godot/scene/resources/skeleton_modification_2d_physicalbones.cpp
Rémi Verschelde d95794ec8a
One Copyright Update to rule them all
As many open source projects have started doing it, we're removing the
current year from the copyright notice, so that we don't need to bump
it every year.

It seems like only the first year of publication is technically
relevant for copyright notices, and even that seems to be something
that many companies stopped listing altogether (in a version controlled
codebase, the commits are a much better source of date of publication
than a hardcoded copyright statement).

We also now list Godot Engine contributors first as we're collectively
the current maintainers of the project, and we clarify that the
"exclusive" copyright of the co-founders covers the timespan before
opensourcing (their further contributions are included as part of Godot
Engine contributors).

Also fixed "cf." Frenchism - it's meant as "refer to / see".
2023-01-05 13:25:55 +01:00

298 lines
12 KiB
C++

/**************************************************************************/
/* skeleton_modification_2d_physicalbones.cpp */
/**************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/**************************************************************************/
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
/* */
/* 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() {
}