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- /*************************************************************************/
- /* skeleton_modification_2d_physicalbones.cpp */
- /*************************************************************************/
- /* This file is part of: */
- /* GODOT ENGINE */
- /* https://godotengine.org */
- /*************************************************************************/
- /* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
- /* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
- /* */
- /* Permission is hereby granted, free of charge, to any person obtaining */
- /* a copy of this software and associated documentation files (the */
- /* "Software"), to deal in the Software without restriction, including */
- /* without limitation the rights to use, copy, modify, merge, publish, */
- /* distribute, sublicense, and/or sell copies of the Software, and to */
- /* permit persons to whom the Software is furnished to do so, subject to */
- /* the following conditions: */
- /* */
- /* The above copyright notice and this permission notice shall be */
- /* included in all copies or substantial portions of the Software. */
- /* */
- /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
- /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
- /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
- /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
- /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
- /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
- /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
- /*************************************************************************/
- #include "skeleton_modification_2d_physicalbones.h"
- #include "scene/2d/physical_bone_2d.h"
- #include "scene/2d/skeleton_2d.h"
- bool SkeletonModification2DPhysicalBones::_set(const StringName &p_path, const Variant &p_value) {
- String path = p_path;
- #ifdef TOOLS_ENABLED
- // Exposes a way to fetch the PhysicalBone2D nodes from the Godot editor.
- if (is_setup) {
- if (Engine::get_singleton()->is_editor_hint()) {
- if (path.begins_with("fetch_bones")) {
- fetch_physical_bones();
- notify_property_list_changed();
- return true;
- }
- }
- }
- #endif //TOOLS_ENABLED
- if (path.begins_with("joint_")) {
- int which = path.get_slicec('_', 1).to_int();
- String what = path.get_slicec('_', 2);
- ERR_FAIL_INDEX_V(which, physical_bone_chain.size(), false);
- if (what == "nodepath") {
- set_physical_bone_node(which, p_value);
- }
- return true;
- }
- return true;
- }
- bool SkeletonModification2DPhysicalBones::_get(const StringName &p_path, Variant &r_ret) const {
- String path = p_path;
- #ifdef TOOLS_ENABLED
- if (Engine::get_singleton()->is_editor_hint()) {
- if (path.begins_with("fetch_bones")) {
- return true; // Do nothing!
- }
- }
- #endif //TOOLS_ENABLED
- if (path.begins_with("joint_")) {
- int which = path.get_slicec('_', 1).to_int();
- String what = path.get_slicec('_', 2);
- ERR_FAIL_INDEX_V(which, physical_bone_chain.size(), false);
- if (what == "nodepath") {
- r_ret = get_physical_bone_node(which);
- }
- return true;
- }
- return true;
- }
- void SkeletonModification2DPhysicalBones::_get_property_list(List<PropertyInfo> *p_list) const {
- #ifdef TOOLS_ENABLED
- if (Engine::get_singleton()->is_editor_hint()) {
- p_list->push_back(PropertyInfo(Variant::BOOL, "fetch_bones", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_DEFAULT));
- }
- #endif //TOOLS_ENABLED
- for (int i = 0; i < physical_bone_chain.size(); i++) {
- String base_string = "joint_" + itos(i) + "_";
- p_list->push_back(PropertyInfo(Variant::NODE_PATH, base_string + "nodepath", PROPERTY_HINT_NODE_PATH_VALID_TYPES, "PhysicalBone2D", PROPERTY_USAGE_DEFAULT));
- }
- }
- void SkeletonModification2DPhysicalBones::_execute(float p_delta) {
- ERR_FAIL_COND_MSG(!stack || !is_setup || stack->skeleton == nullptr,
