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README.md

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# GDNative Ropesim
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A 2D verlet integration based rope simulation for Godot 3.x. Written in C++ using GDNative for fast performance.
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A 2D verlet integration based rope simulation for Godot 4.2.
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The computation-heavy simulation part is written in C++, the rest in GDscript. This allows for fast processing and easy extendability, while keeping the code readable.
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The computation-heavy simulation part is written in C++ using GDExtension, the rest in GDScript. This allows for fast processing and easy extendability, while keeping the code readable.
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The last Godot 3.x version can be found on the [3.x branch](https://github.com/mphe/GDNative-Ropesim/tree/3.x), however, this branch will no longer receive updates.
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# Setup
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1. Clone or download the repository
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2. Run `git submodule update --init --recursive`
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3. Get the library
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* [Build](#building) it yourself or
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* [Download](https://github.com/mphe/GDNative-Ropesim/actions) it from the latest Github Actions workflow run and put all contained files in `demo/addons/ropesim/bin/`.
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4. Copy or symlink `demo/addons` to your project or use the provided demo project.
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5. Enable the addon in the project settings
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6. Restart Godot
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1. Get the addon
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* [Download](https://github.com/mphe/GDNative-Ropesim/releases/latest) the latest release from the release page, or
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* [Download](https://github.com/mphe/GDNative-Ropesim/actions) it from the latest GitHub Actions run, or
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* [Compile](#building) it yourself.
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2. Copy or symlink `addons/ropesim` to your project's `addons/` directory
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3. Enable the addon in the project settings
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4. Restart Godot
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# Building
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See [here](https://docs.godotengine.org/en/stable/tutorials/scripting/gdnative/gdnative_cpp_example.html) on how to compile GDNative libraries.
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First, clone or download the repository and run `git submodule update --init --recursive`.
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Output files are saved to `demo/addons/ropesim/bin/`.
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See [here](https://docs.godotengine.org/en/latest/tutorials/scripting/gdextension/gdextension_cpp_example.html#doc-gdextension-cpp-example) on how to create and compile GDExtension libraries.
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To compile for Linux, run the following commands.
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Compiling for other platforms works analogously.
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E.g. to compile for Linux:
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```sh
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$ cd godot-cpp
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$ scons platform=linux generate_bindings=yes -j8 bits=64 target=release
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$ cd ..
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$ scons platform=linux -j8 target=release "$@"
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$ scons target=template_release platform=linux arch=x86_64 -j8
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$ scons target=template_debug platform=linux arch=x86_64 -j8
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```
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You can use the provided scripts to build for Linux and Windows.
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1. `./compile_bindings.sh`
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2. `./compile.sh`
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Output files are saved to `demo/addons/ropesim/bin/`.
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# Documentation
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See inline comments for further information and documentation of node properties.
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The included demo project and the showcase video below provide some usage examples.
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When one of these nodes is selected, a "Ropesim" menu appears in the editor toolbar that can be used to toggle live preview in the editor on and off.
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All rope related tools, automatically pause themselves when their target rope is paused to save performance.

compile.sh

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compile_bindings.sh

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demo/addons/ropesim/plugin.cfg

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[plugin]
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name="Godot Ropesim"
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description="Verlet Integration based Rope Simulation for Godot"
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description="Fast verlet integration based rope simulation for Godot."
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author="Marvin Ewald"
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version="1.0.0"
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version="1.1.0"
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script="plugin.gd"

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