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 */ |
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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 | |
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 | |
41 | class SkeletonModification2DPhysicalBones : public SkeletonModification2D { |
42 | GDCLASS(SkeletonModification2DPhysicalBones, SkeletonModification2D); |
43 | |
44 | private: |
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 | |
58 | protected: |
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 | |
64 | public: |
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 | |