- "Modification is not setup and therefore cannot execute!");
- if (!enabled) {
- return;
- }
- if (_simulation_state_dirty) {
- _update_simulation_state();
- }
- for (int i = 0; i < physical_bone_chain.size(); i++) {
- PhysicalBone_Data2D bone_data = physical_bone_chain[i];
- if (bone_data.physical_bone_node_cache.is_null()) {
- WARN_PRINT_ONCE("PhysicalBone2D cache " + itos(i) + " is out of date. Attempting to update...");
- _physical_bone_update_cache(i);
- continue;
- }
- PhysicalBone2D *physical_bone = Object::cast_to<PhysicalBone2D>(ObjectDB::get_instance(bone_data.physical_bone_node_cache));
- if (!physical_bone) {
- ERR_PRINT_ONCE("PhysicalBone2D not found at index " + itos(i) + "!");
- return;
- }
- if (physical_bone->get_bone2d_index() < 0 || physical_bone->get_bone2d_index() > stack->skeleton->get_bone_count()) {
- ERR_PRINT_ONCE("PhysicalBone2D at index " + itos(i) + " has invalid Bone2D!");
- return;
- }
- Bone2D *bone_2d = stack->skeleton->get_bone(physical_bone->get_bone2d_index());
- if (physical_bone->get_simulate_physics() && !physical_bone->get_follow_bone_when_simulating()) {
- bone_2d->set_global_transform(physical_bone->get_global_transform());
- stack->skeleton->set_bone_local_pose_override(physical_bone->get_bone2d_index(), bone_2d->get_transform(), stack->strength, true);
- }
- }
- }
- void SkeletonModification2DPhysicalBones::_setup_modification(SkeletonModificationStack2D *p_stack) {
- stack = p_stack;
- if (stack) {
- is_setup = true;
- if (stack->skeleton) {
- for (int i = 0; i < physical_bone_chain.size(); i++) {
- _physical_bone_update_cache(i);
- }
- }
- }
- }
- void SkeletonModification2DPhysicalBones::_physical_bone_update_cache(int p_joint_idx) {
- ERR_FAIL_INDEX_MSG(p_joint_idx, physical_bone_chain.size(), "Cannot update PhysicalBone2D cache: joint index out of range!");
- if (!is_setup || !stack) {
- if (!stack) {
- ERR_PRINT_ONCE("Cannot update PhysicalBone2D cache: modification is not properly setup!");
- }
- return;
- }
- physical_bone_chain.write[p_joint_idx].physical_bone_node_cache = ObjectID();
- if (stack->skeleton) {
- if (stack->skeleton->is_inside_tree()) {
- if (stack->skeleton->has_node(physical_bone_chain[p_joint_idx].physical_bone_node)) {
- Node *node = stack->skeleton->get_node(physical_bone_chain[p_joint_idx].physical_bone_node);
- ERR_FAIL_COND_MSG(!node || stack->skeleton == node,
- "Cannot update Physical Bone2D " + itos(p_joint_idx) + " cache: node is this modification's skeleton or cannot be found!");
- ERR_FAIL_COND_MSG(!node->is_inside_tree(),
- "Cannot update Physical Bone2D " + itos(p_joint_idx) + " cache: node is not in scene tree!");
- physical_bone_chain.write[p_joint_idx].physical_bone_node_cache = node->get_instance_id();
- }
- }
- }
- }
- int SkeletonModification2DPhysicalBones::get_physical_bone_chain_length() {
- return physical_bone_chain.size();
- }
- void SkeletonModification2DPhysicalBones::set_physical_bone_chain_length(int p_length) {
- ERR_FAIL_COND(p_length < 0);
- physical_bone_chain.resize(p_length);
- notify_property_list_changed();
- }
- void SkeletonModification2DPhysicalBones::fetch_physical_bones() {
- ERR_FAIL_COND_MSG(!stack, "No modification stack found! Cannot fetch physical bones!");
- ERR_FAIL_COND_MSG(!stack->skeleton, "No skeleton found! Cannot fetch physical bones!");
- physical_bone_chain.clear();
- List<Node *> node_queue = List<Node *>();
- node_queue.push_back(stack->skeleton);
- while (node_queue.size() > 0) {
- Node *node_to_process = node_queue[0];
- node_queue.pop_front();
- if (node_to_process != nullptr) {
- PhysicalBone2D *potential_bone = Object::cast_to<PhysicalBone2D>(node_to_process);
- if (potential_bone) {
- PhysicalBone_Data2D new_data = PhysicalBone_Data2D();
- new_data.physical_bone_node = stack->skeleton->get_path_to(potential_bone);
- new_data.physical_bone_node_cache = potential_bone->get_instance_id();
