skeleton_modification_2d_physicalbones.h 3.8 KB

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  1. /**************************************************************************/
  2. /* skeleton_modification_2d_physicalbones.h */
  3. /**************************************************************************/
  4. /* This file is part of: */
  5. /* GODOT ENGINE */
  6. /* https://godotengine.org */
  7. /**************************************************************************/
  8. /* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
  9. /* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
  10. /* */
  11. /* Permission is hereby granted, free of charge, to any person obtaining */
  12. /* a copy of this software and associated documentation files (the */
  13. /* "Software"), to deal in the Software without restriction, including */
  14. /* without limitation the rights to use, copy, modify, merge, publish, */
  15. /* distribute, sublicense, and/or sell copies of the Software, and to */
  16. /* permit persons to whom the Software is furnished to do so, subject to */
  17. /* the following conditions: */
  18. /* */
  19. /* The above copyright notice and this permission notice shall be */
  20. /* included in all copies or substantial portions of the Software. */
  21. /* */
  22. /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
  23. /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
  24. /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
  25. /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
  26. /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
  27. /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
  28. /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
  29. /**************************************************************************/
  30. #ifndef SKELETON_MODIFICATION_2D_PHYSICALBONES_H
  31. #define SKELETON_MODIFICATION_2D_PHYSICALBONES_H
  32. #include "scene/2d/skeleton_2d.h"
  33. #include "scene/resources/skeleton_modification_2d.h"
  34. ///////////////////////////////////////
  35. // SkeletonModification2DJIGGLE
  36. ///////////////////////////////////////
  37. class SkeletonModification2DPhysicalBones : public SkeletonModification2D {
  38. GDCLASS(SkeletonModification2DPhysicalBones, SkeletonModification2D);
  39. private:
  40. struct PhysicalBone_Data2D {
  41. NodePath physical_bone_node;
  42. ObjectID physical_bone_node_cache;
  43. };
  44. Vector<PhysicalBone_Data2D> physical_bone_chain;
  45. void _physical_bone_update_cache(int p_joint_idx);
  46. bool _simulation_state_dirty = false;
  47. TypedArray<StringName> _simulation_state_dirty_names;
  48. bool _simulation_state_dirty_process = false;
  49. void _update_simulation_state();
  50. protected:
  51. static void _bind_methods();
  52. bool _get(const StringName &p_path, Variant &r_ret) const;
  53. bool _set(const StringName &p_path, const Variant &p_value);
  54. void _get_property_list(List<PropertyInfo> *p_list) const;
  55. public:
  56. void _execute(float p_delta) override;
  57. void _setup_modification(SkeletonModificationStack2D *p_stack) override;
  58. int get_physical_bone_chain_length();
  59. void set_physical_bone_chain_length(int p_new_length);
  60. void set_physical_bone_node(int p_joint_idx, const NodePath &p_path);
  61. NodePath get_physical_bone_node(int p_joint_idx) const;
  62. void fetch_physical_bones();
  63. void start_simulation(const TypedArray<StringName> &p_bones);
  64. void stop_simulation(const TypedArray<StringName> &p_bones);
  65. SkeletonModification2DPhysicalBones();
  66. ~SkeletonModification2DPhysicalBones();
  67. };
  68. #endif // SKELETON_MODIFICATION_2D_PHYSICALBONES_H