godot/scene/2d/physical_bone_2d.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

300 lines
11 KiB
C++

/**************************************************************************/
/* physical_bone_2d.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 "physical_bone_2d.h"
#include "scene/2d/joint_2d.h"
void PhysicalBone2D::_notification(int p_what) {
switch (p_what) {
case NOTIFICATION_INTERNAL_PHYSICS_PROCESS: {
// Position the RigidBody in the correct position.
if (follow_bone_when_simulating) {
_position_at_bone2d();
}
// Keep the child joint in the correct position.
if (child_joint && auto_configure_joint) {
child_joint->set_global_position(get_global_position());
}
} break;
case NOTIFICATION_READY: {
_find_skeleton_parent();
_find_joint_child();
// Configure joint.
if (child_joint && auto_configure_joint) {
_auto_configure_joint();
}
// Simulate physics if set.
if (simulate_physics) {
_start_physics_simulation();
} else {
_stop_physics_simulation();
}
set_physics_process_internal(true);
} break;
}
}
void PhysicalBone2D::_position_at_bone2d() {
// Reset to Bone2D position
if (parent_skeleton) {
Bone2D *bone_to_use = parent_skeleton->get_bone(bone2d_index);
ERR_FAIL_COND_MSG(bone_to_use == nullptr, "It's not possible to position the bone with ID: " + itos(bone2d_index));
set_global_transform(bone_to_use->get_global_transform());
}
}
void PhysicalBone2D::_find_skeleton_parent() {
Node *current_parent = get_parent();
while (current_parent != nullptr) {
Skeleton2D *potential_skeleton = Object::cast_to<Skeleton2D>(current_parent);
if (potential_skeleton) {
parent_skeleton = potential_skeleton;
break;
} else {
PhysicalBone2D *potential_parent_bone = Object::cast_to<PhysicalBone2D>(current_parent);
if (potential_parent_bone) {
current_parent = potential_parent_bone->get_parent();
} else {
current_parent = nullptr;
}
}
}
}
void PhysicalBone2D::_find_joint_child() {
for (int i = 0; i < get_child_count(); i++) {
Node *child_node = get_child(i);
Joint2D *potential_joint = Object::cast_to<Joint2D>(child_node);
if (potential_joint) {
child_joint = potential_joint;
break;
}
}
}
PackedStringArray PhysicalBone2D::get_configuration_warnings() const {
PackedStringArray warnings = Node::get_configuration_warnings();
if (!parent_skeleton) {
warnings.push_back(RTR("A PhysicalBone2D only works with a Skeleton2D or another PhysicalBone2D as a parent node!"));
}
if (parent_skeleton && bone2d_index <= -1) {
warnings.push_back(RTR("A PhysicalBone2D needs to be assigned to a Bone2D node in order to function! Please set a Bone2D node in the inspector."));
}
if (!child_joint) {
PhysicalBone2D *parent_bone = Object::cast_to<PhysicalBone2D>(get_parent());
if (parent_bone) {
warnings.push_back(RTR("A PhysicalBone2D node should have a Joint2D-based child node to keep bones connected! Please add a Joint2D-based node as a child to this node!"));
}
}
return warnings;
}
void PhysicalBone2D::_auto_configure_joint() {
if (!auto_configure_joint) {
return;
}
if (child_joint) {
// Node A = parent | Node B = this node
Node *parent_node = get_parent();
PhysicalBone2D *potential_parent_bone = Object::cast_to<PhysicalBone2D>(parent_node);
if (potential_parent_bone) {
child_joint->set_node_a(child_joint->get_path_to(potential_parent_bone));
child_joint->set_node_b(child_joint->get_path_to(this));
} else {
WARN_PRINT("Cannot setup joint without a parent PhysicalBone2D node.");
}
// Place the child joint at this node's position.
child_joint->set_global_position(get_global_position());
}
}
void PhysicalBone2D::_start_physics_simulation() {
if (_internal_simulate_physics) {
return;
}
// Reset to Bone2D position.
_position_at_bone2d();
// Apply the layers and masks.
PhysicsServer2D::get_singleton()->body_set_collision_layer(get_rid(), get_collision_layer());
PhysicsServer2D::get_singleton()->body_set_collision_mask(get_rid(), get_collision_mask());
PhysicsServer2D::get_singleton()->body_set_collision_priority(get_rid(), get_collision_priority());
// Apply the correct mode.
