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 */
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17/* the following conditions: */
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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, */
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28/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
29/**************************************************************************/
30
31#ifndef SKELETON_MODIFICATION_2D_PHYSICALBONES_H
32#define SKELETON_MODIFICATION_2D_PHYSICALBONES_H
33
34#include "scene/2d/skeleton_2d.h"
35#include "scene/resources/skeleton_modification_2d.h"
36
37///////////////////////////////////////
38// SkeletonModification2DJIGGLE
39///////////////////////////////////////
40
41class SkeletonModification2DPhysicalBones : public SkeletonModification2D {
42 GDCLASS(SkeletonModification2DPhysicalBones, SkeletonModification2D);
43
44private:
45 struct PhysicalBone_Data2D {
46 NodePath physical_bone_node;
47 ObjectID physical_bone_node_cache;
48 };
49 Vector<PhysicalBone_Data2D> physical_bone_chain;
50
51 void _physical_bone_update_cache(int p_joint_idx);
52
53 bool _simulation_state_dirty = false;
54 TypedArray<StringName> _simulation_state_dirty_names;
55 bool _simulation_state_dirty_process = false;
56 void _update_simulation_state();
57
58protected:
59 static void _bind_methods();
60 bool _get(const StringName &p_path, Variant &r_ret) const;
61 bool _set(const StringName &p_path, const Variant &p_value);
62 void _get_property_list(List<PropertyInfo> *p_list) const;
63
64public:
65 void _execute(float p_delta) override;
66 void _setup_modification(SkeletonModificationStack2D *p_stack) override;
67
68 int get_physical_bone_chain_length();
69 void set_physical_bone_chain_length(int p_new_length);
70
71 void set_physical_bone_node(int p_joint_idx, const NodePath &p_path);
72 NodePath get_physical_bone_node(int p_joint_idx) const;
73
74 void fetch_physical_bones();
75 void start_simulation(const TypedArray<StringName> &p_bones);
76 void stop_simulation(const TypedArray<StringName> &p_bones);
77
78 SkeletonModification2DPhysicalBones();
79 ~SkeletonModification2DPhysicalBones();
80};
81
82#endif // SKELETON_MODIFICATION_2D_PHYSICALBONES_H
83