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Merge pull request #49835 from nekomatata/soft-body-disable-physics-3.x
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[3.x] Support for disabling physics on SoftBody
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akien-mga authored Jul 1, 2021
2 parents 5601d86 + 4694b2b commit ef3c346
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Showing 3 changed files with 30 additions and 1 deletion.
3 changes: 3 additions & 0 deletions doc/classes/SoftBody.xml
Original file line number Diff line number Diff line change
Expand Up @@ -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">
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23 changes: 22 additions & 1 deletion scene/3d/soft_body.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -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);

Expand Down Expand Up @@ -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");
Expand Down Expand Up @@ -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");
Expand Down Expand Up @@ -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();
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5 changes: 5 additions & 0 deletions scene/3d/soft_body.h
Original file line number Diff line number Diff line change
Expand Up @@ -82,6 +82,8 @@ class SoftBody : public MeshInstance {

RID physics_rid;

bool physics_enabled = true;

bool mesh_owner;
uint32_t collision_mask;
uint32_t collision_layer;
Expand Down Expand Up @@ -137,6 +139,9 @@ class SoftBody : public MeshInstance {
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();

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