Added collision layers to TiledWall aswell.

This commit is contained in:
Relintai 2021-08-25 22:29:49 +02:00
parent 6f7b618622
commit cd4f9adfd9
2 changed files with 52 additions and 9 deletions

View File

@ -69,7 +69,7 @@ bool TiledWall::get_collision() const {
void TiledWall::set_collision(const int value) {
_collision = value;
/*
/*
if (!is_inside_tree()) {
return;
}
@ -81,6 +81,30 @@ void TiledWall::set_collision(const int value) {
}*/
}
uint32_t TiledWall::get_collision_layer() const {
return _collision_layer;
}
void TiledWall::set_collision_layer(uint32_t p_layer) {
_collision_layer = p_layer;
if (_physics_body_rid != RID()) {
PhysicsServer::get_singleton()->area_set_collision_layer(_physics_body_rid, p_layer);
}
}
uint32_t TiledWall::get_collision_mask() const {
return _collision_mask;
}
void TiledWall::set_collision_mask(uint32_t p_mask) {
_collision_mask = p_mask;
if (_physics_body_rid != RID()) {
PhysicsServer::get_singleton()->area_set_collision_mask(_physics_body_rid, p_mask);
}
}
AABB TiledWall::get_aabb() const {
return AABB();
}
@ -121,7 +145,7 @@ void TiledWall::refresh() {
}
clear_mesh();
/*
/*
if (_physics_shape_rid != RID()) {
PhysicsServer::get_singleton()->shape_set_data(_physics_shape_rid, Vector3(_width / 2.0, _height / 2.0, 0.01));
@ -177,7 +201,7 @@ void TiledWall::generate_mesh() {
if (!_cache.is_valid()) {
return;
}
/*
/*
if (_physics_shape_rid != RID()) {
PhysicsServer::get_singleton()->shape_set_data(_physics_shape_rid, Vector3(_width / 2.0, _height / 2.0, 0.01));
@ -249,8 +273,8 @@ void TiledWall::create_colliders() {
PhysicsServer::get_singleton()->shape_set_data(_physics_shape_rid, Vector3(_width / 2.0, _height / 2.0, 0.01));
//todo layer mask
PhysicsServer::get_singleton()->body_set_collision_layer(_physics_body_rid, 1);
PhysicsServer::get_singleton()->body_set_collision_mask(_physics_body_rid, 1);
PhysicsServer::get_singleton()->body_set_collision_layer(_physics_body_rid, _collision_layer);
PhysicsServer::get_singleton()->body_set_collision_mask(_physics_body_rid, _collision_mask);
PhysicsServer::get_singleton()->body_add_shape(_physics_body_rid, _physics_shape_rid);
@ -280,6 +304,8 @@ TiledWall::TiledWall() {
_width = 1;
_height = 1;
_collision = true;
_collision_layer = 1;
_collision_mask = 1;
//temporary
set_portal_mode(PORTAL_MODE_GLOBAL);
@ -312,7 +338,7 @@ void TiledWall::_notification(int p_what) {
break;
}
// case NOTIFICATION_TRANSFORM_CHANGED: {
// case NOTIFICATION_TRANSFORM_CHANGED: {
/*
if (_physics_body_rid != RID()) {
Transform t = get_global_transform();
@ -321,8 +347,8 @@ void TiledWall::_notification(int p_what) {
PhysicsServer::get_singleton()->body_set_state(_physics_body_rid, PhysicsServer::BODY_STATE_TRANSFORM, t);
}
*/
// break;
// }
// break;
// }
}
}
@ -343,6 +369,16 @@ void TiledWall::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_collision", "value"), &TiledWall::set_collision);
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "collision"), "set_collision", "get_collision");
ClassDB::bind_method(D_METHOD("get_collision_layer"), &TiledWall::get_collision_layer);
ClassDB::bind_method(D_METHOD("set_collision_layer", "value"), &TiledWall::set_collision_layer);
ClassDB::bind_method(D_METHOD("get_collision_mask"), &TiledWall::get_collision_mask);
ClassDB::bind_method(D_METHOD("set_collision_mask", "value"), &TiledWall::set_collision_mask);
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");
ClassDB::bind_method(D_METHOD("refresh"), &TiledWall::refresh);
ClassDB::bind_method(D_METHOD("generate_mesh"), &TiledWall::generate_mesh);
ClassDB::bind_method(D_METHOD("clear_mesh"), &TiledWall::clear_mesh);

View File

@ -58,7 +58,11 @@ public:
bool get_collision() const;
void set_collision(const int value);
//todo collision layers
uint32_t get_collision_layer() const;
void set_collision_layer(uint32_t p_layer);
uint32_t get_collision_mask() const;
void set_collision_mask(uint32_t p_mask);
AABB get_aabb() const;
PoolVector<Face3> get_faces(uint32_t p_usage_flags) const;
@ -83,6 +87,9 @@ private:
int _height;
bool _collision;
uint32_t _collision_layer;
uint32_t _collision_mask;
Ref<TiledWallData> _data;
Ref<PropMaterialCache> _cache;
Ref<PropMesher> _mesher;