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authorRémi Verschelde <rverschelde@gmail.com>2022-12-20 10:33:23 +0100
committerRémi Verschelde <rverschelde@gmail.com>2022-12-20 10:33:23 +0100
commit2521c2e0e4b01c45c8f6c975114000f13d172378 (patch)
tree5a6e769bdaa0f72f6c65ee5373b19017e9a95d1c /modules
parent05f479736b8b1e60ea240225e7105cd88f7fc426 (diff)
parenteb88aef537bf7206340e9e64ecf85eb9585ff53b (diff)
Merge pull request #70309 from smix8/gridmap_collision_priority_4.x
Add GridMap collision_priority
Diffstat (limited to 'modules')
-rw-r--r--modules/gridmap/doc_classes/GridMap.xml3
-rw-r--r--modules/gridmap/grid_map.cpp21
-rw-r--r--modules/gridmap/grid_map.h6
3 files changed, 26 insertions, 4 deletions
diff --git a/modules/gridmap/doc_classes/GridMap.xml b/modules/gridmap/doc_classes/GridMap.xml
index bd5c938364..686ba4dad6 100644
--- a/modules/gridmap/doc_classes/GridMap.xml
+++ b/modules/gridmap/doc_classes/GridMap.xml
@@ -226,6 +226,9 @@
<member name="collision_mask" type="int" setter="set_collision_mask" getter="get_collision_mask" default="1">
The physics layers this GridMap detects collisions in. See [url=$DOCS_URL/tutorials/physics/physics_introduction.html#collision-layers-and-masks]Collision layers and masks[/url] in the documentation for more information.
</member>
+ <member name="collision_priority" type="float" setter="set_collision_priority" getter="get_collision_priority" default="1.0">
+ The priority used to solve colliding when occurring penetration. The higher the priority is, the lower the penetration into the object will be. This can for example be used to prevent the player from breaking through the boundaries of a level.
+ </member>
<member name="mesh_library" type="MeshLibrary" setter="set_mesh_library" getter="get_mesh_library">
The assigned [MeshLibrary].
</member>
diff --git a/modules/gridmap/grid_map.cpp b/modules/gridmap/grid_map.cpp
index 1df5aadb75..e594153058 100644
--- a/modules/gridmap/grid_map.cpp
+++ b/modules/gridmap/grid_map.cpp
@@ -138,7 +138,7 @@ void GridMap::_get_property_list(List<PropertyInfo> *p_list) const {
void GridMap::set_collision_layer(uint32_t p_layer) {
collision_layer = p_layer;
- _reset_physic_bodies_collision_filters();
+ _update_physics_bodies_collision_properties();
}
uint32_t GridMap::get_collision_layer() const {
@@ -147,7 +147,7 @@ uint32_t GridMap::get_collision_layer() const {
void GridMap::set_collision_mask(uint32_t p_mask) {
collision_mask = p_mask;
- _reset_physic_bodies_collision_filters();
+ _update_physics_bodies_collision_properties();
}
uint32_t GridMap::get_collision_mask() const {
@@ -184,6 +184,15 @@ void GridMap::set_collision_mask_value(int p_layer_number, bool p_value) {
set_collision_mask(mask);
}
+void GridMap::set_collision_priority(real_t p_priority) {
+ collision_priority = p_priority;
+ _update_physics_bodies_collision_properties();
+}
+
+real_t GridMap::get_collision_priority() const {
+ return collision_priority;
+}
+
void GridMap::set_physics_material(Ref<PhysicsMaterial> p_material) {
physics_material = p_material;
_recreate_octant_data();
@@ -385,6 +394,7 @@ void GridMap::set_cell_item(const Vector3i &p_position, int p_item, int p_rot) {
PhysicsServer3D::get_singleton()->body_attach_object_instance_id(g->static_body, get_instance_id());
PhysicsServer3D::get_singleton()->body_set_collision_layer(g->static_body, collision_layer);
PhysicsServer3D::get_singleton()->body_set_collision_mask(g->static_body, collision_mask);
+ PhysicsServer3D::get_singleton()->body_set_collision_priority(g->static_body, collision_priority);
if (physics_material.is_valid()) {
PhysicsServer3D::get_singleton()->body_set_param(g->static_body, PhysicsServer3D::BODY_PARAM_FRICTION, physics_material->get_friction());
PhysicsServer3D::get_singleton()->body_set_param(g->static_body, PhysicsServer3D::BODY_PARAM_BOUNCE, physics_material->get_bounce());
@@ -751,10 +761,11 @@ bool GridMap::_octant_update(const OctantKey &p_key) {
return false;
}
-void GridMap::_reset_physic_bodies_collision_filters() {
+void GridMap::_update_physics_bodies_collision_properties() {
for (const KeyValue<OctantKey, Octant *> &E : octant_map) {
PhysicsServer3D::get_singleton()->body_set_collision_layer(E.value->static_body, collision_layer);
PhysicsServer3D::get_singleton()->body_set_collision_mask(E.value->static_body, collision_mask);
+ PhysicsServer3D::get_singleton()->body_set_collision_priority(E.value->static_body, collision_priority);
}
}
@@ -1047,6 +1058,9 @@ void GridMap::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_collision_layer_value", "layer_number", "value"), &GridMap::set_collision_layer_value);
ClassDB::bind_method(D_METHOD("get_collision_layer_value", "layer_number"), &GridMap::get_collision_layer_value);
+ ClassDB::bind_method(D_METHOD("set_collision_priority", "priority"), &GridMap::set_collision_priority);
+ ClassDB::bind_method(D_METHOD("get_collision_priority"), &GridMap::get_collision_priority);
+
ClassDB::bind_method(D_METHOD("set_physics_material", "material"), &GridMap::set_physics_material);
ClassDB::bind_method(D_METHOD("get_physics_material"), &GridMap::get_physics_material);
@@ -1118,6 +1132,7 @@ void GridMap::_bind_methods() {
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");
+ ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "collision_priority"), "set_collision_priority", "get_collision_priority");
ADD_GROUP("Navigation", "");
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "bake_navigation"), "set_bake_navigation", "is_baking_navigation");
ADD_PROPERTY(PropertyInfo(Variant::INT, "navigation_layers", PROPERTY_HINT_LAYERS_3D_NAVIGATION), "set_navigation_layers", "get_navigation_layers");
diff --git a/modules/gridmap/grid_map.h b/modules/gridmap/grid_map.h
index 02a988935d..59d2936f2c 100644
--- a/modules/gridmap/grid_map.h
+++ b/modules/gridmap/grid_map.h
@@ -150,6 +150,7 @@ class GridMap : public Node3D {
uint32_t collision_layer = 1;
uint32_t collision_mask = 1;
+ real_t collision_priority = 1.0;
Ref<PhysicsMaterial> physics_material;
bool bake_navigation = false;
RID map_override;
@@ -185,7 +186,7 @@ class GridMap : public Node3D {
return Vector3(p_key.x, p_key.y, p_key.z) * cell_size * octant_size;
}
- void _reset_physic_bodies_collision_filters();
+ void _update_physics_bodies_collision_properties();
void _octant_enter_world(const OctantKey &p_key);
void _octant_exit_world(const OctantKey &p_key);
bool _octant_update(const OctantKey &p_key);
@@ -240,6 +241,9 @@ public:
void set_collision_mask_value(int p_layer_number, bool p_value);
bool get_collision_mask_value(int p_layer_number) const;
+ void set_collision_priority(real_t p_priority);
+ real_t get_collision_priority() const;
+
void set_physics_material(Ref<PhysicsMaterial> p_material);
Ref<PhysicsMaterial> get_physics_material() const;