godot/scene/2d/joints_2d.h
Rémi Verschelde d8223ffa75 Welcome in 2017, dear changelog reader!
That year should bring the long-awaited OpenGL ES 3.0 compatible renderer
with state-of-the-art rendering techniques tuned to work as low as middle
end handheld devices - without compromising with the possibilities given
for higher end desktop games of course. Great times ahead for the Godot
community and the gamers that will play our games!

(cherry picked from commit c7bc44d5ad)
2017-01-12 19:15:30 +01:00

150 lines
4.1 KiB
C++

/*************************************************************************/
/* joints_2d.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* http://www.godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2017 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 JOINTS_2D_H
#define JOINTS_2D_H
#include "node_2d.h"
class Joint2D : public Node2D {
OBJ_TYPE(Joint2D,Node2D);
RID joint;
NodePath a;
NodePath b;
real_t bias;
bool exclude_from_collision;
protected:
void _update_joint();
void _notification(int p_what);
virtual RID _configure_joint()=0;
static void _bind_methods();
public:
void set_node_a(const NodePath& p_node_a);
NodePath get_node_a() const;
void set_node_b(const NodePath& p_node_b);
NodePath get_node_b() const;
void set_bias(real_t p_bias);
real_t get_bias() const;
void set_exclude_nodes_from_collision(bool p_enable);
bool get_exclude_nodes_from_collision() const;
RID get_joint() const { return joint; }
Joint2D();
};
class PinJoint2D : public Joint2D {
OBJ_TYPE(PinJoint2D,Joint2D);
real_t softness;
protected:
void _notification(int p_what);
virtual RID _configure_joint();
static void _bind_methods();
public:
void set_softness(real_t p_stiffness);
real_t get_softness() const;
PinJoint2D();
};
class GrooveJoint2D : public Joint2D {
OBJ_TYPE(GrooveJoint2D,Joint2D);
real_t length;
real_t initial_offset;
protected:
void _notification(int p_what);
virtual RID _configure_joint();
static void _bind_methods();
public:
void set_length(real_t p_length);
real_t get_length() const;
void set_initial_offset(real_t p_initial_offset);
real_t get_initial_offset() const;
GrooveJoint2D();
};
class DampedSpringJoint2D : public Joint2D {
OBJ_TYPE(DampedSpringJoint2D,Joint2D);
real_t stiffness;
real_t damping;
real_t rest_length;
real_t length;
protected:
void _notification(int p_what);
virtual RID _configure_joint();
static void _bind_methods();
public:
void set_length(real_t p_length);
real_t get_length() const;
void set_rest_length(real_t p_rest_length);
real_t get_rest_length() const;
void set_damping(real_t p_damping);
real_t get_damping() const;
void set_stiffness(real_t p_stiffness);
real_t get_stiffness() const;
DampedSpringJoint2D();
};
#endif // JOINTS_2D_H