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-rw-r--r--modules/gridmap/doc_classes/GridMap.xml7
-rw-r--r--modules/gridmap/grid_map.cpp22
-rw-r--r--modules/gridmap/grid_map.h10
-rw-r--r--modules/gridmap/grid_map_editor_plugin.cpp16
-rw-r--r--modules/gridmap/grid_map_editor_plugin.h4
-rw-r--r--modules/gridmap/register_types.cpp4
-rw-r--r--modules/gridmap/register_types.h4
7 files changed, 47 insertions, 20 deletions
diff --git a/modules/gridmap/doc_classes/GridMap.xml b/modules/gridmap/doc_classes/GridMap.xml
index c1dbe63628..885817caf1 100644
--- a/modules/gridmap/doc_classes/GridMap.xml
+++ b/modules/gridmap/doc_classes/GridMap.xml
@@ -11,7 +11,7 @@
[b]Note:[/b] GridMap doesn't extend [VisualInstance3D] and therefore can't be hidden or cull masked based on [member VisualInstance3D.layers]. If you make a light not affect the first layer, the whole GridMap won't be lit by the light in question.
</description>
<tutorials>
- <link title="Using gridmaps">https://docs.godotengine.org/en/latest/tutorials/3d/using_gridmaps.html</link>
+ <link title="Using gridmaps">$DOCS_URL/tutorials/3d/using_gridmaps.html</link>
<link title="3D Platformer Demo">https://godotengine.org/asset-library/asset/125</link>
<link title="3D Kinematic Character Demo">https://godotengine.org/asset-library/asset/126</link>
</tutorials>
@@ -173,7 +173,7 @@
GridMaps act as static bodies, meaning they aren't affected by gravity or other forces. They only affect other physics bodies that collide with them.
</member>
<member name="collision_mask" type="int" setter="set_collision_mask" getter="get_collision_mask" default="1">
- The physics layers this GridMap detects collisions in. See [url=https://docs.godotengine.org/en/latest/tutorials/physics/physics_introduction.html#collision-layers-and-masks]Collision layers and masks[/url] in the documentation for more information.
+ The physics layers this GridMap detects collisions in. See [url=$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="mesh_library" type="MeshLibrary" setter="set_mesh_library" getter="get_mesh_library">
The assigned [MeshLibrary].
@@ -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 c9d8f2b42b..a861efcbf4 100644
--- a/modules/gridmap/grid_map.cpp
+++ b/modules/gridmap/grid_map.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -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 879489fc70..546b530148 100644
--- a/modules/gridmap/grid_map.h
+++ b/modules/gridmap/grid_map.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -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/gridmap/grid_map_editor_plugin.cpp b/modules/gridmap/grid_map_editor_plugin.cpp
index ccd2b0d473..7abc8f7d7a 100644
--- a/modules/gridmap/grid_map_editor_plugin.cpp
+++ b/modules/gridmap/grid_map_editor_plugin.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -759,7 +759,7 @@ EditorPlugin::AfterGUIInput GridMapEditor::forward_spatial_input_event(Camera3D
accumulated_floor_delta += delta;
int step = 0;
if (ABS(accumulated_floor_delta) > 1.0) {
- step = SGN(accumulated_floor_delta);
+ step = SIGN(accumulated_floor_delta);
accumulated_floor_delta -= step;
}
if (step) {
@@ -885,11 +885,11 @@ void GridMapEditor::update_palette() {
String name = mesh_library->get_item_name(id);
Ref<Texture2D> preview = mesh_library->get_item_preview(id);
- if (name == "") {
+ if (name.is_empty()) {
name = "#" + itos(id);
}
- if (filter != "" && !filter.is_subsequence_ofi(name)) {
+ if (!filter.is_empty() && !filter.is_subsequence_ofi(name)) {
continue;
}
@@ -1163,7 +1163,7 @@ GridMapEditor::GridMapEditor(EditorNode *p_editor) {
spatial_editor_hb = memnew(HBoxContainer);
spatial_editor_hb->set_h_size_flags(SIZE_EXPAND_FILL);
- spatial_editor_hb->set_alignment(BoxContainer::ALIGN_END);
+ spatial_editor_hb->set_alignment(BoxContainer::ALIGNMENT_END);
Node3DEditor::get_singleton()->add_control_to_menu_panel(spatial_editor_hb);
spin_box_label = memnew(Label);
@@ -1280,8 +1280,8 @@ GridMapEditor::GridMapEditor(EditorNode *p_editor) {
info_message = memnew(Label);
info_message->set_text(TTR("Give a MeshLibrary resource to this GridMap to use its meshes."));
- info_message->set_valign(Label::VALIGN_CENTER);
- info_message->set_align(Label::ALIGN_CENTER);
+ info_message->set_vertical_alignment(VERTICAL_ALIGNMENT_CENTER);
+ info_message->set_horizontal_alignment(HORIZONTAL_ALIGNMENT_CENTER);
info_message->set_autowrap_mode(Label::AUTOWRAP_WORD_SMART);
info_message->set_custom_minimum_size(Size2(100 * EDSCALE, 0));
info_message->set_anchors_and_offsets_preset(PRESET_WIDE, PRESET_MODE_KEEP_SIZE, 8 * EDSCALE);
diff --git a/modules/gridmap/grid_map_editor_plugin.h b/modules/gridmap/grid_map_editor_plugin.h
index 1a6b1310d8..7e9510e227 100644
--- a/modules/gridmap/grid_map_editor_plugin.h
+++ b/modules/gridmap/grid_map_editor_plugin.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/modules/gridmap/register_types.cpp b/modules/gridmap/register_types.cpp
index 85739d202e..f05c5de18b 100644
--- a/modules/gridmap/register_types.cpp
+++ b/modules/gridmap/register_types.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/modules/gridmap/register_types.h b/modules/gridmap/register_types.h
index b977f4c5da..fa3511c5d1 100644
--- a/modules/gridmap/register_types.h
+++ b/modules/gridmap/register_types.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */