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SoftBody2D.gd
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SoftBody2D.gd
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class_name SoftBody2D
extends Node2D
export var points: int = 10
export var radius: float = 155.0
export var color: Color = Color.lightblue
export var physics_material_override: PhysicsMaterial
export var gravity_scale: float = 1.0
export var outer_stiffness: float = 50.0
export(float, 0, 10) var outer_damping: float = 5.0
export var central_stiffness: float = 150.0
export(float, 0, 10) var central_damping: float = 1.0
export var outer_radius: float = 10.0
export var rotation_degrees_offset: float = 0.0
export var second_layer: bool = false
export var ignore_collision_between_outers: bool = true
export var self_fixing: bool = true
var rigidbodies: Array = []
var outer_spring_joints: Array = []
var outer_body_distance: float = 0.0
var icons: Array = []
var broken: bool = false
func _ready():
$Line2D.width = outer_radius * 2
$Line2D.default_color = color
rotation_degrees_offset = deg2rad(rotation_degrees_offset)
if not is_zero_approx(rotation_degrees):
printerr("""Use the Rotation Degrees Offset rather than Rotation Degrees
to rotate the SoftBody!""")
create_softbody()
func create_softbody():
# Roll through every outer point
var shape = Physics2DServer.circle_shape_create()
Physics2DServer.shape_set_data(shape, outer_radius)
for i in points:
var position: Vector2 = Vector2(radius * cos(rotation_degrees_offset + i * 2 * PI / points),
radius * sin(rotation_degrees_offset + i * 2 * PI / points))
var body = Physics2DServer.body_create()
Physics2DServer.body_set_mode(body, Physics2DServer.BODY_MODE_RIGID)
Physics2DServer.body_add_shape(body, shape)
Physics2DServer.body_set_space(body, get_world_2d().space)
Physics2DServer.body_set_state(body,
Physics2DServer.BODY_STATE_TRANSFORM,
Transform2D(0, position + global_position))
Physics2DServer.body_set_param(body,
Physics2DServer.BODY_PARAM_GRAVITY_SCALE,
gravity_scale)
rigidbodies.append(body)
# Connect the _body_moved function to one of the points for performance
if i == 0:
Physics2DServer.body_set_force_integration_callback(body, self, "_body_moved", body)
# Create damped joints for every outer point
else:
var last_body = rigidbodies[i-1]
var last_body_origin = Physics2DServer.body_get_state(last_body,Physics2DServer.BODY_STATE_TRANSFORM).get_origin()
var distance = last_body_origin.distance_to(position+global_position)
var damped_joint = Physics2DServer.damped_spring_joint_create(position + global_position,
last_body_origin,
body,
last_body)
Physics2DServer.damped_string_joint_set_param(damped_joint,
Physics2DServer.DAMPED_STRING_REST_LENGTH, distance)
Physics2DServer.damped_string_joint_set_param(damped_joint,
Physics2DServer.DAMPED_STRING_DAMPING, outer_damping)
Physics2DServer.damped_string_joint_set_param(damped_joint,
Physics2DServer.DAMPED_STRING_STIFFNESS, outer_stiffness)
outer_spring_joints.append(damped_joint)
# Connect the last outer point and the first one
if i == points-1:
var last_body = rigidbodies[0]
var last_body_origin = Physics2DServer.body_get_state(last_body,Physics2DServer.BODY_STATE_TRANSFORM).get_origin()
var distance = last_body_origin.distance_to(position+global_position)
outer_body_distance = distance
var damped_joint = Physics2DServer.damped_spring_joint_create(position + global_position,
last_body_origin,
body,
last_body)
Physics2DServer.damped_string_joint_set_param(damped_joint,
Physics2DServer.DAMPED_STRING_REST_LENGTH, distance)
Physics2DServer.damped_string_joint_set_param(damped_joint,
Physics2DServer.DAMPED_STRING_DAMPING, outer_damping)
Physics2DServer.damped_string_joint_set_param(damped_joint,
Physics2DServer.DAMPED_STRING_STIFFNESS, outer_stiffness)
outer_spring_joints.append(damped_joint)
