godot/scene/3d/spring_bone_collision_3d.h
Silc Lizard (Tokage) Renew 5472558a98 Implement SpringBoneSimulator3D to wiggle chained bones
Co-authored-by: lyuma <xn.lyuma@gmail.com>
Co-authored-by: fire <ernest.lee@chibifire.com>
Co-authored-by: SaracenOne <SaracenOne@gmail.com>
2025-01-14 05:43:57 +09:00

75 lines
3.4 KiB
C++

/**************************************************************************/
/* spring_bone_collision_3d.h */
/**************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
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/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* Copyright (c) 2007-2014 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 */
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/* the following conditions: */
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/* The above copyright notice and this permission notice shall be */
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#ifndef SPRING_BONE_COLLISION_3D_H
#define SPRING_BONE_COLLISION_3D_H
#include "scene/3d/skeleton_3d.h"
class SpringBoneCollision3D : public Node3D {
GDCLASS(SpringBoneCollision3D, Node3D);
String bone_name;
int bone = -1;
Vector3 position_offset;
Quaternion rotation_offset;
protected:
PackedStringArray get_configuration_warnings() const override;
void _validate_property(PropertyInfo &p_property) const;
static void _bind_methods();
#ifdef TOOLS_ENABLED
virtual void _notification(int p_what);
#endif // TOOLS_ENABLED
virtual Vector3 _collide(const Transform3D &p_center, float p_bone_radius, float p_bone_length, const Vector3 &p_current) const;
public:
Skeleton3D *get_skeleton() const;
void set_bone_name(const String &p_name);
String get_bone_name() const;
void set_bone(int p_bone);
int get_bone() const;
void set_position_offset(const Vector3 &p_offset);
Vector3 get_position_offset() const;
void set_rotation_offset(const Quaternion &p_offset);
Quaternion get_rotation_offset() const;
void sync_pose();
Transform3D get_transform_from_skeleton(const Transform3D &p_center) const;
Vector3 collide(const Transform3D &p_center, float p_bone_radius, float p_bone_length, const Vector3 &p_current) const;
};
#endif // SPRING_BONE_COLLISION_3D_H