_apply_body_mode();
_internal_simulate_physics = true;
set_physics_process_internal(true);
}
void PhysicalBone2D::_stop_physics_simulation() {
if (_internal_simulate_physics) {
_internal_simulate_physics = false;
// Reset to Bone2D position
_position_at_bone2d();
set_physics_process_internal(false);
PhysicsServer2D::get_singleton()->body_set_collision_layer(get_rid(), 0);
PhysicsServer2D::get_singleton()->body_set_collision_mask(get_rid(), 0);
PhysicsServer2D::get_singleton()->body_set_collision_priority(get_rid(), 1.0);
PhysicsServer2D::get_singleton()->body_set_mode(get_rid(), PhysicsServer2D::BodyMode::BODY_MODE_STATIC);
}
}
Joint2D *PhysicalBone2D::get_joint() const {
return child_joint;
}
bool PhysicalBone2D::get_auto_configure_joint() const {
return auto_configure_joint;
}
void PhysicalBone2D::set_auto_configure_joint(bool p_auto_configure) {
auto_configure_joint = p_auto_configure;
_auto_configure_joint();
}
void PhysicalBone2D::set_simulate_physics(bool p_simulate) {
if (p_simulate == simulate_physics) {
return;
}
simulate_physics = p_simulate;
if (simulate_physics) {
_start_physics_simulation();
} else {
_stop_physics_simulation();
}
}
bool PhysicalBone2D::get_simulate_physics() const {
return simulate_physics;
}
bool PhysicalBone2D::is_simulating_physics() const {
return _internal_simulate_physics;
}
void PhysicalBone2D::set_bone2d_nodepath(const NodePath &p_nodepath) {
bone2d_nodepath = p_nodepath;
notify_property_list_changed();
}
NodePath PhysicalBone2D::get_bone2d_nodepath() const {
return bone2d_nodepath;
}
void PhysicalBone2D::set_bone2d_index(int p_bone_idx) {
ERR_FAIL_COND_MSG(p_bone_idx < 0, "Bone index is out of range: The index is too low!");
if (!is_inside_tree()) {
bone2d_index = p_bone_idx;
return;
}
if (parent_skeleton) {
ERR_FAIL_INDEX_MSG(p_bone_idx, parent_skeleton->get_bone_count(), "Passed-in Bone index is out of range!");
bone2d_index = p_bone_idx;
bone2d_nodepath = get_path_to(parent_skeleton->get_bone(bone2d_index));
} else {
WARN_PRINT("Cannot verify bone index...");
bone2d_index = p_bone_idx;
}
notify_property_list_changed();
}
int PhysicalBone2D::get_bone2d_index() const {
return bone2d_index;
}
void PhysicalBone2D::set_follow_bone_when_simulating(bool p_follow_bone) {
follow_bone_when_simulating = p_follow_bone;
if (_internal_simulate_physics) {
_stop_physics_simulation();
_start_physics_simulation();
}
}
bool PhysicalBone2D::get_follow_bone_when_simulating() const {
return follow_bone_when_simulating;
}
void PhysicalBone2D::_bind_methods() {
ClassDB::bind_method(D_METHOD("get_joint"), &PhysicalBone2D::get_joint);
ClassDB::bind_method(D_METHOD("get_auto_configure_joint"), &PhysicalBone2D::get_auto_configure_joint);
ClassDB::bind_method(D_METHOD("set_auto_configure_joint", "auto_configure_joint"), &PhysicalBone2D::set_auto_configure_joint);
ClassDB::bind_method(D_METHOD("set_simulate_physics", "simulate_physics"), &PhysicalBone2D::set_simulate_physics);
ClassDB::bind_method(D_METHOD("get_simulate_physics"), &PhysicalBone2D::get_simulate_physics);
ClassDB::bind_method(D_METHOD("is_simulating_physics"), &PhysicalBone2D::is_simulating_physics);
ClassDB::bind_method(D_METHOD("set_bone2d_nodepath", "nodepath"), &PhysicalBone2D::set_bone2d_nodepath);
ClassDB::bind_method(D_METHOD("get_bone2d_nodepath"), &PhysicalBone2D::get_bone2d_nodepath);
ClassDB::bind_method(D_METHOD("set_bone2d_index", "bone_index"), &PhysicalBone2D::set_bone2d_index);
ClassDB::bind_method(D_METHOD("get_bone2d_index"), &PhysicalBone2D::get_bone2d_index);
ClassDB::bind_method(D_METHOD("set_follow_bone_when_simulating", "follow_bone"), &PhysicalBone2D::set_follow_bone_when_simulating);
ClassDB::bind_method(D_METHOD("get_follow_bone_when_simulating"), &PhysicalBone2D::get_follow_bone_when_simulating);
ADD_PROPERTY(PropertyInfo(Variant::NODE_PATH, "bone2d_nodepath", PROPERTY_HINT_NODE_PATH_VALID_TYPES, "Bone2D"), "set_bone2d_nodepath", "get_bone2d_nodepath");
ADD_PROPERTY(PropertyInfo(Variant::INT, "bone2d_index", PROPERTY_HINT_RANGE, "-1, 1000, 1"), "set_bone2d_index", "get_bone2d_index");
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "auto_configure_joint"), "set_auto_configure_joint", "get_auto_configure_joint");
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "simulate_physics"), "set_simulate_physics", "get_simulate_physics");
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "follow_bone_when_simulating"), "set_follow_bone_when_simulating", "get_follow_bone_when_simulating");
}
PhysicalBone2D::PhysicalBone2D() {
// Stop the RigidBody from executing its force integration.
PhysicsServer2D::get_singleton()->body_set_collision_layer(get_rid(), 0);
PhysicsServer2D::get_singleton()->body_set_collision_mask(get_rid(), 0);
PhysicsServer2D::get_singleton()->body_set_mode(get_rid(), PhysicsServer2D::BodyMode::BODY_MODE_STATIC);
child_joint = nullptr;
}
PhysicalBone2D::~PhysicalBone2D() {
}