Merge pull request #33209 from Jummit/soft-body-tutorial
Link SoftBody tutorial in docs
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83d393a71a
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@ -7,6 +7,7 @@
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A deformable physics body. Used to create elastic or deformable objects such as cloth, rubber, or other flexible materials.
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A deformable physics body. Used to create elastic or deformable objects such as cloth, rubber, or other flexible materials.
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</description>
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</description>
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<tutorials>
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<tutorials>
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<link>https://docs.godotengine.org/en/latest/tutorials/physics/soft_body.html</link>
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</tutorials>
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</tutorials>
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<methods>
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<methods>
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<method name="add_collision_exception_with">
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<method name="add_collision_exception_with">
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@ -43,12 +44,6 @@
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Returns an individual bit on the collision mask.
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Returns an individual bit on the collision mask.
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</description>
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</description>
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</method>
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</method>
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<method name="is_ray_pickable" qualifiers="const">
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<return type="bool">
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</return>
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<description>
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</description>
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</method>
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<method name="remove_collision_exception_with">
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<method name="remove_collision_exception_with">
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<return type="void">
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<return type="void">
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</return>
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</return>
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@ -80,25 +75,20 @@
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Sets individual bits on the collision mask. Use this if you only need to change one layer's value.
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Sets individual bits on the collision mask. Use this if you only need to change one layer's value.
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</description>
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</description>
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</method>
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</method>
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<method name="set_ray_pickable">
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<return type="void">
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</return>
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<argument index="0" name="ray_pickable" type="bool">
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</argument>
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<description>
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</description>
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</method>
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</methods>
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</methods>
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<members>
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<members>
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<member name="ray_pickable" type="bool" setter="set_ray_pickable" getter="is_ray_pickable" default="false">
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If true, the [SoftBody] will respond to [RayCast]s.
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</member>
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<member name="areaAngular_stiffness" type="float" setter="set_areaAngular_stiffness" getter="get_areaAngular_stiffness" default="0.5">
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<member name="areaAngular_stiffness" type="float" setter="set_areaAngular_stiffness" getter="get_areaAngular_stiffness" default="0.5">
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</member>
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</member>
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<member name="collision_layer" type="int" setter="set_collision_layer" getter="get_collision_layer" default="1">
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<member name="collision_layer" type="int" setter="set_collision_layer" getter="get_collision_layer" default="1">
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The physics layers this area is in.
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The physics layers this SoftBody is in.
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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.
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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.
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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.
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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.
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</member>
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</member>
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<member name="collision_mask" type="int" setter="set_collision_mask" getter="get_collision_mask" default="1">
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<member name="collision_mask" type="int" setter="set_collision_mask" getter="get_collision_mask" default="1">
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The physics layers this area scans for collisions.
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The physics layers this SoftBody scans for collisions.
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</member>
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</member>
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<member name="damping_coefficient" type="float" setter="set_damping_coefficient" getter="get_damping_coefficient" default="0.01">
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<member name="damping_coefficient" type="float" setter="set_damping_coefficient" getter="get_damping_coefficient" default="0.01">
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</member>
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</member>
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@ -107,6 +97,7 @@
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<member name="linear_stiffness" type="float" setter="set_linear_stiffness" getter="get_linear_stiffness" default="0.5">
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<member name="linear_stiffness" type="float" setter="set_linear_stiffness" getter="get_linear_stiffness" default="0.5">
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</member>
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</member>
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<member name="parent_collision_ignore" type="NodePath" setter="set_parent_collision_ignore" getter="get_parent_collision_ignore" default="NodePath("")">
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<member name="parent_collision_ignore" type="NodePath" setter="set_parent_collision_ignore" getter="get_parent_collision_ignore" default="NodePath("")">
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[NodePath] to a [CollisionObject] this SoftBody should avoid clipping.
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</member>
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</member>
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<member name="pose_matching_coefficient" type="float" setter="set_pose_matching_coefficient" getter="get_pose_matching_coefficient" default="0.0">
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<member name="pose_matching_coefficient" type="float" setter="set_pose_matching_coefficient" getter="get_pose_matching_coefficient" default="0.0">
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</member>
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</member>
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@ -116,6 +107,7 @@
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Increasing this value will improve the resulting simulation, but can affect performance. Use with care.
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Increasing this value will improve the resulting simulation, but can affect performance. Use with care.
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</member>
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</member>
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<member name="total_mass" type="float" setter="set_total_mass" getter="get_total_mass" default="1.0">
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<member name="total_mass" type="float" setter="set_total_mass" getter="get_total_mass" default="1.0">
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The SoftBody's mass.
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</member>
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</member>
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<member name="volume_stiffness" type="float" setter="set_volume_stiffness" getter="get_volume_stiffness" default="0.5">
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<member name="volume_stiffness" type="float" setter="set_volume_stiffness" getter="get_volume_stiffness" default="0.5">
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</member>
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</member>
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@ -115,7 +115,7 @@ SoftBody::PinnedPoint SoftBody::PinnedPoint::operator=(const PinnedPoint &obj) {
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void SoftBody::_update_pickable() {
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void SoftBody::_update_pickable() {
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if (!is_inside_tree())
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if (!is_inside_tree())
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return;
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return;
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bool pickable = ray_pickable && is_inside_tree() && is_visible_in_tree();
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bool pickable = ray_pickable && is_visible_in_tree();
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PhysicsServer::get_singleton()->soft_body_set_ray_pickable(physics_rid, pickable);
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PhysicsServer::get_singleton()->soft_body_set_ray_pickable(physics_rid, pickable);
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}
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}
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@ -395,6 +395,8 @@ void SoftBody::_bind_methods() {
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ADD_PROPERTY(PropertyInfo(Variant::REAL, "damping_coefficient", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_damping_coefficient", "get_damping_coefficient");
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ADD_PROPERTY(PropertyInfo(Variant::REAL, "damping_coefficient", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_damping_coefficient", "get_damping_coefficient");
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ADD_PROPERTY(PropertyInfo(Variant::REAL, "drag_coefficient", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_drag_coefficient", "get_drag_coefficient");
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ADD_PROPERTY(PropertyInfo(Variant::REAL, "drag_coefficient", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_drag_coefficient", "get_drag_coefficient");
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ADD_PROPERTY(PropertyInfo(Variant::REAL, "pose_matching_coefficient", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_pose_matching_coefficient", "get_pose_matching_coefficient");
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ADD_PROPERTY(PropertyInfo(Variant::REAL, "pose_matching_coefficient", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_pose_matching_coefficient", "get_pose_matching_coefficient");
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ADD_PROPERTY(PropertyInfo(Variant::BOOL, "ray_pickable"), "set_ray_pickable", "is_ray_pickable");
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}
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}
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String SoftBody::get_configuration_warning() const {
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String SoftBody::get_configuration_warning() const {
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@ -700,7 +702,8 @@ SoftBody::SoftBody() :
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collision_mask(1),
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collision_mask(1),
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collision_layer(1),
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collision_layer(1),
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simulation_started(false),
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simulation_started(false),
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pinned_points_cache_dirty(true) {
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pinned_points_cache_dirty(true),
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ray_pickable(true) {
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PhysicsServer::get_singleton()->body_attach_object_instance_id(physics_rid, get_instance_id());
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PhysicsServer::get_singleton()->body_attach_object_instance_id(physics_rid, get_instance_id());
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//set_notify_transform(true);
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//set_notify_transform(true);
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