virtualx-engine/scene/2d/physical_bone_2d.h
Rémi Verschelde f8ab79e68a Zero initialize all pointer class and struct members
This prevents the pitfall of UB when checking if they have been
assigned something valid by comparing to nullptr.
2022-04-04 19:49:50 +02:00

88 lines
3.6 KiB
C++

/*************************************************************************/
/* physical_bone_2d.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 PHYSICAL_BONE_2D_H
#define PHYSICAL_BONE_2D_H
#include "scene/2d/physics_body_2d.h"
#include "scene/2d/skeleton_2d.h"
class Joint2D;
class PhysicalBone2D : public RigidDynamicBody2D {
GDCLASS(PhysicalBone2D, RigidDynamicBody2D);
protected:
void _notification(int p_what);
static void _bind_methods();
private:
Skeleton2D *parent_skeleton = nullptr;
int bone2d_index = -1;
NodePath bone2d_nodepath;
bool follow_bone_when_simulating = false;
Joint2D *child_joint = nullptr;
bool auto_configure_joint = true;
bool simulate_physics = false;
bool _internal_simulate_physics = false;
void _find_skeleton_parent();
void _find_joint_child();
void _auto_configure_joint();
void _start_physics_simulation();
void _stop_physics_simulation();
void _position_at_bone2d();
public:
Joint2D *get_joint() const;
bool get_auto_configure_joint() const;
void set_auto_configure_joint(bool p_auto_configure);
void set_simulate_physics(bool p_simulate);
bool get_simulate_physics() const;
bool is_simulating_physics() const;
void set_bone2d_nodepath(const NodePath &p_nodepath);
NodePath get_bone2d_nodepath() const;
void set_bone2d_index(int p_bone_idx);
int get_bone2d_index() const;
void set_follow_bone_when_simulating(bool p_follow);
bool get_follow_bone_when_simulating() const;
TypedArray<String> get_configuration_warnings() const override;
PhysicalBone2D();
~PhysicalBone2D();
};
#endif // PHYSICAL_BONE_2D_H