godot/scene/2d/physical_bone_2d.h
PouleyKetchoupp 39f6ca96a3 Rename Joint2D and Joint3D files for consistency
Now matches the class names to be consistent between 2D and 3D and with
other node types.
2021-10-01 12:00:32 -07:00

89 lines
3.6 KiB
C++

/*************************************************************************/
/* physical_bone_2d.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* 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 PHYSICAL_BONE_2D_H
#define PHYSICAL_BONE_2D_H
#include "scene/2d/physics_body_2d.h"
#include "scene/2d/skeleton_2d.h"
class Joint2D;
class PhysicalBone2D : public RigidDynamicBody2D {
GDCLASS(PhysicalBone2D, RigidDynamicBody2D);
protected:
void _notification(int p_what);
static void _bind_methods();
private:
Skeleton2D *parent_skeleton = nullptr;
int bone2d_index = -1;
NodePath bone2d_nodepath;
bool follow_bone_when_simulating = false;
Joint2D *child_joint;
bool auto_configure_joint = true;
bool simulate_physics = false;
bool _internal_simulate_physics = false;
void _find_skeleton_parent();
void _find_joint_child();
void _auto_configure_joint();
void _start_physics_simulation();
void _stop_physics_simulation();
void _position_at_bone2d();
public:
Joint2D *get_joint() const;
bool get_auto_configure_joint() const;
void set_auto_configure_joint(bool p_auto_configure);
void set_simulate_physics(bool p_simulate);
bool get_simulate_physics() const;
bool is_simulating_physics() const;
void set_bone2d_nodepath(const NodePath &p_nodepath);
NodePath get_bone2d_nodepath() const;
void set_bone2d_index(int p_bone_idx);
int get_bone2d_index() const;
void set_follow_bone_when_simulating(bool p_follow);
bool get_follow_bone_when_simulating() const;
TypedArray<String> get_configuration_warnings() const override;
PhysicalBone2D();
~PhysicalBone2D();
};
#endif // PHYSICAL_BONE_2D_H