fe52458154
Happy new year to the wonderful Godot community!
82 lines
3.8 KiB
C++
82 lines
3.8 KiB
C++
/*************************************************************************/
|
|
/* skeleton_modification_2d_physicalbones.h */
|
|
/*************************************************************************/
|
|
/* This file is part of: */
|
|
/* GODOT ENGINE */
|
|
/* https://godotengine.org */
|
|
/*************************************************************************/
|
|
/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
|
|
/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
|
|
/* */
|
|
/* 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. */
|
|
/*************************************************************************/
|
|
|
|
#ifndef SKELETONMODIFICATION2DPHYSICALBONES_H
|
|
#define SKELETONMODIFICATION2DPHYSICALBONES_H
|
|
|
|
#include "scene/2d/skeleton_2d.h"
|
|
#include "scene/resources/skeleton_modification_2d.h"
|
|
|
|
///////////////////////////////////////
|
|
// SkeletonModification2DJIGGLE
|
|
///////////////////////////////////////
|
|
|
|
class SkeletonModification2DPhysicalBones : public SkeletonModification2D {
|
|
GDCLASS(SkeletonModification2DPhysicalBones, SkeletonModification2D);
|
|
|
|
private:
|
|
struct PhysicalBone_Data2D {
|
|
NodePath physical_bone_node;
|
|
ObjectID physical_bone_node_cache;
|
|
};
|
|
Vector<PhysicalBone_Data2D> physical_bone_chain;
|
|
|
|
void _physical_bone_update_cache(int p_joint_idx);
|
|
|
|
bool _simulation_state_dirty = false;
|
|
TypedArray<StringName> _simulation_state_dirty_names;
|
|
bool _simulation_state_dirty_process;
|
|
void _update_simulation_state();
|
|
|
|
protected:
|
|
static void _bind_methods();
|
|
bool _get(const StringName &p_path, Variant &r_ret) const;
|
|
bool _set(const StringName &p_path, const Variant &p_value);
|
|
void _get_property_list(List<PropertyInfo> *p_list) const;
|
|
|
|
public:
|
|
void _execute(float p_delta) override;
|
|
void _setup_modification(SkeletonModificationStack2D *p_stack) override;
|
|
|
|
int get_physical_bone_chain_length();
|
|
void set_physical_bone_chain_length(int p_new_length);
|
|
|
|
void set_physical_bone_node(int p_joint_idx, const NodePath &p_path);
|
|
NodePath get_physical_bone_node(int p_joint_idx) const;
|
|
|
|
void fetch_physical_bones();
|
|
void start_simulation(const TypedArray<StringName> &p_bones);
|
|
void stop_simulation(const TypedArray<StringName> &p_bones);
|
|
|
|
SkeletonModification2DPhysicalBones();
|
|
~SkeletonModification2DPhysicalBones();
|
|
};
|
|
|
|
#endif // SKELETONMODIFICATION2DPHYSICALBONES_H
|