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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".
140 lines
5.7 KiB
C++
140 lines
5.7 KiB
C++
/**************************************************************************/
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/* skeleton_modification_2d_jiggle.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_JIGGLE_H
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#define SKELETON_MODIFICATION_2D_JIGGLE_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 SkeletonModification2DJiggle : public SkeletonModification2D {
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GDCLASS(SkeletonModification2DJiggle, SkeletonModification2D);
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private:
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struct Jiggle_Joint_Data2D {
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int bone_idx = -1;
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NodePath bone2d_node;
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ObjectID bone2d_node_cache;
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bool override_defaults = false;
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float stiffness = 3;
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float mass = 0.75;
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float damping = 0.75;
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bool use_gravity = false;
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Vector2 gravity = Vector2(0, 6.0);
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Vector2 force = Vector2(0, 0);
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Vector2 acceleration = Vector2(0, 0);
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Vector2 velocity = Vector2(0, 0);
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Vector2 last_position = Vector2(0, 0);
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Vector2 dynamic_position = Vector2(0, 0);
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Vector2 last_noncollision_position = Vector2(0, 0);
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};
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Vector<Jiggle_Joint_Data2D> jiggle_data_chain;
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NodePath target_node;
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ObjectID target_node_cache;
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void update_target_cache();
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float stiffness = 3;
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float mass = 0.75;
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float damping = 0.75;
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bool use_gravity = false;
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Vector2 gravity = Vector2(0, 6);
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bool use_colliders = false;
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uint32_t collision_mask = 1;
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void jiggle_joint_update_bone2d_cache(int p_joint_idx);
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void _execute_jiggle_joint(int p_joint_idx, Node2D *p_target, float p_delta);
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void _update_jiggle_joint_data();
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protected:
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static void _bind_methods();
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bool _set(const StringName &p_path, const Variant &p_value);
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bool _get(const StringName &p_path, Variant &r_ret) const;
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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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void set_target_node(const NodePath &p_target_node);
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NodePath get_target_node() const;
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void set_stiffness(float p_stiffness);
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float get_stiffness() const;
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void set_mass(float p_mass);
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float get_mass() const;
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void set_damping(float p_damping);
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float get_damping() const;
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void set_use_gravity(bool p_use_gravity);
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bool get_use_gravity() const;
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void set_gravity(Vector2 p_gravity);
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Vector2 get_gravity() const;
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void set_use_colliders(bool p_use_colliders);
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bool get_use_colliders() const;
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void set_collision_mask(int p_mask);
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int get_collision_mask() const;
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int get_jiggle_data_chain_length();
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void set_jiggle_data_chain_length(int p_new_length);
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void set_jiggle_joint_bone2d_node(int p_joint_idx, const NodePath &p_target_node);
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NodePath get_jiggle_joint_bone2d_node(int p_joint_idx) const;
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void set_jiggle_joint_bone_index(int p_joint_idx, int p_bone_idx);
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int get_jiggle_joint_bone_index(int p_joint_idx) const;
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void set_jiggle_joint_override(int p_joint_idx, bool p_override);
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bool get_jiggle_joint_override(int p_joint_idx) const;
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void set_jiggle_joint_stiffness(int p_joint_idx, float p_stiffness);
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float get_jiggle_joint_stiffness(int p_joint_idx) const;
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void set_jiggle_joint_mass(int p_joint_idx, float p_mass);
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float get_jiggle_joint_mass(int p_joint_idx) const;
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void set_jiggle_joint_damping(int p_joint_idx, float p_damping);
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float get_jiggle_joint_damping(int p_joint_idx) const;
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void set_jiggle_joint_use_gravity(int p_joint_idx, bool p_use_gravity);
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bool get_jiggle_joint_use_gravity(int p_joint_idx) const;
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void set_jiggle_joint_gravity(int p_joint_idx, Vector2 p_gravity);
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Vector2 get_jiggle_joint_gravity(int p_joint_idx) const;
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SkeletonModification2DJiggle();
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~SkeletonModification2DJiggle();
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};
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#endif // SKELETON_MODIFICATION_2D_JIGGLE_H
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