godot/demos/3d/mousepick_test/mousepick.gd
Juan Linietsky 8cab401d08 3D Physics Rework, Other Stuff
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3D Physics:
-Fixed "Bounce" parameter in 3D
-Fixed bug affecting Area (sometims it would not detect properly)
-Vehicle Body has seen heavy work
-Added Query API for doing space queries in 3D. Needs some docs though.
-Added JOINTS! Adapted Bullet Joints: and created easy gizmos for setting them up:
   -PinJoint
   -HingeJoint (with motor)
   -SliderJoint
   -ConeTwistJoint
   -Generic6DOFJoint
-Added OBJECT PICKING! based on the new query API. Any physics object now (Area or Body) has the following signals and virtual functions:
    -input_event (mouse or multitouch input over the body)
    -mouse_enter (mouse entered the body area)
    -mouse_exit (mouse exited body area)
   For Area it needs to be activated manually, as it isn't by default (ray goes thru).

Other:

-Begun working on Windows 8 (RT) port. Compiles but does not work yet.
-Added TheoraPlayer library for improved to-texture and portable video support.
-Fixed a few bugs in the renderer, collada importer, collada exporter, etc.
2014-09-15 11:33:30 -03:00

32 lines
591 B
GDScript

extends RigidBody
# member variables here, example:
# var a=2
# var b="textvar"
var gray_mat = FixedMaterial.new()
var selected=false
func _input_event(event,pos,normal,shape):
if (event.type==InputEvent.MOUSE_BUTTON and event.pressed):
if (not selected):
get_node("mesh").set_material_override(gray_mat)
else:
get_node("mesh").set_material_override(null)
selected = not selected
func _mouse_enter():
get_node("mesh").set_scale( Vector3(1.1,1.1,1.1) )
func _mouse_exit():
get_node("mesh").set_scale( Vector3(1,1,1) )
func _ready():
# Initalization here
pass