mirror of
https://github.com/godotengine/godot
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39f6ca96a3
Now matches the class names to be consistent between 2D and 3D and with other node types.
88 lines
3.6 KiB
C++
88 lines
3.6 KiB
C++
/*************************************************************************/
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/* physical_bone_2d.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) 2007-2021 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2021 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 PHYSICAL_BONE_2D_H
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#define PHYSICAL_BONE_2D_H
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#include "scene/2d/physics_body_2d.h"
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#include "scene/2d/skeleton_2d.h"
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class Joint2D;
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class PhysicalBone2D : public RigidDynamicBody2D {
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GDCLASS(PhysicalBone2D, RigidDynamicBody2D);
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protected:
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void _notification(int p_what);
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static void _bind_methods();
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private:
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Skeleton2D *parent_skeleton = nullptr;
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int bone2d_index = -1;
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NodePath bone2d_nodepath;
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bool follow_bone_when_simulating = false;
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Joint2D *child_joint;
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bool auto_configure_joint = true;
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bool simulate_physics = false;
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bool _internal_simulate_physics = false;
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void _find_skeleton_parent();
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void _find_joint_child();
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void _auto_configure_joint();
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void _start_physics_simulation();
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void _stop_physics_simulation();
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void _position_at_bone2d();
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public:
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Joint2D *get_joint() const;
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bool get_auto_configure_joint() const;
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void set_auto_configure_joint(bool p_auto_configure);
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void set_simulate_physics(bool p_simulate);
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bool get_simulate_physics() const;
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bool is_simulating_physics() const;
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void set_bone2d_nodepath(const NodePath &p_nodepath);
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NodePath get_bone2d_nodepath() const;
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void set_bone2d_index(int p_bone_idx);
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int get_bone2d_index() const;
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void set_follow_bone_when_simulating(bool p_follow);
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bool get_follow_bone_when_simulating() const;
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TypedArray<String> get_configuration_warnings() const override;
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PhysicalBone2D();
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~PhysicalBone2D();
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};
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#endif // PHYSICAL_BONE_2D_H
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