pandemonium_engine/modules/skeleton_2d/resources/skeleton_modification_2d_physicalbones.h

93 lines
3.9 KiB
C++

#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 "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<PhysicalBone_Data2D> physical_bone_chain;
void _physical_bone_update_cache(int p_joint_idx);
bool _simulation_state_dirty = false;
Vector<StringName> _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<PropertyInfo> *p_list) const;
public:
void _execute(float p_delta);
void _setup_modification(Ref<SkeletonModificationStack2D> 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<StringName> &p_bones);
void stop_simulation(const Vector<StringName> &p_bones);
SkeletonModification2DPhysicalBones();
~SkeletonModification2DPhysicalBones();
};
#endif // SKELETON_MODIFICATION_2D_PHYSICALBONES_H