pandemonium_demo_projects/3d/physics_tests/test.gd

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GDScript3
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class_name Test
extends Node
signal wait_done()
export var _enable_debug_collision = true
var _timer
var _timer_started = false
var _wait_physics_ticks_counter = 0
var _drawn_nodes = []
func _enter_tree():
if not _enable_debug_collision:
get_tree().debug_collisions_hint = false
func _physics_process(_delta):
if _wait_physics_ticks_counter > 0:
_wait_physics_ticks_counter -= 1
if _wait_physics_ticks_counter == 0:
emit_signal("wait_done")
func add_sphere(pos, radius, color):
var sphere = MeshInstance.new()
var sphere_mesh = SphereMesh.new()
sphere_mesh.radius = radius
sphere_mesh.height = radius * 2.0
sphere.mesh = sphere_mesh
var material = SpatialMaterial.new()
material.flags_unshaded = true
material.albedo_color = color
sphere.material_override = material
_drawn_nodes.push_back(sphere)
add_child(sphere)
sphere.global_transform.origin = pos
func add_shape(shape, transform, color):
var debug_mesh = shape.get_debug_mesh()
var mesh_instance = MeshInstance.new()
mesh_instance.transform = transform
mesh_instance.mesh = debug_mesh
var material = SpatialMaterial.new()
material.flags_unshaded = true
material.albedo_color = color
mesh_instance.material_override = material
add_child(mesh_instance)
_drawn_nodes.push_back(mesh_instance)
func clear_drawn_nodes():
for node in _drawn_nodes:
remove_child(node)
node.queue_free()
_drawn_nodes.clear()
func create_rigidbody(shape, pickable = false, transform = Transform.IDENTITY):
var collision = CollisionShape.new()
collision.shape = shape
collision.transform = transform
var body = RigidBody.new()
body.add_child(collision)
if pickable:
var script = load("res://utils/rigidbody_pick.gd")
body.set_script(script)
return body
func create_rigidbody_box(size, pickable = false, transform = Transform.IDENTITY):
var shape = BoxShape.new()
shape.extents = 0.5 * size
return create_rigidbody(shape, pickable, transform)
func start_timer(timeout):
if _timer == null:
_timer = Timer.new()
_timer.one_shot = true
add_child(_timer)
_timer.connect("timeout", self, "_on_timer_done")
else:
cancel_timer()
_timer.start(timeout)
_timer_started = true
return _timer
func cancel_timer():
if _timer_started:
_timer.paused = true
_timer.emit_signal("timeout")
_timer.paused = false
func is_timer_canceled():
return _timer.paused
func wait_for_physics_ticks(tick_count):
_wait_physics_ticks_counter = tick_count
return self
func _on_timer_done():
_timer_started = false