果冻方块
三个刚度不同的 SoftBody3D 方块落地。变形的是网格本身。
上方的编辑器正在运行这个项目。改一行代码,它就会重新加载。
用到的 Godot 类
SoftBody3DBoxMeshStaticBody3D
代码
scripts/main.gd
extends Node
const CUBE_SIZE: float = 1.6
func _ready() -> void:
_add_environment()
_add_light()
_add_ground()
for i in 3:
_add_jelly(Vector3(-2.2 + i * 2.2, 2.6 + i * 0.6, 0), 0.4 + i * 0.25)
var camera: Camera3D = Camera3D.new()
camera.position = Vector3(0, 2.4, 6)
add_child(camera)
camera.look_at(Vector3(0, 0.8, 0), Vector3.UP)
camera.current = true
print('three SoftBody3D cubes, left is the softest')
func _add_jelly(at: Vector3, stiffness: float) -> void:
var mesh: BoxMesh = BoxMesh.new()
mesh.size = Vector3(CUBE_SIZE, CUBE_SIZE, CUBE_SIZE)
mesh.subdivide_width = 3
mesh.subdivide_height = 3
mesh.subdivide_depth = 3
var material: StandardMaterial3D = StandardMaterial3D.new()
material.albedo_color = Color.from_hsv(0.45 + stiffness * 0.3, 0.5, 0.95)
material.roughness = 0.25
var jelly: SoftBody3D = SoftBody3D.new()
jelly.mesh = mesh
jelly.material_override = material
jelly.position = at
jelly.total_mass = 2.0
# a low simulation precision lets the cube collapse or fall through the floor
jelly.simulation_precision = 10
jelly.linear_stiffness = stiffness
jelly.pressure_coefficient = 140.0
jelly.damping_coefficient = 0.05
add_child(jelly)
func _add_ground() -> void:
var size: Vector3 = Vector3(20, 1, 20)
var mesh: BoxMesh = BoxMesh.new()
mesh.size = size
var material: StandardMaterial3D = StandardMaterial3D.new()
material.albedo_color = Color('#2a2f3d')
var visual: MeshInstance3D = MeshInstance3D.new()
visual.mesh = mesh
visual.material_override = material
var shape: BoxShape3D = BoxShape3D.new()
shape.size = size
var collision: CollisionShape3D = CollisionShape3D.new()
collision.shape = shape
var ground: StaticBody3D = StaticBody3D.new()
ground.position = Vector3(0, -0.5, 0)
ground.add_child(visual)
ground.add_child(collision)
add_child(ground)
func _add_environment() -> void:
var sky_material: ProceduralSkyMaterial = ProceduralSkyMaterial.new()
sky_material.sky_top_color = Color(0.05, 0.06, 0.12)
sky_material.sky_horizon_color = Color(0.14, 0.16, 0.24)
sky_material.ground_bottom_color = Color(0.02, 0.02, 0.04)
sky_material.ground_horizon_color = Color(0.1, 0.11, 0.16)
var sky: Sky = Sky.new()
sky.sky_material = sky_material
var env: Environment = Environment.new()
env.background_mode = Environment.BG_SKY
env.sky = sky
env.ambient_light_source = Environment.AMBIENT_SOURCE_SKY
env.ambient_light_energy = 0.8
var world: WorldEnvironment = WorldEnvironment.new()
world.environment = env
add_child(world)
func _add_light() -> void:
var light: DirectionalLight3D = DirectionalLight3D.new()
light.rotation_degrees = Vector3(-50, -30, 0)
light.light_energy = 1.2
light.shadow_enabled = true
add_child(light)