/*************************************************************************/ /* physical_bone_2d.h */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ /* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ /* Copyright (c) 2014-2021 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. */ /*************************************************************************/ #ifndef PHYSICAL_BONE_2D_H #define PHYSICAL_BONE_2D_H #include "scene/2d/joints_2d.h" #include "scene/2d/physics_body_2d.h" #include "scene/2d/skeleton_2d.h" class PhysicalBone2D : public RigidDynamicBody2D { GDCLASS(PhysicalBone2D, RigidDynamicBody2D); protected: void _notification(int p_what); static void _bind_methods(); private: Skeleton2D *parent_skeleton = nullptr; int bone2d_index = -1; NodePath bone2d_nodepath; bool follow_bone_when_simulating = false; Joint2D *child_joint; bool auto_configure_joint = true; bool simulate_physics = false; bool _internal_simulate_physics = false; void _find_skeleton_parent(); void _find_joint_child(); void _auto_configure_joint(); void _start_physics_simulation(); void _stop_physics_simulation(); void _position_at_bone2d(); public: Joint2D *get_joint() const; bool get_auto_configure_joint() const; void set_auto_configure_joint(bool p_auto_configure); void set_simulate_physics(bool p_simulate); bool get_simulate_physics() const; bool is_simulating_physics() const; void set_bone2d_nodepath(const NodePath &p_nodepath); NodePath get_bone2d_nodepath() const; void set_bone2d_index(int p_bone_idx); int get_bone2d_index() const; void set_follow_bone_when_simulating(bool p_follow); bool get_follow_bone_when_simulating() const; TypedArray get_configuration_warnings() const override; PhysicalBone2D(); ~PhysicalBone2D(); }; #endif // PHYSICAL_BONE_2D_H