#ifndef SKELETON_MODIFICATION_2D_JIGGLE_H #define SKELETON_MODIFICATION_2D_JIGGLE_H /*************************************************************************/ /* skeleton_modification_2d_jiggle.h */ /*************************************************************************/ /* This file is part of: */ /* PANDEMONIUM ENGINE */ /* https://github.com/Relintai/pandemonium_engine */ /*************************************************************************/ /* Copyright (c) 2022-present Péter Magyar. */ /* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* Copyright (c) 2007-2022 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. */ /*************************************************************************/ #include "skeleton_modification_2d.h" /////////////////////////////////////// // SkeletonModification2DJIGGLE /////////////////////////////////////// class SkeletonModificationStack2D; class Node2D; class SkeletonModification2DJiggle : public SkeletonModification2D { GDCLASS(SkeletonModification2DJiggle, SkeletonModification2D); private: struct Jiggle_Joint_Data2D { int bone_idx; NodePath bone2d_node; ObjectID bone2d_node_cache; bool override_defaults; float stiffness; float mass; float damping; bool use_gravity; Vector2 gravity; Vector2 force; Vector2 acceleration; Vector2 velocity; Vector2 last_position; Vector2 dynamic_position; Vector2 last_noncollision_position; Jiggle_Joint_Data2D() { bone_idx = -1; bone2d_node_cache = 0; override_defaults = false; stiffness = 3; mass = 0.75; damping = 0.75; use_gravity = false; gravity = Vector2(0, 6.0); } }; Vector jiggle_data_chain; NodePath target_node; ObjectID target_node_cache; void update_target_cache(); float stiffness; float mass; float damping; bool use_gravity; Vector2 gravity; bool use_colliders; uint32_t collision_mask; void jiggle_joint_update_bone2d_cache(int p_joint_idx); void _execute_jiggle_joint(int p_joint_idx, Node2D *p_target, float p_delta); void _update_jiggle_joint_data(); protected: static void _bind_methods(); bool _set(const StringName &p_path, const Variant &p_value); bool _get(const StringName &p_path, Variant &r_ret) const; void _get_property_list(List *p_list) const; public: void _execute(float p_delta); void _setup_modification(Ref p_stack); void set_target_node(const NodePath &p_target_node); NodePath get_target_node() const; void set_stiffness(float p_stiffness); float get_stiffness() const; void set_mass(float p_mass); float get_mass() const; void set_damping(float p_damping); float get_damping() const; void set_use_gravity(bool p_use_gravity); bool get_use_gravity() const; void set_gravity(Vector2 p_gravity); Vector2 get_gravity() const; void set_use_colliders(bool p_use_colliders); bool get_use_colliders() const; void set_collision_mask(int p_mask); int get_collision_mask() const; int get_jiggle_data_chain_length(); void set_jiggle_data_chain_length(int p_new_length); void set_jiggle_joint_bone2d_node(int p_joint_idx, const NodePath &p_target_node); NodePath get_jiggle_joint_bone2d_node(int p_joint_idx) const; void set_jiggle_joint_bone_index(int p_joint_idx, int p_bone_idx); int get_jiggle_joint_bone_index(int p_joint_idx) const; void set_jiggle_joint_override(int p_joint_idx, bool p_override); bool get_jiggle_joint_override(int p_joint_idx) const; void set_jiggle_joint_stiffness(int p_joint_idx, float p_stiffness); float get_jiggle_joint_stiffness(int p_joint_idx) const; void set_jiggle_joint_mass(int p_joint_idx, float p_mass); float get_jiggle_joint_mass(int p_joint_idx) const; void set_jiggle_joint_damping(int p_joint_idx, float p_damping); float get_jiggle_joint_damping(int p_joint_idx) const; void set_jiggle_joint_use_gravity(int p_joint_idx, bool p_use_gravity); bool get_jiggle_joint_use_gravity(int p_joint_idx) const; void set_jiggle_joint_gravity(int p_joint_idx, Vector2 p_gravity); Vector2 get_jiggle_joint_gravity(int p_joint_idx) const; SkeletonModification2DJiggle(); ~SkeletonModification2DJiggle(); }; #endif // SKELETON_MODIFICATION_2D_JIGGLE_H