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		955d5affa8
		
			
		
	
	
	
	
		
			
			Random-access access to `List` when iterating is `O(n^2)` (`O(n)` when accessing a single element) * Removed subscript operator, in favor of a more explicit `get` * Added conversion from `Iterator` to `ConstIterator` * Remade existing operations into other solutions when applicable
		
			
				
	
	
		
			297 lines
		
	
	
	
		
			12 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			297 lines
		
	
	
	
		
			12 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
| /**************************************************************************/
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| /*  skeleton_modification_2d_physicalbones.cpp                            */
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| /**************************************************************************/
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| /*                         This file is part of:                          */
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| /*                             GODOT ENGINE                               */
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| /*                        https://godotengine.org                         */
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| /**************************************************************************/
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| /* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
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| /* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur.                  */
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| /*                                                                        */
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| /* Permission is hereby granted, free of charge, to any person obtaining  */
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| /* a copy of this software and associated documentation files (the        */
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| /* "Software"), to deal in the Software without restriction, including    */
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| /* without limitation the rights to use, copy, modify, merge, publish,    */
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| /* distribute, sublicense, and/or sell copies of the Software, and to     */
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| /* permit persons to whom the Software is furnished to do so, subject to  */
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| /* the following conditions:                                              */
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| /*                                                                        */
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| /* The above copyright notice and this permission notice shall be         */
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| /* included in all copies or substantial portions of the Software.        */
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| /*                                                                        */
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| /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,        */
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| /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF     */
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| /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
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| /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY   */
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| /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,   */
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| /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE      */
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| /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.                 */
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| /**************************************************************************/
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| 
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| #include "skeleton_modification_2d_physicalbones.h"
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| #include "scene/2d/physics/physical_bone_2d.h"
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| #include "scene/2d/skeleton_2d.h"
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| 
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| bool SkeletonModification2DPhysicalBones::_set(const StringName &p_path, const Variant &p_value) {
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| 	String path = p_path;
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| 
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| #ifdef TOOLS_ENABLED
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| 	// Exposes a way to fetch the PhysicalBone2D nodes from the Godot editor.
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| 	if (is_setup) {
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| 		if (Engine::get_singleton()->is_editor_hint()) {
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| 			if (path.begins_with("fetch_bones")) {
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| 				fetch_physical_bones();
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| 				notify_property_list_changed();
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| 				return true;
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| 			}
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| 		}
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| 	}
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| #endif //TOOLS_ENABLED
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| 
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| 	if (path.begins_with("joint_")) {
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| 		int which = path.get_slicec('_', 1).to_int();
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| 		String what = path.get_slicec('_', 2);
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| 		ERR_FAIL_INDEX_V(which, physical_bone_chain.size(), false);
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| 
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| 		if (what == "nodepath") {
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| 			set_physical_bone_node(which, p_value);
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| 			return true;
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| 		}
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| 	}
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| 	return false;
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| }
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| 
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| bool SkeletonModification2DPhysicalBones::_get(const StringName &p_path, Variant &r_ret) const {
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| 	String path = p_path;
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| 
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| #ifdef TOOLS_ENABLED
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| 	if (Engine::get_singleton()->is_editor_hint()) {
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| 		if (path.begins_with("fetch_bones")) {
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| 			return true; // Do nothing!
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| 		}
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| 	}
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| #endif //TOOLS_ENABLED
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| 
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| 	if (path.begins_with("joint_")) {
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| 		int which = path.get_slicec('_', 1).to_int();
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| 		String what = path.get_slicec('_', 2);
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| 		ERR_FAIL_INDEX_V(which, physical_bone_chain.size(), false);
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| 
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| 		if (what == "nodepath") {
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| 			r_ret = get_physical_bone_node(which);
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| 			return true;
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| 		}
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| 	}
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| 	return false;
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| }
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| 
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| void SkeletonModification2DPhysicalBones::_get_property_list(List<PropertyInfo> *p_list) const {
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| #ifdef TOOLS_ENABLED
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| 	if (Engine::get_singleton()->is_editor_hint()) {
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| 		p_list->push_back(PropertyInfo(Variant::BOOL, "fetch_bones", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_DEFAULT));
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| 	}
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| #endif //TOOLS_ENABLED
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| 
