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90019676b0
Adds `header_guards.sh` bash script, used in CI to validate future changes. Can be run locally to fix invalid header guards.
83 lines
3.8 KiB
C++
83 lines
3.8 KiB
C++
/*************************************************************************/
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/* skeleton_modification_2d_physicalbones.h */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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#ifndef SKELETON_MODIFICATION_2D_PHYSICALBONES_H
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#define SKELETON_MODIFICATION_2D_PHYSICALBONES_H
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#include "scene/2d/skeleton_2d.h"
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#include "scene/resources/skeleton_modification_2d.h"
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///////////////////////////////////////
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// SkeletonModification2DJIGGLE
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///////////////////////////////////////
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class SkeletonModification2DPhysicalBones : public SkeletonModification2D {
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GDCLASS(SkeletonModification2DPhysicalBones, SkeletonModification2D);
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private:
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struct PhysicalBone_Data2D {
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NodePath physical_bone_node;
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ObjectID physical_bone_node_cache;
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};
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Vector<PhysicalBone_Data2D> physical_bone_chain;
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void _physical_bone_update_cache(int p_joint_idx);
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bool _simulation_state_dirty = false;
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TypedArray<StringName> _simulation_state_dirty_names;
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bool _simulation_state_dirty_process = false;
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void _update_simulation_state();
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protected:
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static void _bind_methods();
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bool _get(const StringName &p_path, Variant &r_ret) const;
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bool _set(const StringName &p_path, const Variant &p_value);
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void _get_property_list(List<PropertyInfo> *p_list) const;
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public:
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void _execute(float p_delta) override;
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void _setup_modification(SkeletonModificationStack2D *p_stack) override;
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int get_physical_bone_chain_length();
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void set_physical_bone_chain_length(int p_new_length);
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void set_physical_bone_node(int p_joint_idx, const NodePath &p_path);
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NodePath get_physical_bone_node(int p_joint_idx) const;
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void fetch_physical_bones();
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void start_simulation(const TypedArray<StringName> &p_bones);
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void stop_simulation(const TypedArray<StringName> &p_bones);
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SkeletonModification2DPhysicalBones();
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~SkeletonModification2DPhysicalBones();
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};
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#endif // SKELETON_MODIFICATION_2D_PHYSICALBONES_H
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