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-rw-r--r--doc/classes/VisualShaderNodeCustom.xml2
-rw-r--r--modules/gdscript/editor_templates/VisualShaderNodeCustom/basic.gd41
-rw-r--r--modules/gridmap/doc_classes/GridMap.xml3
-rw-r--r--modules/gridmap/grid_map.cpp18
-rw-r--r--modules/gridmap/grid_map.h6
-rw-r--r--modules/mono/editor_templates/VisualShaderNodeCustom/basic.cs67
-rw-r--r--scene/resources/visual_shader.cpp4
-rw-r--r--scene/resources/visual_shader.h2
8 files changed, 139 insertions, 4 deletions
diff --git a/doc/classes/VisualShaderNodeCustom.xml b/doc/classes/VisualShaderNodeCustom.xml
index 995f2796dd..b9ff711f44 100644
--- a/doc/classes/VisualShaderNodeCustom.xml
+++ b/doc/classes/VisualShaderNodeCustom.xml
@@ -25,7 +25,7 @@
</method>
<method name="_get_code" qualifiers="virtual const">
<return type="String" />
- <argument index="0" name="input_vars" type="PackedStringArray" />
+ <argument index="0" name="input_vars" type="String[]" />
<argument index="1" name="output_vars" type="String[]" />
<argument index="2" name="mode" type="int" enum="Shader.Mode" />
<argument index="3" name="type" type="int" enum="VisualShader.Type" />
diff --git a/modules/gdscript/editor_templates/VisualShaderNodeCustom/basic.gd b/modules/gdscript/editor_templates/VisualShaderNodeCustom/basic.gd
new file mode 100644
index 0000000000..27383b878d
--- /dev/null
+++ b/modules/gdscript/editor_templates/VisualShaderNodeCustom/basic.gd
@@ -0,0 +1,41 @@
+# meta-description: Visual shader's node plugin template
+
+@tool
+extends _BASE_
+class_name VisualShaderNode_CLASS_
+
+func _get_name() -> String:
+ return "_CLASS_"
+
+func _get_category() -> String:
+ return ""
+
+func _get_description() -> String:
+ return ""
+
+func _get_return_icon_type() -> int:
+ return PORT_TYPE_SCALAR
+
+func _get_input_port_count() -> int:
+ return 0
+
+func _get_input_port_name(port: int) -> String:
+ return ""
+
+func _get_input_port_type(port: int) -> int:
+ return PORT_TYPE_SCALAR
+
+func _get_output_port_count() -> int:
+ return 1
+
+func _get_output_port_name(port: int) -> String:
+ return "result"
+
+func _get_output_port_type(port: int) -> int:
+ return PORT_TYPE_SCALAR
+
+func _get_global_code(mode: Shader.Mode) -> String:
+ return ""
+
+func _get_code(input_vars: Array[String], output_vars: Array[String], mode: Shader.Mode, type: VisualShader.Type) -> String:
+ return output_vars[0] + " = 0.0;"
diff --git a/modules/gridmap/doc_classes/GridMap.xml b/modules/gridmap/doc_classes/GridMap.xml
index 73315350ff..885817caf1 100644
--- a/modules/gridmap/doc_classes/GridMap.xml
+++ b/modules/gridmap/doc_classes/GridMap.xml
@@ -181,6 +181,9 @@
<member name="navigation_layers" type="int" setter="set_navigation_layers" getter="get_navigation_layers" default="1">
The navigation layers the GridMap generates its navigable regions in.
</member>
+ <member name="physics_material" type="PhysicsMaterial" setter="set_physics_material" getter="get_physics_material">
+ Overrides the default friction and bounce physics properties for the whole [GridMap].
+ </member>
</members>
<signals>
<signal name="cell_size_changed">
diff --git a/modules/gridmap/grid_map.cpp b/modules/gridmap/grid_map.cpp
index 3383daefea..a861efcbf4 100644
--- a/modules/gridmap/grid_map.cpp
+++ b/modules/gridmap/grid_map.cpp
@@ -34,6 +34,7 @@
#include "core/object/message_queue.h"
#include "scene/3d/light_3d.h"
#include "scene/resources/mesh_library.h"
+#include "scene/resources/physics_material.h"
#include "scene/resources/surface_tool.h"
#include "scene/scene_string_names.h"
#include "servers/navigation_server_3d.h"
@@ -181,6 +182,15 @@ void GridMap::set_collision_mask_value(int p_layer_number, bool p_value) {
set_collision_mask(mask);
}
+void GridMap::set_physics_material(Ref<PhysicsMaterial> p_material) {
+ physics_material = p_material;
+ _recreate_octant_data();
+}
+
+Ref<PhysicsMaterial> GridMap::get_physics_material() const {
+ return physics_material;
+}
+
bool GridMap::get_collision_mask_value(int p_layer_number) const {
ERR_FAIL_COND_V_MSG(p_layer_number < 1, false, "Collision layer number must be between 1 and 32 inclusive.");
ERR_FAIL_COND_V_MSG(p_layer_number > 32, false, "Collision layer number must be between 1 and 32 inclusive.");
@@ -316,6 +326,10 @@ 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);
+ 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());
+ }
SceneTree *st = SceneTree::get_singleton();
if (st && st->is_debugging_collisions_hint()) {
@@ -801,6 +815,9 @@ 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_physics_material", "material"), &GridMap::set_physics_material);
+ ClassDB::bind_method(D_METHOD("get_physics_material"), &GridMap::get_physics_material);
+
ClassDB::bind_method(D_METHOD("set_bake_navigation", "bake_navigation"), &GridMap::set_bake_navigation);
ClassDB::bind_method(D_METHOD("is_baking_navigation"), &GridMap::is_baking_navigation);
@@ -850,6 +867,7 @@ void GridMap::_bind_methods() {
ClassDB::bind_method(D_METHOD("make_baked_meshes", "gen_lightmap_uv", "lightmap_uv_texel_size"), &GridMap::make_baked_meshes, DEFVAL(false), DEFVAL(0.1));
ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "mesh_library", PROPERTY_HINT_RESOURCE_TYPE, "MeshLibrary"), "set_mesh_library", "get_mesh_library");
+ ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "physics_material", PROPERTY_HINT_RESOURCE_TYPE, "PhysicsMaterial"), "set_physics_material", "get_physics_material");
ADD_GROUP("Cell", "cell_");
ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "cell_size"), "set_cell_size", "get_cell_size");
ADD_PROPERTY(PropertyInfo(Variant::INT, "cell_octant_size", PROPERTY_HINT_RANGE, "1,1024,1"), "set_octant_size", "get_octant_size");
diff --git a/modules/gridmap/grid_map.h b/modules/gridmap/grid_map.h
index db3395b6fe..546b530148 100644
--- a/modules/gridmap/grid_map.h
+++ b/modules/gridmap/grid_map.h
@@ -38,6 +38,8 @@
//heh heh, godotsphir!! this shares no code and the design is completely different with previous projects i've done..