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| 	for (int i = 0; i < physical_bone_chain.size(); i++) {
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| 		String base_string = "joint_" + itos(i) + "_";
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| 
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| 		p_list->push_back(PropertyInfo(Variant::NODE_PATH, base_string + "nodepath", PROPERTY_HINT_NODE_PATH_VALID_TYPES, "PhysicalBone2D", PROPERTY_USAGE_DEFAULT));
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| 	}
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| }
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| 
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| void SkeletonModification2DPhysicalBones::_execute(float p_delta) {
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| 	ERR_FAIL_COND_MSG(!stack || !is_setup || stack->skeleton == nullptr,
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| 			"Modification is not setup and therefore cannot execute!");
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| 	if (!enabled) {
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| 		return;
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| 	}
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| 
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| 	if (_simulation_state_dirty) {
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| 		_update_simulation_state();
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| 	}
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| 
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| 	for (int i = 0; i < physical_bone_chain.size(); i++) {
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| 		PhysicalBone_Data2D bone_data = physical_bone_chain[i];
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| 		if (bone_data.physical_bone_node_cache.is_null()) {
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| 			WARN_PRINT_ONCE("PhysicalBone2D cache " + itos(i) + " is out of date. Attempting to update...");
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| 			_physical_bone_update_cache(i);
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| 			continue;
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| 		}
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| 
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| 		PhysicalBone2D *physical_bone = Object::cast_to<PhysicalBone2D>(ObjectDB::get_instance(bone_data.physical_bone_node_cache));
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| 		if (!physical_bone) {
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| 			ERR_PRINT_ONCE("PhysicalBone2D not found at index " + itos(i) + "!");
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| 			return;
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| 		}
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| 		if (physical_bone->get_bone2d_index() < 0 || physical_bone->get_bone2d_index() > stack->skeleton->get_bone_count()) {
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| 			ERR_PRINT_ONCE("PhysicalBone2D at index " + itos(i) + " has invalid Bone2D!");
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| 			return;
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| 		}
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| 		Bone2D *bone_2d = stack->skeleton->get_bone(physical_bone->get_bone2d_index());
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| 
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| 		if (physical_bone->get_simulate_physics() && !physical_bone->get_follow_bone_when_simulating()) {
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| 			bone_2d->set_global_transform(physical_bone->get_global_transform());
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| 			stack->skeleton->set_bone_local_pose_override(physical_bone->get_bone2d_index(), bone_2d->get_transform(), stack->strength, true);
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| 		}
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| 	}
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| }
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| 
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| void SkeletonModification2DPhysicalBones::_setup_modification(SkeletonModificationStack2D *p_stack) {
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| 	stack = p_stack;
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| 
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| 	if (stack) {
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| 		is_setup = true;
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| 
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| 		if (stack->skeleton) {
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| 			for (int i = 0; i < physical_bone_chain.size(); i++) {
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| 				_physical_bone_update_cache(i);
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| 			}
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| 		}
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| 	}
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| }
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| 
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| void SkeletonModification2DPhysicalBones::_physical_bone_update_cache(int p_joint_idx) {
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| 	ERR_FAIL_INDEX_MSG(p_joint_idx, physical_bone_chain.size(), "Cannot update PhysicalBone2D cache: joint index out of range!");
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| 	if (!is_setup || !stack) {
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| 		if (is_setup) {
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| 			ERR_PRINT_ONCE("Cannot update PhysicalBone2D cache: modification is not properly setup!");
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| 		}
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| 		return;
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| 	}
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| 
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| 	physical_bone_chain.write[p_joint_idx].physical_bone_node_cache = ObjectID();
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| 	if (stack->skeleton) {
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| 		if (stack->skeleton->is_inside_tree()) {
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| 			if (stack->skeleton->has_node(physical_bone_chain[p_joint_idx].physical_bone_node)) {
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| 				Node *node = stack->skeleton->get_node(physical_bone_chain[p_joint_idx].physical_bone_node);
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| 				ERR_FAIL_COND_MSG(!node || stack->skeleton == node,
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| 						"Cannot update Physical Bone2D " + itos(p_joint_idx) + " cache: node is this modification's skeleton or cannot be found!");
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| 				ERR_FAIL_COND_MSG(!node->is_inside_tree(),
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| 						"Cannot update Physical Bone2D " + itos(p_joint_idx) + " cache: node is not in scene tree!");
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| 				physical_bone_chain.write[p_joint_idx].physical_bone_node_cache = node->get_instance_id();
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| 			}
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| 		}
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| 	}
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| }
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| 
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| int SkeletonModification2DPhysicalBones::get_physical_bone_chain_length() {
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| 	return physical_bone_chain.size();
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| }
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| 
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| void SkeletonModification2DPhysicalBones::set_physical_bone_chain_length(int p_length) {
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| 	ERR_FAIL_COND(p_length < 0);
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| 	physical_bone_chain.resize(p_length);
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| 	notify_property_list_changed();
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| }
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| 
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| void SkeletonModification2DPhysicalBones::fetch_physical_bones() {
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| 	ERR_FAIL_NULL_MSG(stack, "No modification stack found! Cannot fetch physical bones!");
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| 	ERR_FAIL_NULL_MSG(stack->skeleton, "No skeleton found! Cannot fetch physical bones!");
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| 
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| 	physical_bone_chain.clear();
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| 
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| 	List<Node *> node_queue = List<Node *>();
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| 	node_queue.push_back(stack->skeleton);
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| 
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| 	while (node_queue.size() > 0) {
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| 		Node *node_to_process = node_queue.front()->get();
