/*************************************************************************/ /* 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" #include "skeleton_modification_stack_2d.h" #include "core/config/engine.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(); property_list_changed_notify(); 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 *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 == 0) { 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(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(Ref p_stack) { stack = p_stack.ptr(); 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); property_list_changed_notify(); } 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_queue = List(); 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(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 Vector &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 Vector &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(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(ObjectDB::get_instance(physical_bone_chain[i].physical_bone_node_cache)); if (!physical_bone) { continue; } if (_simulation_state_dirty_names.find(physical_bone->get_name()) != -1) { 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(Vector())); ClassDB::bind_method(D_METHOD("stop_simulation", "bones"), &SkeletonModification2DPhysicalBones::stop_simulation, DEFVAL(Vector())); 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(); enabled = true; editor_draw_gizmo = false; // Nothing to really show in a gizmo right now. } SkeletonModification2DPhysicalBones::~SkeletonModification2DPhysicalBones() { }