spring_bone_collision_3d.h 3.4 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172
  1. /**************************************************************************/
  2. /* spring_bone_collision_3d.h */
  3. /**************************************************************************/
  4. /* This file is part of: */
  5. /* GODOT ENGINE */
  6. /* https://godotengine.org */
  7. /**************************************************************************/
  8. /* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
  9. /* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
  10. /* */
  11. /* Permission is hereby granted, free of charge, to any person obtaining */
  12. /* a copy of this software and associated documentation files (the */
  13. /* "Software"), to deal in the Software without restriction, including */
  14. /* without limitation the rights to use, copy, modify, merge, publish, */
  15. /* distribute, sublicense, and/or sell copies of the Software, and to */
  16. /* permit persons to whom the Software is furnished to do so, subject to */
  17. /* the following conditions: */
  18. /* */
  19. /* The above copyright notice and this permission notice shall be */
  20. /* included in all copies or substantial portions of the Software. */
  21. /* */
  22. /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
  23. /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
  24. /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
  25. /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
  26. /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
  27. /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
  28. /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
  29. /**************************************************************************/
  30. #ifndef SPRING_BONE_COLLISION_3D_H
  31. #define SPRING_BONE_COLLISION_3D_H
  32. #include "scene/3d/skeleton_3d.h"
  33. class SpringBoneCollision3D : public Node3D {
  34. GDCLASS(SpringBoneCollision3D, Node3D);
  35. String bone_name;
  36. int bone = -1;
  37. Vector3 position_offset;
  38. Quaternion rotation_offset;
  39. protected:
  40. PackedStringArray get_configuration_warnings() const override;
  41. void _validate_property(PropertyInfo &p_property) const;
  42. static void _bind_methods();
  43. virtual Vector3 _collide(const Transform3D &p_center, float p_bone_radius, float p_bone_length, const Vector3 &p_current) const;
  44. public:
  45. Skeleton3D *get_skeleton() const;
  46. void set_bone_name(const String &p_name);
  47. String get_bone_name() const;
  48. void set_bone(int p_bone);
  49. int get_bone() const;
  50. void set_position_offset(const Vector3 &p_offset);
  51. Vector3 get_position_offset() const;
  52. void set_rotation_offset(const Quaternion &p_offset);
  53. Quaternion get_rotation_offset() const;
  54. void sync_pose();
  55. Transform3D get_transform_from_skeleton(const Transform3D &p_center) const;
  56. Vector3 collide(const Transform3D &p_center, float p_bone_radius, float p_bone_length, const Vector3 &p_current) const;
  57. };
  58. #endif // SPRING_BONE_COLLISION_3D_H