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| 		node_queue.pop_front();
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| 
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| 		if (node_to_process != nullptr) {
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| 			PhysicalBone2D *potential_bone = Object::cast_to<PhysicalBone2D>(node_to_process);
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| 			if (potential_bone) {
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| 				PhysicalBone_Data2D new_data = PhysicalBone_Data2D();
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| 				new_data.physical_bone_node = stack->skeleton->get_path_to(potential_bone);
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| 				new_data.physical_bone_node_cache = potential_bone->get_instance_id();
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| 				physical_bone_chain.push_back(new_data);
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| 			}
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| 			for (int i = 0; i < node_to_process->get_child_count(); i++) {
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| 				node_queue.push_back(node_to_process->get_child(i));
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| 			}
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| 		}
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| 	}
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| }
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| 
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| void SkeletonModification2DPhysicalBones::start_simulation(const TypedArray<StringName> &p_bones) {
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| 	_simulation_state_dirty = true;
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| 	_simulation_state_dirty_names = p_bones;
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| 	_simulation_state_dirty_process = true;
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| 
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| 	if (is_setup) {
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| 		_update_simulation_state();
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| 	}
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| }
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| 
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| void SkeletonModification2DPhysicalBones::stop_simulation(const TypedArray<StringName> &p_bones) {
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| 	_simulation_state_dirty = true;
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| 	_simulation_state_dirty_names = p_bones;
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| 	_simulation_state_dirty_process = false;
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| 
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| 	if (is_setup) {
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| 		_update_simulation_state();
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| 	}
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| }
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| 
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| void SkeletonModification2DPhysicalBones::_update_simulation_state() {
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| 	if (!_simulation_state_dirty) {
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| 		return;
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| 	}
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| 	_simulation_state_dirty = false;
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| 
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| 	if (_simulation_state_dirty_names.size() <= 0) {
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| 		for (int i = 0; i < physical_bone_chain.size(); i++) {
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| 			PhysicalBone2D *physical_bone = Object::cast_to<PhysicalBone2D>(stack->skeleton->get_node(physical_bone_chain[i].physical_bone_node));
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| 			if (!physical_bone) {
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| 				continue;
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| 			}
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| 
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| 			physical_bone->set_simulate_physics(_simulation_state_dirty_process);
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| 		}
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| 	} else {
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| 		for (int i = 0; i < physical_bone_chain.size(); i++) {
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| 			PhysicalBone2D *physical_bone = Object::cast_to<PhysicalBone2D>(ObjectDB::get_instance(physical_bone_chain[i].physical_bone_node_cache));
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| 			if (!physical_bone) {
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| 				continue;
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| 			}
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| 			if (_simulation_state_dirty_names.has(physical_bone->get_name())) {
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| 				physical_bone->set_simulate_physics(_simulation_state_dirty_process);
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| 			}
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| 		}
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| 	}
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| }
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| 
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| void SkeletonModification2DPhysicalBones::set_physical_bone_node(int p_joint_idx, const NodePath &p_nodepath) {
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| 	ERR_FAIL_INDEX_MSG(p_joint_idx, physical_bone_chain.size(), "Joint index out of range!");
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| 	physical_bone_chain.write[p_joint_idx].physical_bone_node = p_nodepath;
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| 	_physical_bone_update_cache(p_joint_idx);
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| }
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| 
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| NodePath SkeletonModification2DPhysicalBones::get_physical_bone_node(int p_joint_idx) const {
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| 	ERR_FAIL_INDEX_V_MSG(p_joint_idx, physical_bone_chain.size(), NodePath(), "Joint index out of range!");
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| 	return physical_bone_chain[p_joint_idx].physical_bone_node;
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| }
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| 
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| void SkeletonModification2DPhysicalBones::_bind_methods() {
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| 	ClassDB::bind_method(D_METHOD("set_physical_bone_chain_length", "length"), &SkeletonModification2DPhysicalBones::set_physical_bone_chain_length);
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| 	ClassDB::bind_method(D_METHOD("get_physical_bone_chain_length"), &SkeletonModification2DPhysicalBones::get_physical_bone_chain_length);
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| 
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| 	ClassDB::bind_method(D_METHOD("set_physical_bone_node", "joint_idx", "physicalbone2d_node"), &SkeletonModification2DPhysicalBones::set_physical_bone_node);
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| 	ClassDB::bind_method(D_METHOD("get_physical_bone_node", "joint_idx"), &SkeletonModification2DPhysicalBones::get_physical_bone_node);
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| 
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| 	ClassDB::bind_method(D_METHOD("fetch_physical_bones"), &SkeletonModification2DPhysicalBones::fetch_physical_bones);
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| 	ClassDB::bind_method(D_METHOD("start_simulation", "bones"), &SkeletonModification2DPhysicalBones::start_simulation, DEFVAL(Array()));
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| 	ClassDB::bind_method(D_METHOD("stop_simulation", "bones"), &SkeletonModification2DPhysicalBones::stop_simulation, DEFVAL(Array()));
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| 
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| 	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");
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| }
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| 
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| SkeletonModification2DPhysicalBones::SkeletonModification2DPhysicalBones() {
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| 	stack = nullptr;
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| 	is_setup = false;
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| 	physical_bone_chain = Vector<PhysicalBone_Data2D>();
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| 	enabled = true;
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| 	editor_draw_gizmo = false; // Nothing to really show in a gizmo right now.
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| }
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| 
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| SkeletonModification2DPhysicalBones::~SkeletonModification2DPhysicalBones() {
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| }
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