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/*************************************************************************/
/*  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.                */
/*************************************************************************/

#ifndef SKELETONMODIFICATION2DPHYSICALBONES_H
#define SKELETONMODIFICATION2DPHYSICALBONES_H

#include "scene/2d/skeleton_2d.h"
#include "scene/resources/skeleton_modification_2d.h"

///////////////////////////////////////
// SkeletonModification2DJIGGLE
///////////////////////////////////////

class SkeletonModification2DPhysicalBones : public SkeletonModification2D {
	GDCLASS(SkeletonModification2DPhysicalBones, SkeletonModification2D);

private:
	struct PhysicalBone_Data2D {
		NodePath physical_bone_node;
		ObjectID physical_bone_node_cache;
	};
	Vector<PhysicalBone_Data2D> physical_bone_chain;

	void _physical_bone_update_cache(int p_joint_idx);

	bool _simulation_state_dirty = false;
	TypedArray<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) override;
	void _setup_modification(SkeletonModificationStack2D *p_stack) override;

	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 TypedArray<StringName> &p_bones);
	void stop_simulation(const TypedArray<StringName> &p_bones);

	SkeletonModification2DPhysicalBones();
	~SkeletonModification2DPhysicalBones();
};

#endif // SKELETONMODIFICATION2DPHYSICALBONES_H