1/**************************************************************************/
2/* skeleton_modification_2d_jiggle.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. */
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12/* a copy of this software and associated documentation files (the */
13/* "Software"), to deal in the Software without restriction, including */
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29/**************************************************************************/
30
31#ifndef SKELETON_MODIFICATION_2D_JIGGLE_H
32#define SKELETON_MODIFICATION_2D_JIGGLE_H
33
34#include "scene/2d/skeleton_2d.h"
35#include "scene/resources/skeleton_modification_2d.h"
36
37///////////////////////////////////////
38// SkeletonModification2DJIGGLE
39///////////////////////////////////////
40
41class SkeletonModification2DJiggle : public SkeletonModification2D {
42 GDCLASS(SkeletonModification2DJiggle, SkeletonModification2D);
43
44private:
45 struct Jiggle_Joint_Data2D {
46 int bone_idx = -1;
47 NodePath bone2d_node;
48 ObjectID bone2d_node_cache;
49
50 bool override_defaults = false;
51 float stiffness = 3;
52 float mass = 0.75;
53 float damping = 0.75;
54 bool use_gravity = false;
55 Vector2 gravity = Vector2(0, 6.0);
56
57 Vector2 force = Vector2(0, 0);
58 Vector2 acceleration = Vector2(0, 0);
59 Vector2 velocity = Vector2(0, 0);
60 Vector2 last_position = Vector2(0, 0);
61 Vector2 dynamic_position = Vector2(0, 0);
62
63 Vector2 last_noncollision_position = Vector2(0, 0);
64 };
65
66 Vector<Jiggle_Joint_Data2D> jiggle_data_chain;
67
68 NodePath target_node;
69 ObjectID target_node_cache;
70 void update_target_cache();
71
72 float stiffness = 3;
73 float mass = 0.75;
74 float damping = 0.75;
75 bool use_gravity = false;
76 Vector2 gravity = Vector2(0, 6);
77
78 bool use_colliders = false;
79 uint32_t collision_mask = 1;
80
81 void jiggle_joint_update_bone2d_cache(int p_joint_idx);
82 void _execute_jiggle_joint(int p_joint_idx, Node2D *p_target, float p_delta);
83 void _update_jiggle_joint_data();
84
85protected:
86 static void _bind_methods();
87 bool _set(const StringName &p_path, const Variant &p_value);
88 bool _get(const StringName &p_path, Variant &r_ret) const;
89 void _get_property_list(List<PropertyInfo> *p_list) const;
90
91public:
92 void _execute(float p_delta) override;
93 void _setup_modification(SkeletonModificationStack2D *p_stack) override;
94
95 void set_target_node(const NodePath &p_target_node);
96 NodePath get_target_node() const;
97
98 void set_stiffness(float p_stiffness);
99 float get_stiffness() const;
100 void set_mass(float p_mass);
101 float get_mass() const;
102 void set_damping(float p_damping);
103 float get_damping() const;
104 void set_use_gravity(bool p_use_gravity);
105 bool get_use_gravity() const;
106 void set_gravity(Vector2 p_gravity);
107 Vector2 get_gravity() const;
108
109 void set_use_colliders(bool p_use_colliders);
110 bool get_use_colliders() const;
111 void set_collision_mask(int p_mask);
112 int get_collision_mask() const;
113
114 int get_jiggle_data_chain_length();
115 void set_jiggle_data_chain_length(int p_new_length);
116
117 void set_jiggle_joint_bone2d_node(int p_joint_idx, const NodePath &p_target_node);
118 NodePath get_jiggle_joint_bone2d_node(int p_joint_idx) const;
119 void set_jiggle_joint_bone_index(int p_joint_idx, int p_bone_idx);
120 int get_jiggle_joint_bone_index(int p_joint_idx) const;
121
122 void set_jiggle_joint_override(int p_joint_idx, bool p_override);
123 bool get_jiggle_joint_override(int p_joint_idx) const;
124 void set_jiggle_joint_stiffness(int p_joint_idx, float p_stiffness);
125 float get_jiggle_joint_stiffness(int p_joint_idx) const;
126 void set_jiggle_joint_mass(int p_joint_idx, float p_mass);
127 float get_jiggle_joint_mass(int p_joint_idx) const;
128 void set_jiggle_joint_damping(int p_joint_idx, float p_damping);
129 float get_jiggle_joint_damping(int p_joint_idx) const;
130 void set_jiggle_joint_use_gravity(int p_joint_idx, bool p_use_gravity);
131 bool get_jiggle_joint_use_gravity(int p_joint_idx) const;
132 void set_jiggle_joint_gravity(int p_joint_idx, Vector2 p_gravity);
133 Vector2 get_jiggle_joint_gravity(int p_joint_idx) const;
134
135 SkeletonModification2DJiggle();
136 ~SkeletonModification2DJiggle();
137};
138
139#endif // SKELETON_MODIFICATION_2D_JIGGLE_H
140