# Create a central point
var central_body = Physics2DServer.body_create()
Physics2DServer.body_set_mode(central_body, Physics2DServer.BODY_MODE_RIGID)
shape = Physics2DServer.circle_shape_create()
Physics2DServer.shape_set_data(shape, radius * 0.5)
Physics2DServer.body_add_shape(central_body, shape)
Physics2DServer.body_set_space(central_body, get_world_2d().space)
Physics2DServer.body_set_state(central_body,
Physics2DServer.BODY_STATE_TRANSFORM,
Transform2D(0, global_position))
Physics2DServer.body_set_param(central_body,
Physics2DServer.BODY_PARAM_GRAVITY_SCALE,
gravity_scale)
# Connect all outer points to the central one
for outer_body in rigidbodies:
var outer_body_origin = Physics2DServer.body_get_state(outer_body, Physics2DServer.BODY_STATE_TRANSFORM).get_origin()
var damped_joint = Physics2DServer.damped_spring_joint_create(global_position,
outer_body_origin,
central_body,
outer_body)
Physics2DServer.damped_string_joint_set_param(damped_joint,
Physics2DServer.DAMPED_STRING_REST_LENGTH, radius)
Physics2DServer.damped_string_joint_set_param(damped_joint,
Physics2DServer.DAMPED_STRING_DAMPING, central_damping)
Physics2DServer.damped_string_joint_set_param(damped_joint,
Physics2DServer.DAMPED_STRING_STIFFNESS, central_stiffness)
if ignore_collision_between_outers:
for rigidbody in rigidbodies:
#var next_rigidbody = rigidbodies[i+1] if i < rigidbodies.size()-1 else rigidbodies[0]
for ignored_rigidbody in rigidbodies:
Physics2DServer.body_add_collision_exception(rigidbody, ignored_rigidbody)
if physics_material_override:
for rigidbody in rigidbodies:
Physics2DServer.body_set_param(rigidbody,
Physics2DServer.BODY_PARAM_FRICTION,
physics_material_override.friction)
Physics2DServer.body_set_param(rigidbody,
Physics2DServer.BODY_PARAM_BOUNCE,
physics_material_override.bounce)
if not second_layer: return
# SECOND LAYER
shape = Physics2DServer.circle_shape_create()
Physics2DServer.shape_set_data(shape, outer_radius/5)
var inner_rigidbodies = []
for i in points:
var position: Vector2 = Vector2(radius/2 * cos(rotation_degrees_offset+ i * 2 * PI / points),
radius/2 * sin(rotation_degrees_offset + i * 2 * PI / points))
var body = Physics2DServer.body_create()
Physics2DServer.body_set_mode(body, Physics2DServer.BODY_MODE_RIGID)
Physics2DServer.body_add_shape(body, shape)
Physics2DServer.body_set_space(body, get_world_2d().space)
Physics2DServer.body_set_state(body,
Physics2DServer.BODY_STATE_TRANSFORM,
Transform2D(0, position + global_position))
Physics2DServer.body_set_param(body,
Physics2DServer.BODY_PARAM_GRAVITY_SCALE,
gravity_scale)
inner_rigidbodies.append(body)
# Connect the _body_moved function to one of the points for performance
if i == 0:
pass
# Create damped joints for every inner point
else:
var last_body = inner_rigidbodies[i-1]
var last_body_origin = Physics2DServer.body_get_state(last_body,Physics2DServer.BODY_STATE_TRANSFORM).get_origin()
var damped_joint = Physics2DServer.damped_spring_joint_create(position + global_position,
last_body_origin,
body,
last_body)
Physics2DServer.damped_string_joint_set_param(damped_joint,
Physics2DServer.DAMPED_STRING_REST_LENGTH, radius/2)
Physics2DServer.damped_string_joint_set_param(damped_joint,
Physics2DServer.DAMPED_STRING_DAMPING, 1.0)
Physics2DServer.damped_string_joint_set_param(damped_joint,
Physics2DServer.DAMPED_STRING_STIFFNESS, outer_stiffness)
# Connect the last outer point and the first one
if i == points-1:
var last_body = inner_rigidbodies[0]
var last_body_origin = Physics2DServer.body_get_state(last_body,Physics2DServer.BODY_STATE_TRANSFORM).get_origin()
var damped_joint = Physics2DServer.damped_spring_joint_create(position + global_position,
last_body_origin,
body,
last_body)
Physics2DServer.damped_string_joint_set_param(damped_joint,
Physics2DServer.DAMPED_STRING_REST_LENGTH, radius/2)
