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- /**************************************************************************/
- /* skeleton_modification_2d_jiggle.h */
- /**************************************************************************/
- /* This file is part of: */
- /* GODOT ENGINE */
- /* https://godotengine.org */
- /**************************************************************************/
- /* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
- /* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
- /* */
- /* 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 SKELETON_MODIFICATION_2D_JIGGLE_H
- #define SKELETON_MODIFICATION_2D_JIGGLE_H
- #include "scene/2d/skeleton_2d.h"
- #include "scene/resources/2d/skeleton/skeleton_modification_2d.h"
- ///////////////////////////////////////
- // SkeletonModification2DJIGGLE
- ///////////////////////////////////////
- class SkeletonModification2DJiggle : public SkeletonModification2D {
- GDCLASS(SkeletonModification2DJiggle, SkeletonModification2D);
- private:
- struct Jiggle_Joint_Data2D {
- int bone_idx = -1;
- NodePath bone2d_node;
- ObjectID bone2d_node_cache;
- bool override_defaults = false;
- float stiffness = 3;
- float mass = 0.75;
- float damping = 0.75;
- bool use_gravity = false;
- Vector2 gravity = Vector2(0, 6.0);
- Vector2 force = Vector2(0, 0);
- Vector2 acceleration = Vector2(0, 0);
- Vector2 velocity = Vector2(0, 0);
- Vector2 last_position = Vector2(0, 0);
- Vector2 dynamic_position = Vector2(0, 0);
- Vector2 last_noncollision_position = Vector2(0, 0);
- };
- Vector<Jiggle_Joint_Data2D> jiggle_data_chain;
- NodePath target_node;
- ObjectID target_node_cache;
- void update_target_cache();
- float stiffness = 3;
- float mass = 0.75;
- float damping = 0.75;
- bool use_gravity = false;
- Vector2 gravity = Vector2(0, 6);
- bool use_colliders = false;
- uint32_t collision_mask = 1;
- void jiggle_joint_update_bone2d_cache(int p_joint_idx);
- void _execute_jiggle_joint(int p_joint_idx, Node2D *p_target, float p_delta);
- void _update_jiggle_joint_data();
- protected:
- static void _bind_methods();
- bool _set(const StringName &p_path, const Variant &p_value);
- bool _get(const StringName &p_path, Variant &r_ret) const;
- void _get_property_list(List<PropertyInfo> *p_list) const;
- public:
- void _execute(float p_delta) override;
- void _setup_modification(SkeletonModificationStack2D *p_stack) override;
- void set_target_node(const NodePath &p_target_node);
- NodePath get_target_node() const;
- void set_stiffness(float p_stiffness);
- float get_stiffness() const;
- void set_mass(float p_mass);
- float get_mass() const;
- void set_damping(float p_damping);
- float get_damping() const;
- void set_use_gravity(bool p_use_gravity);
- bool get_use_gravity() const;
- void set_gravity(Vector2 p_gravity);
- Vector2 get_gravity() const;
- void set_use_colliders(bool p_use_colliders);
- bool get_use_colliders() const;
- void set_collision_mask(int p_mask);
- int get_collision_mask() const;
- int get_jiggle_data_chain_length();
- void set_jiggle_data_chain_length(int p_new_length);
- void set_jiggle_joint_bone2d_node(int p_joint_idx, const NodePath &p_target_node);
- NodePath get_jiggle_joint_bone2d_node(int p_joint_idx) const;
- void set_jiggle_joint_bone_index(int p_joint_idx, int p_bone_idx);
- int get_jiggle_joint_bone_index(int p_joint_idx) const;
- void set_jiggle_joint_override(int p_joint_idx, bool p_override);
- bool get_jiggle_joint_override(int p_joint_idx) const;
- void set_jiggle_joint_stiffness(int p_joint_idx, float p_stiffness);
- float get_jiggle_joint_stiffness(int p_joint_idx) const;
- void set_jiggle_joint_mass(int p_joint_idx, float p_mass);
- float get_jiggle_joint_mass(int p_joint_idx) const;
- void set_jiggle_joint_damping(int p_joint_idx, float p_damping);
- float get_jiggle_joint_damping(int p_joint_idx) const;
- void set_jiggle_joint_use_gravity(int p_joint_idx, bool p_use_gravity);
- bool get_jiggle_joint_use_gravity(int p_joint_idx) const;
- void set_jiggle_joint_gravity(int p_joint_idx, Vector2 p_gravity);
- Vector2 get_jiggle_joint_gravity(int p_joint_idx) const;
- SkeletonModification2DJiggle();
- ~SkeletonModification2DJiggle();
- };
- #endif // SKELETON_MODIFICATION_2D_JIGGLE_H
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