Path: blob/master/scene/resources/2d/skeleton/skeleton_modification_2d_physicalbones.h
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/**************************************************************************/1/* skeleton_modification_2d_physicalbones.h */2/**************************************************************************/3/* This file is part of: */4/* GODOT ENGINE */5/* https://godotengine.org */6/**************************************************************************/7/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */8/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */9/* */10/* Permission is hereby granted, free of charge, to any person obtaining */11/* a copy of this software and associated documentation files (the */12/* "Software"), to deal in the Software without restriction, including */13/* without limitation the rights to use, copy, modify, merge, publish, */14/* distribute, sublicense, and/or sell copies of the Software, and to */15/* permit persons to whom the Software is furnished to do so, subject to */16/* the following conditions: */17/* */18/* The above copyright notice and this permission notice shall be */19/* included in all copies or substantial portions of the Software. */20/* */21/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */22/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */23/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */24/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */25/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */26/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */27/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */28/**************************************************************************/2930#pragma once3132#include "scene/2d/skeleton_2d.h"33#include "scene/resources/2d/skeleton/skeleton_modification_2d.h"3435///////////////////////////////////////36// SkeletonModification2DJIGGLE37///////////////////////////////////////3839class SkeletonModification2DPhysicalBones : public SkeletonModification2D {40GDCLASS(SkeletonModification2DPhysicalBones, SkeletonModification2D);4142private:43struct PhysicalBone_Data2D {44NodePath physical_bone_node;45ObjectID physical_bone_node_cache;46};47Vector<PhysicalBone_Data2D> physical_bone_chain;4849void _physical_bone_update_cache(int p_joint_idx);5051bool _simulation_state_dirty = false;52TypedArray<StringName> _simulation_state_dirty_names;53bool _simulation_state_dirty_process = false;54void _update_simulation_state();5556protected:57static void _bind_methods();58bool _get(const StringName &p_path, Variant &r_ret) const;59bool _set(const StringName &p_path, const Variant &p_value);60void _get_property_list(List<PropertyInfo> *p_list) const;6162public:63void _execute(float p_delta) override;64void _setup_modification(SkeletonModificationStack2D *p_stack) override;6566int get_physical_bone_chain_length();67void set_physical_bone_chain_length(int p_new_length);6869void set_physical_bone_node(int p_joint_idx, const NodePath &p_path);70NodePath get_physical_bone_node(int p_joint_idx) const;7172void fetch_physical_bones();73void start_simulation(const TypedArray<StringName> &p_bones);74void stop_simulation(const TypedArray<StringName> &p_bones);7576SkeletonModification2DPhysicalBones();77~SkeletonModification2DPhysicalBones();78};798081