Physics2DServer.damped_string_joint_set_param(damped_joint,
Physics2DServer.DAMPED_STRING_DAMPING, 1.0)
Physics2DServer.damped_string_joint_set_param(damped_joint,
Physics2DServer.DAMPED_STRING_STIFFNESS, outer_stiffness)
# Connect all inner points to the central one
for inner_body in inner_rigidbodies:
var inner_body_origin = Physics2DServer.body_get_state(inner_body, Physics2DServer.BODY_STATE_TRANSFORM).get_origin()
var damped_joint = Physics2DServer.damped_spring_joint_create(global_position,
inner_body_origin,
central_body,
inner_body)
Physics2DServer.damped_string_joint_set_param(damped_joint,
Physics2DServer.DAMPED_STRING_REST_LENGTH, radius/2)
Physics2DServer.damped_string_joint_set_param(damped_joint,
Physics2DServer.DAMPED_STRING_DAMPING, central_damping)
Physics2DServer.damped_string_joint_set_param(damped_joint,
Physics2DServer.DAMPED_STRING_STIFFNESS, central_stiffness/2)
# Connect all inner points to outer ones
for inner_body in inner_rigidbodies.size():
var inner_body_origin: Vector2 = Physics2DServer.body_get_state(inner_rigidbodies[inner_body], Physics2DServer.BODY_STATE_TRANSFORM).get_origin()
var outer_body_one_origin: Vector2 = Physics2DServer.body_get_state(rigidbodies[inner_body], Physics2DServer.BODY_STATE_TRANSFORM).get_origin()
var outer_body_two = rigidbodies[inner_body+1] if inner_body < inner_rigidbodies.size()-1 else rigidbodies[0]
var outer_body_two_origin: Vector2 = Physics2DServer.body_get_state(outer_body_two, Physics2DServer.BODY_STATE_TRANSFORM).get_origin()
var distance = inner_body_origin.distance_to(outer_body_one_origin)
var damped_joint = Physics2DServer.damped_spring_joint_create(outer_body_one_origin,
inner_body_origin,
rigidbodies[inner_body],
inner_rigidbodies[inner_body])
Physics2DServer.damped_string_joint_set_param(damped_joint,
Physics2DServer.DAMPED_STRING_REST_LENGTH, distance/2)
Physics2DServer.damped_string_joint_set_param(damped_joint,
Physics2DServer.DAMPED_STRING_DAMPING, 1.0)
Physics2DServer.damped_string_joint_set_param(damped_joint,
Physics2DServer.DAMPED_STRING_STIFFNESS, central_stiffness*2)
var damped_joint_two = Physics2DServer.damped_spring_joint_create(outer_body_two_origin,
inner_body_origin,
outer_body_two,
inner_rigidbodies[inner_body])
Physics2DServer.damped_string_joint_set_param(damped_joint_two,
Physics2DServer.DAMPED_STRING_REST_LENGTH, distance/2)
Physics2DServer.damped_string_joint_set_param(damped_joint_two,
Physics2DServer.DAMPED_STRING_DAMPING, 1.0)
Physics2DServer.damped_string_joint_set_param(damped_joint_two,
Physics2DServer.DAMPED_STRING_STIFFNESS, central_stiffness*2)
func _body_moved(_state: Physics2DDirectBodyState, _user_data):
$Line2D.clear_points()
for body in rigidbodies:
var body_state = Physics2DServer.body_get_state(body, Physics2DServer.BODY_STATE_TRANSFORM)
var body_position = body_state.get_origin() - global_position
$Line2D.add_point(body_position)
$Line2D.add_point(Physics2DServer.body_get_state(rigidbodies[0], Physics2DServer.BODY_STATE_TRANSFORM).get_origin() - global_position)
if self_fixing:
if broken:
if Geometry.triangulate_polygon($Line2D.points).size() != 0:
broken = false
for damped_joint in outer_spring_joints:
Physics2DServer.damped_string_joint_set_param(damped_joint,
Physics2DServer.DAMPED_STRING_REST_LENGTH, outer_body_distance)
Physics2DServer.damped_string_joint_set_param(damped_joint,
Physics2DServer.DAMPED_STRING_DAMPING, 0.5)
return
elif Geometry.triangulate_polygon($Line2D.points).size() == 0:
# The body broke!
broken = true
for damped_joint in outer_spring_joints:
Physics2DServer.damped_string_joint_set_param(damped_joint,
Physics2DServer.DAMPED_STRING_REST_LENGTH, 0.1)
Physics2DServer.damped_string_joint_set_param(damped_joint,
Physics2DServer.DAMPED_STRING_DAMPING, 0.0001)
return
update()
func _draw():
if $Line2D.points.size() >= 3:
draw_colored_polygon($Line2D.points, color)