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https://github.com/Relintai/pandemonium_demo_projects.git
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143 lines
4.1 KiB
GDScript
143 lines
4.1 KiB
GDScript
extends Test
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const OPTION_JOINT_TYPE = "Joint Type/%s Joint (%d)"
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const OPTION_TEST_CASE_BODIES_COLLIDE = "Test case/Attached bodies collide"
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const OPTION_TEST_CASE_WORLD_ATTACHMENT = "Test case/No parent body"
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const OPTION_TEST_CASE_DYNAMIC_ATTACHMENT = "Test case/Parent body is dynamic (no gravity)"
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const OPTION_TEST_CASE_DESTROY_BODY = "Test case/Destroy attached body"
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const OPTION_TEST_CASE_CHANGE_POSITIONS = "Test case/Set body positions after added to scene"
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const BOX_SIZE = Vector3(1.0, 1.0, 1.0)
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var _update_joint = false
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var _selected_joint = null
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var _bodies_collide = false
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var _world_attachement = false
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var _dynamic_attachement = false
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var _destroy_body = false
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var _change_positions = false
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var _joint_types = {}
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func _ready():
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var options = $Options
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var joints = $Joints
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for joint_index in joints.get_child_count():
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var joint_node = joints.get_child(joint_index)
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joint_node.visible = false
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var joint_name = str(joint_node.name)
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var joint_short = joint_name.substr(0, joint_name.length() - 5)
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var option_name = OPTION_JOINT_TYPE % [joint_short, joint_index + 1]
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options.add_menu_item(option_name)
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_joint_types[option_name] = joint_node
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options.add_menu_item(OPTION_TEST_CASE_BODIES_COLLIDE, true, false)
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options.add_menu_item(OPTION_TEST_CASE_WORLD_ATTACHMENT, true, false)
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options.add_menu_item(OPTION_TEST_CASE_DYNAMIC_ATTACHMENT, true, false)
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options.add_menu_item(OPTION_TEST_CASE_DESTROY_BODY, true, false)
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options.add_menu_item(OPTION_TEST_CASE_CHANGE_POSITIONS, true, false)
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options.connect("option_selected", self, "_on_option_selected")
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options.connect("option_changed", self, "_on_option_changed")
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_selected_joint = _joint_types.values()[0]
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_update_joint = true
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func _process(_delta):
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if _update_joint:
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_update_joint = false
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_create_joint()
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$LabelJointType.text = "Joint Type: " + _selected_joint.name
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func _input(event):
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var key_event = event as InputEventKey
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if key_event and not key_event.pressed:
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var joint_index = key_event.scancode - KEY_1
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if joint_index >= 0 and joint_index < _joint_types.size():
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_selected_joint = _joint_types.values()[joint_index]
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_update_joint = true
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func _on_option_selected(option):
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if _joint_types.has(option):
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_selected_joint = _joint_types[option]
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_update_joint = true
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func _on_option_changed(option, checked):
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match option:
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OPTION_TEST_CASE_BODIES_COLLIDE:
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_bodies_collide = checked
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_update_joint = true
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OPTION_TEST_CASE_WORLD_ATTACHMENT:
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_world_attachement = checked
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_update_joint = true
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OPTION_TEST_CASE_DYNAMIC_ATTACHMENT:
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_dynamic_attachement = checked
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_update_joint = true
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OPTION_TEST_CASE_DESTROY_BODY:
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_destroy_body = checked
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_update_joint = true
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OPTION_TEST_CASE_CHANGE_POSITIONS:
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_change_positions = checked
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_update_joint = true
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func _create_joint():
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cancel_timer()
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var root = $Objects
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while root.get_child_count():
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var last_child_index = root.get_child_count() - 1
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var last_child = root.get_child(last_child_index)
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root.remove_child(last_child)
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last_child.queue_free()
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var child_body = create_rigidbody_box(BOX_SIZE, true)
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child_body.mode = RigidBody.MODE_RIGID
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if _change_positions:
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root.add_child(child_body)
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child_body.transform.origin = Vector3(0.0, -1.5, 0.0)
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else:
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child_body.transform.origin = Vector3(0.0, -1.5, 0.0)
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root.add_child(child_body)
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var parent_body = null
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if not _world_attachement:
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parent_body = create_rigidbody_box(BOX_SIZE, true)
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if _dynamic_attachement:
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parent_body.mode = RigidBody.MODE_RIGID
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parent_body.gravity_scale = 0.0
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child_body.gravity_scale = 0.0
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else:
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parent_body.mode = RigidBody.MODE_STATIC
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if _change_positions:
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root.add_child(parent_body)
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parent_body.transform.origin = Vector3(0.0, 1.5, 0.0)
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else:
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parent_body.transform.origin = Vector3(0.0, 1.5, 0.0)
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root.add_child(parent_body)
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var joint = _selected_joint.duplicate()
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joint.visible = true
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joint.set_exclude_nodes_from_collision(not _bodies_collide)
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if parent_body:
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joint.set_node_a(parent_body.get_path())
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joint.set_node_b(child_body.get_path())
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root.add_child(joint)
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if _destroy_body:
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yield(start_timer(0.5), "timeout")
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if is_timer_canceled():
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return
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child_body.queue_free()
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