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class_name Box
extends ResizableNode3D
## Initial velocity applied to this box when simulation starts.
@export var initial_linear_velocity: Vector3 = Vector3.ZERO
## The color of the box material.
@export var color: Color = Color.WHITE:
set(value):
color = value
if _mesh_instance_3d:
_mesh_instance_3d.set_surface_override_material(0, _get_shared_material(color))
static var _material_cache: Dictionary = {}
func _get_shared_material(c: Color) -> StandardMaterial3D:
if not _material_cache.has(c):
var base: StandardMaterial3D = _mesh_instance_3d.mesh.surface_get_material(0)
var mat: StandardMaterial3D = base.duplicate()
mat.albedo_color = c
_material_cache[c] = mat
return _material_cache[c]
var _initial_transform: Transform3D
var _paused: bool = false
var _enable_initial_transform: bool = false
var instanced: bool = false
@onready var _rigid_body_3d: RigidBody3D = $RigidBody3D
@onready var _mesh_instance_3d: MeshInstance3D = $RigidBody3D/MeshInstance3D
func _init() -> void:
super._init()
size_default = Vector3(1, 1, 1)
func _enter_tree() -> void:
super._enter_tree()
EditorInterface.simulation_started.connect(_on_simulation_started)
EditorInterface.simulation_stopped.connect(_on_simulation_ended)
EditorInterface.simulation_pause_toggled.connect(_on_simulation_set_paused)
func _ready() -> void:
_on_size_changed()
if color != Color.WHITE:
set("color", color)
_rigid_body_3d.freeze = not EditorInterface.is_simulation_running()
if EditorInterface.is_simulation_running():
instanced = true
_rigid_body_3d.linear_velocity = initial_linear_velocity
func _exit_tree() -> void:
EditorInterface.simulation_started.disconnect(_on_simulation_started)
EditorInterface.simulation_stopped.disconnect(_on_simulation_ended)
EditorInterface.simulation_pause_toggled.disconnect(_on_simulation_set_paused)
super._exit_tree()
if instanced:
queue_free()
func _get_constrained_size(new_size: Vector3) -> Vector3:
return new_size
func selected() -> void:
if _paused or not EditorInterface.is_simulation_running():
return
if _rigid_body_3d.freeze:
_rigid_body_3d.top_level = false
if _rigid_body_3d.transform != Transform3D.IDENTITY:
_rigid_body_3d.transform = Transform3D.IDENTITY
else:
_rigid_body_3d.top_level = true
if transform != _rigid_body_3d.transform:
transform = _rigid_body_3d.transform
func use() -> void:
_rigid_body_3d.freeze = not _rigid_body_3d.freeze
func _on_size_changed() -> void:
if not is_instance_valid(_mesh_instance_3d) or not is_instance_valid(_rigid_body_3d):
return
var mesh_instance := _mesh_instance_3d
var collision_shape := _rigid_body_3d.get_node_or_null("CollisionShape3D")
if mesh_instance:
mesh_instance.scale = size/2
if collision_shape:
var box_shape := collision_shape.shape as BoxShape3D
if box_shape:
box_shape.size = size
func _on_simulation_started() -> void:
if _enable_initial_transform:
return
_initial_transform = global_transform
_rigid_body_3d.linear_velocity = initial_linear_velocity
_rigid_body_3d.top_level = true
_rigid_body_3d.freeze = false
_enable_initial_transform = true
func _on_simulation_ended() -> void:
if instanced:
queue_free()
else:
_rigid_body_3d.top_level = false
_rigid_body_3d.transform = Transform3D.IDENTITY
_rigid_body_3d.linear_velocity = Vector3.ZERO
_rigid_body_3d.angular_velocity = Vector3.ZERO
# Work around for #83
if _enable_initial_transform:
global_transform = _initial_transform
_enable_initial_transform = false
func _on_simulation_set_paused(paused: bool) -> void:
_paused = paused
_rigid_body_3d.top_level = true
_rigid_body_3d.freeze = paused
transform = _rigid_body_3d.transform
_rigid_body_3d.top_level = not paused
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