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- /**************************************************************************/
- /* skeleton_modification_2d_physicalbones.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_PHYSICALBONES_H
- #define SKELETON_MODIFICATION_2D_PHYSICALBONES_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 = false;
- 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 // SKELETON_MODIFICATION_2D_PHYSICALBONES_H
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