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85cf99f28e
* Removed entirely from RenderingServer. * Replaced by ImmediateMesh resource. * ImmediateMesh replaces ImmediateGeometry, but could use more optimization in the future. * Sprite3D and AnimatedSprite3D work again, ported from Godot 3.x (though a lot of work was needed to adapt them to Godot 4). * RootMotionView works again. * Polygon3D editor works again.
81 lines
3.2 KiB
C++
81 lines
3.2 KiB
C++
/*************************************************************************/
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/* root_motion_view.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) 2007-2021 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2021 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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#ifndef ROOT_MOTION_VIEW_H
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#define ROOT_MOTION_VIEW_H
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#include "scene/3d/visual_instance_3d.h"
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#include "scene/resources/immediate_mesh.h"
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class RootMotionView : public VisualInstance3D {
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GDCLASS(RootMotionView, VisualInstance3D);
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public:
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Ref<ImmediateMesh> immediate;
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NodePath path;
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float cell_size = 1.0;
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float radius = 10.0;
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bool use_in_game = false;
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Color color = Color(0.5, 0.5, 1.0);
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bool first = true;
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bool zero_y = true;
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Ref<Material> immediate_material;
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Transform3D accumulated;
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private:
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void _notification(int p_what);
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static void _bind_methods();
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public:
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void set_animation_path(const NodePath &p_path);
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NodePath get_animation_path() const;
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void set_color(const Color &p_color);
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Color get_color() const;
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void set_cell_size(float p_size);
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float get_cell_size() const;
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void set_radius(float p_radius);
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float get_radius() const;
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void set_zero_y(bool p_zero_y);
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bool get_zero_y() const;
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virtual AABB get_aabb() const override;
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virtual Vector<Face3> get_faces(uint32_t p_usage_flags) const override;
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RootMotionView();
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~RootMotionView();
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};
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#endif // ROOT_MOTION_VIEW_H
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