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5472558a98
Co-authored-by: lyuma <xn.lyuma@gmail.com> Co-authored-by: fire <ernest.lee@chibifire.com> Co-authored-by: SaracenOne <SaracenOne@gmail.com>
59 lines
3.1 KiB
C++
59 lines
3.1 KiB
C++
/**************************************************************************/
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/* spring_bone_collision_sphere_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_SPHERE_3D_H
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#define SPRING_BONE_COLLISION_SPHERE_3D_H
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#include "scene/3d/spring_bone_collision_3d.h"
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class SpringBoneCollisionCapsule3D;
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class SpringBoneCollisionSphere3D : public SpringBoneCollision3D {
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GDCLASS(SpringBoneCollisionSphere3D, SpringBoneCollision3D);
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friend class SpringBoneCollisionCapsule3D;
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float radius = 0.1;
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bool inside = false;
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protected:
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static void _bind_methods();
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static Vector3 _collide_sphere(const Vector3 &p_origin, float p_radius, bool p_inside, float p_bone_radius, float p_bone_length, const Vector3 &p_current);
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virtual Vector3 _collide(const Transform3D &p_center, float p_bone_radius, float p_bone_length, const Vector3 &p_current) const override;
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public:
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void set_radius(float p_radius);
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float get_radius() const;
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void set_inside(bool p_enabled);
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bool is_inside() const;
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};
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#endif // SPRING_BONE_COLLISION_SPHERE_3D_H
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