mirror of
https://github.com/Relintai/pandemonium_engine.git
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90 lines
3.7 KiB
C++
90 lines
3.7 KiB
C++
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/*************************************************************************/
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/* skeleton_modification_3d_lookat.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) 2007-2022 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
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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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#include "scene/3d/skeleton_3d.h"
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#include "scene/resources/skeleton_modification_3d.h"
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#ifndef SKELETON_MODIFICATION_3D_LOOKAT_H
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#define SKELETON_MODIFICATION_3D_LOOKAT_H
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class SkeletonModification3DLookAt : public SkeletonModification3D {
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GDCLASS(SkeletonModification3DLookAt, SkeletonModification3D);
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private:
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String bone_name = "";
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int bone_idx = -1;
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NodePath target_node;
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ObjectID target_node_cache;
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Vector3 additional_rotation = Vector3(1, 0, 0);
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bool lock_rotation_to_plane = false;
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int lock_rotation_plane = ROTATION_PLANE_X;
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void update_cache();
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protected:
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static void _bind_methods();
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bool _get(const StringName &p_path, Variant &r_ret) const;
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bool _set(const StringName &p_path, const Variant &p_value);
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void _get_property_list(List<PropertyInfo> *p_list) const;
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public:
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enum ROTATION_PLANE {
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ROTATION_PLANE_X,
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ROTATION_PLANE_Y,
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ROTATION_PLANE_Z
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};
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virtual void _execute(real_t p_delta) override;
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virtual void _setup_modification(SkeletonModificationStack3D *p_stack) override;
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void set_bone_name(String p_name);
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String get_bone_name() const;
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void set_bone_index(int p_idx);
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int get_bone_index() const;
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void set_target_node(const NodePath &p_target_node);
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NodePath get_target_node() const;
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void set_additional_rotation(Vector3 p_offset);
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Vector3 get_additional_rotation() const;
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void set_lock_rotation_to_plane(bool p_lock_to_plane);
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bool get_lock_rotation_to_plane() const;
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void set_lock_rotation_plane(int p_plane);
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int get_lock_rotation_plane() const;
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SkeletonModification3DLookAt();
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~SkeletonModification3DLookAt();
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};
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#endif // SKELETON_MODIFICATION_3D_LOOKAT_H
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