@tool 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