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1f6f364a56
Using `clang-tidy`'s `modernize-use-default-member-init` check and manual review of the changes, and some extra manual changes that `clang-tidy` failed to do. Also went manually through all of `core` to find occurrences that `clang-tidy` couldn't handle, especially all initializations done in a constructor without using initializer lists.
72 lines
3.0 KiB
C++
72 lines
3.0 KiB
C++
/*************************************************************************/
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/* spring_arm_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) 2007-2020 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2020 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 SPRING_ARM_H
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#define SPRING_ARM_H
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#include "scene/3d/node_3d.h"
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class SpringArm3D : public Node3D {
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GDCLASS(SpringArm3D, Node3D);
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Ref<Shape3D> shape;
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Set<RID> excluded_objects;
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float spring_length = 1;
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float current_spring_length = 0;
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bool keep_child_basis = false;
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uint32_t mask = 1;
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float margin = 0.01;
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protected:
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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_length(float p_length);
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float get_length() const;
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void set_shape(Ref<Shape3D> p_shape);
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Ref<Shape3D> get_shape() const;
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void set_mask(uint32_t p_mask);
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uint32_t get_mask();
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void add_excluded_object(RID p_rid);
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bool remove_excluded_object(RID p_rid);
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void clear_excluded_objects();
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float get_hit_length();
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void set_margin(float p_margin);
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float get_margin();
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SpringArm3D() {}
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private:
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void process_spring();
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};
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#endif
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