diff --git a/doc/classes/SoftBody.xml b/doc/classes/SoftBody.xml index c912165e0b4..31d8d164ffb 100644 --- a/doc/classes/SoftBody.xml +++ b/doc/classes/SoftBody.xml @@ -96,6 +96,9 @@ [NodePath] to a [CollisionObject] this SoftBody should avoid clipping. + + If [code]true[/code], the [SoftBody] is simulated in physics. Can be set to [code]false[/code] to pause the physics simulation. + diff --git a/scene/3d/soft_body.cpp b/scene/3d/soft_body.cpp index 7e3ec1ac7b8..931b897c0cb 100644 --- a/scene/3d/soft_body.cpp +++ b/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"); @@ -547,6 +552,22 @@ 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 p_pinned_points_indices) { pinned_points = p_pinned_points_indices; PoolVector::Read w = pinned_points.read(); diff --git a/scene/3d/soft_body.h b/scene/3d/soft_body.h index a122895e0d3..437889b8c60 100644 --- a/scene/3d/soft_body.h +++ b/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 p_pinned_points_indices); PoolVector get_pinned_points_indices();