#ifndef SKELETON_MODIFICATION_2D_PHYSICALBONES_H #define SKELETON_MODIFICATION_2D_PHYSICALBONES_H /*************************************************************************/ /* skeleton_modification_2d_physicalbones.h */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ /* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ /* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* 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 "core/containers/vector.h" #include "core/object/object_id.h" #include "scene/resources/skeleton_modification_2d.h" /////////////////////////////////////// // SkeletonModification2DJIGGLE /////////////////////////////////////// class SkeletonModificationStack2D; class SkeletonModification2DPhysicalBones : public SkeletonModification2D { GDCLASS(SkeletonModification2DPhysicalBones, SkeletonModification2D); private: struct PhysicalBone_Data2D { NodePath physical_bone_node; ObjectID physical_bone_node_cache; PhysicalBone_Data2D() { physical_bone_node_cache = 0; } }; Vector physical_bone_chain; void _physical_bone_update_cache(int p_joint_idx); bool _simulation_state_dirty = false; Vector _simulation_state_dirty_names; bool _simulation_state_dirty_process = false; void _update_simulation_state(); protected: static void _bind_methods(); bool _get(const StringName &p_path, Variant &r_ret) const; bool _set(const StringName &p_path, const Variant &p_value); void _get_property_list(List *p_list) const; public: void _execute(float p_delta); void _setup_modification(Ref p_stack); int get_physical_bone_chain_length(); void set_physical_bone_chain_length(int p_new_length); void set_physical_bone_node(int p_joint_idx, const NodePath &p_path); NodePath get_physical_bone_node(int p_joint_idx) const; void fetch_physical_bones(); void start_simulation(const Vector &p_bones); void stop_simulation(const Vector &p_bones); SkeletonModification2DPhysicalBones(); ~SkeletonModification2DPhysicalBones(); }; #endif // SKELETON_MODIFICATION_2D_PHYSICALBONES_H