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https://github.com/godotengine/godot-demo-projects.git
synced 2026-01-04 15:00:09 +01:00
- Add options for physics ticks per second, time scale, max physics steps per frame
and physics interpolation to the 2D and 3D physics tests demos.
- Physics ticks per second are always multiplied by time scale so that
time scale does not affect the physics simulation quality.
- Enable 4× MSAA for better debug shape display. Remove meshes/lights as
the debug collision fill make these unnecessary.
- Switch to the Mobile rendering method in the 2D physics tests demo
to allow for 2D MSAA, as it's not implemented in Compatibility yet.
- Improve collision shapes color in the 2D and 3D physics tests demos
for better visibility. Each PhysicsBody type now has its own collision
shape color.
126 lines
2.8 KiB
GDScript
126 lines
2.8 KiB
GDScript
class_name Test
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extends Node
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signal wait_done()
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@export var _enable_debug_collision := true
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var _timer: Timer
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var _timer_started := false
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var _wait_physics_ticks_counter := 0
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var _drawn_nodes: Array[Node3D] = []
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func _enter_tree() -> void:
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if not _enable_debug_collision:
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get_tree().debug_collisions_hint = false
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func _physics_process(_delta: float) -> void:
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if _wait_physics_ticks_counter > 0:
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_wait_physics_ticks_counter -= 1
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if _wait_physics_ticks_counter == 0:
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wait_done.emit()
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func add_sphere(pos: Vector3, radius: float, color: Color) -> void:
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var sphere := MeshInstance3D.new()
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var sphere_mesh := SphereMesh.new()
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sphere_mesh.radius = radius
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sphere_mesh.height = radius * 2.0
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sphere.mesh = sphere_mesh
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var material := StandardMaterial3D.new()
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material.shading_mode = BaseMaterial3D.SHADING_MODE_UNSHADED
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material.albedo_color = color
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sphere.set_surface_override_material(0, material)
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_drawn_nodes.push_back(sphere)
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add_child(sphere)
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sphere.global_transform.origin = pos
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func add_shape(shape: Shape3D, transform: Transform3D, color: Color) -> void:
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var debug_mesh := shape.get_debug_mesh()
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var mesh_instance := MeshInstance3D.new()
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mesh_instance.transform = transform
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mesh_instance.mesh = debug_mesh
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var material := StandardMaterial3D.new()
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material.flags_unshaded = true
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material.albedo_color = color
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mesh_instance.set_surface_override_material(0, material)
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add_child(mesh_instance)
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_drawn_nodes.push_back(mesh_instance)
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func clear_drawn_nodes() -> void:
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for node in _drawn_nodes:
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remove_child(node)
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node.queue_free()
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_drawn_nodes.clear()
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func create_rigidbody(shape: Shape3D, pickable: bool = false, transform: Transform3D = Transform3D.IDENTITY) -> RigidBody3D:
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var collision := CollisionShape3D.new()
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collision.shape = shape
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collision.transform = transform
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collision.debug_color = Color.YELLOW
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var body := RigidBody3D.new()
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body.add_child(collision)
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if pickable:
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var script := load("res://utils/rigidbody_pick.gd")
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body.set_script(script)
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return body
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func create_rigidbody_box(size: Vector3, pickable: bool = false, transform: Transform3D = Transform3D.IDENTITY) -> RigidBody3D:
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var shape := BoxShape3D.new()
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shape.size = size
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return create_rigidbody(shape, pickable, transform)
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func start_timer(timeout: float) -> Timer:
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if _timer == null:
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_timer = Timer.new()
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_timer.one_shot = true
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add_child(_timer)
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_timer.timeout.connect(_on_timer_done)
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else:
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cancel_timer()
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_timer.start(timeout)
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_timer_started = true
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return _timer
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func cancel_timer() -> void:
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if _timer_started:
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_timer.paused = true
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_timer.timeout.emit()
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_timer.paused = false
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func is_timer_canceled() -> bool:
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return _timer.paused
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func wait_for_physics_ticks(tick_count: int) -> Test:
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_wait_physics_ticks_counter = tick_count
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return self
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func _on_timer_done() -> void:
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_timer_started = false
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