I-HATE-THE-FUCKING-HORSE-GAME/addons/godot-rapier2d/rapier_state_2d.gd
2025-07-23 17:01:02 -06:00

105 lines
3.5 KiB
GDScript

### Supports [CollisionObject2D], [Joint2D] and [CollisionShape2D].
@icon("res://addons/godot-rapier2d/logo_square_2d.png")
class_name Rapier2DState
extends Node
var state: Dictionary = {}
func _is_physics_object(node: Node) -> bool:
return node is CollisionObject2D or node is Joint2D
func _get_all_physics_nodes(p_node: Node, path: String = "/root/") -> Array[String]:
var results: Array[String] = []
if path == "/root/" && _is_physics_object(p_node):
results.append(path + p_node.name)
path += p_node.name + "/"
for node in p_node.get_children():
if _is_physics_object(node):
results.append(path + node.name)
if node.get_child_count() > 0:
results.append_array(_get_all_physics_nodes(node, path))
return results
## Save a node's physics state
func save_node(rid: RID, save_json: bool):
if save_json:
return JSON.parse_string(RapierPhysicsServer2D.export_json(rid))
return RapierPhysicsServer2D.export_binary(rid)
## Load a node's physics state
func load_node(rid: RID, data: PackedByteArray):
RapierPhysicsServer2D.import_binary(rid, data)
## Save the state of whole world (single space)
func save_state(save_json: bool = false) -> int:
var physics_nodes := _get_all_physics_nodes(get_tree().current_scene)
for node_path in physics_nodes:
var node := get_node(node_path)
var rid: RID
if node is CollisionObject2D:
rid = node.get_rid()
for owner_id in node.get_shape_owners():
for owner_shape_id in node.shape_owner_get_shape_count(owner_id):
var shape_rid = node.shape_owner_get_shape(owner_id, owner_shape_id).get_rid()
state[node_path + "/" + str(owner_id) + "/" + str(owner_shape_id)] = save_node(
shape_rid, save_json
)
if node is Joint2D:
rid = node.get_rid()
state[node_path] = save_node(rid, save_json)
var space_rid = get_viewport().world_2d.space
state["space"] = save_node(space_rid, save_json)
state["id"] = RapierPhysicsServer2D.get_global_id()
return hash(JSON.stringify(state))
## Load the state of whole world (single space)
func load_state() -> int:
var physics_nodes := _get_all_physics_nodes(get_tree().current_scene)
for node_path in physics_nodes:
var node := get_node(node_path)
var rid: RID
if node is CollisionObject2D:
rid = node.get_rid()
for owner_id in node.get_shape_owners():
for owner_shape_id in node.shape_owner_get_shape_count(owner_id):
var shape_rid = node.shape_owner_get_shape(owner_id, owner_shape_id).get_rid()
var shape_state = state[
node_path + "/" + str(owner_id) + "/" + str(owner_shape_id)
]
load_node(shape_rid, JSON.parse_string(shape_state))
if node is Joint2D:
rid = node.get_rid()
var node_state = state[node_path]
load_node(rid, JSON.parse_string(node_state))
var space_rid = get_viewport().world_2d.space
load_node(space_rid, JSON.parse_string(state["space"]))
RapierPhysicsServer2D.set_global_id(int(state["id"]))
return hash(JSON.stringify(state))
## Export the state to file
func export_state(file_name: String = "user://state.json"):
save_state(false)
FileAccess.open(file_name, FileAccess.WRITE).store_string(JSON.stringify(state, " "))
## Import the state from file
func import_state(file_name: String = "user://state.json"):
state = JSON.parse_string(FileAccess.open(file_name, FileAccess.READ).get_as_text())
load_state()
func _notification(what: int) -> void:
if what == NOTIFICATION_ENTER_TREE:
print("enter tree")
if what == NOTIFICATION_EXIT_TREE:
save_state(false)
FileAccess.open("user://save.json", FileAccess.WRITE).store_string(
JSON.stringify(state, " ")
)