/*************************************************************************/ /* skeleton_modification_2d_twoboneik.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. */ /*************************************************************************/ #ifndef SKELETON_MODIFICATION_2D_TWOBONEIK_H #define SKELETON_MODIFICATION_2D_TWOBONEIK_H #include "scene/2d/skeleton_2d.h" #include "scene/resources/skeleton_modification_2d.h" /////////////////////////////////////// // SkeletonModification2DJIGGLE /////////////////////////////////////// class SkeletonModification2DTwoBoneIK : public SkeletonModification2D { GDCLASS(SkeletonModification2DTwoBoneIK, SkeletonModification2D); private: NodePath target_node; ObjectID target_node_cache; float target_minimum_distance = 0; float target_maximum_distance = 0; bool flip_bend_direction = false; NodePath joint_one_bone2d_node; ObjectID joint_one_bone2d_node_cache; int joint_one_bone_idx = -1; NodePath joint_two_bone2d_node; ObjectID joint_two_bone2d_node_cache; int joint_two_bone_idx = -1; #ifdef TOOLS_ENABLED bool editor_draw_min_max = false; #endif // TOOLS_ENABLED void update_target_cache(); void update_joint_one_bone2d_cache(); void update_joint_two_bone2d_cache(); 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) override; void _setup_modification(SkeletonModificationStack2D *p_stack) override; void _draw_editor_gizmo() override; void set_target_node(const NodePath &p_target_node); NodePath get_target_node() const; void set_target_minimum_distance(float p_minimum_distance); float get_target_minimum_distance() const; void set_target_maximum_distance(float p_maximum_distance); float get_target_maximum_distance() const; void set_flip_bend_direction(bool p_flip_direction); bool get_flip_bend_direction() const; void set_joint_one_bone2d_node(const NodePath &p_node); NodePath get_joint_one_bone2d_node() const; void set_joint_one_bone_idx(int p_bone_idx); int get_joint_one_bone_idx() const; void set_joint_two_bone2d_node(const NodePath &p_node); NodePath get_joint_two_bone2d_node() const; void set_joint_two_bone_idx(int p_bone_idx); int get_joint_two_bone_idx() const; #ifdef TOOLS_ENABLED void set_editor_draw_min_max(bool p_draw); bool get_editor_draw_min_max() const; #endif // TOOLS_ENABLED SkeletonModification2DTwoBoneIK(); ~SkeletonModification2DTwoBoneIK(); }; #endif // SKELETON_MODIFICATION_2D_TWOBONEIK_H