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d95794ec8a
As many open source projects have started doing it, we're removing the current year from the copyright notice, so that we don't need to bump it every year. It seems like only the first year of publication is technically relevant for copyright notices, and even that seems to be something that many companies stopped listing altogether (in a version controlled codebase, the commits are a much better source of date of publication than a hardcoded copyright statement). We also now list Godot Engine contributors first as we're collectively the current maintainers of the project, and we clarify that the "exclusive" copyright of the co-founders covers the timespan before opensourcing (their further contributions are included as part of Godot Engine contributors). Also fixed "cf." Frenchism - it's meant as "refer to / see".
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) 2014-present Godot Engine contributors (see AUTHORS.md). */
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/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
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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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