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76 lines
3.4 KiB
C++
76 lines
3.4 KiB
C++
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/**************************************************************************/
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/* spring_bone_collision_3d.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 SPRING_BONE_COLLISION_3D_H
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#define SPRING_BONE_COLLISION_3D_H
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#include "scene/3d/skeleton_3d.h"
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class SpringBoneCollision3D : public Node3D {
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GDCLASS(SpringBoneCollision3D, Node3D);
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String bone_name;
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int bone = -1;
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Vector3 position_offset;
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Quaternion rotation_offset;
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protected:
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PackedStringArray get_configuration_warnings() const override;
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void _validate_property(PropertyInfo &p_property) const;
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static void _bind_methods();
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#ifdef TOOLS_ENABLED
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virtual void _notification(int p_what);
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#endif // TOOLS_ENABLED
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virtual Vector3 _collide(const Transform3D &p_center, float p_bone_radius, float p_bone_length, const Vector3 &p_current) const;
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public:
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Skeleton3D *get_skeleton() const;
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void set_bone_name(const String &p_name);
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String get_bone_name() const;
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void set_bone(int p_bone);
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int get_bone() const;
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void set_position_offset(const Vector3 &p_offset);
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Vector3 get_position_offset() const;
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void set_rotation_offset(const Quaternion &p_offset);
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Quaternion get_rotation_offset() const;
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void sync_pose();
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Transform3D get_transform_from_skeleton(const Transform3D &p_center) const;
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Vector3 collide(const Transform3D &p_center, float p_bone_radius, float p_bone_length, const Vector3 &p_current) const;
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};
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#endif // SPRING_BONE_COLLISION_3D_H
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