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Merge pull request #49835 from nekomatata/soft-body-disable-physics-3.x

[3.x] Support for disabling physics on SoftBody
Rémi Verschelde 4 anos atrás
pai
commit
ef3c346df2
3 arquivos alterados com 30 adições e 1 exclusões
  1. 3 0
      doc/classes/SoftBody.xml
  2. 22 1
      scene/3d/soft_body.cpp
  3. 5 0
      scene/3d/soft_body.h

+ 3 - 0
doc/classes/SoftBody.xml

@@ -96,6 +96,9 @@
 		<member name="parent_collision_ignore" type="NodePath" setter="set_parent_collision_ignore" getter="get_parent_collision_ignore" default="NodePath(&quot;&quot;)">
 			[NodePath] to a [CollisionObject] this SoftBody should avoid clipping.
 		</member>
+		<member name="physics_enabled" type="bool" setter="set_physics_enabled" getter="is_physics_enabled" default="true">
+			If [code]true[/code], the [SoftBody] is simulated in physics. Can be set to [code]false[/code] to pause the physics simulation.
+		</member>
 		<member name="pose_matching_coefficient" type="float" setter="set_pose_matching_coefficient" getter="get_pose_matching_coefficient" default="0.0">
 		</member>
 		<member name="pressure_coefficient" type="float" setter="set_pressure_coefficient" getter="get_pressure_coefficient" default="0.0">

+ 22 - 1
scene/3d/soft_body.cpp

@@ -308,6 +308,9 @@ void SoftBody::_notification(int p_what) {
 void SoftBody::_bind_methods() {
 	ClassDB::bind_method(D_METHOD("_draw_soft_mesh"), &SoftBody::_draw_soft_mesh);
 
+	ClassDB::bind_method(D_METHOD("set_physics_enabled", "enabled"), &SoftBody::set_physics_enabled);
+	ClassDB::bind_method(D_METHOD("is_physics_enabled"), &SoftBody::is_physics_enabled);
+
 	ClassDB::bind_method(D_METHOD("set_collision_mask", "collision_mask"), &SoftBody::set_collision_mask);
 	ClassDB::bind_method(D_METHOD("get_collision_mask"), &SoftBody::get_collision_mask);
 
@@ -357,6 +360,8 @@ void SoftBody::_bind_methods() {
 	ClassDB::bind_method(D_METHOD("set_ray_pickable", "ray_pickable"), &SoftBody::set_ray_pickable);
 	ClassDB::bind_method(D_METHOD("is_ray_pickable"), &SoftBody::is_ray_pickable);
 
+	ADD_PROPERTY(PropertyInfo(Variant::BOOL, "physics_enabled"), "set_physics_enabled", "is_physics_enabled");
+
 	ADD_GROUP("Collision", "collision_");
 	ADD_PROPERTY(PropertyInfo(Variant::INT, "collision_layer", PROPERTY_HINT_LAYERS_3D_PHYSICS), "set_collision_layer", "get_collision_layer");
 	ADD_PROPERTY(PropertyInfo(Variant::INT, "collision_mask", PROPERTY_HINT_LAYERS_3D_PHYSICS), "set_collision_mask", "get_collision_mask");
@@ -448,7 +453,7 @@ void SoftBody::prepare_physics_server() {
 		return;
 	}
 
-	if (get_mesh().is_valid()) {
+	if (get_mesh().is_valid() && physics_enabled) {
 		become_mesh_owner();
 		PhysicsServer::get_singleton()->soft_body_set_mesh(physics_rid, get_mesh());
 		VS::get_singleton()->connect("frame_pre_draw", this, "_draw_soft_mesh");
@@ -551,6 +556,22 @@ const NodePath &SoftBody::get_parent_collision_ignore() const {
 	return parent_collision_ignore;
 }
 
+void SoftBody::set_physics_enabled(bool p_enabled) {
+	if (p_enabled == physics_enabled) {
+		return;
+	}
+
+	physics_enabled = p_enabled;
+
+	if (is_inside_tree()) {
+		prepare_physics_server();
+	}
+}
+
+bool SoftBody::is_physics_enabled() const {
+	return physics_enabled;
+}
+
 void SoftBody::set_pinned_points_indices(PoolVector<SoftBody::PinnedPoint> p_pinned_points_indices) {
 	pinned_points = p_pinned_points_indices;
 	PoolVector<PinnedPoint>::Read w = pinned_points.read();

+ 5 - 0
scene/3d/soft_body.h

@@ -82,6 +82,8 @@ private:
 
 	RID physics_rid;
 
+	bool physics_enabled = true;
+
 	bool mesh_owner;
 	uint32_t collision_mask;
 	uint32_t collision_layer;
@@ -137,6 +139,9 @@ public:
 	void set_parent_collision_ignore(const NodePath &p_parent_collision_ignore);
 	const NodePath &get_parent_collision_ignore() const;
 
+	void set_physics_enabled(bool p_enabled);
+	bool is_physics_enabled() const;
+
 	void set_pinned_points_indices(PoolVector<PinnedPoint> p_pinned_points_indices);
 	PoolVector<PinnedPoint> get_pinned_points_indices();