//should scale better with hardware that supports instancing
+class PhysicsMaterial;
+
class GridMap : public Node3D {
GDCLASS(GridMap, Node3D);
@@ -134,6 +136,7 @@ class GridMap : public Node3D {
uint32_t collision_layer = 1;
uint32_t collision_mask = 1;
+ Ref<PhysicsMaterial> physics_material;
bool bake_navigation = false;
uint32_t navigation_layers = 1;
@@ -223,6 +226,9 @@ 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_physics_material(Ref<PhysicsMaterial> p_material);
+ Ref<PhysicsMaterial> get_physics_material() const;
+
void set_bake_navigation(bool p_bake_navigation);
bool is_baking_navigation();
diff --git a/modules/mono/editor_templates/VisualShaderNodeCustom/basic.cs b/modules/mono/editor_templates/VisualShaderNodeCustom/basic.cs
new file mode 100644
index 0000000000..00fdc9968e
--- /dev/null
+++ b/modules/mono/editor_templates/VisualShaderNodeCustom/basic.cs
@@ -0,0 +1,67 @@
+// meta-description: Visual shader's node plugin template
+
+using _BINDINGS_NAMESPACE_;
+using System;
+
+public partial class VisualShaderNode_CLASS_ : _BASE_
+{
+ public override string _GetName()
+ {
+ return "_CLASS_";
+ }
+
+ public override string _GetCategory()
+ {
+ return "";
+ }
+
+ public override string _GetDescription()
+ {
+ return "";
+ }
+
+ public override int _GetReturnIconType()
+ {
+ return 0;
+ }
+
+ public override int _GetInputPortCount()
+ {
+ return 0;
+ }
+
+ public override string _GetInputPortName(int port)
+ {
+ return "";
+ }
+
+ public override int _GetInputPortType(int port)
+ {
+ return 0;
+ }
+
+ public override int _GetOutputPortCount()
+ {
+ return 1;
+ }
+
+ public override string _GetOutputPortName(int port)
+ {
+ return "result";
+ }
+
+ public override int _GetOutputPortType(int port)
+ {
+ return 0;
+ }
+
+ public override string _GetGlobalCode(Shader.Mode mode)
+ {
+ return "";
+ }
+
+ public override string _GetCode(Godot.Collections.Array inputVars, Godot.Collections.Array outputVars, Shader.Mode mode, VisualShader.Type type)
+ {
+ return "";
+ }
+}
diff --git a/scene/resources/visual_shader.cpp b/scene/resources/visual_shader.cpp
index ed34c906a1..57b73c1234 100644
--- a/scene/resources/visual_shader.cpp
+++ b/scene/resources/visual_shader.cpp
@@ -349,11 +349,11 @@ String VisualShaderNodeCustom::get_output_port_name(int p_port) const {
String VisualShaderNodeCustom::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
ERR_FAIL_COND_V(!GDVIRTUAL_IS_OVERRIDDEN(_get_code), "");
- Vector<String> input_vars;
+ TypedArray<String> input_vars;
for (int i = 0; i < get_input_port_count(); i++) {
input_vars.push_back(p_input_vars[i]);
}
- Array output_vars;
+ TypedArray<String> output_vars;
for (int i = 0; i < get_output_port_count(); i++) {
output_vars.push_back(p_output_vars[i]);
}
diff --git a/scene/resources/visual_shader.h b/scene/resources/visual_shader.h
index c8b577088d..066c18e3bc 100644
--- a/scene/resources/visual_shader.h
+++ b/scene/resources/visual_shader.h
@@ -326,7 +326,7 @@ protected:
GDVIRTUAL0RC(int, _get_output_port_count)
GDVIRTUAL1RC(int, _get_output_port_type, int)
GDVIRTUAL1RC(String, _get_output_port_name, int)
- GDVIRTUAL4RC(String, _get_code, Vector<String>, TypedArray<String>, Shader::Mode, VisualShader::Type)
+ GDVIRTUAL4RC(String, _get_code, TypedArray<String>, TypedArray<String>, Shader::Mode, VisualShader::Type)
GDVIRTUAL1RC(String, _get_global_code, Shader::Mode)
GDVIRTUAL0RC(bool, _is_highend)