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https://github.com/Relintai/props.git
synced 2024-11-12 10:15:25 +01:00
Added collision layer and mask support to PropInstance.
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7ccdbd474c
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@ -51,6 +51,32 @@ void PropInstance::set_material(const Ref<Material> &material) {
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_material = material;
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}
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void PropInstance::set_collision_layer(uint32_t p_layer) {
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_collision_layer = p_layer;
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collision_layer_changed();
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}
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uint32_t PropInstance::get_collision_layer() const {
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return _collision_layer;
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}
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void PropInstance::set_collision_mask(uint32_t p_mask) {
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_collision_mask = p_mask;
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collision_mask_changed();
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}
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uint32_t PropInstance::get_collision_mask() const {
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return _collision_mask;
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}
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void PropInstance::collision_layer_changed() {
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}
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void PropInstance::collision_mask_changed() {
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}
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void PropInstance::init_materials() {
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call("_init_materials");
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}
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@ -228,6 +254,9 @@ void PropInstance::_prop_preprocess(Transform transform, const Ref<PropData> &pr
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PropInstance::PropInstance() {
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_build_queued = false;
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_building = false;
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_collision_layer = 1;
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_collision_mask = 1;
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}
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PropInstance::~PropInstance() {
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@ -255,6 +284,16 @@ void PropInstance::_bind_methods() {
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ClassDB::bind_method(D_METHOD("set_material", "material"), &PropInstance::set_material);
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ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "material", PROPERTY_HINT_RESOURCE_TYPE, "Material"), "set_material", "get_material");
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ClassDB::bind_method(D_METHOD("get_collision_layer"), &PropInstance::get_collision_layer);
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ClassDB::bind_method(D_METHOD("set_collision_layer", "layer"), &PropInstance::set_collision_layer);
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ClassDB::bind_method(D_METHOD("get_collision_mask"), &PropInstance::get_collision_mask);
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ClassDB::bind_method(D_METHOD("set_collision_mask", "layer"), &PropInstance::set_collision_mask);
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ADD_GROUP("Collision", "collision_");
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ADD_PROPERTY(PropertyInfo(Variant::INT, "collision_layer", PROPERTY_HINT_LAYERS_3D_PHYSICS), "set_collision_layer", "get_collision_layer");
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ADD_PROPERTY(PropertyInfo(Variant::INT, "collision_mask", PROPERTY_HINT_LAYERS_3D_PHYSICS), "set_collision_mask", "get_collision_mask");
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BIND_VMETHOD(MethodInfo("_prop_preprocess",
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PropertyInfo(Variant::TRANSFORM, "tarnsform"),
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PropertyInfo(Variant::OBJECT, "prop_data", PROPERTY_HINT_RESOURCE_TYPE, "PropData")));
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@ -49,6 +49,15 @@ public:
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Ref<Material> get_material();
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void set_material(const Ref<Material> &material);
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void set_collision_layer(uint32_t p_layer);
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uint32_t get_collision_layer() const;
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void set_collision_mask(uint32_t p_mask);
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uint32_t get_collision_mask() const;
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virtual void collision_layer_changed();
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virtual void collision_mask_changed();
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void init_materials();
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virtual void _init_materials();
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@ -73,6 +82,9 @@ protected:
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Ref<PropData> _prop_data;
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Ref<Material> _material;
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uint32_t _collision_layer;
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uint32_t _collision_mask;
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bool _build_queued;
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bool _building;
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};
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@ -694,6 +694,25 @@ void PropInstanceMerger::_prop_preprocess(Transform transform, const Ref<PropDat
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}
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}
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void PropInstanceMerger::collision_layer_changed() {
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for (int i = 0; i < _colliders.size(); ++i) {
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const ColliderBody &c = _colliders[i];
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if (c.body != RID()) {
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PhysicsServer::get_singleton()->body_set_collision_layer(c.body, _collision_layer);
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}
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}
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}
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void PropInstanceMerger::collision_mask_changed() {
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for (int i = 0; i < _colliders.size(); ++i) {
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const ColliderBody &c = _colliders[i];
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if (c.body != RID()) {
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PhysicsServer::get_singleton()->body_set_collision_mask(c.body, _collision_mask);
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}
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}
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}
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PropInstanceMerger::PropInstanceMerger() {
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_build_queued = false;
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_auto_lod = true;
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@ -122,6 +122,9 @@ public:
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void _prop_preprocess(Transform tarnsform, const Ref<PropData> &prop);
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void collision_layer_changed();
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void collision_mask_changed();
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PropInstanceMerger();
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~PropInstanceMerger();
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@ -234,8 +234,8 @@ void PropInstancePropJob::phase_physics_process() {
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PhysicsServer::get_singleton()->body_add_shape(body, e.shape->get_rid());
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//TODO store the layer mask somewhere
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PhysicsServer::get_singleton()->body_set_collision_layer(body, 1);
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PhysicsServer::get_singleton()->body_set_collision_mask(body, 1);
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PhysicsServer::get_singleton()->body_set_collision_layer(body, _prop_instace->get_collision_layer());
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PhysicsServer::get_singleton()->body_set_collision_mask(body, _prop_instace->get_collision_mask());
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if (_prop_instace->is_inside_tree() && _prop_instace->is_inside_world()) {
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Ref<World> world = _prop_instace->GET_WORLD();
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