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69 lines
3.5 KiB
C++
69 lines
3.5 KiB
C++
/**************************************************************************/
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/* aim_modifier_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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#pragma once
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#include "scene/3d/bone_constraint_3d.h"
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class AimModifier3D : public BoneConstraint3D {
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GDCLASS(AimModifier3D, BoneConstraint3D);
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public:
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struct AimModifier3DSetting : public BoneConstraint3DSetting {
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BoneAxis forward_axis = BONE_AXIS_PLUS_Y;
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bool use_euler = false;
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Vector3::Axis primary_rotation_axis = Vector3::AXIS_X;
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bool use_secondary_rotation = true;
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};
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protected:
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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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virtual PackedStringArray get_configuration_warnings() const override;
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void _get_property_list(List<PropertyInfo> *p_list) const;
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static void _bind_methods();
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virtual void _process_constraint(int p_index, Skeleton3D *p_skeleton, int p_apply_bone, int p_reference_bone, float p_amount) override;
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virtual void _validate_setting(int p_index) override;
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public:
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void set_forward_axis(int p_index, BoneAxis p_axis);
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BoneAxis get_forward_axis(int p_index) const;
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void set_use_euler(int p_index, bool p_enabled);
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bool is_using_euler(int p_index) const;
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void set_primary_rotation_axis(int p_index, Vector3::Axis p_axis);
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Vector3::Axis get_primary_rotation_axis(int p_index) const;
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void set_use_secondary_rotation(int p_index, bool p_enabled);
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bool is_using_secondary_rotation(int p_index) const;
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~AimModifier3D();
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};
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