_singleton()->soft_body_set_ray_pickable(physics_rid, pickable);
|
||||
}
|
||||
|
||||
|
@ -395,6 +395,8 @@ void SoftBody::_bind_methods() {
|
|||
ADD_PROPERTY(PropertyInfo(Variant::REAL, "damping_coefficient", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_damping_coefficient", "get_damping_coefficient");
|
||||
ADD_PROPERTY(PropertyInfo(Variant::REAL, "drag_coefficient", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_drag_coefficient", "get_drag_coefficient");
|
||||
ADD_PROPERTY(PropertyInfo(Variant::REAL, "pose_matching_coefficient", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_pose_matching_coefficient", "get_pose_matching_coefficient");
|
||||
|
||||
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "ray_pickable"), "set_ray_pickable", "is_ray_pickable");
|
||||
}
|
||||
|
||||
String SoftBody::get_configuration_warning() const {
|
||||
|
@ -698,7 +700,8 @@ SoftBody::SoftBody() :
|
|||
collision_mask(1),
|
||||
collision_layer(1),
|
||||
simulation_started(false),
|
||||
pinned_points_cache_dirty(true) {
|
||||
pinned_points_cache_dirty(true),
|
||||
ray_pickable(true) {
|
||||
|
||||
PhysicsServer::get_singleton()->body_attach_object_instance_id(physics_rid, get_instance_id());
|
||||
//set_notify_transform(true);
|
||||
|
|
Loading…
Reference in a new issue