- physical_bone_chain.push_back(new_data);
- }
- for (int i = 0; i < node_to_process->get_child_count(); i++) {
- node_queue.push_back(node_to_process->get_child(i));
- }
- }
- }
- }
- void SkeletonModification2DPhysicalBones::start_simulation(const TypedArray<StringName> &p_bones) {
- _simulation_state_dirty = true;
- _simulation_state_dirty_names = p_bones;
- _simulation_state_dirty_process = true;
- if (is_setup) {
- _update_simulation_state();
- }
- }
- void SkeletonModification2DPhysicalBones::stop_simulation(const TypedArray<StringName> &p_bones) {
- _simulation_state_dirty = true;
- _simulation_state_dirty_names = p_bones;
- _simulation_state_dirty_process = false;
- if (is_setup) {
- _update_simulation_state();
- }
- }
- void SkeletonModification2DPhysicalBones::_update_simulation_state() {
- if (!_simulation_state_dirty) {
- return;
- }
- _simulation_state_dirty = false;
- if (_simulation_state_dirty_names.size() <= 0) {
- for (int i = 0; i < physical_bone_chain.size(); i++) {
- PhysicalBone2D *physical_bone = Object::cast_to<PhysicalBone2D>(stack->skeleton->get_node(physical_bone_chain[i].physical_bone_node));
- if (!physical_bone) {
- continue;
- }
- physical_bone->set_simulate_physics(_simulation_state_dirty_process);
- }
- } else {
- for (int i = 0; i < physical_bone_chain.size(); i++) {
- PhysicalBone2D *physical_bone = Object::cast_to<PhysicalBone2D>(ObjectDB::get_instance(physical_bone_chain[i].physical_bone_node_cache));
- if (!physical_bone) {
- continue;
- }
- if (_simulation_state_dirty_names.has(physical_bone->get_name())) {
- physical_bone->set_simulate_physics(_simulation_state_dirty_process);
- }
- }
- }
- }
- void SkeletonModification2DPhysicalBones::set_physical_bone_node(int p_joint_idx, const NodePath &p_nodepath) {
- ERR_FAIL_INDEX_MSG(p_joint_idx, physical_bone_chain.size(), "Joint index out of range!");
- physical_bone_chain.write[p_joint_idx].physical_bone_node = p_nodepath;
- _physical_bone_update_cache(p_joint_idx);
- }
- NodePath SkeletonModification2DPhysicalBones::get_physical_bone_node(int p_joint_idx) const {
- ERR_FAIL_INDEX_V_MSG(p_joint_idx, physical_bone_chain.size(), NodePath(), "Joint index out of range!");
- return physical_bone_chain[p_joint_idx].physical_bone_node;
- }
- void SkeletonModification2DPhysicalBones::_bind_methods() {
- ClassDB::bind_method(D_METHOD("set_physical_bone_chain_length", "length"), &SkeletonModification2DPhysicalBones::set_physical_bone_chain_length);
- ClassDB::bind_method(D_METHOD("get_physical_bone_chain_length"), &SkeletonModification2DPhysicalBones::get_physical_bone_chain_length);
- ClassDB::bind_method(D_METHOD("set_physical_bone_node", "joint_idx", "physicalbone2d_node"), &SkeletonModification2DPhysicalBones::set_physical_bone_node);
- ClassDB::bind_method(D_METHOD("get_physical_bone_node", "joint_idx"), &SkeletonModification2DPhysicalBones::get_physical_bone_node);
- ClassDB::bind_method(D_METHOD("fetch_physical_bones"), &SkeletonModification2DPhysicalBones::fetch_physical_bones);
- ClassDB::bind_method(D_METHOD("start_simulation", "bones"), &SkeletonModification2DPhysicalBones::start_simulation, DEFVAL(Array()));
- ClassDB::bind_method(D_METHOD("stop_simulation", "bones"), &SkeletonModification2DPhysicalBones::stop_simulation, DEFVAL(Array()));
- ADD_PROPERTY(PropertyInfo(Variant::INT, "physical_bone_chain_length", PROPERTY_HINT_RANGE, "0,100,1"), "set_physical_bone_chain_length", "get_physical_bone_chain_length");
- }
- SkeletonModification2DPhysicalBones::SkeletonModification2DPhysicalBones() {
- stack = nullptr;
- is_setup = false;
- physical_bone_chain = Vector<PhysicalBone_Data2D>();
- enabled = true;
- editor_draw_gizmo = false; // Nothing to really show in a gizmo right now.
- }
- SkeletonModification2DPhysicalBones::~SkeletonModification2DPhysicalBones() {
- }
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