godot/scene/resources/skeleton_modification_3d_lookat.h
Rémi Verschelde fe52458154
Update copyright statements to 2022
Happy new year to the wonderful Godot community!
2022-01-03 21:27:34 +01:00

90 lines
3.7 KiB
C++

/*************************************************************************/
/* skeleton_modification_3d_lookat.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
#include "scene/3d/skeleton_3d.h"
#include "scene/resources/skeleton_modification_3d.h"
#ifndef SKELETONMODIFICATION3DLOOKAT_H
#define SKELETONMODIFICATION3DLOOKAT_H
class SkeletonModification3DLookAt : public SkeletonModification3D {
GDCLASS(SkeletonModification3DLookAt, SkeletonModification3D);
private:
String bone_name = "";
int bone_idx = -1;
NodePath target_node;
ObjectID target_node_cache;
Vector3 additional_rotation = Vector3(1, 0, 0);
bool lock_rotation_to_plane = false;
int lock_rotation_plane = ROTATION_PLANE_X;
void update_cache();
protected:
static void _bind_methods();
bool _get(const StringName &p_path, Variant &r_ret) const;
bool _set(const StringName &p_path, const Variant &p_value);
void _get_property_list(List<PropertyInfo> *p_list) const;
public:
enum ROTATION_PLANE {
ROTATION_PLANE_X,
ROTATION_PLANE_Y,
ROTATION_PLANE_Z
};
virtual void _execute(real_t p_delta) override;
virtual void _setup_modification(SkeletonModificationStack3D *p_stack) override;
void set_bone_name(String p_name);
String get_bone_name() const;
void set_bone_index(int p_idx);
int get_bone_index() const;
void set_target_node(const NodePath &p_target_node);
NodePath get_target_node() const;
void set_additional_rotation(Vector3 p_offset);
Vector3 get_additional_rotation() const;
void set_lock_rotation_to_plane(bool p_lock_to_plane);
bool get_lock_rotation_to_plane() const;
void set_lock_rotation_plane(int p_plane);
int get_lock_rotation_plane() const;
SkeletonModification3DLookAt();
~SkeletonModification3DLookAt();
};
#endif //SKELETONMODIFICATION3DLOOKAT_H