open-fpsz/addons/smoothing/smoothing_2d.gd

212 lines
5.1 KiB
GDScript

# Copyright (c) 2019 Lawnjelly
#
# 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.
extends Node2D
@export
var target: NodePath:
get:
return target
set(v):
target = v
if is_inside_tree():
_FindTarget()
var _m_Target: Node2D
var _m_Flip:bool = false
var _m_Trans_curr: Transform2D = Transform2D()
var _m_Trans_prev: Transform2D = Transform2D()
const SF_ENABLED = 1 << 0
const SF_GLOBAL_IN = 1 << 1
const SF_GLOBAL_OUT = 1 << 2
const SF_TOP_LEVEL = 1 << 3
const SF_INVISIBLE = 1 << 4
@export_flags("enabled", "global in", "global out", "top level") var flags: int = SF_ENABLED | SF_GLOBAL_IN | SF_GLOBAL_OUT:
set(v):
flags = v
# we may have enabled or disabled
_SetProcessing()
get:
return flags
##########################################################################################
# USER FUNCS
# call this checked e.g. starting a level, AFTER moving the target
# so we can update both the previous and current values
func teleport():
_RefreshTransform()
_m_Trans_prev = _m_Trans_curr
# call frame upate to make sure all components of the node are set
_process(0)
func set_enabled(bEnable: bool):
_ChangeFlags(SF_ENABLED, bEnable)
_SetProcessing()
func is_enabled():
return _TestFlags(SF_ENABLED)
##########################################################################################
func _ready():
set_process_priority(100)
Engine.set_physics_jitter_fix(0.0)
set_as_top_level(_TestFlags(SF_TOP_LEVEL))
func _SetProcessing():
var bEnable = _TestFlags(SF_ENABLED)
if _TestFlags(SF_INVISIBLE):
bEnable = false
set_process(bEnable)
set_physics_process(bEnable)
set_as_top_level(_TestFlags(SF_TOP_LEVEL))
func _enter_tree():
# might have been moved
_FindTarget()
func _notification(what):
match what:
# invisible turns unchecked processing
NOTIFICATION_VISIBILITY_CHANGED:
_ChangeFlags(SF_INVISIBLE, is_visible_in_tree() == false)
_SetProcessing()
func _RefreshTransform():
if _HasTarget() == false:
return
_m_Trans_prev = _m_Trans_curr
if _TestFlags(SF_GLOBAL_IN):
_m_Trans_curr = _m_Target.get_global_transform()
else:
_m_Trans_curr = _m_Target.get_transform()
_m_Flip = false
# Ideally we would use determinant core function, as in commented line below, but we
# need to workaround for backward compat.
# if (_m_Trans_prev.determinant() < 0) != (_m_Trans_curr.determinant() < 0):
if (_Determinant_Sign(_m_Trans_prev) != _Determinant_Sign(_m_Trans_curr)):
_m_Flip = true
func _Determinant_Sign(t:Transform2D)->bool:
# Workaround Transform2D determinant function not being available
# until 3.6 / 4.1.
# We calculate determinant manually, slower but compatible to lower
# godot versions.
var d = (t.x.x * t.y.y) - (t.x.y * t.y.x)
return d >= 0.0
func _FindTarget():
_m_Target = null
# If no target has been assigned in the property,
# default to using the parent as the target.
if target.is_empty():
var parent = get_parent()
if parent and (parent is Node2D):
_m_Target = parent
return
var targ = get_node(target)
if ! targ:
printerr("ERROR SmoothingNode2D : Target " + str(target) + " not found")
return
if not targ is Node2D:
printerr("ERROR SmoothingNode2D : Target " + str(target) + " is not Node2D")
target = ""
return
# if we got to here targ is correct type
_m_Target = targ
func _HasTarget() -> bool:
if _m_Target == null:
return false
# has not been deleted?
if is_instance_valid(_m_Target):
return true
_m_Target = null
return false
func _process(_delta):
var f = Engine.get_physics_interpolation_fraction()
var tr = Transform2D()
tr.origin = lerp(_m_Trans_prev.origin, _m_Trans_curr.origin, f)
tr.x = lerp(_m_Trans_prev.x, _m_Trans_curr.x, f)
tr.y = lerp(_m_Trans_prev.y, _m_Trans_curr.y, f)
# When a sprite flip is detected, turn off interpolation for that tick.
if _m_Flip:
tr = _m_Trans_curr
if _TestFlags(SF_GLOBAL_OUT) and not _TestFlags(SF_TOP_LEVEL):
set_global_transform(tr)
else:
set_transform(tr)
func _physics_process(_delta):
_RefreshTransform()
func _SetFlags(f):
flags |= f
func _ClearFlags(f):
flags &= ~f
func _TestFlags(f):
return (flags & f) == f
func _ChangeFlags(f, bSet):
if bSet:
_SetFlags(f)
else:
_ClearFlags(f)