1
0
mirror of https://github.com/godotengine/godot.git synced 2025-11-21 14:57:09 +00:00

Improved API to active / deactive ragdoll

This commit is contained in:
Andrea Catania
2018-05-10 13:23:05 +02:00
parent fe82b5a122
commit 5a0119f9e2
3 changed files with 85 additions and 25 deletions

View File

@@ -330,7 +330,7 @@ void Skeleton::add_bone(const String &p_name) {
_make_dirty();
update_gizmo();
}
int Skeleton::find_bone(String p_name) const {
int Skeleton::find_bone(const String &p_name) const {
for (int i = 0; i < bones.size(); i++) {
@@ -347,6 +347,19 @@ String Skeleton::get_bone_name(int p_bone) const {
return bones[p_bone].name;
}
bool Skeleton::is_bone_parent_of(int p_bone, int p_parent_bone_id) const {
int parent_of_bone = get_bone_parent(p_bone);
if (-1 == parent_of_bone)
return false;
if (parent_of_bone == p_parent_bone_id)
return true;
return is_bone_parent_of(parent_of_bone, p_parent_bone_id);
}
int Skeleton::get_bone_count() const {
return bones.size();
@@ -534,18 +547,6 @@ void Skeleton::localize_rests() {
}
}
void _notify_physical_bones_simulation(bool start, Node *p_node) {
for (int i = p_node->get_child_count() - 1; 0 <= i; --i) {
_notify_physical_bones_simulation(start, p_node->get_child(i));
}
PhysicalBone *pb = Object::cast_to<PhysicalBone>(p_node);
if (pb) {
pb->set_simulate_physics(start);
}
}
void Skeleton::bind_physical_bone_to_bone(int p_bone, PhysicalBone *p_physical_bone) {
ERR_FAIL_INDEX(p_bone, bones.size());
ERR_FAIL_COND(bones[p_bone].physical_bone);
@@ -603,8 +604,67 @@ void Skeleton::_rebuild_physical_bones_cache() {
}
}
void Skeleton::physical_bones_simulation(bool start) {
_notify_physical_bones_simulation(start, this);
void _pb_stop_simulation(Node *p_node) {
for (int i = p_node->get_child_count() - 1; 0 <= i; --i) {
_pb_stop_simulation(p_node->get_child(i));
}
PhysicalBone *pb = Object::cast_to<PhysicalBone>(p_node);
if (pb) {
pb->set_simulate_physics(false);
pb->set_static_body(false);
}
}
void Skeleton::physical_bones_stop_simulation() {
_pb_stop_simulation(this);
}
void _pb_start_simulation(const Skeleton *p_skeleton, Node *p_node, const Vector<int> &p_sim_bones) {
for (int i = p_node->get_child_count() - 1; 0 <= i; --i) {
_pb_start_simulation(p_skeleton, p_node->get_child(i), p_sim_bones);
}
PhysicalBone *pb = Object::cast_to<PhysicalBone>(p_node);
if (pb) {
bool sim = false;
for (int i = p_sim_bones.size() - 1; 0 <= i; --i) {
if (p_sim_bones[i] == pb->get_bone_id() || p_skeleton->is_bone_parent_of(pb->get_bone_id(), p_sim_bones[i])) {
sim = true;
break;
}
}
pb->set_simulate_physics(true);
if (sim) {
pb->set_static_body(false);
} else {
pb->set_static_body(true);
}
}
}
void Skeleton::physical_bones_start_simulation_on(const Array &p_bones) {
Vector<int> sim_bones;
if (p_bones.size() <= 0) {
sim_bones.push_back(0); // if no bones is specified, activate ragdoll on full body
} else {
sim_bones.resize(p_bones.size());
int c = 0;
for (int i = sim_bones.size() - 1; 0 <= i; --i) {
if (Variant::STRING == p_bones.get(i).get_type()) {
int bone_id = find_bone(p_bones.get(i));
if (bone_id != -1)
sim_bones[c++] = bone_id;
}
}
sim_bones.resize(c);
}
_pb_start_simulation(this, this, sim_bones);
}
void _physical_bones_add_remove_collision_exception(bool p_add, Node *p_node, RID p_exception) {
@@ -667,7 +727,8 @@ void Skeleton::_bind_methods() {
ClassDB::bind_method(D_METHOD("get_bone_transform", "bone_idx"), &Skeleton::get_bone_transform);
ClassDB::bind_method(D_METHOD("physical_bones_simulation", "start"), &Skeleton::physical_bones_simulation);
ClassDB::bind_method(D_METHOD("physical_bones_stop_simulation"), &Skeleton::physical_bones_stop_simulation);
ClassDB::bind_method(D_METHOD("physical_bones_start_simulation", "bones"), &Skeleton::physical_bones_start_simulation_on, DEFVAL(Array()));
ClassDB::bind_method(D_METHOD("physical_bones_add_collision_exception", "exception"), &Skeleton::physical_bones_add_collision_exception);
ClassDB::bind_method(D_METHOD("physical_bones_remove_collision_exception", "exception"), &Skeleton::physical_bones_remove_collision_exception);
@@ -683,6 +744,5 @@ Skeleton::Skeleton() {
}
Skeleton::~Skeleton() {
VisualServer::get_singleton()->free(skeleton);
}