godot/scene/3d/spring_bone_collision_capsule_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

60 lines
3 KiB
C++

/**************************************************************************/
/* spring_bone_collision_capsule_3d.h */
/**************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/**************************************************************************/
/* 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 */
/* "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 SPRING_BONE_COLLISION_CAPSULE_3D_H
#define SPRING_BONE_COLLISION_CAPSULE_3D_H
#include "scene/3d/spring_bone_collision_3d.h"
class SpringBoneCollisionCapsule3D : public SpringBoneCollision3D {
GDCLASS(SpringBoneCollisionCapsule3D, SpringBoneCollision3D);
float radius = 0.1;
float height = 0.5;
bool inside = false;
protected:
static void _bind_methods();
virtual Vector3 _collide(const Transform3D &p_center, float p_bone_radius, float p_bone_length, const Vector3 &p_current) const override;
public:
void set_radius(float p_radius);
float get_radius() const;
void set_height(float p_height);
float get_height() const;
void set_inside(bool p_enabled);
bool is_inside() const;
// Helper.
Pair<Vector3, Vector3> get_head_and_tail(const Transform3D &p_center) const;
};
#endif // SPRING_BONE_COLLISION_CAPSULE_3D_H