Files
godot-demo-projects/3d/physics_tests/test.gd
Hugo Locurcio bac1e69164 Use static typing in all demos (#1063)
This leads to code that is easier to understand and runs
faster thanks to GDScript's typed instructions.

The untyped declaration warning is now enabled on all projects
where type hints were added. All projects currently run without
any untyped declration warnings.

Dodge the Creeps and Squash the Creeps demos intentionally don't
use type hints to match the documentation, where type hints haven't
been adopted yet (given its beginner focus).
2024-06-01 12:12:18 +02:00

125 lines
2.8 KiB
GDScript

class_name Test
extends Node
signal wait_done()
@export var _enable_debug_collision := true
var _timer: Timer
var _timer_started := false
var _wait_physics_ticks_counter := 0
var _drawn_nodes: Array[Node3D] = []
func _enter_tree() -> void:
if not _enable_debug_collision:
get_tree().debug_collisions_hint = false
func _physics_process(_delta: float) -> void:
if _wait_physics_ticks_counter > 0:
_wait_physics_ticks_counter -= 1
if _wait_physics_ticks_counter == 0:
wait_done.emit()
func add_sphere(pos: Vector3, radius: float, color: Color) -> void:
var sphere := MeshInstance3D.new()
var sphere_mesh := SphereMesh.new()
sphere_mesh.radius = radius
sphere_mesh.height = radius * 2.0
sphere.mesh = sphere_mesh
var material := StandardMaterial3D.new()
material.shading_mode = BaseMaterial3D.SHADING_MODE_UNSHADED
material.albedo_color = color
sphere.set_surface_override_material(0, material)
_drawn_nodes.push_back(sphere)
add_child(sphere)
sphere.global_transform.origin = pos
func add_shape(shape: Shape3D, transform: Transform3D, color: Color) -> void:
var debug_mesh := shape.get_debug_mesh()
var mesh_instance := MeshInstance3D.new()
mesh_instance.transform = transform
mesh_instance.mesh = debug_mesh
var material := StandardMaterial3D.new()
material.flags_unshaded = true
material.albedo_color = color
mesh_instance.set_surface_override_material(0, material)
add_child(mesh_instance)
_drawn_nodes.push_back(mesh_instance)
func clear_drawn_nodes() -> void:
for node in _drawn_nodes:
remove_child(node)
node.queue_free()
_drawn_nodes.clear()
func create_rigidbody(shape: Shape3D, pickable: bool = false, transform: Transform3D = Transform3D.IDENTITY) -> RigidBody3D:
var collision := CollisionShape3D.new()
collision.shape = shape
collision.transform = transform
var body := RigidBody3D.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: Vector3, pickable: bool = false, transform: Transform3D = Transform3D.IDENTITY) -> RigidBody3D:
var shape := BoxShape3D.new()
shape.size = size
return create_rigidbody(shape, pickable, transform)
func start_timer(timeout: float) -> Timer:
if _timer == null:
_timer = Timer.new()
_timer.one_shot = true
add_child(_timer)
_timer.timeout.connect(_on_timer_done)
else:
cancel_timer()
_timer.start(timeout)
_timer_started = true
return _timer
func cancel_timer() -> void:
if _timer_started:
_timer.paused = true
_timer.timeout.emit()
_timer.paused = false
func is_timer_canceled() -> bool:
return _timer.paused
func wait_for_physics_ticks(tick_count: int) -> Test:
_wait_physics_ticks_counter = tick_count
return self
func _on_timer_done() -> void:
_timer_started = false