godot/scene/resources/2d/skeleton/skeleton_modification_2d_jiggle.h
2024-02-26 05:22:45 -06:00

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/**************************************************************************/
/* skeleton_modification_2d_jiggle.h */
/**************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/**************************************************************************/
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
/* */
/* 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_JIGGLE_H
#define SKELETON_MODIFICATION_2D_JIGGLE_H
#include "scene/2d/skeleton_2d.h"
#include "scene/resources/2d/skeleton/skeleton_modification_2d.h"
///////////////////////////////////////
// SkeletonModification2DJIGGLE
///////////////////////////////////////
class SkeletonModification2DJiggle : public SkeletonModification2D {
GDCLASS(SkeletonModification2DJiggle, SkeletonModification2D);
private:
struct Jiggle_Joint_Data2D {
int bone_idx = -1;
NodePath bone2d_node;
ObjectID bone2d_node_cache;
bool override_defaults = false;
float stiffness = 3;
float mass = 0.75;
float damping = 0.75;
bool use_gravity = false;
Vector2 gravity = Vector2(0, 6.0);
Vector2 force = Vector2(0, 0);
Vector2 acceleration = Vector2(0, 0);
Vector2 velocity = Vector2(0, 0);
Vector2 last_position = Vector2(0, 0);
Vector2 dynamic_position = Vector2(0, 0);
Vector2 last_noncollision_position = Vector2(0, 0);
};
Vector<Jiggle_Joint_Data2D> jiggle_data_chain;
NodePath target_node;
ObjectID target_node_cache;
void update_target_cache();
float stiffness = 3;
float mass = 0.75;
float damping = 0.75;
bool use_gravity = false;
Vector2 gravity = Vector2(0, 6);
bool use_colliders = false;
uint32_t collision_mask = 1;
void jiggle_joint_update_bone2d_cache(int p_joint_idx);
void _execute_jiggle_joint(int p_joint_idx, Node2D *p_target, float p_delta);
void _update_jiggle_joint_data();
protected:
static void _bind_methods();
bool _set(const StringName &p_path, const Variant &p_value);
bool _get(const StringName &p_path, Variant &r_ret) const;
void _get_property_list(List<PropertyInfo> *p_list) const;
public:
void _execute(float p_delta) override;
void _setup_modification(SkeletonModificationStack2D *p_stack) override;
void set_target_node(const NodePath &p_target_node);
NodePath get_target_node() const;
void set_stiffness(float p_stiffness);
float get_stiffness() const;
void set_mass(float p_mass);
float get_mass() const;
void set_damping(float p_damping);
float get_damping() const;
void set_use_gravity(bool p_use_gravity);
bool get_use_gravity() const;
void set_gravity(Vector2 p_gravity);
Vector2 get_gravity() const;
void set_use_colliders(bool p_use_colliders);
bool get_use_colliders() const;
void set_collision_mask(int p_mask);
int get_collision_mask() const;
int get_jiggle_data_chain_length();
void set_jiggle_data_chain_length(int p_new_length);
void set_jiggle_joint_bone2d_node(int p_joint_idx, const NodePath &p_target_node);
NodePath get_jiggle_joint_bone2d_node(int p_joint_idx) const;
void set_jiggle_joint_bone_index(int p_joint_idx, int p_bone_idx);
int get_jiggle_joint_bone_index(int p_joint_idx) const;
void set_jiggle_joint_override(int p_joint_idx, bool p_override);
bool get_jiggle_joint_override(int p_joint_idx) const;
void set_jiggle_joint_stiffness(int p_joint_idx, float p_stiffness);
float get_jiggle_joint_stiffness(int p_joint_idx) const;
void set_jiggle_joint_mass(int p_joint_idx, float p_mass);
float get_jiggle_joint_mass(int p_joint_idx) const;
void set_jiggle_joint_damping(int p_joint_idx, float p_damping);
float get_jiggle_joint_damping(int p_joint_idx) const;
void set_jiggle_joint_use_gravity(int p_joint_idx, bool p_use_gravity);
bool get_jiggle_joint_use_gravity(int p_joint_idx) const;
void set_jiggle_joint_gravity(int p_joint_idx, Vector2 p_gravity);
Vector2 get_jiggle_joint_gravity(int p_joint_idx) const;
SkeletonModification2DJiggle();
~SkeletonModification2DJiggle();
};
#endif // SKELETON_MODIFICATION_2D_JIGGLE_H